Tbh ive seen a lot of players using YAS in pve.
Its probably the most common exotic solar hunters were using in GM's when i was doing lfg runs
The rotation between abilities was fun and powerfull.
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[quote]Tbh ive seen a lot of players using YAS in pve. Its probably the most common exotic solar hunters were using in GM's when i was doing lfg runs The rotation between abilities was fun and powerfull.[/quote] I do see it a lot. Kind of fun to run, but honestly it lacks any real kind of survivability compared to other subclasses. And of course that isn’t helped by my tendency to blow myself up with gun powder gamble.
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"Solar grenade final blows cure" Forgot what the actual fragment was called. But i gave up on gunpowder gamble. I love it but can't get behind the cooldown for it. It really is a shame it doesn't share the protection from self damage with tripmine.
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[quote]"Solar grenade final blows cure" Forgot what the actual fragment was called. But i gave up on gunpowder gamble. I love it but can't get behind the cooldown for it. It really is a shame it doesn't share the protection from self damage with tripmine.[/quote] Yeah, but that’s cure 1x. It’s also essentially your only source of healing and isn’t passive like what other subclasses provide.
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I was under the impression it counted every kill from the grenade not just one. If your killing groups with it isn't that multiple cure being activated? Or have i been wrong this whole time? Its always worked for me so i just never took it off.
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[quote]I was under the impression it counted every kill from the grenade not just one. If your killing groups with it isn't that multiple cure being activated? Or have i been wrong this whole time? Its always worked for me so i just never took it off.[/quote] Cure 1x just refers to the level of cure. 1x is 60 hp, 2x is 110 and 3x is 130 for pve. In higher level content, 60-130 HP on a kill isn’t great, especially when you have no access to damage resistance. Better survivabilkty can be found on other subclasses where you have passive healing or passive damage resistance. YAS operates best at close to medium range, which will often get you killed in higher level activities. You’ll die a lot more often than you would on arc, void, stasis or strand.