Shards or Orb?

Adam_Chattaway
Adam_Chattaway
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Which is better? google seems to be confusing and people seem to often thing orbs can be used by ALL players and Shards only ONE player but tooltip to me suggests both can only be used by one player with shards doing 2 resources. Orbs seems to have double the damage or shards? the shards damage upgrade choice is pathetic it seems.
I was once Banned for making a game criticism. Think about that.
  • JanTanhide
    JanTanhide
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    Assuming you are discussing a Healer. I use both when needed. Shards you can throw onto a player for instant regen. Orbs just float in a straight line and time out eventually.

    Orbs are one player at a time but it keeps going so if all players run by it and synergize they all get the regen until it expires.

    So for example a Tank holding ground in one spot you can cast an Orb in their direction for regen. Any other player in a different location you can toss Shards to.

    I usually run Shards but if needed I run both.
  • Adam_Chattaway
    Adam_Chattaway
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    JanTanhide wrote: »
    Assuming you are discussing a Healer. I use both when needed. Shards you can throw onto a player for instant regen. Orbs just float in a straight line and time out eventually.

    Orbs are one player at a time but it keeps going so if all players run by it and synergize they all get the regen until it expires.

    So for example a Tank holding ground in one spot you can cast an Orb in their direction for regen. Any other player in a different location you can toss Shards to.

    I usually run Shards but if needed I run both.

    So every played can sync with 1 orb but can every player sync with 1 shard?
    I was once Banned for making a game criticism. Think about that.
  • Mr_Stach
    Mr_Stach
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    Orb Combustion is a special synergy here's the patch notes from 5.1.5:

    Combustion and Healing Combustion (synergies): These synergies will no longer remove their parent abilities when activated. This means a single orb can now provide a synergy to anyone in its path, and will not be removed for other players once it is activated.
    Developer Comment:
    Traditionally a synergy, when activated, removes the ability to activate the synergy for further allies, but keeps its parent object so the caster does not lose effectiveness for being a team player, as seen with abilities such as Spear Shards. In the case of Necrotic Orb and its morphs, due to their mobile existence and skill shot nature, we wanted to better reward anyone able to move or aim to react to these abilities properly, and allowed them to have an ally synergize them as long as they are not on cooldown for the synergy type.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Mr_Stach
    Mr_Stach
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    Normally only one person can activate a synergy, the synergy is "spent" and can't be used by anyone else.

    Orb is the exception to that.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • Adam_Chattaway
    Adam_Chattaway
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    So it seems a bit unfair for spears then? Another templar nerf?
    I was once Banned for making a game criticism. Think about that.
  • Mr_Stach
    Mr_Stach
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    So it seems a bit unfair for spears then? Another templar nerf?

    Not really? I use both, orb is good but it travels a bit slow. But you can drop Shard exactly where someone is and they can get their Synergy right away.

    The AoE damage itself isn't crazy good though and I wouldn't mind if Blazing Shards got a buff to their damage tick.
    Altoholic, Frost Warden Sympathizer and Main

    Glacial Guardian - Main - Frost Warden Zealot
    The Frost Man Cometh - PC Frost Backup
  • robpr
    robpr
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    Orbs: travel slow, but deal damage/heal along the way, everybody can synergy, restores highest resource (ignoring Undaunted Command)

    Shards: Instant placement, only one person can synergize, deals damage only, restores both resources (Luminous morph)

    Take your pick
  • Adam_Chattaway
    Adam_Chattaway
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    Mr_Stach wrote: »
    So it seems a bit unfair for spears then? Another templar nerf?

    Not really? I use both, orb is good but it travels a bit slow. But you can drop Shard exactly where someone is and they can get their Synergy right away.

    The AoE damage itself isn't crazy good though and I wouldn't mind if Blazing Shards got a buff to their damage tick.

    yes to say it has no healing option like orbs its a bit strange how its in the DPS tree but deals worse damage than Kenobi in episode 2...

    Also does cleansing ritual get used up by 1 player? or can all use it?
    robpr wrote: »
    Orbs: travel slow, but deal damage/heal along the way, everybody can synergy, restores highest resource (ignoring Undaunted Command)

    Shards: Instant placement, only one person can synergize, deals damage only, restores both resources (Luminous morph)

    Take your pick

    and would purse or cleansing ritual be better to remove negative effects?
    I was once Banned for making a game criticism. Think about that.
  • BXR_Lonestar
    BXR_Lonestar
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    Which is better? google seems to be confusing and people seem to often thing orbs can be used by ALL players and Shards only ONE player but tooltip to me suggests both can only be used by one player with shards doing 2 resources. Orbs seems to have double the damage or shards? the shards damage upgrade choice is pathetic it seems.

    The great thing about being a templar is you actually have the CHOICE to be able to pick one or the other, but TBH, in a trial setting, I'll use both. With being limited to only having one Orb on the field at a time, and there being 2 tanks, it's handy to be able to shoot the orb in one direction (usually towards DPS/MT) and to drop shards for the OT - or in the instance the DPS aren't oriented in line with the MT, you can use shards for the MT instead.
  • robpr
    robpr
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    and would purse or cleansing ritual be better to remove negative effects?

    Definitely Purge. Cleansing ritual cleanses the caster only and synergy purges the effects for other people.
  • deleted221106-002999
    deleted221106-002999
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    shards for tank, orbs for the riff-raff.

    Purge/ritual - ritual always available purge is circumstance specific.
  • Adam_Chattaway
    Adam_Chattaway
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    shards for tank, orbs for the riff-raff.

    Purge/ritual - ritual always available purge is circumstance specific.

    circumstance specific purge?
    I was once Banned for making a game criticism. Think about that.
  • robpr
    robpr
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    shards for tank, orbs for the riff-raff.

    Purge/ritual - ritual always available purge is circumstance specific.

    circumstance specific purge?

    Some content require constant and instant purging a dangerous dot, like Maw of Lorkhaj, Halls of Fabrication or Kyne's Aegis. Ritual is a heal over time, so templars will use it anyway, so you can choose to purge or not. Typically if the instant purge is not needed, the purgeable dots can be outhealed by the Ritual heal alone.
  • Adam_Chattaway
    Adam_Chattaway
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    robpr wrote: »
    shards for tank, orbs for the riff-raff.

    Purge/ritual - ritual always available purge is circumstance specific.

    circumstance specific purge?

    Some content require constant and instant purging a dangerous dot, like Maw of Lorkhaj, Halls of Fabrication or Kyne's Aegis. Ritual is a heal over time, so templars will use it anyway, so you can choose to purge or not. Typically if the instant purge is not needed, the purgeable dots can be outhealed by the Ritual heal alone.

    and can all players each use the rit purge or jsut 1?
    I was once Banned for making a game criticism. Think about that.
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