kelika2 Posted yesterday at 04:12 AM Posted yesterday at 04:12 AM Swap Force Field Generator and Triage Beacon But allow just taking Triage Beacon to upgrade FFG and let a regen aura come from FFG
Greycat Posted yesterday at 04:20 AM Posted yesterday at 04:20 AM There's precedent for it in the fighting pool, where punch and kick reinforce each other and cross punch. Are you looking at corruptor/defender or mastermind versions? Or doesn't matter? 1 Kheldian Lore and Backstory Guide 2.0: HC edition Out to EAT : A look at Epic ATs - what is, could have been, and never was Want 20 merits? Got a couple of minutes? Mini guide to the Combat Attributes window
Uun Posted 17 hours ago Posted 17 hours ago I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile. 1 Uuniverse
tidge Posted 17 hours ago Posted 17 hours ago My hot take on Triage Beacon: It's a fine power to use while leveling up but less important at higher levels (certainly at 50). Keep it where it is, as it is a natural power to respec out of as a character levels up.
kelika2 Posted 16 hours ago Author Posted 16 hours ago 43 minutes ago, Uun said: I don't think that swapping a T3 power and T5 power does anything, but I agree that something should be done to improve Triage Beacon). Another option would be to make Triage Beacon mobile. i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile. ai powered RC car, a safe knockoff of a mouse droid, etc and really who wants like 5-15 pets out all the time
tidge Posted 15 hours ago Posted 15 hours ago 1 hour ago, kelika2 said: i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile. ai powered RC car, a safe knockoff of a mouse droid, etc and really who wants like 5-15 pets out all the time I don't use Detonator, (Mastermind Traps secondary), so is it possible to to Detonate anything that appears in the player's pet window (e.g. Acid Mortars)? I feel like this is how it was on the test server (at one point) but I don't know if it still applies now.
Uun Posted 14 hours ago Posted 14 hours ago 8 minutes ago, tidge said: I don't use Detonator, (Mastermind Traps secondary), so is it possible to to Detonate anything that appears in the player's pet window (e.g. Acid Mortars)? I feel like this is how it was on the test server (at one point) but I don't know if it still applies now. It's possible, however, the resulting damage from detonating an Acid Mortar or FFG is far less than detonating a henchman. Detonating a T2 or T3 henchman results in blaster nuke levels of damage. Note, slotting accuracy or damage in Detonator does NOTHING. Detonator pulls from the accuracy/damage slotting of the henchman being detonated. The only enhancement that does anything in Detonator is recharge. Uuniverse
Uun Posted 14 hours ago Posted 14 hours ago 2 hours ago, kelika2 said: i thought of that too but that would maybe lead to making mortar mobile as well with a little high tech skate board and then we would have a mini mastermind situation going with ffg, triage, mortar, drones and the probability of making trip mines also mobile. ai powered RC car, a safe knockoff of a mouse droid, etc and really who wants like 5-15 pets out all the time Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s). 1 Uuniverse
gameboy1234 Posted 13 hours ago Posted 13 hours ago (edited) 1 hour ago, Uun said: Valid. In that case, Triage Beacon should have its recharge lowered significantly (i.e., to 90s). This is not a terrible idea. Faraday Cage is spamable every 10 seconds by default, and provides decent Resist Damage. Considering how mild the Regen is in Triage Beacon, I don't think there's any reason to not allow it to work the same way. Maybe also increase the area for Triage Beacon, make it more useful for static fights during raids for example. This way it can be better while the primary numbers on it stay the same. Edit: Triage Beacon radius is about 40 feet, maybe double that? Edited 13 hours ago by gameboy1234
biostem Posted 12 hours ago Posted 12 hours ago Would it really be that OP if triage beacon either provided better regen, a HoT, or maybe some degree of absorption to friendly targets in range?
Uun Posted 7 hours ago Posted 7 hours ago 4 hours ago, biostem said: Would it really be that OP if triage beacon either provided better regen, a HoT, or maybe some degree of absorption to friendly targets in range? I would be good with any of those, however, they don't address the mismatch between the 90s duration and the typical fight duration of 30-45s. Combined with the long recharge, you can only bring it out every 3 fights or so. The duration wouldn't be an issue if Triage Beacon moved, but if it stays immobile, I would rather see something like a 45s duration and a 90s recharge. 1 Uuniverse
Lazarillo Posted 3 hours ago Posted 3 hours ago It's weird to me that Spirit Tree (which puts literal roots in the ground) moves and Triage Beacon (the power core for which floats in the air) doesn't. I'd be all for more movement, along with a general buff. I do also kinda like the idea of taking it and FFG together resulting in a single power summoned pet that provided both buffs. That's pretty creative, and as @Greycat mentioned, seems not entirely without precedent in terms of how powers can work.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now