Doing a little testing right now. Having picked up the new Hurricane Generator, I noticed in the tooltip that it's affected by the 'Turrets and Drones' skill and not the 'Generators' skill. Curious, I brought out my turret-affecting Armory Officers (especially the new Xindi cooldown-reduction doff).
Several rounds of testing let me know that the new generator is most definitely *not* affected by any turret doffs. Nor is it affected by the sole Generator doff that we have (which, granted, applies specifically to Medical/Shield gens).
This should probably be in bug reports, but. Should the skill affecting the new generator be 'Generators' or should it be affected by turret doffs?
Well I dunno what skill(s) should be affecting it, so no idea if that's bugged or not. Though honestly I could see Generators being the more logical one to work with it.
But as for the DOFFs, those are not meant to work with it, as those are meant to be used only with those very specific things.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
Easiest way to test is to get a cheap kit frame that boosts Turrets and one of the same mark and rarity that boosts Generators. Slot the module in each frame and look at the tooltip on your power tray.
So it reads like you put the object down, then anything in the vicinity takes damage while they remain in the area. So that reads like 1 you have to be in the thick of a group to use it, and 2 they have to stay within the area (which seems problematic in a mobile fight). So how generally effective is it, and whats the CD?
So it reads like you put the object down, then anything in the vicinity takes damage while they remain in the area. So that reads like 1 you have to be in the thick of a group to use it, and 2 they have to stay within the area (which seems problematic in a mobile fight). So how generally effective is it, and whats the CD?
The generator has a 25 second cooldown and persists for 20 seconds. However, the damage from the generator is very low and realistically could have the damage doubled. Out of the three new kit modules this one is unfortunately practically worthless. Against a shielded target this thing will be doing 16-19 damage/second for at most 20 seconds in a tiny little sphere. NPCs have 2.5k+ health and players in PvP passive regenerate health faster than this thing can dish out damage. I'd love to see this thing get a major buff.
I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
I must admit, respect points to Trendy for laying down the law like that.
The damage is weak. A spinning green-bluish rotating field pops up around your feet to indicate the power is activating, along with a sample effect that will be applied to the area:the floor cracks and crunches. Listen for crunching.
The power centers on the area around the target, like using Exothermic and Endothermic Ind. Fields. Most opponents run away and out of the area of effect (it seems small and is marked by dark grey cracks in the ground that visibly shake with a rumble), like throwing an Exothermic Ind. Field. I have seen new targets walk into the AOE.
No radius is mentioned but it seems small. The duration is fairly long 20 secs, pretty generous.
The knocked back effect seems to bunch/push the targets closer together and slightly hold them while shaking them up and down. Targets fall down to indicate the stumbling effect.
In my tests two days ago I first threw Endothermic on a group, for a potential hold, and then Seismic Agitation Field (SAF), but then I could not see SAF's effects. Endothermic's hold might counteract the mild bunching of SAF. I'm not seen bunching when using Endo.
I think a greater disable effect, things struck as immobile or unable to shoot, would be more appropriate. I still want to run this to observe effects and animations.
There is nothing else on Risa that interests me so this was not a wasted purchase, plus the increased favor rate this year makes re-earning the 1000 favors very doable.
Thanks for another decent module Cryptic.
There is a dark disc the grows outward at the target area for SAF so that you can see where the affected area is.
Comments
But as for the DOFFs, those are not meant to work with it, as those are meant to be used only with those very specific things.
My character Tsin'xing
If no changes, submit bug report.
The generator has a 25 second cooldown and persists for 20 seconds. However, the damage from the generator is very low and realistically could have the damage doubled. Out of the three new kit modules this one is unfortunately practically worthless. Against a shielded target this thing will be doing 16-19 damage/second for at most 20 seconds in a tiny little sphere. NPCs have 2.5k+ health and players in PvP passive regenerate health faster than this thing can dish out damage. I'd love to see this thing get a major buff.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Science:
Seismic Agitation Field module
Info screen
It's pretty neat actually.
The damage is weak. A spinning green-bluish rotating field pops up around your feet to indicate the power is activating, along with a sample effect that will be applied to the area:the floor cracks and crunches. Listen for crunching.
The power centers on the area around the target, like using Exothermic and Endothermic Ind. Fields. Most opponents run away and out of the area of effect (it seems small and is marked by dark grey cracks in the ground that visibly shake with a rumble), like throwing an Exothermic Ind. Field. I have seen new targets walk into the AOE.
No radius is mentioned but it seems small. The duration is fairly long 20 secs, pretty generous.
The knocked back effect seems to bunch/push the targets closer together and slightly hold them while shaking them up and down. Targets fall down to indicate the stumbling effect.
In my tests two days ago I first threw Endothermic on a group, for a potential hold, and then Seismic Agitation Field (SAF), but then I could not see SAF's effects. Endothermic's hold might counteract the mild bunching of SAF. I'm not seen bunching when using Endo.
I think a greater disable effect, things struck as immobile or unable to shoot, would be more appropriate. I still want to run this to observe effects and animations.
There is nothing else on Risa that interests me so this was not a wasted purchase, plus the increased favor rate this year makes re-earning the 1000 favors very doable.
Thanks for another decent module Cryptic.
There is a dark disc the grows outward at the target area for SAF so that you can see where the affected area is.
Does this center around you like a PBAOE or center around a ranged target like Gravitic Field?
AOE, like Exo. and End. Induction Fields, centering on the target area.