Suggestion: Anointment "While On CoolDown"

The problem there would be amending all the generic ones?

Or do you mean only the gunner ones? The current ones I don’t know what they’d do other than make the only good anointment better and the rest still pointless haha.

I still really want a shield splash boost that lasts ~25s on IB start. I say it all the time but I really want it.

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It really is a bad mechanic. Unlike previous games, there seems to be a larger variety of colored health bars(which I appreciate) but with the way mechanics currently are it is a nightmare, particularly for Moze(longer cooldown & such).

It’s a bad feeling to have to switch from something like a Rad weapon(w Incendiary next two mags) that yourlve been expertly juggling over to a Cryo/Corrodo for an armor bar and still have 15-20+ seconds on Bear cd.

This is the initial reason I snubbed my nose and dislike annointments. In a game where a great deal of your success hinges on following the element matching rules it’s just a hard deal to accept.

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Yeah I agree.

The more and more I do end game content the more I’m starting to hate this mechanic to the point it makes the game boring.

The best way to play this game is a cryo or corrosive maliwan with rad as the second element. Get it with the 120 splash anointment and you don’t switch weapons anymore. You can’t use some for the road with launchers. You can’t do anything, it’s actually pretty absurd.

I’m not going to switch my gun and do less damage. There’s no point in shock or fire unless you’re fighting a boss with only that health bar.

I want a 160 splash ogre for fun just to try and kinetic through every health bar, but I’m pretty sure you just need a cryo/rad kyb’s and only play with that. It’s so hard to build around this junk as you try to optimize builds you narrow it down to one specific gun/anointment.

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@twoPIZZA So much with that rocketeer com could have been way more awesome. I mean that Vampyr should heal Moze while Auto Bear/Rocketeer is active. It could have been an on theme way to give sustain. I haven’t tried auto bear with Mindsweeper, but I’m guessing it still doesn’t.
@Mahtyo I feel your point and I agree, coms need to have weaknesses, or downsides. But I feel we’re already at that point with Blastmaster, why use anything else? I meant this suggestion more as something that provides an option for diversity, rather than a catch-all to fix what doesn’t work. The biggest trade offs in the game should be DPS vs Survival, risk vs reward. Ingenuity should be rewarded too.

As far as annointments go, ASE simply promotes one fun play, which doesn’t gel with element swapping and even the non ASE annointments don’t work if not held while activated, which is silly. I think most of us agree on that it seems.

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Due to the way I’m using Bear, I don’t get to use weapon anointments. So I gave up and am trying to just get weapons that do what I need in between.

So currently, when I get out of Bear I’m still holding my Unforgiven and Red Queen. If I have space, I’ll use them for a bit. But if not, I have a Corrosive Redistributor, a Shock Slowhand, and a Fire Craps. Trying to get a Cryo Redistributor so that it also does crowd control. But that’s just how I’m making the best of a mediocre situation.

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in a perfect world, all of them :stuck_out_tongue:

but yeah, the ones i’m wanting to work are 160% splash, next 2 mags, generic ones like 5% damage for each kill.

fun fact: Lucky 7s elemental perk card triggers while in iron bear. i’m not sure yet if it’s from FitsD or cloud of lead. but that tells me it does work, somehow. would’ve been cool of next 2 mags persisted even while piloting.

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Ohhhh, hahahahahahaha. Did I not post about that in FAQ thread? Yeah. It turns all dot damage and grenade damage into shock. Then green monster and skag den apply off of the grenades. I also run Ember’s Blaze, so it turns that to shock.

@Mahtyo that’s actually something I’m gonna cover with some video (hopefully) in a thread I wanna make that I’m deciding now will be called Bust-A-Bear Workshop :joy:

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I’m really digging your ridiculous bear mechanics discoveries, @sammantixbb. Both amusing and informative.

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great name, i’ll keep my eye out! ^^

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all of the “after exiting IB” annoints should be changed to “after entering” and have their duration extended by ~5 seconds to account for entering and exiting IB. this would make the gunner anointments specifically function with IB, without hurting their standard functionality. the splash and incendiary ones might need to be toned down a bit if they’re too powerful, but it’s a place to start.

EDIT: wait, if next 2 mags doesn’t persist through to the next iron bear when a weapon is kept without losing the bonus, that means that whatever weapon is technically unequipped on entry and reaquipped on exit. that would make a lot more sense, but unfortunately means that weapon anointments couldn’t currently be made to work, so we’re stuck with the grenade thrown damage and grenade from IB on hit synergy. before anyone says “that’s the dumbest thing, why?” the answer is Unforgiven + iron bear. not that combo specifically, but any weapon effects that can be carried over so long as the weapon is equipped. unforgiven is the easiest example, because the crit value would carry over to IB so long as the weapon counted as equipped.

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Except you’re totally wrong :joy:

Yes, your weapon loadout is essentially snapshotted on entering. if you drop your current weapon while you’re in IB, pick up another weapon and then pick up your current weapon (probably a easier way to do this) you still have your first weapon drawn upon exit while it’s actually in your backpack.

What specifically do people want on enter annointments for? To make IB do more damage? ASE/on exit anoints make the most sense to boost the now non-invulnerable Moze. I don’t follow the push for this. Would someone care to spell out why? Sometimes I miss obvious things.

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In theory, it’s a concept like “while gamma burst” “while sntl” “while phasegrasp” like, why can’t we have that? But I mean, I broke bear to the point where I’d be so confused if I had that.

It’s mostly a “well, fine, if our ASE situation isn’t good, give us an ASS” (action skill start…yup, mayhaps I should go with “begin”) but again. I really feel like the only good all encompassing solution is making “on cooldown” and being able to switch between them

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I have tried so hard to get a different weapon equipped to move from Bear Destruction to Moze Anointed and nothing I did works. Oh well!

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yeah me too, so many times when i jumped into IB with the wrong weapon and desperately tried to switch to the one i wanted, almost feels like wasting the cooldown with some builds when that happens ^^

Or worse, when I forget to reset my grenade mod :sob: that one hurts so much

is that still needed? i’ve played around with that annointment a bit lately and it seems to drop more than one granade per use. source: firestorm meteors everywhere all the time ^^

So. It will proc a lot. That’s a given. What does happen is SOMETIMES if you don’t take it off and put it on, it won’t activate on your next ride. It’s not an every time thing, but my Red Queen has become so essential that I don’t wanna risk it.

Also. I was trying sooo hard for a FireStorm when I stumbled on the Red Queen

haven’t used that granade much, what’s special about it? i believe i have one with IB annointment.