laststanding6 Posted August 31, 2014 Share Posted August 31, 2014 (edited) Ok. So the Oberon got a buff on patch 14.5 and by god, Oberon is bloody amazing. Honestly, smite does a good amount of damage and the radiation procs is actually very useful. Use it on say a lvl 50 heavy gunner and bam. Renewal? Holy crap. It heals 125 (maxed out) hp instantly and then heals an extra 400 hp, whilst only requiring 25 energy to heal the 125hp and draining 5 per sec? It perhaps may even be too good of a heal. Hallowed ground? This is an ability I think could use a bit of tweaking. Don't get me wrong, it is by no means bad. The extra armour is nice and the proc immunity/removal makes it immensely useful, especially when reviving a teammate. However, I do think it could use a slow. That would make this ability truly worth it. Even if the slow is only minor, it would make this ability just that little bit better. Also, I saw someone make this suggestion in an earlier thread and say that hallowed ground should turn green when you or a team mate stand on it to show that you are receiving a buff. IMO this is a fantastic idea. As for reckoning, I have no problem with as I have only been able to use it on lvl 35 opponents on the excavation event. TL;DR, the Oberon is amazing (IMO) So, what are your thoughts on the warframe now it is buffed? Edited August 31, 2014 by laststanding6 Link to comment Share on other sites More sharing options...
Seanjuju Posted August 31, 2014 Share Posted August 31, 2014 (edited) He doesn't feel any different at all. Mediocre survivability. Poor CC. Decent Burst Damage. Mediocre Utility. Too Simple. Too Slow. Not Unique The armor system for warframes has needed reform for a very long time. We need that reform before warframes use armor in powers. Edited August 31, 2014 by Seanjuju Link to comment Share on other sites More sharing options...
Senketsu_ Posted August 31, 2014 Share Posted August 31, 2014 Need to look more like a Paladin, but other then that Hes my second fav Male Frame. Link to comment Share on other sites More sharing options...
Senketsu_ Posted August 31, 2014 Share Posted August 31, 2014 He doesn't feel any different at all. Mediocre survivability. Poor CC. Decent Burst Damage. Mediocre Utility. Too Simple. Too Slow. Not Unique The armor system for warframes has needed reform for a very long time. We need that reform before warframes use armor in powers. You sir have obviously not played him, T4 beasten it!! Link to comment Share on other sites More sharing options...
Seanjuju Posted August 31, 2014 Share Posted August 31, 2014 You sir have obviously not played him, T4 beasten it!! I can play him. He just has very simple powers and doesn't bring anything significant to the table. Link to comment Share on other sites More sharing options...
-Kyuubi- Posted September 1, 2014 Share Posted September 1, 2014 straight and simple there is nothing wrong with that, he is now a great addition to any team, i still wish Hallowed Ground would slow enemies in it though. Link to comment Share on other sites More sharing options...
Spacedog504 Posted September 1, 2014 Share Posted September 1, 2014 (edited) Oberon is a beast. He isn't cheese mode like some of the other frames. You might have to take cover every now and then, but he is solid imo. Edited September 1, 2014 by Spacedog504 Link to comment Share on other sites More sharing options...
Lluid Posted September 1, 2014 Share Posted September 1, 2014 I'm confused by the "slowing bleedout" effect of renewal : it has no effect if I cast it while an ally is in bleedout (even close to me). Do you guys confirm that ? Is it supposed to work only when your orb reaches your ally before his hp reaches 0 and the skill is still active ? (which won't happen often since the heal is good) Link to comment Share on other sites More sharing options...
Varzy Posted September 1, 2014 Share Posted September 1, 2014 I'm confused by the "slowing bleedout" effect of renewal : it has no effect if I cast it while an ally is in bleedout (even close to me). Do you guys confirm that ? Is it supposed to work only when your orb reaches your ally before his hp reaches 0 and the skill is still active ? (which won't happen often since the heal is good) Pretty sure its if Renewal is affecting your ally before their hp reaches 0. Unless my eyes deceive me I've seen my allies get 30 seconds of bleedout while I was around, but I haven't noticed any changes when casting on already fallen allies. If this is the case, they should fix it. Link to comment Share on other sites More sharing options...
laststanding6 Posted September 1, 2014 Author Share Posted September 1, 2014 Pretty sure its if Renewal is affecting your ally before their hp reaches 0. Unless my eyes deceive me I've seen my allies get 30 seconds of bleedout while I was around, but I haven't noticed any changes when casting on already fallen allies. If this is the case, they should fix it. ye. I think that's how it works. Now that I think about it, casting a 25 energy heal for a full 40% extra bleed out on a person with 3 seconds left would be kinda op. So makes sense to be on those who are just about to die. Link to comment Share on other sites More sharing options...
Varzy Posted September 1, 2014 Share Posted September 1, 2014 ye. I think that's how it works. Now that I think about it, casting a 25 energy heal for a full 40% extra bleed out on a person with 3 seconds left would be kinda op. So makes sense to be on those who are just about to die. Eh, I think it should be 40% of the remaining bleedout. If an ally is at 3 seconds, it really only gives them 1.4 more seconds in this case. Link to comment Share on other sites More sharing options...
RuFi0 Posted September 1, 2014 Share Posted September 1, 2014 ^ No, you can cast renewal after a teammate has fallen. The slow is affected by power duration, so if you mod him for efficiency (max fleeting) you won't get as much bleedout slow. Link to comment Share on other sites More sharing options...
Varzy Posted September 1, 2014 Share Posted September 1, 2014 ^ No, you can cast renewal after a teammate has fallen. The slow is affected by power duration, so if you mod him for efficiency (max fleeting) you won't get as much bleedout slow. Ah, I see, so is it just that the timer ticks down slower? I must have been mistaken when I last saw a more bloated timer, perhaps my allies were equipped with a mod to boost that... Link to comment Share on other sites More sharing options...
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