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Duality52

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  1. Both Shuffling and Lumbering Fragments do not like getting ragdolled. They end up dying as they're unable to recover from a ragdolled state, just like throwing enemies into pits in a ragdolled state. This correlates as to why they don't appear in Grendel's guts most of the time for the former, and rarely for the latter.
  2. There we go; you're using Lohk instead of Jahu. That should correct your Mercy, but now you need to finish off your Level 5 Lich. A tip, but it's ultimately up to you to follow - never Mercy your Lich until you learn at least one of your Requiems. You're Mercying them to test your Requiems, not to gain Murmurs rapidly. By leveling them up, this resets their Rage meter (chance of spawning) and you make it harder to kill them. With the right Requiem Words, you can test them out in particular orders. Once you acquire Oull, as aforementioned by @16Bitman, Oull simplifies the testing of your Requiem words a lot. For instance: Current Order: Oull, Xata, Ris Learned: Xata, Ris, Unknown Oull will always succeed, but shouldn't be used on the third slot for testing your Requiems. If Xata succeeds, you now have a 50% chance that Ris is correct on the final slot. If you fail, Ris is first, while the unknown is last. Play your cards right (and on some cases lucky), you can face your Liches at Levels 2 or 3 on average. Worse case scenario, they will be at most Level 4.
  3. As you perform your Mercy on your Lich, the game is effectively testing your Requiem mod sequence/order. With the 1st slot correct, you don't need to move the Requiem Word in the first slot. However, since the second Requiem was incorrect, you can swap that between the third known Requiem. More context will help. For instance, what are the Requiem Words needed for the Lich? Can you show us your Mercy (stabbing) attempts against the Lich? Do you have all 8 Requiem Words (Oull is special, but not required).
  4. Speaking of the Thraxes, their abilities need some addressing. There's no meaningful counterplay to their abilities as they get complete invulnerability and they tend to use their abilities upon seeing you within range. Legati are particularly more notorious with their Magnetic Beam clones, as cilents can't disable the Clones nor does destroying the clones deal any ill effects to the real Legatus. The Void Angels and even the Fragmented Trios have ccounterplay to their attacks that can even stagger them, but what about the Thraxes? With the more recent frames getting innate armor stripping, defensive perks, and innate higher damage overall in one kit, there are frames and their Augments that should be addressed. For instance, Garuda's Blood Altar is perfectly usable, but many would simply favor Sevagoth's Gloom. Oberon is serviceable, but the Reckoning synergy with Hallowed Ground is starting show age. His Smite shouldn't have its damage heavily split considering some frames easily outdamaging the scaling. Several older Augments should be innate while being reworked to be more interesting. Plans of new Augments shouldn't be alotted to just QoL (think of people asking Titania's Tribute to get one similar to Wisp's Fused Reservoirs), but Augments like Harrow's Lasting Covenant and Hildryn's Balefire Surge should complement and add something interesting to their kits/their teams.
  5. The Pom-2 consoles to summon your Necramech isn't random, as their placements in specific tiles are pre-set. All it takes is a matter of exploration and memory to quickly locate the Necramech Pom-2 Consoles.
  6. I'll admit that modding the Necramechs aren't cheap, but it's crucial to have fully ranked Necramech Slipstream (+Dash Speed) and Hydraulics (+Jump Height). If you dash and jump, you get the Necramech equivalent of a Bullet Jump. Bonewidow could use Necramech Fury as the Melee Necramech mods apply to the Ironbride. Try the aforementioned tip for Bonewidow:
  7. Admittedly lazy on my end, but my standard build that never uses Adaptation, Rolling Guard, or Primed Sure Footed even in Steel Path is more than sufficient enough. Dagath is rather deceivingly strong, but her tips lack some clear information. Specifically, Doom (2) dealing bonus 35% True damage of the total damage victims taken within the next 2 seconds of being affected by Doom. That leads to: Wyrd Scythes spreading Doom onto new enemies from previously Doomed enemies. Double the crit bonus from Grave Spirit onto Doomed enemies. Armor stripping from Rakhali's Cavalry With the sheer amount of Viral procs from her abilities, you can swap them out for something else. For those using Molted Augmented, be sure to fall into pits to recast Grave Spirit for the higher Crit Damage.
  8. During the 1st phase of the Steel Path fight of the Orowyrm, you can't just go straight to the head to perform Transference. You instead must align the large Pathos Values on its segment to a particular alignment, as @Chewarette displayed above. The more players there are, the more Pathos Values that need to be aligned. In short, a short but neat mechanic that involves less of artificial brute forcing.
  9. Aside from the stats not matching 1:1 for obvious reasons, the Ironbride possesses better mobility than the Arquebex. What many players aren't aware of is the technique of dashing with the Ironbride out. Your dashes will fully inherit the stats of the Ironbride. Pair the dashes with Shield Maiden to animation cancel both: the ending lag of the third shockwave combo of the Ironbride and the ending dash animation on the ground. Admittedly chunky, but allows Bonewidow to make tighter and deadlier dashes around enemies. There will be times that the over excessive damage of the Arquebex isn't necessary, and that's where the mobility of the Ironbride will overtake it. It's not just Bonewidow, but Voidrig's kits that needs a bit more help. Exalted weapons lead to the problem that the exalted weapons themselves just becomes the entire kit of a character (i.e Mesa, Titania, etc.). In short, exalted weapons shouldn't be heavily relied upon or be the "sole reliable" playstyle. Meathook should still be used while Shield Maiden is active, but performs a Maiden's Kiss to leech health. Shield Maiden should absorb damage and uses that damage to increase Bonewidow's Archgun, Maiden's Kiss, and Ironbride's damage. Make it more different than Iron Skin and Storm Shroud. Retain and refine Shield Maiden enhancing Bonewidow's dashes. Sustainability and mobility is Bonewidow's playstyle over Voidrig's lockdown. Firing Line's damage vulnerability (to be fair, many players aren't aware of) should scale off of mods. All enemies if they come in contact with the beams will be vulnerable to more damage. Ironbride's heavy attack sword beams are not only faster in terms of attack speed, but Bonewidow can fire up to three of them. Increase reliability of the sword beams to hit enemy weakspots such as Severed Warden arms. Extra combos on the Ironbride beyond the three-slash combo, ground slams, and heavy attacks. Unique dashing animations while the Ironbride is active.
  10. A few more QoL would be preferable: Equipped Arcanes from non-equipped ones Unlike mods, there is no way to tell which of the two same Arcanes are equipped or not. Say that I'm trading a full ranked Arcane Energize, but I also have a second full ranked Arcane Energize. Now I have to "gamble" which Energize isn't equip on most of my frames. A similar dilemma occurs with mods; two of the same mods that are actively equipped, but the game doesn't specify which equipment is currently using them. I had a scenario where I went re-equipping Primed Target Cracker to almost all of my Secondaries but two of them due to this "gamble". Arcanes need the QoL of the ones equipped. At the same time, both Arcanes and mods need a "droplist" of a sort to specify what equipment are equipped with said mods/Arcanes. The Muzerah Entrati Coffer in the Netracell are reused as Rare Containers of the Labs, albeit smaller. Both those containers and the "reinforced" Thalmin Entrati Coffers are severely lacking in not only loot, but QoL the other Rare/Reinforced Containers have: Finally, the droptables of the Labs overall (Tennokai, Grimoire Tome Mods, Bounties, and especially Netracells) are the few bad marks the update brought. There's a large reliance on Rotation C drops, and how Netracells can drop the Uncommon/Rare Melee Arcanes already dropped by the Fragmented and Whispers. The latter especially interferes with additional Archon Shards.
  11. There are preset locations where you can play Komi in Duviri: Orion's Tower Tower near the Citadel Most towns/hamlets The adjacent island near Lonesome Lookout Besides the King's Palace The tower Komi boards are the most reliable. With the "cheese" strategy, it's an easy Decree within a few minutes compared to other tasks.
  12. I wouldn't disregard the Sporothrix entirely. The misleading parts of the gun being "weak" to people involves: the damage component of the gun and being a "Status Sniper". The gun's like a sniper of the Zymos, but it doesn't rely on headshots and there are good chunks of Slash procs (both the impact and explosion). Building the gun for its AoE is the mistake; most of the damage comes from the initial projectile. Being a Sniper Rifle, it builds up more damage for its combo counter, and headshots enhances its Slash procs due to the Headshot Multiplier. Building it for its Crit Damage is a niche, but still possible: Harrow's Covenant (especially Lasting Covenant if you like to be risky) Adarza's Cat's Eyes Arcane Avenger Sevagoth's Shadow Haze Puncture Procs The only thing I can sympathize is how the grind of the gun isn't great.
  13. Don't forget the fact that he used the Ekhein and uses a Zylok Prime, the latter having him take up arms against the Murmur during the Sanctum attack. Not as much drip as Albrecht 1999, but he's got the balls to face the Indifference if needed.
  14. Appreciate it. As for the differences, it's still rather subtle, but I see some: Size aside, the middle and lower segments of Ancient Molted Casks are more tilted downwards than Molted Casks The Void energy tendrils all converge towards the top and around the Ancient Molted Casks When destroyed, I suspect that the Ancient Molted Cask's lower section is much larger than Molted Casks If I were to add a something to differentiate it from the Molted Casks, a "Void flame" could be emitted at the top of the Ancient Molted Casks. Funny thing to note is that one of the Undercroft tiles features some Molted Casks on parts of the tile.
  15. Neither the Wiki nor the people commenting at the bottom won't state the lore description of either Zariman Containers (Common, Uncommon, and the Molted Casks). I'm not even sure if they're even aware that those Containers have lore descriptions. I was hoping for an actual picture of the completed entry along with its description, not just a link to a guide. A guide can go so far due to RNG, being just as ruthless as the Xiphos parts.
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