Omni-Cell: A Subjective Perspective
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Omni-Cell: A Subjective Perspective
Updated 2 years ago by WW_Ghosty

For new players and returning players, Omni-Cell changes may seem a bit overwhelming. For returning players, your Iceborne and Discipline have been removed as they are both now Omni-Cells (To note further, you'll have these two Omni-Cells off the bat).

Omni-Cells are an equitable item much like lanterns. Each Omni-Cell has a passive and a tap ability, meaning lanterns no longer have tap abilities. Omni-Cells work into different builds depending on the players style.

Bastion Passive: Increase all shields received by 15%. Dealing damage has a chance (based on damage dealt) to grant a stacking, refreshing 25 health shield that lasts for 25 seconds (max 500 shields). Active: Leap forward and slam the ground, consuming all shields in a blast of energy that deals damage to nearby targets equal to 150% the amount of shields consumed. 30 second cooldown.

The Bastion Omni-Cell overall is great for newer players, and for players who are not great at dodging, the cell itself is not ground breaking, but if combined with items like the Skarn Lantern, it can be quite powerful.

Iceborne Passive: Increase max health by 100. Gain 1% lifesteal and 5% reduced damage, then again for every 150 missing health. Taking damage reduces the cooldown of the active ability by 5 seconds (only once every 5 seconds). Active: Throw an ice lance that does 1500 frost damage; double damage if thrown at full health. Also prevents you from being staggered and grants +10% lifesteal for 8 seconds. 60 second cooldown.

Overall, I feel as if the Iceborne is the best of the omni-cells, it's very versatile, new and professional players can use it with relative ease. The only cavoite being that you need to have a decent max health for the passive to be more effective.

Discipline Passive: Critical strike chance and damage increased by 10%. Healing is reduced by 50%. Reaching max stacks of Flaming Fist makes you Disciplined, increasing your critical strike chance by 50% for 40 seconds while also increasing damage received by 100%. When Disciplined ends, stacks are cleared. Active: Perform a quick parrying punch that deals 300 blaze damage. Parrying an attack does +300% damage and grants a stack of Flaming Fist, giving +6% critical strike damage. This can stack 4 times. 15 second cooldown.

I personally call the Discipline Omni-Cell the fools gambit, it's made for those who want to be a literal glass cannon, though the potential of it is high, it's mostly good for players who are exceptional at dodging, as getting hit with Disciplined active at higher levels such as Heroic Escalation would one tap you instantly.