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Iron Halo Effectiveness

Discussion in 'Space Marines' started by ProteusVM, Oct 2, 2016.

  1. Proteus Lychoro ProteusVM Forum Beta Tester

    Indeed.

    Even though, I still want to see the Iron Halo improved, so sick of it being just a flat our armour buff. Feels all kinds of wrong.
  2. James Aringhe Ordinate

    A lot of these things feel flat out wrong. I do like the idea of the Iron Halo resisting the ability to instantly die from some weapons, though. It's almost like that would match the lore/tt better or something...
    RazielHellscream and ProteusVM like this.
  3. ranel003 ranel003 Preacher

    Yeah vets an halos are a waste I just kinda stopped the trees there an not wasted points on them.
    RazielHellscream likes this.
  4. Proteus Lychoro ProteusVM Forum Beta Tester

    Which is a shame honestly.

    Fingers crossed that this & infinite lives for veterans are added into EC, both are pretty worthless at the moment.
  5. Valaron Valaron Arkhona Vanguard

    I find Iron Halo only useful if combined with artifice armour. You armour increases by 60% and you really start to feel that. As a stand alone it's not worth the cost, same as relic armour.
    JojoKasei and ProteusVM like this.
  6. Its worth it on veteran apothecary though healing grenades, the 50% accuracy when moving and Drum Mag aren't ever worth dropping for a halo. The Iron Halo is good more or less while the burning halo is pretty bad.

    I don't think you can actually fit a burning halo on any good build that has the 2 good boltor attachments and a healing grenade of any kind while having more useful stats than artificer with an iron halo. Thats something that would be nice to see changed maybe.
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    You can fit the stuff but again artificer/iron halo provides more useful stats. Armor is king in my experience.
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    Comparably with an iron halo the below build is much much better if you prefer to kill things and not die.
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    On standard builds its a different story. Any kind of Halo is pretty damning point wise. Below=Better
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    But its all negligible really, 95% of the time I play with a fashion marine build.
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    Sure certain items aren't optimal but stats are so negligible anyways for HP/Toughness/armor its just more important to make sure you carry things like medkits, good weapon attachments and healgrenades or boomgrenades. Iron halo's are of use to apo's, but like everything stat wise its all generally small gains in the end.

    Prioritize attachments and utility items like grenades, medkits, 50% moving spread decrease grips and a bigger magazine will save you much much more often than that 1-2 bullets of extra stats will. As long as you can still run attachments, iron halo's are useful for a Boltgun Apothecary. Maybe a slight buff to them and relic armor would be nice though.
    RazielHellscream likes this.
  7. I like how the class specific halos are even worse than the regular halos. 10 armor and 20% armor regen delay for 200 more LP? No thanks.
    JojoKasei and RazielHellscream like this.
  8. I was messing around with a Vengeance StormBoltor and I found that the iron halo was one of the two builds I like with it.
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    If they were to buff toughness the second build would be better but currently they preform nearly the same tbh.

    First build has a little bit more armor but the second build has abit more armor regen.
    RazielHellscream likes this.
  9. Cross RazielHellscream Arkhona Vanguard

    All the Iron Halos, and Relic armor both have extremely minimal gains for how expensive the LP cost is. From art. to relic you can equip wargear/trinkets that will give you BETTER stats for a LOWER cost..how does this make any sense? This completely negates/destroys the use and purpose for both the iron halos and relic armor.

    Armor needs to start having special affects, like weapon mods do. Instead of EVERYTHING being purely stats, why not allow the iron halo do something like, negates first two rounds of fire dmg. While still increasing armor AND toughness, maybe even having the relic armor give a small hp regen.

    Iron halo could also work as a literal shield, negating first 300 (random number) points of damage. I mean please some sort of ideas and diversity would be welcomed, instead of just..+armor! +hp! less stats more utility.

    --Edit--

    Ok sorry I seem to have repeated a lot of what the OP stated. I kind of just jumped in and posted about this because it's been bugging me ever since I first unlocked them. Just goes to show where the expectations are at, yet we are hit with boring, flat line SLIGHT trivial stat increases with insane LP cost.
    JojoKasei and ProteusVM like this.
  10. Faeron Ehkrickor Active Member

    I think the best way to fix the halo is something similar to the shield overlay, but instead of messing with the UI, drop the LP price, make it more expensive to unlock but along a neutral advancement pathway so any sufficiently veteran player could unlock it for any class, then give it No stat upgrades, but a chance to entirely stop 1 sufficiently powerful shot. So against bolters or Shuriken It doesn't do anything. But against a sufficiently powerful shot, it triggers.

    Basically only a damage source that would cut through both armor and health to an instadown would trigger the halo. So those Scorpion ambush strikes, Orky Power Claws. Las Cannon, and Plasma Cannon. *BAM* negated by the Iron Halo. Once every 2.5 Min, hope you didn't waste it moving from point A to point B cause you're gonna need it pushing in to cap. This way, it Feels powerful in game, but not broken because of the long cool down. But if you use cover and vehicles right that 1 moment of the emperors greatest Tech/Blessing at just the right moment is Huge. Though with the strength that type of ability might have it might put to put it on a cool-down independent of your death timer so you can't just spam them at a point. On the other hand even if it wasn't independant of the deaths it could still be countered by a few well placed HB equivalents cause they won't trigger it, armor works better against those.

    *edit* found a couple spelling errors */edit*

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