Some time ago people kindly explained the ins & outs & differences between these two actions. I went for MPA.
However, I've accumulated a few spare skill points and am wondering whether it's worth having both. For the way I play, it has a number of interesting possibilities.
However, for me, I think it all hinges on whether the two would be on the same timer so you can only use one then have to wait OR can you run them one after the other.
The main thing I'm thinking about is Invul..... with normal run, immediately followed by MPA with Speed Up. Could be a great way to get to a safe area OR if things have gone pear shaped for a team, pull stuff away then run far enough ahead that they stop following & loop back to team & res or whatecer as required.
As always, anyone elses thoughts or comments on how they use these (if my plan is feasible) would be interesting to hear.
Melee Protection Aura (MPA) and Invulnerability
Re: Melee Protection Aura (MPA) and Invulnerability
i believe they do have seperate latency as one is an aura and one isnt so you should be able to add it in with the other to get added protection after the other ends
when i get an agro i cant take i usually hit invuln and move then when it wears off hit self heal and speed up 5 and hope i can get away further but you could also add mpa in there for an even longer escape may try that myself too heh
when i get an agro i cant take i usually hit invuln and move then when it wears off hit self heal and speed up 5 and hope i can get away further but you could also add mpa in there for an even longer escape may try that myself too heh