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What rewards to aim for


Drozas
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Today I tried PVP and loved it, got some mods, hydraulic gauge, brainstorm, final act... but they seem a bit crappy, what mods/rewards are interesting that I could get in this mode? Both as end of round rewards and syndicate redeemable rewards

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EoM (End of mission) rewards are generally Augments for weapons
They're not really necessary, but are nice to have on most weapons. They are Rare tier mods, so they do not work in Recruit Conditioning mode, keep that in mind. Some of the better ones are :
Skull Shots (Viper) : If you hit a headshot, gives you unlimited ammo for 2 seconds (but you still need at least one bullet in the clip to fire, otherwise you have to reload first). Given its fire rate, its basically double your current clip size. Very powerful if you can use it properly.
Thundermiter (Miter) : Adds a 100 damage explosion dealing Blast damage, will kill nearly anything in one headshot (barring tank frames).
Ambush Optics (Rubico) : Decreases Rubico's zoom level by 50% from 5x -> 2.5x, allowing a better FoV, less tunnel vision. You generally do not need the 5x zoom in most engagements.
Triple Tap (Burston series) : Adds 40% for .2 seconds, very powerful especially on stock Burston, and fairly easy to use.
Soaring Strike (most Bows) : Adds 50% fire rate while airborne, allowing faster charges. It is buggy on the Lenz which sometimes resets your charge when you land, but is otherwise a very good Augment to have. 

For mods that you can redeem from Teshin / Conclave Syndicate
You'd want to get the Holster speed (Twitch, Reflex Draw etc.) to swap them faster, which is something you would do quite often in Conclave. After that, get either damage conversion mods or the 'Reload while Holstered' mods (Tactical Reload, etc) which auto reloads your weapon while they're holstered, very handy in keeping up the pressure. However, as they are 'Rare' tier mods, they cannot be used in Recruit Conditioning (RC) mode. Damage conversion pushes damage to be better balanced or edged to be better vs health or shields, depending on how you use them.

These are mostly just copypasta, but in order of importance : 
1) Holster speed
2) Damage modification -or- reload while holstered (Does not work in RC mode)
3) Reduced recoil & spread while sliding mods (optional, helps with accuracy a lot if you slide often; works with midair slides as well)
4) Everything else.
 

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7 minutes ago, Drozas said:

Can you used these mods on PVE?

The ones you redeem from Teshin, if also available from Sentients as a drop can be used in PvE; (they have a rhombus symbol next to their names to indicate this)
The Augments are mostly Conclave only.

Edited by Neah
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I found that holster mods are insanely useful, such as drawing your weapons quicker when swapping around, since pvp really focus around comboing your weapons to unlock the full potential of your arsenal. Also the 20% reload while holstered is pretty good.

Other mods that are really useful are the mobility mods. Faster travel makes for better survivability, because you become harder to hit, and you can get to safety rather quick. Pick up the health orb or whatever you might need, ammo etc.

Later on, Overcharged seem like another useful mod, giving you overshields.

Other mods are just "quality of life" tbh, and not necessarily a must-have. Such as ambush optics for snipers, reducing the scope distance, so that you have an easier time in close quarters, other mods giving you extra mobility, reduced cast speed and what else you might need at low health. Again, they are nice to have, but not essential.

Edited by Nixyen
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