Rage Conduit is a very great ability that allows you to heal units quite effectively. Unlike most leaders, I find Arbiter's leader powers you focus less on upgrading and more buying as many abilities to stack and refresh Rage Conduit. For example: instead of upgrading plasma bolt after buying Plasma bolt, you buy Stasis Mines or Elite Spirit Assault. This may slightly deminish firepower slightly early game but this allows you to heal most of the game, odds are you don't need firepower early game anyhow. My leader power build usually consists of Teleport > Rage Conduit > Plasma Bolt > Conduit Rage II> Stasis >= Plasma Bolt II >= Stasis Mines... ect but it is still purely situation but I highly myself recommend this build for general purpose. Sometimes if under specific circumstances, i'll use both my 2 and 3rd leader ability on plasma bolt when me and my combatant spam Choppers or Ghosts because you will want or need the extra firepower but ill follow majority of the game on the previous build.MO MO DAMONSTER wrote:I should've clarified, I meatt he passive leader power. You do have a point though, I may need a better leader power setup then what I currently run.DeathRitual4977 wrote:The Arbiter's damage is fine where it is at T3 as he is one of my two favorite leaders so I would know. His damage might be lacking to other heroes but his leader powers have very decent control and rage conduit which heals surprisingly alot, especially with his cloak leader ability which can make some units near invulnerable. He also has great speed when raged as you can Skirmish bases later in the game and run or take out infantry with ease early game.MO MO DAMONSTER wrote:The arbiter rage passive seems to be lacking in DPS when fully upgraded, I think the health and speed are set in the right spot.
Can you message me what you recommend or usually run.
Balance Patch Discussion 11/10
OP DC Longshot