Mental Longevity
Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.
Ability Details
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| Cost | n/a | |||||||||||||
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| Range | n/a | |||||||||||||
| Cast time | n/a | |||||||||||||
| Cooldown | n/a | |||||||||||||
| GCD | 0 seconds | |||||||||||||
Related
If you are going kinetic and want to spend your points in 9% cost reduction & 6% boost to some spells, but feel forced to get this talent, then bear in mind you have the talent [Telekinetic Effusion] higher up, which reduces the cost of your next 2 spells by 50%
With 30%+ spell crit being quite attainable, and your multiple DoTs ticking + an odd Telekintic Throw, you have so many chances to get a crit that it is possible for this proc to be kept nearly permanently active, not to mention Force Potency to force a proc & if full TK build, the 100% crit chance of Turbulence & ALSO an extra 10% crit chance to Disturbance and Telekinetic Throw from Critical Kinesis talent low in the balance tree
But if most spells are cost halved, ie saving 25 force for every 50 force spell, do you really need an extra 9% guaranteed cost reduction on all spells? which saves an extra 5 force for every 50 force spell
It's something to think about, so you may decide Mental Longevity is more valuable after all, I haven't done the Theory Crafting, will leave that to you :)
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