I asked in today’s stream if companion overloads were intentionally removed, the answer was yes. This was due to the fact they generally weren’t used. Well, they weren’t used because they were not a good trade off for an offense/defense slot. Also, they were generally have not been included on gear for a long time.
With the removal of runestone slots from gear I’m thinking this is a great time to make companion overload useful again. Non-augment companions have roles like players – tank, healer, striker, controller – so, overloads can fit these roles as well as other modifiers for companions. Below are some simple overload thoughts, please feel free to add your thoughts. (BTW I’m bad at naming stuff)
As with all overloads these would have a life timer. All effects apply to the companion’s performance / damage / skill / etc.
The overload effects:
1. % chance when striking to apply an XX magnitude heal to companion. (since healers cannot heal companions anymore)
2. % chance when receiving damage to slow attacker for X seconds.
3. % chance when healing to increase the next healing spell by XX magnitude.
4. % chance when striking to apply an XX magnitude heal to the summoner.
5. % chance when striking to apply an XX magnitude heal to the allies.
6. % chance when striking to increase threat by XX%.
7. Increase outgoing damage by X% for XX seconds while transferring incoming damage to the summoner. Can only occur once every XX seconds.
8. % chance to apply XX magnitude poison to target when striking. The amount of bonus damage enemies receive is also applied to the summoner.
9. Increase a companion’s stat by XXXX
10. Reduce companion’s cooldowns by X%
What does everyone else think?
Would you use a companion overload now that runestone slots are no longer a consideration when using companion gear?
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Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
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Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
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