I've been playing with TR lately and, opposed to the user friendly GW, TR alone really doesn't seem to stand up on it's own. In most cases, the affected targets don't seem to stay in the rift for very long, requiring some sort of assistance from another ability, usually GW or TB.
GW has a shared CD with TR (and rightly so), but where as GW has it's place, an AOE ability that doesn't get the time to deliver it's oomph is lackluster at best. After looking at the rift statistics, it seems that the size is a bit small, and locked at 3km radius. This is no bigger than a stock GW with no skills in GravGens.
What do you all think? Should TR have a radius increase? Should it any increase in radius be tied to a skill, or aux level?
I've been playing with TR lately and, opposed to the user friendly GW, TR alone really doesn't seem to stand up on it's own. In most cases, the affected targets don't seem to stay in the rift for very long, requiring some sort of assistance from another ability, usually GW or TB.
GW has a shared CD with TR (and rightly so), but where as GW has it's place, an AOE ability that doesn't get the time to deliver it's oomph is lackluster at best. After looking at the rift statistics, it seems that the size is a bit small, and locked at 3km radius. This is no bigger than a stock GW with no skills in GravGens.
What do you all think? Should TR have a radius increase? Should it any increase in radius be tied to a skill, or aux level?
There are many variables to TR. One you need to be specced into flow capacitors, have flow modified gear. Your target can clear the drain with HE, have no more than 6 specced in EPS so it does not drain fast, other power adder consoles rep rewards. TR can be compliment to a drain build using Polarons, chroniton torps, beam target skills, phasers and of course TB and TBR
Hey I Used to be Captain Data, well I guess I still am in game but the account link really screwed everything up :rolleyes:
Thanks Wolv, but all said and done, even when running a drain boat, the ability still seems to fall flat. To the best of my knowledge the radius is static, which tends to make it easy to escape. However, I did not exactly think of using Chroniton torps, to supplement TR.
I suppose even with that, TR isn't really all that a scary of an ability is it?
It needs to either have its own hold or decoupled from gw cd so you can spawn two on top of one another. Flow cap skill and consoles are besides the point, no matter how heavily drained, enemy will just burn out of its reach.
Try GW1 & TR3 together... launch GW first then fire off TR when the ships are clustered together then fire off Cannon Rapid Fire or Beam Fire at Will with Torp Spread.
Try GW1 & TR3 together... launch GW first then fire off TR when the ships are clustered together then fire off Cannon Rapid Fire or Beam Fire at Will with Torp Spread.
Exactly, you can't, because of shared cooldown, like I said.:rolleyes:
Bring a buddy with Grav Well, let them group things up for you, then throw a Tyken's Rift on their target right after the Gravity Well, then both of you fire Gravimetric Photon Torpedo spreads into the cluster of ships.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
There are many variables to TR. One you need to be specced into flow capacitors, have flow modified gear. Your target can clear the drain with HE, have no more than 6 specced in EPS so it does not drain fast, other power adder consoles rep rewards. TR can be compliment to a drain build using Polarons, chroniton torps, beam target skills, phasers and of course TB and TBR
I distinctly recall having specced in Flow Caps having no effect on TR whatsoever. Or did they fix that again?
Anyway, yeah, TR really only works well when a GW is already in place. Or a Tractor Beam. The latter is the 'normal' way of doing it.
TR is fine as it is. If we keep down this track soon no one will actually fight and only use abilities from the spawn point and not move, with everyone being a Tac/Sci. Far to many people rely on sci abilities at the moment and its getting boring. No one seems to use piloting skill any more and heavily rely on the old, dare I say it, cheese and spam to save them and have the cheek to say GG at the end of the match when they did practically nothing with no skill.
Flowcaps effects TR's drain properties, while graviton gens effects its kinetic damage output.
Yes, I know what Flow Caps are supposed to do for TR. The 'effects' chart had Flow Caps listed as having no effect on TR whatsoever, for the longest time, though. They must have recently fixed it.
Yes, I know what Flow Caps are supposed to do for TR. The 'effects' chart had Flow Caps listed as having no effect on TR whatsoever, for the longest time, though. They must have recently fixed it.
That chart was post old TR nerf. The nerf actually made it buggy and totally useless, until finally the devs (last october i think? just before the big mirror event) fixed it. Now it's really strong if specced into flow caps. I have a science drain b'rel that can drain a cube in just a few seconds with TR2, ES3, AA console, and leech. It's quite fun, especially when people claim drain builds don't work lol.
It's not the size of your tykens rift that matters, but how you use it. (tee hee)
But really, grav well plus tykens would be quite OP, that's why they are bound. Tykens can be quite devistating if one leans into a drain build, I have seen many people in PVP get shut down by tykens because they didn't know they could use hazards to clear it, or their hazards were already used up. Not to mention tykens is AOE, so if you use your hazards to save a friend, a new tykens might spawn on top of you/you might be too close and need it yourself... tykens everywhere can be incredibly annoying and lethal.
Having been using Tyken's on my Obelisk for a time now, I personally would like to see it's radius increase similarly to how Gravity Well's does. Of course,to prevent it from being too powerful, it's power drain could decrease the further the target is from the center. It's a fun ability that I fear is overshadowed by GW in terms of effectiveness.
It's not the size of your tykens rift that matters, but how you use it. (tee hee)
But really, grav well plus tykens would be quite OP, that's why they are bound. Tykens can be quite devistating if one leans into a drain build, I have seen many people in PVP get shut down by tykens because they didn't know they could use hazards to clear it, or their hazards were already used up. Not to mention tykens is AOE, so if you use your hazards to save a friend, a new tykens might spawn on top of you/you might be too close and need it yourself... tykens everywhere can be incredibly annoying and lethal.
Cubes don't run away from it. Ppl do. And those who don't... deserve to pop.:P
Cubes don't run away from it. Ppl do. And those who don't... deserve to pop.:P
Gotta run before your engines shut down, or hazards before your aux tanks, and not have evasive or hazard on cool... tykens isn't "difficult" to escape, but if it catches you the right way/at the right time, it can be a near guaranteed pop.
If tykens were given a CC other than potentially knocking engines offline via power drain, the power drain would need nerfing. It might become an AOE slow or AOE engines offline, but it wouldn't even come close to knocking shields or weapons offline. But then that might not be a bad thing... *shrug*
Having been using Tyken's on my Obelisk for a time now, I personally would like to see it's radius increase similarly to how Gravity Well's does. Of course,to prevent it from being too powerful, it's power drain could decrease the further the target is from the center. It's a fun ability that I fear is overshadowed by GW in terms of effectiveness.
Kind of with you on this, it could use maybe a tiny bit of alteration, but otherwise is effective if timed right and used with a full blown drainer.
Comments
There are many variables to TR. One you need to be specced into flow capacitors, have flow modified gear. Your target can clear the drain with HE, have no more than 6 specced in EPS so it does not drain fast, other power adder consoles rep rewards. TR can be compliment to a drain build using Polarons, chroniton torps, beam target skills, phasers and of course TB and TBR
I suppose even with that, TR isn't really all that a scary of an ability is it?
As for the doff granting a chance for an aftershock, I found very lackluster do to the new rifts popping up out of the 3km range of your targets.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Exactly, you can't, because of shared cooldown, like I said.:rolleyes:
Bring a buddy with Grav Well, let them group things up for you, then throw a Tyken's Rift on their target right after the Gravity Well, then both of you fire Gravimetric Photon Torpedo spreads into the cluster of ships.
I distinctly recall having specced in Flow Caps having no effect on TR whatsoever. Or did they fix that again?
Anyway, yeah, TR really only works well when a GW is already in place. Or a Tractor Beam. The latter is the 'normal' way of doing it.
Flowcaps effects TR's drain properties, while particle gens effects its kinetic damage output.
This is one of those sci skills that needs help from 2 captains skills, to be highly effective.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Yes, I know what Flow Caps are supposed to do for TR. The 'effects' chart had Flow Caps listed as having no effect on TR whatsoever, for the longest time, though. They must have recently fixed it.
That chart was post old TR nerf. The nerf actually made it buggy and totally useless, until finally the devs (last october i think? just before the big mirror event) fixed it. Now it's really strong if specced into flow caps. I have a science drain b'rel that can drain a cube in just a few seconds with TR2, ES3, AA console, and leech. It's quite fun, especially when people claim drain builds don't work lol.
I thought that the damage aspect to Tyken's Rift was affected by the Particle Generators skill.
But really, grav well plus tykens would be quite OP, that's why they are bound. Tykens can be quite devistating if one leans into a drain build, I have seen many people in PVP get shut down by tykens because they didn't know they could use hazards to clear it, or their hazards were already used up. Not to mention tykens is AOE, so if you use your hazards to save a friend, a new tykens might spawn on top of you/you might be too close and need it yourself... tykens everywhere can be incredibly annoying and lethal.
Cubes don't run away from it. Ppl do. And those who don't... deserve to pop.:P
Gotta run before your engines shut down, or hazards before your aux tanks, and not have evasive or hazard on cool... tykens isn't "difficult" to escape, but if it catches you the right way/at the right time, it can be a near guaranteed pop.
If tykens were given a CC other than potentially knocking engines offline via power drain, the power drain would need nerfing. It might become an AOE slow or AOE engines offline, but it wouldn't even come close to knocking shields or weapons offline. But then that might not be a bad thing... *shrug*
Sorry you would be correct for the particle gens.
Praetor of the -RTS- Romulan Tal Shiar fleet!
Kind of with you on this, it could use maybe a tiny bit of alteration, but otherwise is effective if timed right and used with a full blown drainer.
Praetor of the -RTS- Romulan Tal Shiar fleet!
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