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(PSN)TwilightGrim

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Posts posted by (PSN)TwilightGrim

  1. tested all frames that did some form of cc and all frames that have ragdoll effects to an ability are getting shutdown.

    garuda 2

    hydroid 4 

    khora 4

    nezha 4 

    titania 3 

    vauban 4

    zephyr 4

    have all been found to deactivate when hit by the aoe of the simulor

  2. 48 minutes ago, (XB1)ultamite hero said:

    No it was merely meant to compare ehp's that chroma and rhino can get. Rhino without even trying that hard can easily exceed chromas EHP values. Meanwhile chroma here puts every power strength mod that is possible to fit in a build and barely gets 30k ehp. Chroma in his current state is pretty squishy compared to other tanks.

    revenant can theoretically scale to whenever the code for enemy level breaks, fr ehp values

  3. chroma passive:  (moved from effigy) credits have an increased chance to drop as well as a x2 multiplier

    spectral scream: (str, eff, dr)

           part 1- clicking ability allows you to cycle through element type

           part 2-  holding allows you to activate, while active spectral scream adds the element chosen to the players weapons at base 50%(affected by pwr str) of the total damage. has 20% chance to proc(affected by pwr str)

                        note: the element spectral scream is using will not be added to elemental combo and will be counted as secondary element that can proc, much like the hystrix or hunter munitions.

    elemental ward: (i consider to not be where it should be with most elements and designs of the game) (str, eff, dr, rng)

           fire: changed to grant bonus 100 + 20% total health(before ability), 10 hps regen, and fire aura 5m 

           ice: added slow aura within 5m

           toxic: removed holster speed and added melee speed and bonus toxic to weapons, aura for buff is 10m, toxic dmg aura remains 5m

           electric: increase range of damage reflection to base 15m, shields get bonus of 20% total shields and recharge delay goes down 50%(str)

                      note: ability must be recast in order to switch what element is used during ability use

    vex armor:

            change armor buff to a damage reduction that starts at 60%(hard caps at 90%(str))

                  note: change augment to deal impact damage every 150 shields destroyed and viral damage every 200 health with 100% proc chance

    effigy:

            moved credit bonus to passive. remove armor reduction, lower drain cost to 8 at base and 1.75 at lowest, allow the stun scream to open to finishers, increase agro, increase status chance of elemental breath(str)

                 note: change augment to make effigy follow player( much like octavias rollerball)

    synergies:

            1-2: elemental ward adds 10% more to spectral scream

            4-3: effigy will be granted vex bonuses if player is within 30m

            4-2: effigy will give allies within range (same as players) elemental ward at 50% strength

  4. this isn't the first time ive posted about something for chroma and probably won't be the last, but with the way the nezha rework went as well as getting a fresher look into chroma. it is time for my round 2 into the chroma stage and what i feel could benefit chroma as a frame and team player in the future.

     

    chroma passive:  (moved from effigy) credits have an increased chance to drop as well as a x2 multiplier

    spectral scream: (str, eff, dr)

           part 1- clicking ability allows you to cycle through element type

           part 2-  holding allows you to activate, while active spectral scream adds the element chosen to the players weapons at base 50%(affected by pwr str) of the total damage. has 20% chance to proc(affected by pwr str)

                        note: the element spectral scream is using will not be added to elemental combo and will be counted as secondary element that can proc, much like the hystrix or hunter munitions.

     

    elemental ward: (i consider to not be where it should be with most elements and designs of the game) (str, eff, dr, rng)

           fire: changed to grant bonus 100 + 20% total health(before ability), 10 hps regen, and fire aura 5m 

           ice: added slow aura within 5m

           toxic: removed holster speed and added melee speed and bonus toxic to weapons, aura for buff is 10m, toxic dmg aura remains 5m

           electric: increase range of damage reflection to base 15m, shields get bonus of 20% total shields and recharge delay goes down 50%(str)

                      note: ability must be recast in order to switch what element is used during ability use

     

    vex armor:

            change armor buff to a damage reduction that starts at 60%(hard caps at 90%(str))

                  note: change augment to deal impact damage every 150 shields destroyed and viral damage every 200 health with 100% proc chance

     

    effigy:

            moved credit bonus to passive. remove armor reduction, lower drain cost to 8 at base and 1.75 at lowest, allow the stun scream to open to finishers, increase agro, increase status chance of elemental breath(str)

                 note: change augment to make effigy follow player( much like octavias rollerball)

    synergies:

            1-2: elemental ward adds 10% more to spectral scream

            4-3: effigy will be granted vex bonuses if player is within 30m

            4-2: effigy will give allies within range (same as players) elemental ward at 50% strength

     

            

  5. from what i've seen, revenant is a decent frame, he is just needing/ wanting two tweeks as far as i can see:

    --- make his one affected by power strength, having 4 as the base number of thralls

    --- give his 3 synergy with his 2 by making every enemy that he goes through gives him 1 flat number restored to his mesmer skin

    p.s maybe give more clarity to what his 3 does in the ability menu

  6. 2 minutes ago, hammerheathen said:

    I have mixed feelings on his right now. The shield drain on his 3 seems to be non-existent and his cast time demand a nat talent. He feels kind of clunky in that aspect. I know he can have great shields but I've been ignoring it for 2 reasons (1. proc his passive quicker, 2. He's not regaining shields with his 3 😕 ). His health steal is fine, but I dislike not being able to recast enthrall.. and in some instances it seems he can't regain energy from zenurik or trin, while his enthrall is up.

    I'm not sure if these are bugs, or intended. He has great potential, but I feel like a little smoothing out would do well for him.

    i think the shield steal not working, the zenurik and recast enthrall stuff are bugs

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