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On the other hand, the additional i-frames allow you to ressuply or revive someone during the extra time without risking falling again. Invulnerability wins easily.
Health generally considered superior for combat purposes.
I read something about how Drak can use any combination of T1, T2 and T4 mods because of some interaction with Shield Battery Booster OC when it pops shield on overheat. I don't use SBB much so you should get someone with better game knowledge on this interaction.
But for shields specifically I generally refer to this video in regards to shield stuff:
https://youtu.be/76f0ZROLIQc
EDIT: For last row, I just pick Invuln. It's easier to quantify. The other two might be useful but I have an aversion for text-only blurbs without associated stats. And the stats for those two on the wiki are pretty weak. The stun/slow might be useful... But the wiki says it's electricity (slow) but the text says it's stun.
Careful management of incoming damage means the shields take the vast majority of all damage I ever receive. Shockwave on break, combined with the thorns perk that I run on every class, means whatever breaks my shield most likely just killed itself anyway.
I go down so rarely that I don't even consider the invulnerability option since it never gets used. If I go down the mission ends there 98% of the time because I'd be the last one downed.
I usually go for shield health on scout and driller, and extra health for engineer and gunner.
Scout can opt into extra mineral carrying over shield recharge time since they can zipline for distance to get shields back anyways.
Static discharge is my usual pick in the last row for driller and gunner. I tend to keep shockwave picked on scout and engineer because its *much* harder for them to clear jellyfish if they get caught out. Plus it also helps those two more against things like swarmaggedon. Driller should have radiance on their gun and not care about swarming anything. Gunner has plenty of options between incendiary grenades, guns with AoE built in or via overclock, and a shield drop to peel things off.
About the only class where I see Revive having some use is engineer to give you time to get a turret up before having to move again which might be important if you are turret whip reliant. But that comes at the cost of losing Shockwave against naedocyte shocker packs.
The amount of AoE damage on shield break is paltry; less than 15 damage, at least, because it doesn't kill swarmers when it triggers.
As for the electrocution on break, it has a CHANCE to electrocute, so it may not trigger when you really need it to. If it were a 100% sure thing, I could see some interesting combos, perhaps with Bullets of Mercy or the See You in Hell perk or something, but it's super-inconsistent as it is now.
3 extra seconds of invulnerability on revive is big. Gives you a chance to extricate yourself from the pack of bugs that downed you and get to safety to resume kiting.
Shockwave is my choice. I prefer options that helps me not get downed, instead of ones that only work after downed.
T2-Extra health, I often see people saying the shield is better for chip damage but 25 shield already covers that well enough. In order to make use of the +5 shield you need to take 25+ damage which I wouldn't consider to be chip damage.
T3-The resistance, duh.
T4-Breathing room doubles your invulnerable after a revive.
Meanwhile Shockwave does 8-16 in a range of 5m making it struggle to even kill a swarmer and static discharge applies a 2 second shock for 2 damage total in 2m making it not kill anything and barely slow anything. I think the choice is clear.
I see a lot of people swear by breathing room here. Does it work properly now? Either after default rev or instant rev from perk? If it works properly I may try it out soon.