Let's assume you remain incapacitated for a total of 60 seconds during a Grift. Ignoring your setup time(which is lengthy - and VERY relevant), you lose 6.67% damage over a 15 minute Grift. Let's not forget that you reset the 16/24 seconds(before cdr) timer to get back up to full power, you lose all temporary buffs, etc. It also allows you to play more risky.
If you EVER have a chance to die, you should run awareness. It keeps your turrets up, it keeps temp buffs on you, it keeps you from dying, it keeps others from having to rez you / running back and allows you to do things you couldn't otherwise do.
Got a question is it wise to equip Awareness at GR 40+ solo and how about the use of awareness in Group play ?
Cause i was thinking if things 1 shot you is it really worth it ?
Can someone eloborate please ?
thank you in advance for the awesome advice !!
kakascii no sharingan
Let's assume you remain incapacitated for a total of 60 seconds during a Grift. Ignoring your setup time(which is lengthy - and VERY relevant), you lose 6.67% damage over a 15 minute Grift. Let's not forget that you reset the 16/24 seconds(before cdr) timer to get back up to full power, you lose all temporary buffs, etc. It also allows you to play more risky.
If you EVER have a chance to die, you should run awareness. It keeps your turrets up, it keeps temp buffs on you, it keeps you from dying, it keeps others from having to rez you / running back and allows you to do things you couldn't otherwise do.
You helped me by convincing me that it still has some great use.
again thank you very much!!!
kakascii no sharingan