(PSN)dylan2911 Posted March 29, 2020 Share Posted March 29, 2020 1. Toxic Reservoir Enemies within the radius of Wisps Reservoirs take 50 Toxin damage a second with 100% proc chance. 2. Reflective Willow Damage dealt to Wil-O-Wisp is reflected back on the attacker with 3.5x effect. 3. Breaching Commune Casting Breach Surge on a Reservoir causes an additional Breach Surge to be cast by each ally carrying the Reservoirs associated Mote with 60% range. 4. Sol Burn Hitting surfaces with Sol Gate applies an area of hot solar plasma that damages enemies for 100% of Sol Gates damage that lasts for 8 seconds after application. Link to comment Share on other sites More sharing options...
(PSN)Jacobivan Posted March 30, 2020 Share Posted March 30, 2020 Cool ideas, I'd love some augments for Wisp. I'd change Toxic Reservoir to fire. Toxin has no place in Wisp kit imo. Link to comment Share on other sites More sharing options...
(PSN)Cell_Purple Posted March 31, 2020 Share Posted March 31, 2020 3 & 4 sound very interesting, but I don’t see any application for 1 or 2, since they don’t really do much. 1: 50 toxin damage per second is REALLY low, wouldn’t really do anything other than an extra status effect for Condition overload, even then it would encourage being immobile, since it only affects areas around the reservoir. 2: This really is nothing. Enemies deal very little damage in comparison to their defences, this is why reflection mods are garbage. Enemies just deal barely any damage. And 3.5x barely anything, is still barely anything. A decent change would be: ‘Damage taken by the Will o wisp is converted into a temporary damage buff for Wisp’s weapons and abilities’. Link to comment Share on other sites More sharing options...
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