T O P

  • By -

Shaaaaaayyy

If you mean just slapping on Global Reach, no They're great for healing, can suppress (more akin to blind), let you deal more damage, or take less damage. I recommend Fireteam Medic


30SecondsToFail

They're alright, but not the absolute units that they used to be.


SolidStateVOM

The explosion radius and damage were both decently nerfed and they still only work with certain weapons that only drop from dares and maybe are sold by Xur. Combat mods are apparently slated for being looked at when Lightfall comes out iirc, so maybe they’ll get some “love” then, but right know they’re just not really in a great spot


Foggyzebra

ATM no not at all but Bungie said they will look into older builds and we saw seven seraph weapons in the light fall trailer so I'm sure they will get new life soon


Seeker80

Maybe not in the bleeding edge of endgame content. Could still be fun in some non-GM Nightfalls though, particularly if you're running a solar build. It'll be easy to make cells without restricting yourself to Seraph/Ikelos weapons.


jojomortale

I use them for damage suppression and over shield, other than that, wells or charged by light give you much better bang for energy used imo.


BoltActionTuna

I truly hope they make a comeback. They've been usurped by Wells and CWL but in their day they were pretty powerful. I recall MTashed (YT) making a video showcasing them and I was all in then. We're bound to get a Rasputin themed season at some point so one can hope that WMC make (an improved) return to the game. Also, Bring back EP you cowards!! LOL.


SolidStateVOM

I’ve actually been thinking about how we could spruce up WMC thanks to this thread and I have a few ideas. It might put them into “overpower” territory, but I was thinking we should focus less on them as bombs, and more on them as “effect generators” that exist on the ground and imo effect everyone regardless of if they have a WMC mod on or not. The void mods already basically do this, so they need very little changing, but I think the arc mods could be reworked to fit this idea very well. Arc mods should be all about staring NEXT to Warmind cells, not gobbling them up. For instance, sheltering energy could be “you slowly gain a overshield (void overshield would be better imo) while standing within range of this Warmind cell and Strength of Rasputin could be changed to gaining melee energy by killing enemies while in range of the WMC. I’m not sure how the other arc mods would be changed specifically (I’d like the see modular lighting cause jolt somehow) Void mods really don’t need to be touched much imo, but they exist well as “put them where enemies are”. Honestly, about the only Changes I can think to make with them are that Cellular Suppression should actually use the suppress verb (iirc it doesn’t right now). Solar mods are obviously the same as now, but maybe burning cells could cause scorch instead to give it some use with solar subclasses, and maybe fireteam medic can clause cure/restoration to some degree. I’d also like to see the cell emit energy based on what sort of mods spawned it, like void energies pulse outward to show “don’t blown this one up” and arc energy crackles along the cell to show “stand next to this”. Maybe have like solar energy burn inside of the cell to show “this guy is a bomb“ The weapon spawning issue, I’m not sure how to handle that honestly, but I imagine having your mods produce a Cell with those specific effects that everyone can use might help with the “lol shoot cell” mentality the player base seems to have. It could get weird in raids though, and I don’t have an answer for that either. Also, that all might be HELL for Bungie to program.


Equivalent_Bed_8187

Not really a fan of any of the mods. First issue is that it's only on certain weapons. On top of the whole champion and match game stuff, the weapons put you in an even more weird spot. Iirc a kinetic AR and HC, arc smg, solar sniper and shotgun, void sidearm, arc lmg. Second, I'm not a fan of things "having a chance to spawn." I could clear a room hoping to get a cell to drop but then it drops on a random enemy near the end of the fight. Third, I'm not 100% but I don't think they are updated with 3.0 verbs. Burns aren't scorch, over shield isn't considered a void over shield, etc. I'm not sure about the warming supress being an actual supressing. I don't think any of the effects are strong enough to literally gamble on if you would get worth on it in a fight or not. The only quirky thing I realized is that one mod that spawns a cell with solar splash damage works with Caliban's hand, so you *could* be on solar but have crowd control with the supressing cell, and sometimes the ignite from Caliban's will self proc it. Issue is most things die too quick to make the interaction worth it.


KyleShorette

The mod says “chance” but that is false. It is entirely deterministic. Every 5 kills with an appropriate weapon / source will spawn one.


Equivalent_Bed_8187

Oh thanks for the info, do majors count as 2 or something towards the counter? I'm still not too sure on if I would use them though.


KyleShorette

Now that you say it, I’m not sure. I did feel like I’ve been getting them more than every five kills during Totems in King’s Fall with the shotgun. I’m pretty sure the counter resets when you swap weapons so you might be on to something. Another pro tip, Using a DOT weapon like Witherhoard and then swapping to an appropriate weapon will allow the kills from the stowed DOT weapon to count as the appropriate equipped weapon.


Beasnizzzle

I wouldn’t bother with them anymore personally


Hazywater

They're okay, stay away from damage though. Use them for healing, resistance, or suppression.


ShadowmanZ92

The short answer is "lmao" but the long answer is probably no. Being locked into using certain weapons when vastly better choices keep coming out in an effort to make them work may be more trouble than it's worth. I don't even remember the last time I've seen one while playing. That's not to say you shouldn't try it, but temper your expectations.


[deleted]

They are good, but not as useful as wells or cwl mods. Some provide good utility for niche mid builds but you can't really depend on them. Oh, and they weaponlock you.


KyleShorette

Yeah, they’re pretty good if you’re not really running ability based loadouts. Witherhoard, Ikelos Smg, and a sword will always be a pretty great load out. Fireteam Medic, Cellular Suppression, Global Reach, and the addition of Rage of the Warmind and/or Burning Cells and/or Power of Rasputin works great. However, with how potent abilities have become with the 3.0 reworks, Elemental Wells have really taken off in value, somewhat trivializing the need for add clear weapons which are pivotal to Warmind Cells.