The goat man, the paladin - Oberon!

Release date: 2013-12-19

Passive: Creatures of nature rejuvenate in Oberon’s presence, causing all Companions to receive +25% Health, Shield and Armor links. Oberon’s own Companion also receives 1 instant revive per mission.
Smite - Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies.
Hallowed Ground - Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Renewal - Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.
Reckoning - Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.

Acquisition: Main blueprint can be purchased from the Market. Component blueprints are obtained from Earth Proxima (Neuroptics & Systems) and Saturn Proxima (Chassis) Points of Interest in Empyrean missions.

  • KeegenOP
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    6 months ago

    Oberon suffers from a mild case of an identity crisis which I feel impacts his kit negatively. I get that DE was going for an Oath of the Ancients vibe with him, but I think he would be better off being either a pure paladin or a druid frame, rather than this weird amalgamation of both.

    Smite is OK as far as first abilities go, doing %HP based damage means it always stays relevant. It does kinda have this weird issue of becoming worse with more power strength, as it’s damage gets divided between all the orbs it spawns.

    Hallowed Ground is a soft CC ability that also gives you and anyone else standing on it status immunity. Standing part being very relevant, if you decide to do anything that even slightly lifts your feet from the ground, no more status immunity for you! Make the status immunity linger a bit after stepping off the ground and this ability would become much less clunky.

    Renewal, oh my! TL;DR just play Wisp, her 1 does everything this ability does but better and for free. This ability is so old not only does it have a constant channeling cost, it also has the audacity to cost you more for every target affected! Do either one, not both! Honestly in 99% of cases, subsuming Gloom will not only offer you and your team far more healing, but also cost you way less energy to do so. Terrible ability.

    Reckoning is almost good, all this ability needs is not being restricted to only armor stripping enemies on Hallowed Ground, it doesn’t have enough range to warrant having such a steep requirement.