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STUDNIA PRZETRWANIA

Egzotyczne / Intrinsic

Generuje dodatkową kulę mocy po użyciu superzdolności. Wygenerowanie Barykady, zadawanie podtrzymywanych obrażeń lub pokonywanie celów spoza Barykady tworzy uzdrawiający impuls. Przywracanie zdrowia sojusznikom zapewnia energię Barykady.

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Class Ability usage heals you and allies within 12 meters as long as they have line of sight to you.

Casting a Barricade restores 70 Health and 110 Shield HP. Using Thruster restores 60 Health.

Scoring multiple Direct Hits within 3 seconds of each while behind a Barricade triggers an additional healing pulse that restores 30 HP in a 12 meter radius.

Activation progress granted by weapon type:
• Submachine Guns, Trace Rifles: 7.14%
• Auto Rifles, Machine Guns: 8.33%
• Pulse Rifles: 9.1%
• Sidearms: 12.5%
• Hand Cannons, Scout Rifles: 16.7%
• Swords: 20%
• Bows, Glaives, Grenade Launchers, Shotguns, Sniper Rifles: 34%

Additional hits provide no activation progress for 2 seconds after a Healing Pulse is triggered. 5 second cooldown between healing pulse activations. (why are these separate)

Super Abilities generate an extra Orb of Power that grants 7.14% Super Energy (regular Super Orb).

Specific Interactions:
• Roaming Supers generate an Orb with the first Kill instead of needing at least 2 Kills
• Ward of Dawn generates 4 Orbs with each granting 3.57% Super Energy (up from 3 Orbs granting 2.3% each for a ~2x increase)
Last Updated 2026-01-04

Perks

Survival Well

Survival Well

More Orbs from Supers. Casting Barricade heals.
 
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