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Acos

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Everything posted by Acos

  1. Oberon is my preferred "Defense" Warframe, and excels in situations where the mission is to hold a spot or defend an objective with his mix of crowd control and healing. He is not a nuke frame, however, and the majority of his damage is going to come from his weapons/team-mates, but he is an excellent support frame that makes everyone around him better. It'd be nice if he got a few tweaks, but I don't think he needs a full re-work either. 1) I would prefer if Hallowed Ground was a radius centered around Oberon rather than directly in front of him, and increase the default range of the ability so that it was equal to how every Oberon I've ever seen use it (myself included): Cast Hallowed Ground, spin backwards, cast Hallowed Ground again. This alone would save him some energy and make the power a lot easier to set up. Hallowed Ground suffers *really hard* against Nullifier enemies, deleting the entire field the moment they touch it. This makes Oberon really difficult to use in Corpus Missions since so many of his power interactions are tied to Hallowed Ground being active. I would prefer if Hallowed Ground was either immune to Nullifier Bubbles entirely, or at least only the portions they are standing on get deleted rather than the entirety of the effect. As an aside, I would love an augument or something that lets Oberon have a 'Hallowed Ground Trail' similar to how Nezha works. Thematically I just like the idea of Oberon spreading natural forest wherever he walks, and I think it would give him some better options in a game that is very heavily geared towards mobility. 2) Reckoning suffers from trying to be too many things at once, without trying to be BETTER than any of those things. The power has a *very* long casting animation which isn't much fun given how often you need to cast it & makes it difficult to do much with the tiny 4s blind since it's gone before you could get in range to strike an enemy with a melee attack. I would like to see the casting animation sped up by 50% and the Blind Duration increased to 8s base so that it can actually scale with duration rather than being mostly a gimmick. The Health Orb basically never happens at higher levels since its' difficult to kill an enemy with Reckoning: I would instead change it so that enemies hit with Reckoning have a small chance of dropping a Health Orb so that interaction remains relevant at all difficulty levels. The rest of the power seems fine; Forced Radiation procs are excellent CC and the armor stripping synergy with Hallowed Ground feels good and gives Oberon and his allies some offensive punch. 3) Oberon has pretty weak base armor for being the 'Paladin' frame, and I think he would have a lot better staying power in situations where Hallowed Ground and Renewal are at risk if he was bumped up to the 310-350 range. My personal build for Oberon right now is to drop Smite in favor of Lycath's Hunt, and then add Primed Flow and Equilibrium to the mix. I prefer melee, so this works for me and gives Oberon a ton of energy to spam his other abilities so he has good coverage even in high mobility situations. He's equipped with two amber archon shards to fix the really slow casting time of Reckoning, which becomes really important when fighting Corpus since they hate plants even more than the Grineer.
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