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Good Jugulus Weapon


(XBOX)RAG is NAROK

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So I really think that the Jugulus mod set is pretty interesting (and could be kind of fun), so I wanted to ask and see what you all think would be a good weapon to use this on. 

Now since the mod set is build around puncture, it should be a weapon that does puncture damage. Also the melee mod is a dual stat mod so a weapon that also functions around status as well. 

So what do you think? Do you have any good suggestions for this? 

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I think the one and only reason to use the Jugulus set is for the finisher openings, which I'm still hesitant to recommend given the cooldown, the mod slots required and the easier ways of getting finisher openings.

Assuming Daggers are still finisher viable weapons, I'd suggest using the Jugulus set on one of them.

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1 minute ago, DeMonkey said:

Assuming Daggers are still finisher viable weapons, I'd suggest using the Jugulus set on one of them.

Daggers are really bad right now, and the puncture/status daggers are the worst out of them, slap it on a hammer and just don't care about general melee if going for finishers.

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Just now, Lichformed said:

Daggers are really bad right now, and the puncture/status daggers are the worst out of them, slap it on a hammer and just don't care about general melee if going for finishers.

Fair enough. I mean, if it's not a magic stick I don't really know what I'm talking about.

I suppose Skiajati would be considered viable as well given the invis on finishers?

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1 minute ago, DeMonkey said:

I suppose Skiajati would be considered viable as well given the invis on finishers?

Ehh it's more about fun that viability anyways so why not.

It's certainly slappable on more frames but even then a lot of weapons/abilities do better for finisher openings.

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I feel like if you want to make the most of this set's unique effect, you usually want to avoid weapons that can already set up easily for finishers. Different weapons will also have guaranteed statuses and higher damage multipliers on finisher too. As a rule of thumb though, Hammers and Rapiers tend to have the best finishers, with hammers being notable for also having very good base melee damage.

If I had to suggest a weapon, anything with a good base damage would be an obvious choice. Something else to consider is that, if I'm not mistaken, base weapon speed does not actually affect finisher speed. So naturally slower weapons don't really suffer as much from using finishers often, but they might suffer from setting up the finisher with this set if they have to use a slam attack regularly. That all said, here's some weapons that spring to mind more than any other for this set: the Arca Titron, the Kuva Shildeg, the Skiajati and the Karyst Prime.

The Arca Titron, while having absolutely no Puncture damage on it to fully benefit from the melee set mod from, has the best base melee damage in the game (not counting the Kuva Shildeg, but we'll get to that). It's true that you'll be losing functionality by using it, but something else to consider with the Arca Titron is that it already has synergies with slam attacks due to it's passive. While it is a slow weapon, there's a good chance that a finisher build will put on the usual attack speed mods, naturally counteracting the weakness that your slam attack (and attacks in general) will take a while to recover from (unless you roll out of the animation). Of course, you are still missing out on the 90% damage bonus from the actual melee mod if you go with the Titron (though I would argue for the sake of setting up finishers you don't necessary have to take all of the mods, it would just make doing so easier and more consistent).

Next is the Kuva Shildeg, which is notably more difficult to get than the Arca Titron, but has the clear potential to outclass it in every way outside of the Titron's passive slam effect, including a very respectable innate puncture damage value that will benefit nicely from the Jugulus melee mod. There's not much else to say on this that I haven't already other than the fact it goes up to 40 (or 80 with a potato) mod capacity due to being a Kuva Weapon. There's nothing fancy about this weapon other than it being a very strong hammer (including a very good crit multiplier), but that's what makes it a more than notable candidate. It could be a little bothersome to obtain though, and even more tedious to maximise the bonus damage on, but it is a serious contender all the same if you can be bothered with it.

Next is Skiajati, which in truth I mostly recommend for it's on-finisher special effect (there could be other weapons with finisher effects, I just don't know them), and the fact that most players will already have this just laying around anyway. I don't think that the damage the Skiajati does is particularly amazing, but the option of going invisible for a short period of time when you use a finisher could be another interesting thing to mess around with, especially if you consider that a single Jugulus mod would still work for this purpose. I've been doing this a little with the recent Bronco mod and while the invisibility effect is a little underwhelming, it does have it's uses! Of note on top of all of this though is that Nikanas have the best front finisher multiplier of all weapon types, meaning that Skiajati isn't necessarily a pick just for gimmick and ease of access reasons, if you can get that damage up.

Last and definitely not least is Karyst Prime, which is seemingly designed for this exact thing, having only two real weaknesses as a weapon - slow speed and low range, which won't affect your finishers. Despite being a dagger and already capable of setting up finishers on it's own, it does have good puncture damage (and great status chance) and would still benefit from a radial stun, as well as a way to set up enemies for finishers from the air (as opposed to using it's shorter ranged heavy attacks all of the time). Of course it can also use the dagger specific finisher damage mod, further encouraging use of the Karyst Prime over the other weapons listed. But as for doing anything new or interesting with the Jugulus set, I think this is where the set mod does the least. The Karyst, being a dagger, also suffers from bad multipliers on the front and back finishers (which is what I assume you'll be getting by using the mod set). Still, I feel like this has a lot of potential, and if you don't mind a little bit of a grind this could be a very interesting experiment.

So yeah, those are my recommendations. I've personally been interested in the new set mods myself, but past experiences creating finisher builds have somewhat burned me on the idea of using Jugulus set to set up for them. I also feel that especially with the Helminth system being around now, there are better options for pure finisher builds to set up with (notably Marked For Death or Banshee's Silence augment) that outclass the Jugulus set. However, as a CC and a less costly way to set up tor finishers without committing to the idea too much, it does have promise, notably because the mods themselves aren't really that bad other than being puncture based. Even just using one of them means you get a free finisher every 12 seconds, and that could be a really unique build that doesn't necessarily need anything else to function (unlike the Bronco Prime finisher set-up build, which needs you to be using the Bronco Prime and a finisher based melee weapon).

...Now I just wish there were more finisher specific effects for weapons/mods.

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I mean to be perfectly honest, I'm mostly doing it just for the tentacle (going memey with Hydroid Prime with Larva and this set). 😝

I was thinking of potentially doing a Zaw Dagger, since you can also give it the Arcane that gives health back on finishers. Though now I have another reason to try to get either the Kuva Shildeg or the Karyst Prime. 🙂

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Tempo royale stance(neutral rmb attack) performs a slam. Intuitvely it is the only good stance that comes to mind, there are some staves stance that may work as well.

Now about the mod itself: the mod sucks really really hard and means that you are almost playing with one less mod slot, there is no point chasing a puncture weapon for that, just try it on your best weapon that flows slam attacks through its stance(s) moves. You'll basically nerf your weapons and your frame to throw 10m CC regularily in missions with up to 50% uptime wich isn't bad, it has fashion frame merits and it is not a horrible tradeoff either.

It drops from bounties, you'll need to rince and repeat ^^.

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If you want to use a weapon that doesn't benefit from the puncture and/or status that the melee mod piece gives, you can always slap it on an Helios with Deconstructor. Granted you don't care about sentinels load out or companions in general.

Also, Arcane Ultimatum is worth a mention if you want synergies with finishers should you pick a weapon that doesn't have any.

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