"Oh, let's make a great helm for gunners and then make it difficult to use in the first two Shadow Lairs, what a great idea!"
Perfect Mask of Seerus needs to be fixed
Look on the bright side, its pretty good for the last two, ctr is handy on vana. But I don't terribly mind the weaknesses because I get 3 levels of stat buffs from it. But its defenses aren't perfect aren't perfect for RJP in the first place.
You have to acquire the Crimson Hammer DLC via irl money or Steam trading, then beat the mission multiple times, then return and spend CE + cr + mats crafting this thing. I don't understand why OOO then weakens it against poison and freeze (Rabid Wildwoods and Ice Palace respectively). It's just…infuriating. Especially when swordsman armor has no weaknesses at all and the only bomber armor with significant weakness (Mad Bomber Set) makes your bombs hit like rapid fire nukes.
After all, the Perfect Mask is only CTR med plus ASI low, and there isn't a body armor to go with it…
Yes the helmet is great for gunners, big step fowards and all. But no armour is meant to be perfect. It's like a person in vog armour saying
"Yes this is a great armour, but it would be so much better in fsc if you gave it shadow defence too"
Everything's about compromise, live with the negative resists or use a different helm :)
They really should just nullify the unnecessary weaknesses. I mean, sure, if this was a directly obtainable item, but you have to go through all the effort to get this particular helm.
Plus the fact that all the other gunner armors suck. Nameless and Justifier are decent (but I think ASI on guns like Drivers is pretty silly), and Shadowsun (low gun dmg bonus + incredible poison weakness) is completely unusable in the Rabid Wildwoods. And Darkfire Citadel for that matter.
"Oh, let's make a great armour for bombers and then make it difficult to use in any Shadow Lairs and status strats, what a great idea!"
Fix'd
"make it difficult to use in the first two Shadow Lairs"
Since when is it bad for Twins? Or where did you read Ice Queen has to be done before twins?
@Demonicsothe: full Mad Bomber is definitely dangerous in SL/status levels, but you get CTR very high and DMG very high on your bombs. A single Elite Boom Module, and you have your offense maxed out. Crappy defense plus godly offense: a good trade off.
However, Perfect Mask of Seerus's offense is actually not that great. Ok. The only guns even worth charging are Catalyzers, Drivers and Autoguns, first off. And then, if you're going to use Drivers and Autoguns with the Perfect Mask (say Nova + Umbra + Blitz) then the ASI low becomes a joke. The point is: why make gunners spend extra time and CE obtaining this mask and then give it weaknesses even though its gun stat buffs aren't even all that great?
@Juances: I believe most noobs (including myself when I was still a noob) progress through ordinary boss stratums in this order: Snarbolax => Royal Jelly => Roarmulus Twins => Vanaduke. Also, the Royal Jelly mission is unlocked before the Roarmulus mission. Ice Queen isn't really always the second SL, it's just my instinct to refer to it as such.
Fix the resistance of the 1 and 3* versions please, max shock and max fire for a T1 helm? ROFL.
Back on topic- Why would anyone bring elemental defense into Rabid Snarby? As for IQ I'm not sure, as I've never seen it before. I hear there's lumbers, but isn't piercing more important?
If you're a gunner, then your only choice of piercing defense gives you no status resistances and a mediocre ASI medium.
Then why not add to the complaints about the other gunslinger gear as oppose to raving about the one good piece?
Also, Shadowsun has pierce defence and gives a damage boost (though that low really needs to be upped to a med to compensate for the weaknesses).
Plus the largest danger in the first shadow lair is the undead anyway, in which case deadshot gear is the pefect choice :P
Well I get your point, but then why complain about that one mask when one can do with buffing the other gunslinger sets as well koffshadowsunkoff?
Plus I think curse can be neglected since the only things that inflict curse are the zomgies in UFSC and the phantoms, in which case you shouldn't be using justifier in graveyards. Then you have poison... which isn't *too* bad except when you go into rabid snarby. All in all... IDK :|
EDIT: But that mask's just perfect for UIMF... no?
I take it you're referring to the poison and freeze weaknesses.
I think they were worried about having an armour being too overpowered*cough*WOLVER*cough*... hence the weaknesses.
They aren't especially major, though, so I suppose you could compensate for them with resistances on an armour piece. :U