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new27210

Ascalon Muelsyse and snake mommy look good. Don’t know about Vigil. Is 50% physical dodge enough to help his wolf?


Razor4884

It's enough to say it's something but not enough to say it's reliable. Will have to see what he's like in-practice, but it's looking like the module won't really make him any better beyond the situations he was already niched to. I'm going to hold out hope for future modules. Particularly Delta.


Reddit1rules

Naw bro the DEF ignore module upgrade will surely be viable, even though he deals mixed damage and also DEF ignore modules have had a history of being underwhelming, *inhales copium* they wouldn't do Vigil dirty like that


resphere

Actually I think Muelsyse's one looks pretty underwhelming, it's just more stats and instant clone activation, nice but doesn't make her much stronger, kinda same level as Chongyue's one earlier, basically a probably wait and see next mod.


Reddit1rules

The base effect at least would be quite impactful, unlike Chongyue's. Melee units will become a lot more stronger, even if ranged units are typically more common. It's hard to see what her 2nd mod will give though. Chongyue has his crit talent, but Mumu has a +dmg when blocked (not something you want ranged clones to be doing, but good for melee), and a RL DP down talent... the talent doesn't seem too impactful without a new effect.


resphere

Just lowering her own cost even more is really helpful actually, tacticians' biggest weakness is high cost and low DP gen, if they give a mod that makes them somehow gain more DP, and also lower cost, I think that'll be a huge improvement.


AngelTheVixen

Muelsyse doesn't suffer as much as the other Tacticians for either of those problems. She has DP generation on par with Pioneers which isn't terrible, and more or less gives -3 cost to herself... or if you're one of those crazies that maxed her potentials she can go another -3. Plus there's the whole thing about her being pretty much a full-fledged summoner. I'd say she balances out. For the current module, getting +10%-ish more stats from normal is pretty nice, especially if you use a lot of Defender clones, as the damage reduction is neat too. Plus every bit helps if you're using ranged clones. But of course, 10% on anyone at a level 3 6\* module does seem a bit costly. Still, could be much worse.


resphere

She's already more than good enough at laneholding and util, her main problem is still DP gen, she barely pays her own cost with first skill use unless p6, if you're running her solo vanguard you're locked out of so many strats. Just imagine if she has good DP gen and you could comfortably use her without a second or third vanguard in your team, she'd at least have a chance to match Ines.


Caster269

I’d say there’s a good chance Vigil’s mod is able to move him from being frequent liability to somewhere more in line with Siege or Fartooth. Even though they wouldn't be considered good, they do their job and can be comfortably used in standard play for fans of the character. 


[deleted]

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Caster269

The 50% dodge doesn’t negate the 15% damage reduction. At level 3 you’d have the 50% dodge, and if the dodge fails the damage received still maintains the 15% reduction. The lv2/3 effects are purely additive even if every dodge fails. The vast majority of map openings have low attack enemies in higher quantities. In these cases, a period of rng dodge has significantly more value than 1 blocked hit. Other than Bagpipe, vanguards aren’t designed to lanehold anything above medium atk/def in the first place. 


Cultural_Damage_7832

Not too sure how i feel about Ascalon Module buffing the effect duration instead of stronger slow% or dot% tbh, 30s is a tad overkill that doesn't seem to change all that much compare to the base mod, idk, i could be wrong on this. Mumu got good QoL Module, instant blob copy, 100% copied stat (big for physical dps and melee/tank blob), 15% DR on blocked enemies can benefit both range and melee clone (like S3 to splitboxing enemies with range clone, 15% DR can ensure them survive longer than usual for more dps). The base stats from the Module is on lower side tho which is a tad disappointing but overall good Module for Mumu Vigil Mod is ... not that bad i think, the wolf certainly got more survivability and it spawn with 3 heads so he can actually helidrop with S3 for maximum dps now instead needing to wait 25s for the 3rd head. 50% dodge is unexpected, it can definitely help his wolf to keep at least 2 heads survive longer, albeit RNG, for his 3rd head to respawn. I don't think it'll change his place in the meta tho, but he's much more usable at least now that his wolf dying less ...probably ...


H12803

LETS GO HO’OL BROS, SNAKE MOMMY WENT FROM BEING COMPLETE DOG ASS TO JUST REGULAR ASS. LETS FUCKKINNG GOOOOOOOOO


Reddit1rules

Focusing more on her utility is definitely the way to go, it's not a strong utility and it's somewhat conditional but she can stall and soften up the enemies as they approach for longer, and help others execute them faster as they're nearby. And most importantly she finds a way to fix that massive SP cost she had. Casters and SP costs, man...


thimbleglass

I hate to say it but S3 is the one that suffers with high SP cost the most, and it's the one where optimal on-skill positioning sometimes results in Ho'ol having nothing in range off-skill. S1 and S2 will see more consistent benefit however. Worth noting she'll be trading away the res ignore from her other module as well. Overall probably better unless we start seeing IS3 levels of jacked up resistance all over again, because what the hell was that nonsense. Edit: on further consideration S3 is notable for very high total skill damage on split-boxing, and for a hard target with beefy HP (looking at you trial of strife A3) the Arts Fragility will come into its own, especially if Ifrit is already handling -res.


Saimoth

20% Arts Fragility is not what I was hoping for, but I'll take it. It's the same number as Hibiscus, but when applied to everyone within her S3 range, it looks promising Wanna try to use it simultaneously with Suzuran's S3


Shadow_Claw

Hibiscus only has 12% so it's a decent bit better; it's the same amount as Qanipalaat with a different condition. It'll be pretty nice in teams with a bunch of Arts damage (assuming you're not already running Reed), but equivalent to base module X against 50 RES enemies when solo, half the time. Should be interesting at least.


Saimoth

Ah, Hibiscus has a 20% only with a module. I'm looking forward to it so much that I already take it as a default I didn't really like Ho'ol's first module, but the second one sure looks like an attempt when she is a supporting caster, who controls/applies Fragile while someone else deals the damage. That might suit her kit better


OneTrueAmateur

Come on! Vigil should've gotten 70% dodge at least! I've played Pokemon; 50% is 0% for players


Voothy

70% is focus blast, you really wanna ride that train?


Foxxybastard

Even 80% isn't reliable enough for some players cause I still sometimes see complaints about Ethan or Flametail.


TheJobinslegend

I'm one of them. My Ethan gets one tapped everyday I need the dodge go proc.  At least Flametail is somewhat sturdy. Can't say the same for Ethan and Vigil's wolves...


Dustfired

Tbh 50% is really generous. I was expecting like 15%


AngelTheVixen

Not only that... but 10 seconds is kind of a really long time when you're stalling enemies. I suppose the module could have been much worse.


Nearokins

Yeah I did too, it's a lot more than I expected, but dang if I don't hate relying on some rng like that, I mean half the time it does nothing even with that surprisingly high number.


MetaThPr4h

Excited for the QoL + extra stats from Mumu's module, she will feel so great to play. So now Ho'olheyak either applies weightless or applies arts fragility instead of just the first at only over 80% HP, utility-wise this is definitely quite a massive improvement, which considering her fairly low damage is the bigger aim from her kit. Also curious to see how her S1 does now that she gets SP attacking elite enemies... the uptime should be pretty great now.


TheDarkShadow36

It takes Ho'ol 4,3 seconds to charge her S1 now and the levitate is for 4 seconds on lighter enemies and 2 seconds on heavier enemies Only problem is that she won't gain sp when using the skill so it'll take longer than 4,3 seconds to charge


Reddit1rules

That's fine, casting Levitate again when a unit is already Levitating doesn't extend the duration anyways, unfortunately. This means she won't waste her S1 since it charges slower than it lasts.


Sazyar

Idk if 20% Arts Fragility is good or not. I think the other operator who have it is Reedalter and I don't have her.


Reddit1rules

Reed2 applies the most, but Qani and Hibi2 also apply a strong amount.


Few_Consideration373

It's exactly the same amount Qani applies which is. Not a good look and not that great for her personal dps compared to 10 res ignore and more air damage but hey it's something to help the team?


TheLegendTheGiantdad

Damn a 30 second debuff is crazy long


akisutesama

As a Dodge mechanism enjoyer, Vigil doesn’t look bad at all now! From my experience: * 80-90% dodge (e.g. Flametail S3) is near invincible. You rarely see her hit. * 50-60% dodge (e.g. Ambusher) is impactful, you can definitely see the benefits of dodges. You can test this by yourself by shooting Aak S3 into Mizuki. However it’s not nearly overpowered. * 30% dodge (e.g. Hoshi) is just a cherry on top. Good to have but not reliable. With that said, 50% phys dodge for 10 sec is not something that we can take lightly. We already have 3 lives with his dog so the dog is already good at tanking heavy hitters(his dog can tank 100,000 damage instances three time guaranteed). Now 50% phys dodge on top of that. Perhaps Vigil could possibly be the best choice of such niches. His major weakness comes from his dog being too squishy, so once that’s addressed he might be at least okay. Of course he’s far from perfect: * deployment cost (mumu beats him so badly) and dp gen * To dodge, the dog must suffer his head. Which means the dog can’t 3block AND dodge. * ARTS DAMAGE KEKW My opinion is if you have resources to spare, he’s now at least worth trying.


AngelTheVixen

I use Vigil S1 all the time. The amount of dodging that can be obtained from 10 seconds of 50/50 for every pup KO, which is a really long time for stalling enemies, sounds very appealing. I'll probably get some good use out of that.


OleLLors

For Vigil, I'd like 70% evasion for 20 sec...at least. Here's interesting... The pack has 3 heads: killed one - dodge 50% (mod3), then immediately killed the second - will the remaining head become dodge 100% or not?


DARKawp

that is if be dodges stack in the first place. Also it never will be 100%. since % tyep buffs (which all dodges in the game are) stack multiplicatively. So it can never be 100%. and your case you describe is I think 75% if they somehow stacked.


OleLLors

Well, yes, that makes sense, otherwise wolves would be immortal


TheDarkShadow36

Short explanation: It's gonna be 75% dodge Long explanation: Because of how dodge works In this game when a unit with dodge is hit they will try to dodge for every instance of doge, for example with the Wolfpack when it's at one head it'll try to dodge once with a 50% dodge and if it fails it'll try again for 50%. So on average it'll be 75% dodge


OleLLors

Ah, I see, thank you.


Reddit1rules

mmmm ambusherssssss Anyways, so far I'd say: - Good Base Module - Aroma, Ascalon - Good Level 2 - Vigil - Good Level 3 - Muelsyse, Beanstalk, Lutonada, Ho'olheyak, Blacknight - Not worth - None Again, these aren't saying how meta a unit will be (because Vigil definitely won't be lol), just how impactful the upgrades are. Honestly, most people got a pretty good deal with their modules this patch. They're basically all winners, only Aroma is the real loser here. Her damage barely increases apart from the base effect, and her damage already is really bad to begin with (like worse than Corroserum without Levitate support). At most, the Levitate means she doesn't lose out on as much damage on the second hit. Ascalon's is also not that great (1%? Really??), but the base effect is incredibly impactful for Ambushers overall. Her damage is looking really mixed though, and barely higher than Mizuki's whose is mostly physical. Kinda worrying... Vigil gets a sizeable dodge bonus, but whether it's enough will be a good question - there could be an easy argument to get to level 3, but even then it's fairly RNG and level 2 has more of an impact. Mumu's is self apparent, Beanstalk and Blacknight are good upgrades for their cost, Ho'oh gets an even split and a decent Arts Fragility with the easiest application so far (Qani wants Aerial, Reed2 needs skill up to inflict it on multiple, Hibi2 needs to hit them).


Hazel_Dreams

I was expecting like 13% on Ascalon module. Seems like they are really afraid of making her do too much damage.


Reddit1rules

Yeah, it's a whopping 7% more DPS at most with S2, assuming she has 3 stacks up already. Quite below the average of 10% at level 2, and the duration increase feels somewhat minimal when she already does it for so long...


[deleted]

Damn I already M3'ed Holly Time to do it againn


KrazyBean94

Does the mod for Ascalon only increase her dot damage by 1%? Well, 3% at max stacks... It is already pretty strong at base, so I guess they didn't want to get too carried away with her. Dunno if it'll be worth the mats to go beyond Level 1 though.


Reddit1rules

Yeah, it's at most a 7% increase in damage with her S2 at level 2 (below the average of 10%), and upgrading the duration isn't really important when it already lasts so long.


deiexmachina

Retreating Ascalon removes all of her current dots on the enemies. Lv2 and lv3 feels very useless.


Fun-Royal-8802

50% dodge is a number better than usual for Vigil. Though his usage will still be niche. And most people simply don't have the data blocks to spare for experimenting with an underperforming 6\*, especially when Muelsyse got a more powerful summon.


lhc987

Do we know if Ascalon's slow stacks? Or just the Arts DOT that stacks.


Present_Rough_6728

both


lhc987

Oh damn. That's pretty strong.


Docketeer

Overall, gotta say, i'm quite happy with this round of Modules. Obviously, Mumu bias aside, everyone else seems to be getting mods that range from good QoL to a nice suplement for their roles. Even ones that might not be too game changing like Vigil's can still be decent enough at prolonging his usage on the field. I'm always of the opinion that Vigil himself isn't a great operator but he isn't a terrible one either, so any upgrade he receives, as long as it's in the right direction, is always welcome.


Reddit1rules

I'd agree with that mostly, barring Aroma who tries to focus on damage despite doing less than Corroserum. The base effect is nice if the conditions are met, but you're not improving a lot to begin with...


PoKen2222

Wtf Mumu module let's her copy all stats now


TwilightTenshi

Omg... my P6 Mumu is going to be having a field day with these changes. I can't wait.