(XBOX)YoungGunn82 Posted May 17, 2019 Share Posted May 17, 2019 • Odomedic - Robotic: Every 3m traversed by Wall Running regenerates +40 Health over 4s. This effect can stack up to 3 times. Considering medi ray has a 15 sec cool down, and with Odomedic all I need to do is wall hop 3 times to receive 120 health over 4s (120×3 = 360 health total)? Link to comment Share on other sites More sharing options...
redindy Posted May 17, 2019 Share Posted May 17, 2019 In terms of health sure (exception for inaros), however I see it being inconsistent. Some maps seem difficult for activating it such as any openworld and the infected maps. Link to comment Share on other sites More sharing options...
Chipputer Posted May 17, 2019 Share Posted May 17, 2019 It says every 3m not every 3 hops. 3m isn't very far. As long as you have a short wall nearby you can activate it but it's going to be significantly more difficult in open rooms and open world map environments. 2 Link to comment Share on other sites More sharing options...
KnossosTNC Posted May 17, 2019 Share Posted May 17, 2019 (edited) Sounds more like the devs trying to give people excuse to use more of the parkour. Thing is, Medi-Ray is basically passive, and heals by percentage, which is especially great for frames with lots of health like Inaros. This thing sounds like having to find a wall to actually run on, and would benefit squishy frames the most. We'll have to test it out for ourselves to see. Edited May 17, 2019 by KnossosTNC Link to comment Share on other sites More sharing options...
SordidDreams Posted May 17, 2019 Share Posted May 17, 2019 (edited) 10 minutes ago, Chipputer said: It says every 3m not every 3 hops. 3m isn't very far. As long as you have a short wall nearby you can activate it but it's going to be significantly more difficult in open rooms and open world map environments. Even then it's going to be significantly more annoying to have to activate it manually rather than Medi-Ray's automatic passive heal. Edited May 17, 2019 by SordidDreams 1 Link to comment Share on other sites More sharing options...
Firetempest Posted May 17, 2019 Share Posted May 17, 2019 (edited) As long as there are walls to run. A bit pointless in open roams. Medi-ray is also 12% over 4 sec. Thats 1/4 of the total per second. +40 Health over 4s sounds a lot like 10 health per second. up to 120 being 30 per second. For a activated ability. I'd save the slot and just plop a team health. Edited May 17, 2019 by Firetempest Link to comment Share on other sites More sharing options...
Chipputer Posted May 17, 2019 Share Posted May 17, 2019 Just now, SordidDreams said: Even then it's going to significantly more annoying to have to activate it manually rather than Medi-Ray's automatic passive heal. Yeah but it's also going to do a whole heck of a lot more for low-health frames since Medi-ray is a flat 12% while this is a specific amount over time. Depending on the way it stacks it could stack up to 30 health/s or just be 10 health/s for a longer time. Either way you have a large amount of control over when you use it and I can see it being useful in some of my builds. Link to comment Share on other sites More sharing options...
(XBOX)YoungGunn82 Posted May 17, 2019 Author Share Posted May 17, 2019 (edited) 7 minutes ago, Chipputer said: It says every 3m not every 3 hops. 3m isn't very far. As long as you have a short wall nearby you can activate it but it's going to be significantly more difficult in open rooms and open world map environments. I was thinking you probably don't even need to "run" but hop off a wall like object to gain health. To me health pretty much on demand could be better than waiting for Medi ray to cool down. Coarse trying to fit both might be the most optimal. Edited May 17, 2019 by (XB1)RDeschain82 Link to comment Share on other sites More sharing options...
Kaotyke Posted May 17, 2019 Share Posted May 17, 2019 1 minute ago, Firetempest said: As long as there are walls to run. A bit pointless in open roams. Medi-ray is also 12% over 4 sec. Thats 1/4 of the total per second. +40 Health over 4s sounds a lot like 10 health per second. Depends greatly on the frame. Tbh... stacks up to 3 times, its 120 HP. It will depend on how you are building the frame and how much HP it has. It would be a waste on a frame like Inaros, but on a squishy like Banshee? Requires testing. Link to comment Share on other sites More sharing options...
(XBOX)COA Altair Posted May 17, 2019 Share Posted May 17, 2019 Why run medi ray when there isn't room on sentinels for it anymore and you have operator arcanes namely repair and nourish that do the same thing but better? Same with this new mod, worse then magus repair and nourish by far because it wastes a slot for a mod that could be improving your warframe abilities. Link to comment Share on other sites More sharing options...
SordidDreams Posted May 17, 2019 Share Posted May 17, 2019 (edited) 2 minutes ago, (XB1)COA Altair said: Why run medi ray when there isn't room on sentinels for it anymore I have it on all both of mine. What are you running instead? Edited May 17, 2019 by SordidDreams Link to comment Share on other sites More sharing options...
NinjaZeku Posted May 17, 2019 Share Posted May 17, 2019 Magus Repair already covers all my Frame healing needs (and also works on other players, woot) so I rather doubt I'll be slotting in such a less universal method of healing, TBH. 2 Link to comment Share on other sites More sharing options...
DoomFruit Posted May 17, 2019 Share Posted May 17, 2019 2 minutes ago, SordidDreams said: I have it on all both of mine. What are you running instead? My healing needs came from a triplet of Sanctigris, Arcane Victory and Medi-Ray. That all became obsolete the moment Magus Elevate became a thing. Now, I just spam 6 until I'm full again. Link to comment Share on other sites More sharing options...
SordidDreams Posted May 17, 2019 Share Posted May 17, 2019 Just now, DoomFruit said: My healing needs came from a triplet of Sanctigris, Arcane Victory and Medi-Ray. That all became obsolete the moment Magus Elevate became a thing. Now, I just spam 6 until I'm full again. I run Magus Repair, Medi-Ray, and Arcane Grace all at the same time, which keeps my health topped off nicely most of time time. I just wish Magus Repair would also affect sentinels. Oh well. 1 Link to comment Share on other sites More sharing options...
EothasianBoar Posted May 17, 2019 Share Posted May 17, 2019 Could be okay. It's more of an alternative healing than anything. It's more 'on demand' than medi-ray but you need to do something for it. We also do not know how it will work, yet. As in, do we have to properly wall 'run', i.e. 2 hops and then it'll take the distance? Or just hop off wall will trigger it. I won't use it personally, because my Arcane Victory and Hema are keeping me topped off. And I always run Vazarin, so I can already heal anything on demand. I also don't have room on my Wyrm. Link to comment Share on other sites More sharing options...
(XBOX)ECCHO SIERRA Posted May 17, 2019 Share Posted May 17, 2019 3 hours ago, KnossosTNC said: Sounds more like the devs trying to give people excuse to use more of the parkour. Thing is, Medi-Ray is basically passive, and heals by percentage, which is especially great for frames with lots of health like Inaros. This thing sounds like having to find a wall to actually run on, and would benefit squishy frames the most. We'll have to test it out for ourselves to see. Hunter recovery for the win 🙂 Link to comment Share on other sites More sharing options...
Skaleek Posted May 17, 2019 Share Posted May 17, 2019 These are the kind of discussions we should be having when new mods come out. We should be like "ohhh is this one worth using?" rather than "throw it on the pile and forget about it". So glad to see a mod thats giving players a second thought about an established meta. Link to comment Share on other sites More sharing options...
SneakyErvin Posted May 17, 2019 Share Posted May 17, 2019 (edited) No it wont be worth using over Medi-Ray because swapping in and out of void mode while wearing elevate or repair is just much quicker and far more reliable/beneficial. This new mod heals a measly 10hp/sec for each 3 meters traveled across a wall, thats alot of traveling to get it up to any acceptable levels of /sec healing. Why do that when you can simply insta heal 40% of your (and everyone elses) max hp with 2 repairs equipped? edit: Unless DE has a different meaning regarding "40hp over 4sec". Still not worth the delayed heal over what your operator can do. Edited May 17, 2019 by SneakyErvin Link to comment Share on other sites More sharing options...
(XBOX)Tucker D Dawg Posted May 17, 2019 Share Posted May 17, 2019 Not a chance. Medi passively heals you - you don't even need to know its there, its just working. Then, when you have that oh sh*t moment, there are all the operator arcanes available with two of them being guaranteed heals. I promise you there will never be a wall around when you need it to heal yourself - and you'll be dead before you make it 3m. Worthless. Link to comment Share on other sites More sharing options...
schilds Posted May 17, 2019 Share Posted May 17, 2019 Why would you waste operator arcanes on healing your warframe? Link to comment Share on other sites More sharing options...
Drivrius Posted May 17, 2019 Share Posted May 17, 2019 Medi-Ray is passive and doesn't require me having to stop what I'm doing, it wins just on that. Add the fact I carry around Magus Repair in case I really need healing and I see no point in Odomedic. I mean I can get infinite health per second (operator energy permitting off course) while being in void mode and my frame has damage reduction on top of that. Link to comment Share on other sites More sharing options...
zoffmode Posted May 17, 2019 Share Posted May 17, 2019 Seems like something you'd find cool, try using it for a bit then ditch it and go back to Medi-ray. Link to comment Share on other sites More sharing options...
(XBOX)Tucker D Dawg Posted May 17, 2019 Share Posted May 17, 2019 3 minutes ago, schilds said: Why would you waste operator arcanes on healing your warframe? because nothing heals inaros faster when double arcane grace decides not to proc. and in general, for any frame knowing that anytime you're in trouble you have a guaranteed get of jail free card is invaluable. aside from specialized eidolon hunting, why wouldn't you slot one repair in there? 1 Link to comment Share on other sites More sharing options...
angias Posted May 17, 2019 Share Posted May 17, 2019 Nothing beat vazarin dash, healing pretty much anything of 60% while giving invulnerability to ally and object. Link to comment Share on other sites More sharing options...
schilds Posted May 18, 2019 Share Posted May 18, 2019 2 hours ago, (XB1)Tucker D Dawg said: why wouldn't you slot one repair in there? Because you can fit lockdown and anomaly in there which are tons more fun :-P. Link to comment Share on other sites More sharing options...
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