The Loner aura gives the Zealot a small consolation to being away from all the teammates auras. It doesn’t really give the Zealot more self stat value than taking other auras, but also gives the team absolutely nothing.
You would think a more logical talent would be that teammates count as having your coherency even when you aren’t there (while the Zealot is alive of course). This would allow the Zealot to run off and assassinate enemies away from the team without the other 3 players losing regeneration. Essentially the opposite of what it currently does.
Yeah, currently it only really gives the zealot running it better coherency toughness regen when with the team, minimum toughness regen when away from the team, and nothing at all to the others in the team.
Personally, I don’t think it’s meant to enable zealots to run off alone, it’s mean to help keep them alive when everyone else is dead or they’ve somehow been forcefully separated from the team.
It’s such an anti-team node if you just use it to separate yourself.
I just don’t use it lol. Loner sounds really cool in theory, but it’s probably just problematic and makes the Zealot stereotype of running ahead and dying more common.
Its so bad it wouldn’t even be a good node. Definitely the worst aura in the game, though Veteran’s not-Scavengers come close they at least do a team thing…
I tend to swap between that aura damage one (I have a hard time remembering Keystone names, sorry) and scavenger if I squad up with all 4 Vets. Give my boys some damage for when we’re doing our line fire. I usually keep Scavenger on, though.
You have to combine it with the Coherency talents, such as “Fellowship in Fortitude” (+25% toughness regen) and “Shield of Contempt” (75% Dmg reduction for 4 seconds when taking damage, for you and ally in coherency).
ALSO combine it “Swift Certainty” which makes all your sprints count as dodging along with talents that trigger on a successful dodge. You’ll have so much toughness regen and damage reduction.