Sinfinite Posted Saturday at 03:11 AM Posted Saturday at 03:11 AM Rolling with a great group tonight on my L25 Illusion/Traps and we started talking about whether I should pick up Triage Beacon. It's a power I like the idea of but especially with fast moving groups it doesn't always seem to shine. one of the team members mentioned they thought you could put the Panacea proc in it and it would not only help you but also the rest of the party while in the heal zone. Is this true? Overall - are folks taking Triage Beacon or not and how are you slotting it if you do? Thanks in advance!
Maelwys Posted Saturday at 07:15 AM Posted Saturday at 07:15 AM 3 hours ago, Sinfinite said: one of the team members mentioned they thought you could put the Panacea proc in it and it would not only help you but also the rest of the party while in the heal zone. Is this true? Yup. In a 40ft radius passive like the active effect of Triage Beacon, a Panacea proc will have a 9.09% chance to activate on each allied target once every 10 seconds (on yourself and up to 254 other allies) and multiple copies of the beacon (even from the same player) will happily stack with each other. 2
lyra Posted Saturday at 08:29 AM Posted Saturday at 08:29 AM (edited) i have triage beacon with 6slots for Preventive Medicin for recharge bonus.thats the thing you need with both illu and traps, recharge.but thats for lvl50 edit: panacea has recharge too, so maybe that could work too.its 7,5% with panacea and 8,75% with preventive medicine. Edited Saturday at 08:38 AM by lyra panacea recharge [NPC] Fallen Gunner: Hero schmero.
Sinfinite Posted Saturday at 11:18 AM Author Posted Saturday at 11:18 AM Thank you very much, this is a big help!
Uun Posted Saturday at 02:11 PM Posted Saturday at 02:11 PM My issue with Triage Beacon is that its duration and its recharge are both too long for a stationary object. There are few situations where a buff with a 90s duration is useful and a 200s recharge is far too long to deploy it regularly. Even 6-slotted with decent global recharge you're looking at about an 83s recharge. Triage Beacon's regen buff is OK but nothing to write home about. Even 6-slotted, it's not going to save you in a tough fight. Spirit Tree used to be identical to Triage Beacon. In the most recent patch its duration was dropped to 60s and its recharge to 120s. On top of this they added a taunt aura, which is far more useful than the regen buff. I don't know if they intend to apply the same changes to Triage Beacon, but even a duration/recharge reduction would be a big improvement. 1 Uuniverse
Maelwys Posted Saturday at 04:29 PM Posted Saturday at 04:29 PM 2 hours ago, Uun said: My issue with Triage Beacon is that its duration and its recharge are both too long for a stationary object. There are few situations where a buff with a 90s duration is useful and a 200s recharge is far too long to deploy it regularly. Even 6-slotted with decent global recharge you're looking at about an 83s recharge. Triage Beacon's regen buff is OK but nothing to write home about. Even 6-slotted, it's not going to save you in a tough fight. It's not going to save you in a tough fight; but it can certainly help keep a team (and henchmen) topped up with Health and Endurance in a static confrontation. I do find it useful for helping to keep henchmen blue bars topped up; for example. Realistically min-maxxed /Traps tend to push for a fair amount of Global Recharge anyway due to Acid Mortar stacking. I have two endgame /Traps builds and the recharge time for each's Triage Beacon is under 54s; which means they're able to have two of them out (with the Panacea Proc firing on both) more than half the time. Their Acid Mortars likewise both have a recharge time of a little under 24s; which means they're getting the effect of three of them constantly (60s summon duration + 20s debuff duration. I still don't particularly enjoy playing them because constantly resummoning them on the move when teaming grates on me... /Traps isn't the most mobile powerset 😞
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