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Posted

So, I'll start by saying I wouldn't expect or want ALL temps to be auto-hit. But this one, you get 20 shots. The ghosts in this mission already debuff the to-Hit, so once that happens a single miss can cascade into multiple misses, of both the temp and the rest. And it can take an awful lot of keen insights to get back into the positive numbers for accuracy/To-hit. 

Since it is just 20 charges, I think an auto-hit for this temp would be a nice thing. 

  • Like 1
Posted

I'm of two minds about this.

 

On the one side, yeah. Same with the lost curing wand. It's there for one mission, it's got a limited use, and I don't *believe* the divining rod gives XP for what it hits (same with the lost curing wand.) But I don't recall 100% on that.

 

On the other, it's not needed to complete the mission. You can just wipe out all the enemies with your regular powers and still succeed, so it doesn't actually matter if it hits or not, or even if you *try* to use it. (It has to be that way, after all, if you run it with a team they could kill off everything before you zapped them with the rod.)

 

Making it auto-hit wouldn't really change anything, but flavor wise it'd be a plus. (Or at least giving it higher accuracy.)

  • Like 2
Posted
29 minutes ago, Greycat said:

Making it auto-hit wouldn't really change anything, but flavor wise it'd be a plus. (Or at least giving it higher accuracy.)

or the power having a resistance to being accuracy debuffed, so become more useful.  but that is nearly the same as auto hit i guess, which is prob easier to code....

  • Like 1
Posted

Meh, I don't care if Divining Rod is made autohit or not. When I get the mission that requires it, just like any other single mission temp powers other than the Lost Curing Wand, I just ignore them and wipe out the opposition normally. Then when I report back, the contact is always happy with the temp powers' results. (Only the Lost's wand needs to be used, and it doesn't miss. At least in my experience.) And normally, I find my own attacks to be far more effective at dealing with the assigned targets than whatever temp power I was given, so using my own attacks instead gets me through the mission that much faster.

  • Like 1
Posted
5 hours ago, Greycat said:

On the one side, yeah. Same with the lost curing wand. It's there for one mission, it's got a limited use, and I don't *believe* the divining rod gives XP for what it hits (same with the lost curing wand.) But I don't recall 100% on that.

So, the nifty thing about this temp is it does 100% damage. Boss, lieut, minion, whatever. 

So, my typical procedure is to scout the mission, see how many higher level mobs there are. This past time I had 14 lieutenants (just running at +1, no bosses, still getting used to this marine affinity secondary) the other 15 or so were minions. 

First LT, I use Aim, then the temp....miss. It aggros  the lt, so I have choices. I can run away - no real need to do that. I can munch a bunch of yellows, or I can debuff the lt myself with Shoal Rush - it reduces defense, so may as well return the favor. I check my buff bar - the debuffs are gone, and I miss again with the temp. 

Now, I completely get this can happen, and that this is probably an outlier. 

Overall, of the 20 charges, only 14 hit the target. 

So, why not give us 10 charges and make 'em autohit? Something. But this whiffing is inclined to make me start drinking again. 

  • Like 1
Posted
6 hours ago, Greycat said:

I don't *believe* the divining rod gives XP for what it hits (same with the lost curing wand.)

I don't recall checking with the divining rod, but the Lost Curing Wand also does not increment the defeat count for Lost bosses, so it may be applying an internal 'force kill' effect on the target that bypasses all of the XP and badge count checks. Since it's an automatic result and not an actual defeat per se, this is logical both for the lack of XP and lack of badge count increment.

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