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토론장

5/14/2021 7:10:51 PM
5
I couldn’t figure out how it worked, tbh. This helped a little, but it didn’t feel like anything happened when using them.
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  • [quote]I couldn’t figure out how it worked, tbh. This helped a little, but it didn’t feel like anything happened when using them.[/quote] We clutched a few games in trials because my friend had them on. It was nuts.

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  • Each time one of the seeker orbs finds and hits an allied player, you get a 5 second timer that halts your Rift's own duration timer from moving. During this time, your Rift still cools down as normal. With enough players around, this means you can have a Rift up indefinitely as long as you don't move out of it. I've seen one Warlock maintain multiple rifts this way since casting another does not remove the previous. The further the seeker has to travel, the less likely you are to have a permanent rift. The orbs spawn fast enough that they can find a target quickly, and the search range is pretty large, but your rift will continue to expire while the orb travels to its found target. That said, the closer they are, the more likely it is that the orb will reach its target before the 5 second timer expires, so you can keep a rift up forever if even a single ally is close enough. In addition to this, you don't have to be using your [i]own [/i]Rift to gain the effects. You will generate seeker orbs while standing in an ally's rift (but not an enemy's); however, it doesn't appear to extend the duration of said rift. That effect seems to only apply to your own. Keep in mind, too, that these orbs will only fly towards people who are [b]not [/b]in a Rift of any kind, be that yours or an ally's. All of these effects are provided regardless of Warlock Subclass and are applied to each equally, be that Solar, Void, Arc, or even Stasis subclasses. That is just the basic functionality and applies to both the Healing and Empowering Rift varieties. There is additional synergy with the Well of Radiance path. You'll generate these orbs for allies outside your Well and buff/heal them as normal, but it does not extend the Super's duration. Just like with standard rifts, allies in the Well will not be targeted by the seekers for their respective buff. These orbs should also trigger that same subclass's Benevolent Dawn ability, further quickening your ability recharge rate. It does not seem to provide Divine Protection's overshield, however. There is further synergy as well, unrelated to subclass. If you're using Lumina, you'll be granted Noble Rounds for every generated orb that does not find a target before it expires. When alone, you'll generate 7 seekers over the duration of your Rift, but you can only hold 5 Noble Rounds so two will be wasted unless you find targets for them. It's pretty niche, and mostly relevant to small teams only, but does help you get Noble Rounds if you're unable to generate them normally through securing kills. If you were wanting to use the new exotic with maximum synergy, you'd run it with Lumina on the Well of Radiance subclass. Permanent healing/empowering rifts generating orbs that reduce your ability cooldowns or grant you Noble Rounds depending on situation, Noble Rounds also reducing ability cooldowns due to Benevolent Dawn, healing grenades when applicable, and a Super that has the potential to buff/heal those outside of its radius. It's pretty much the healing/support player's package. Also, granting the Empowering Rift buff to an ally for 10 seconds in PvP, who is on the move and not shackled to your Rift location, will them one-shot bodyshot with a high impact Sniper or two-tap with 120 HCs. You're welcome.

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  • 1
    Thank you for reminding me why I mained well/lumina so long ago and should return to it

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  • They're most noticeable in 6 man activities

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  • Fair, I’ll have to give them a try in VoG when it’s out

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