Triage Beacon; utter c*** or poorly applied?


Angelstar

 

Posted

It seems the genereal approach on this forum is that while traps can be a very fun (although some feel, a bit time-consuming to setup) set, traige beacon is the rotten apple of the powerset.

While I realise that it has no visible tangible effect.... no green numbers coming from my minions and it's doing nothing to kille the enemy, I feel I really do notice a vast increase in staying power when it's up (iirc my beacon is 2-slotted with healing enhancements... 2 or 3 anyway... have SOs in now, but that's beside the point as I've been noticing the difference all along, or so I think).

So what I'm putting up for discussion is, which of the following statements is true:

a) Triage Beacon is a great power, but vastly underrated because of the lack of visible (numbers) effect

b) Triage Beacon is a "so-so" power that can be worthwhile if used right, but is really tricky to know when to use

c) Triage Beacon is a very poor power and I'm deluding myself for thinking it makes a difference


 

Posted

On paper it sounds like a must have but.....

I'd like to see green numbers.

And when all my men & i are standing on it, can't say that I notice a hp increase.....


"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad

Union Heroes
War Borg - Leader of The Paragon Knights

Union Villains
McCabe - Co-leader of The Rogue Knights

Defiant - Supreme Hero

 

Posted

To be honest when i respec my traps robotic mastermind. Triage beacon is the first to go.

its one of those abilities that is meant to increase your hp regen rate. IE for down time periods in a group but to be honest for the respawn time and the fact its stationary the triage beacon is an incredibly poor replacment for directed heal.

It wouldnt be so bad if like the force field generator it followed you around or you use it like a pbaoe hp regen off the mastermind or even off a pet.

But its just so limited ive done it where i have set it up then had to move out of its radius litterally 10 seconds after it goes up because ive killed everything in the area.

I would say it might be better if they linked a few more abilities into triage beacon such as END regen, HP regen, maybe a defence buff or even damage increase/accuracy.

Then it would be a nice power as it stands it sucks. Im dumping mine as soon as i can respec.


 

Posted

Its a so-so power bordering on very good. Properly slotted it gives a good (400%) regen boost about half the time. Which is great and all, but you have to take the time to place it.

If you cannot afford to slot it it is mediocre at best. But that applies to most of Traps.


 

Posted

From just a Robots/Traps perspective I got a very large, noticeable increase in surviveabilty by taking Aid Other in place of Repair, and Aid Self in place of the Triage Beacon.

I certainly didn't have the need to take Triage Beacon on top of that, and had enough room and slots left to take some devious and more obscure tricks .


 

Posted

Yeah I think repair sucks because its so 'one-shot' power and has too long recharge. A power that'd heal half the amount and be up twice as fast would be much much more useful.

Personally I hate triage beacon conceptually, whether its a good power to use I can't say. Traps has too many powers that don't feel 'traps' enough or evil enough..


 

Posted

3 triage beaons is regen scrapper power!! but yeah i dumped mine and I know that my brother dumped his... its a shame as the team never stay long enough to feel the power of it.


 

Posted

[ QUOTE ]
3 triage beaons is regen scrapper power!! but yeah i dumped mine and I know that my brother dumped his... its a shame as the team never stay long enough to feel the power of it.

[/ QUOTE ]

it definitely has a soloist bent. Don't even try to use it on a team with a brute.


 

Posted

Yeah the green toblerone of doom is indeed a pile of pap!!!!

It was even worse when cov 1st came out and has since recived buff, but it still is pap.


 

Posted

Other than AV fights its seems a bit pesimistic to assume that your pets wont have wiped everthing in the area way before the end of the power.


"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"

 

Posted

Whilst in normal missions i use repair, aid other and aid self. I have triage beacon but other than AV fights possibly stacking or psuedo stacking for survivability with other peoplws powers i have little or no use for it. In normal missions you cant use it all the time and so one group is much like another until you get the one with the boss in it. AVs nowadays are often still standing long after the triage beacon has gone so it is a bit meh there too.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Tactically, it's being stationary is not a problem for me, got a bind for all & sundry to run back to it and I can maybe dish out an Aid Other or green on top.

Recharge x2 and it's more than fine now.

I'll whack up it's slots, if it's still pants in the actual hp replenishment dept. it'll be sayonara Triage Beacon!


"Like War_Hero said, leave it as it is, it toughens up the softies." - Naz Nomad

Union Heroes
War Borg - Leader of The Paragon Knights

Union Villains
McCabe - Co-leader of The Rogue Knights

Defiant - Supreme Hero

 

Posted

sorry to dig this one up as its about to die but i have a thugs/traps and noticed that triage + health 2 slotted (366.22%) is almost the same as a scrappers regen rate with fast healing and intergration(391.13%).
Now who can't love that


Defiant's GoEH/MILITIS METUS

 

Posted

Triage beacon is easily the worst power in the traps set, you would be better off getting aid other instead of it, it can be used but its very situational and wont really save a minion near death in the middle of a fight aid other on the other hand would. (Unless interupted obviously)

Also what is this I hear about anti-repair? Sure the cooldowns long but the full heal has saved Monkfish Omega, my assault bot, many times and besides with FFgen, prot bot sheilds + heals my bots stay alive perma anyway.


 

Posted

I considered taking triage beacon. Respecced it in on test to play with it, and just found it to be awful. No complaints about the regen rate, but the recharge is godawful enough to make it a liability on any team that moves at anything above a crawl (or even solo). As it stands, it's astonishingly situational, and not worth the six slots you need to make it viable.


Do not go gentle into that good night.
Rage, rage against the dying of the light.

 

Posted

I'm rather enjoying it myself. Combined with Repair and some of the other trap powers you can use it to set up a veritable fortress. It's definatly situational, but it's not always burst damage that kills you, sometimes your minions get bled out in a sustained fight, maybe a team member or two goes down. At which point it's handy to drop right in the middle of your pets and play at attrition. It's not a substitute for a directed heal, as someone who can 2-shot you or your minions still will, but when there's a storm of minions piling on your group i've found no better way of staying in the fight.


The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...

 

Posted

True, but I still keep on finding an excuse not to pick a secondary power that dosen't follow me around (IE: Force field generator). hey, wait a second, this is 100 posts, rock on!


 

Posted

[ QUOTE ]
True, but I still keep on finding an excuse not to pick a secondary power that dosen't follow me around (IE: Force field generator). hey, wait a second, this is 100 posts, rock on!

[/ QUOTE ]
So you're only going to pick Web Grenade, FFGen, Seeker Drones and possibly Detonator from Traps?


 

Posted

Take triage beacon, slot it and love it. Will it save a minion on red health? No.
But it's not designed to. It goes down at the start of a battle, and the regen it provides gives your minions a longer lifespan.
Regen scrappers don't leave Integration off until they're at low health, for obvious reasons. Same reasons apply to TB and RegAura from Empathy.


 

Posted

You'll notice only robo and merc mms have even a little time for this horrible power, which is because at least they have a chance that their pets will sit in the area for the length of a fight!

Triage beacon looks nice but is truly horrible If we really want our pets to last longer, and we have traps, we take the medicine pool... Once we have the medicine pool, there is no excuse for wasting a power and a bunch of slots on a glowing advertisement for the Bavarian Illuminati.

What would be a good power would be FFG with the horrible robo-drone replaced by a floating tetrahedron of doom