Let’s talk about 'em! I’ll drop a post underneath and update it as I get more weapons.
There is currently a 60% electric Motovore in the current rotation rotation. I wonder if they improved the weighting this time around when they streamlined the adversary encounters because < 30% was a very common occurrence for me with Liches/Sisters.
What elements are people generally going for? I’m probably going to make most of my weapons magnetic because overguard is probably a little too prevalent right now, and it won’t combine with modded elements.
Despite the Motovore’s heavy slam being oddball and containing physical, it’s pretty frighteningly effective as a light attack and tennokai heavy weapon I’ve found. 60% electric is amazing if you don’t want to spend any vices on it.
Personally, my melees are staying Electric because none of them really need Magnetic for Vortex, and I don’t like how Vortex gets messed up by terrain on weapons that aren’t Okina and Ichor. Guns are all going Magnetic because it’s a free overguard shredder and stays flexible with combinations. As my Vice collection grows I’ll be experimenting with more Cold weapons now that we have directly moddable Magnetic, and which usually comes with nice stats. Think Bassocyst will be staying magnetic though since Chilling Reload is such a nice QoL cold mod.
For months, I’ve been saying my first was going to hirudo. Boy, oh boy did that work out just as I planned it
Just a few more days. The next rotation is going to be unreal. I personally can’t wait for the Pathocyst!
Hirudo is such a fantastic weapon I’m pumped to get an upgraded version.
The Coda Sporothirx seems like it is just a very minor buff over the base version stat wise. Kind of wish they changed the weapon a little more like adding a second zoom level to the Coda version.
Most snipers have visual bugs with their scopes currently, the sporothrix is one of the worse ones where the scope elements will vibrate after taking a shot.
Unlocked so far:
- Catabolyst
- Motovore
Catabolyst: yup, it’s the Catabolyst! It was already strong, but now it’s ridiculous. Synth Charge still works, so the grenades still hit in the millions. Now you have three of them. Build this for Blast/Fortifier to keep me safe and shred crowds.
Motovore: this one is interesting. The 6x multiplier on physical mods means your elemental weightings will be bad if you choose to use IPS mods. Which you might want to strongly consider, given the passive essentially turns IPS mods into 60/60s: slash gives +100% status chance, puncture gives +1.5m range, impact gives +40% attack speed.
Naturally, I tried a Doughty build immediately, and this infested scooticle immediately started hitting in the millions. Can’t wait to see what it does once I have some forma in it.
Rotation B weapons.
Unlocked so far:
- Bassocyst
- Synapse
- Tysis
- Caustacyst
- Hirudo
- Pathocyst
Update Batch 1:
Bassocyst
Oh my god? Probably my new primary that I’m going to weld to all my frames and never change. It’s Blast Plasmor basically. Altfire has autotargeting in a cone and inflicts Blast, Magnetic and Impact and modded and innate(?) elements. Enemies open to Mercies will trigger a teleport and the Mercy animation. Hits like a truck too, straight out of the oven I was already hitting like 300k.
Caustacyst
Pretty fast for a scythe. Can crit now for Duplicate enjoyers. The sludge waves scale nicely, and the persistent hazard left by the sludge pools could be interesting for more CC-oriented setups like Radfluence. Be interested to see if stealth Xata can push the pools further, but that’s a later project.
Only got synapse so far due to the good base elemental dmg value offer, I am kinda whelmed so far. It has good punch through but no chaining on the beam so it still feels like a single target weapon. The unique gives bonus dmg on headshot that is hard to utilize with it, especially if you go for a status build with crux, but I imagine the way to go with be crit due to good base stats for it (well, except damage), possibly with acuity, maybe its multiplicative with the unique effect? I’m pretty bad at this buildcraft lol
Still in the process of formaing it, but I’m using Primed Shred and a blast+acuity build so that it turns lines of enemies into lines of explosions. Damage output is quite good. Main way to abuse it is with Arcane Crepuscular due to its ludicrous 40% base CC, which comes out around 320% CC minimum with Acuity + Galv Scope and a single on-kill stack. Due to the punchthrough, blast builds will usually have several stacks at all times.
Other than that, while it has kind of low status for a beam, I think it’s a more offensive thing primer/crowd deleter than the Tenet Glax. Native corr means you can either do a rainbow build with mag-corr-viral, or do mag-corr-cold with a single mod.
Ehh, seems nicher and nicher. Its a crit powerhouse but i’m not really sold on the blast build since there aren’t just enough mod slots to focus on both crit and status, and innate corrosive dilutes the status effects, and invisibilty for crepuscular is annoying to maintain in most cases.
I much prefer glax but then again I only use it on frost and citrine, feels like it has good synergy there. Maybe synapse is the same for cyte
Well, you don’t have to run blastcuity, I just used it for levelling since it’s the highest KPM option available in my opinion. I tried a pure Frostbite build with no acuity and it’s also quite performant.
What sort of build are you thinking of when you say there isn’t room for crit and status? For crit I do: acuity, galv scope, vital sense. For status I do heat+cold and elementalist, leaving two flex slots. In my opinion, status dilution doesn’t matter as much for Blast since the only proc that really matters is the one that’s on the enemy when it dies and takes all its friends with it.
On the crit build, I think you could put Elementalist and be done with it. Due to the way Blast works, getting even a single proc on an enemy before they die is equivalent to another 2.7x modded base damage from Elementalist. While weapon only has 15% status per tick, and I think ~8% blast per tick, the tick rate is quite high and I find in practice I was reliably proccing anyway.
What’s the performance like on your blast build? I think if you play frames that can debuff enemies you can dump Serration to free up a slot for a crit mod, since Aptitude just needs a handful of weak enemies to get the ball rolling. Running both is for multiplicative GunCO weapons, which no beams are.
It’s hard to tell because in actual 1999 missions everything kinda explodes right away anyway but the 2nd blast build (with removed serration and added crit mods) seems to perform better. Crux definitely makes it feel better due to ammo efficiency, and the blast is extremely easy to stack up resulting in area clears as expected, so in missions where you don’t need single target damage and it’s easy enough to even accidentally hit a weakpoint… it’s not that bad at all. I also replaced critical delay with galvanized scope as recommended, aiming down sights is annoying but really worth it in the end
Without serration you really need a primer, either from wf abilities or companion and at that point anything will kill too so i dunno how flexible it really is, could be just carried by other mechanics at this point.
The single target damage seems pretty good but it’s probably less effective against any enemies with damage attenuation due to it being a beam weapon. The damage also seems very high when dealing with certain types of weak points like the CRT’s on the Techrot Galliflex.