Uncategorized - League of Legends articles - Mobalytics https://mobalytics.gg Personal Performance Analytics for Competitive Gamers Wed, 19 Oct 2022 21:11:50 +0000 en-US hourly 1 https://wordpress.org/?v=5.9.5 Best Heroes in Overwatch 2: Tier List Rankings for Launch https://mobalytics.gg/blog/tier-lists/best-heroes-overwatch-2-tier-list-rankings/ https://mobalytics.gg/blog/tier-lists/best-heroes-overwatch-2-tier-list-rankings/#respond Wed, 19 Oct 2022 15:25:49 +0000 https://mobalytics.gg/?p=53089 Overwatch 2 Tier List Rankings – The Best Heroes for Launch Week In this tier list, we’ve got you covered with the best heroes in Overwatch 2. Since Overwatch 2 is still in its early days, expect our rankings to change often as the new meta forms. Let’s dive in! Here are our rankings for […]

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Overwatch 2 Tier List Rankings – The Best Heroes for Launch Week

In this tier list, we’ve got you covered with the best heroes in Overwatch 2.

Since Overwatch 2 is still in its early days, expect our rankings to change often as the new meta forms.

Let’s dive in!

Here are our rankings for the best heroes in Overwatch 2:

Tier Overwatch 2 Tier List
S
  • Damage: Genji, Tracer, Sojourn
  • Tank: Zarya, D.Va
  • Support: Baptiste, Lucio
A
  • Damage: Ashe, Sombra, Reaper
  • Tank: Sigma, Orisa, Winston
  • Support: Ana, Kiriko, Zenyatta, Moira
B
  • Damage: Widowmaker, Hanzo, Cassidy, Echo, Pharah, Soldier: 76, Mei
  • Tank: Wrecking Ball, Junker Queen, Reinhardt
  • Support: Brigitte, Mercy
C
  • Damage: Symmetra, Bastion, Junkrat, Torbjorn
  • Tank: Doomfist, Roadhog
  • Support: None

For a visual reference of our Overwatch 2 tier list, check out our infographic below:

Overwatch 2 Hero Tier List (Kiriko Competitive Update)

Note that the heroes are organized by difficulty for new players/beginners who haven’t tried them yet.

Orange represents a high/hard skill floor, Blue represents an average skill floor, and Green represents a low/easy skill floor.

Overwatch 2 Tier List Commentary

As always with our tier lists, we want to highlight that we believe that the player always matters more than the character you play as.

If you have an off-meta main that is working for you, by all means, no need to switch! Keep rocking it.

This list is more to understand if one of your characters is favorable in the current meta, or to help players that have run into a plataeu.

Quick Notes

Fundamental Differences from Overwatch 1

Since you’re here, there’s a good chance that you already know the core differences between Overwatch and Overwatch 2.

If not, know that there are some kit adjustments across the hero cast. Be sure to know what has changed for your hero pool before diving into ranked.

The other major change to know is that now, there are five players instead of six (sorry to all you sixth men and women out there). This means that there are now one tanks instead of two.

Although it depends on the comp and the map, in general, this means that there is a noticeable decrease in the amount of crowd control and shields in the game.

There will be less instances of just defaulting to deathball teamfights and more instances of skirmishes and duels that happen.

How tiers work

In S-tier, you’ll find the best heroes in Overwatch 2 which will be very present in almost all maps and comp combinations.

A-tier heroes are still great choices but tend to be present for fewer maps than S-tier characters in pro play. However, in some situations, A-tier characters might shine more than S-tier characters.

In B-tier, we’re continuing the trend of heroes that have lower overall presence and are even more specialized. Some heroes here are just worse versions or downgrades of heroes in a similar niche above them (such as Ashe usually being the better choice over Cassidy).

Lastly, we have the Situational batch of heroes in the C-tier section. These heroes are rarely seen in comparison to their peers and are usually pulled out for specific halves or holds on a very small pool of maps.

The Best Damage (DPS) Heroes

Tier Overwatch 2 Damage (DPS) Tier List
S Genji, Tracer, Sojourn
A Ashe, Sombra, Reaper
B Widowmaker, Hanzo, Cassidy, Echo, Pharah, Soldier: 76, Mei
C Symmetra, Bastion, Junkrat, Torbjorn

With the drop from two tanks to one, heroes like Tracer and Genji have a lot more space to maneuver and find critical angles.

They can dive backlines much more easily without fear of being peeled by hard CC.

tracer concept art tier list

Soujourn has been incredibly strong since her release during the beta and she continues to be the best non-flanker option.

Below S-tier, you have Ashe, Sombra (who has a strong case for S-tier), and Reaper who are all very good but just slightly more situational on some maps.

The rest of the Damage heroes are solid enough to play on most maps but tend to lack the versatility of their S and A-tier counterparts and will likely shine better in specific comps.

For example, Pharah and Echo won’t do as well without a Mercy but Mercy isn’t as prioritized as other Supports in the current meta.

The Best Tank Heroes

Tier Overwatch 2 Tank Tier List
S Zarya, D.Va
A Sigma, Orisa, Winston
B Wrecking Ball, Junker Queen, Reinhardt
C Doomfist, Roadhog

Tanks like Zarya and D.Vawho were always known for being more self-sufficent, have become prominent in the one tank system.

With so many flankers, the meta tends to favor mobility but immobile tanks like Sigma and Winston are definitely having success.

dva concept art

The rest of the tanks in B and C tier have much harder counters or are significantly map dependent in comparison to the tanks above them.

For example, if there’s a Kiriko on the enemy team, it becomes incredibly difficult to play Junker Queen.

Wrecking Ball gets shutdown by Sombra and Roadhog is heavily invalidated by a good Ana.

The Best Support Heroes

Tier Overwatch 2 Support Tier List
S Baptiste, Lucio
A Ana, Kiriko, Zenyatta, Moira
B Brigitte, Mercy
C None

On one end, it’s a great time to be a Support main due to the new passive heal. You are much more independent and can fend for yourself more often than OW 1.

It’s the only role where we have all of the heroes in S, A, and B-tier without any in C-tier.

However, due to only having one tank on a team, flankers are of course running wild and you have less peel for yourself.

Because of this, heroes like Lucio (who was always one of the best self-peelers due to his knockback and speed) and Baptiste (who was buffed during the beta and has more tools to self-peel with his Shift and E) are among the best choices.

lucio concept art

Below them, you have Moira who is one of the best against Genji and Tracer but a bit more situational compared to the S-tiers along with Ana/Zenyatta who also have ability to self-peel but with methods that are harder to pull off.

Kiriko made our debut at A-tier, due to her difficulty. We believe she has an S-tier kit but she’s harder for lower ranks to use effectively. As the general playerbase learns to play her better, we may bump her up for now, there are too many players using her in Competitive without enough practice so it’s deflating her place.

Lastly in B-tier, we have Brigitte and Mercy who are the most niche choices due to how linear their kits are. They’re fine to choose but the comp and map have to make sense.

Want to dominate the meta for other games? Check out all our other Mobalytics tier lists.

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TFT Set 7.5: How to Play 6 Dragons https://mobalytics.gg/blog/tft-set-7-5-how-to-play-6-dragons/ https://mobalytics.gg/blog/tft-set-7-5-how-to-play-6-dragons/#respond Tue, 18 Oct 2022 23:21:03 +0000 https://mobalytics.gg/?p=53678 How to Play Multi Dragon Comps Dragons have been the focal point of TFT since the release of Set 7, and the Dragon comps have only gotten crazier. Since Set 7.5, you are now able to play multiple Dragons in the same comp, and you get strong bonuses for doing so. Furthermore, with the recent […]

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How to Play Multi Dragon Comps

Dragons have been the focal point of TFT since the release of Set 7, and the Dragon comps have only gotten crazier.

Since Set 7.5, you are now able to play multiple Dragons in the same comp, and you get strong bonuses for doing so.

Furthermore, with the recent patch, there is now a bonus for having 6 Dragons, “Your Dragons Ascend!”

TFT Set 7.5 Dragons

What are Ascended Dragons?

Since the trait does not specify very well, ascended Dragons all gain bonus stats. As of writing this article ascended Dragons gain:

  • +30 AD
  • +30 AP
  • +30 Armor
  • +30 Magic Resist
  • +30 Attack Speed

Considering your entire board will basically be Dragons, the bonus stats add up to the point where your board is basically invincible.

How to Fit 6 Dragons on One Board

Now you might be wondering, “6 Dragons is 12 unit slots… how am I supposed to fit that?” There are a couple of ways you can achieve this, but let’s go over each of them.

Firstly, by having 4 Dragons on your board, the Dragon bonus gives you 1 extra unit slot. This means at level 9, with only Dragons, you are able to fit 5 Dragons on your board. Here are the few ways of getting to that 6th Dragon.

Tactician’s Crown

TFT Tactician's Crown

The first method is the most obvious. If you can get 4 Spatulas, you can increase your team size to 12 and put in 6 Dragons at level 9. This method is quite unlikely, but it’s possible.

Level Up!

TFT Level Up Augment

The next method uses the Level Up augment. With this augment, you can now reach level 10. This means that with only one Tactician’s Crown, you will once again be able to reach a team size of 12, and fit in 12 Dragons.

Dragon Soul

TFT Dragon Soul Augment

The last method, and the easiest one, is the Dragon Soul augment. This gives your Dragon count +1. Thus, at level 9, with only 5 Dragons, you will still be able to reach the 6 Dragon bonus.

While you technically don’t have 6 Dragons, you’ll be getting the 6 Dragon bonus which will make your team near unstoppable.

End Game 6 Dragon Board

TFT 6 Dragons

For the most part, the three strongest Dragons you want to build around are Ao Shin, Terra, and Shyvana. These three are arguably the strongest and each provide something crucial. Ao Shin will carry with damage, Terra will be the best frontline, and Shyvana is the best mix of frontline, CC, and damage.

Let’s talk about the other Dragons as well.

  • Daeja: Good for providing more backline damage. Is also strong dependent on the Mirage of your specific game.
  • Idas: Can be additional frontline, or can even replace Terra if you can’t find Terra.
  • Shi Oh Yu: Good for providing additional utility as well as a mix of frontline and damage.
  • Zippy: A solid option before you find other stronger Dragons. Mainly used for CC and frontline.
  • Swain: Not really recommended as you don’t want to sacrifice any of your Dragons for the Darkflight trait. Can be used in the mid game as a transition if you have Zz’Rot Portal.
  • Sohm: There isn’t room for Mages in the comp, but if you have a Mage Emblem, can be usable.
  • Sy’fen: Another decent frontline option that is a mix of tank and damage.
  • Aurelion Sol: Can be used as your main carry over Ao Shin if you can’t find Ao Shin.
  • Nomsy: A decent Dragon in the mid game, but has better options in the higher cost Dragons.

How to get to Level 9

In order to play 6 Dragons, you definitely need to be able to reach level 9, which isn’t easy. If you haven’t read our guide on leveling strategies yet, be sure to check that out as it will provide the foundation for reaching level 9.

To quickly summarize, there are two paths to reaching level 9 consistently.

  1. You are able to win streak super hard and reach level 9
  2. You decide to lose streak and build up economy to reach level 9

Option 1 is hard to control, but is safer. Option 2 gives you more control in each game, but you risk simply dying at 8th.

Win Streaking

If you find yourself in a strong winning position, and find the opportunity to run 6 Dragons, you can simply slowly transition your board over to 6 Dragons (or quickly transition if you are confident).

For example, maybe you are on a perfect win streak by simply playing strongest board, and your last augment comes up as Dragon Soul. That could be a perfect opportunity to start transitioning over to more Dragons.

Lose Streaking

On the other hand, maybe the first augment you find is Dragon Soul or Level Up. In this case, you can opt to try and lose streak the entire game until you pivot into a full Dragon comp at level 8/9.

In this scenario, you will want to use the Astral trait in the early game to build up economy.

TFT Astral

By using this trait early, you can get a little bit of extra gold which will greatly improve your economy in the later stages of the game.

One thing to keep in mind is that lose streaking as a strategy is quite risky. You need to ideally maintain a perfect losing streak, while also saving as much HP as you can. This means you need to scout to ensure that you don’t lose to any opponents, and also make the most out of what little you can scrounge together to save HP.

Eventually, once you need to stabilize at level 8 or 9, you can simply add in a bunch of Dragons and watch them work their magic.

Stabilizing at Level 8

Assuming you decided to lose streak, there may come a point where you need to stabilize and ensure you don’t die. This would happen before you are able to put together all 6 Dragons.

In this case, a safe option is to try and go for something like 4 Dragons at level 8. This will give you the extra team slot to add in another unit. Hopefully by now you’ve been accumulating some Dragons. Here is an example board you can try to stabilize with.

TFT 4 Dragons Stabilize

Daeja is a perfect item holder for Ao Shin later on, and you can even keep Daeja in your final team comp if you have enough AP items.

Idas is a perfectly strong tank, especially with good tank items. Hopefully you can find one copy of Shyvana as she will provide a ton to the team and is a great Morello holder.

Lastly, Shi Oh Yu is there to provide Mystic along with Rakan who is a great companion to this team comp.

This board should hopefully keep you afloat as you reach level 9 and try to put in 6 Dragons.

Conclusion

All in all, playing 6 Dragons is arguably the epitomy of Set 7.5. If you can achieve this comp, you will have played probably the strongest comp of the set (excluding 3 stars).

However, playing a comp like this requires a lot of knowledge and skill about the game. You can definitely high roll your way into this comp, but lose streaking into 6 Dragons requires good knowledge about transitions, strongest board, keeping streaks, good itemization, etc.

Hopefully this general outline is good enough to explain the basics. Unfortunately, this article would go on forever if I were to talk about every transition or streaking tip there is. Even still, with some practice, you should be able to eventually go for this comp.

Even still, you will need to be patient and wait for the games where you are blessed with augments like Dragon Soul to help you get there.

Good luck and have fun climbing!

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Teamfight Tactics Patch 12.20 Notes & Breakdown https://mobalytics.gg/blog/tft-patch-notes/ https://mobalytics.gg/blog/tft-patch-notes/#comments Tue, 18 Oct 2022 19:00:25 +0000 http://mobalytics.gg/?p=11044 Welcome to our analysis for TFT Patch Notes 12.20! UPDATED for 12.20 Set 7.5 Uncharted Realms is now entering another patch cycle. As usual, with the set out for a little bit now, patches are expected to mainly shift the meta a bit while also addressing any problematic comps. Let’s get right into the changes […]

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Welcome to our analysis for TFT Patch Notes 12.20!

UPDATED for 12.20

Set 7.5 Uncharted Realms is now entering another patch cycle.

As usual, with the set out for a little bit now, patches are expected to mainly shift the meta a bit while also addressing any problematic comps.

Let’s get right into the changes and see what we can expect.

TFT Patch 12.20 Highlights

SYSTEM CHANGES

Blue Orbs

  • 5 gold drops have been removed from Blue Orbs.

Treasure Dragon

  • We’ve adjusted a few extreme rare cases for the Treasure Dragon to make them slightly less extreme.

Clamped Health Bars

  • This change also impacts Mobile.
  • Unit Health bars now stay on screen when units are fighting near the top edge of the screen.

LARGE CHANGES

TRAITS

Guild is getting nerfed a bit so that comps look to use more Guild members rather than just a few OP ones to build up a carry like Xayah. Shi Oh Yu and Sy’fen are the big hitters of the patch, and the Jade statues are getting nerfed as a result.

  • Cavalier Armor and Magic Resistance: 30/45/60/75/110 ⇒ 35/50/65/85/110
  • Dragonmancer Bonus Ability Power: 20/35/50/70 ⇒ 25/40/50/70
  • Guild
    Attack Speed (Twitch): 13% ⇒ 11%
    Omnivamp (Emblem): 4% ⇒ 3%
    Multiplier: 100/110/120/130/140/150/165/180% ⇒ 100/110/120/130/140/150/160/175%
  • Jade Statue Attack Speed: 10/30/55/88% ⇒ 10/22/55/88%
  • Ragewing
    Attack speed: 50/100/150/250% ⇒ 50/100/150/275%
    Omnivamp: 15/30/45/75% ⇒ 15/30/45/85%

UNITS: TIER 1

  • Senna
    Mana buff: 30/90 ⇒ 15/75
    Last Embrace bonus magic damage: 300/450/600 ⇒ 300/450/650
    • This is a pretty nice buff to Senna, and may support more Cannoneer comps, but we don’t expect too much from this change.

UNITS: TIER 2

  • Zac Unstable Current percent max Health damage: 5/6/7% ⇒ 10/12/18%
    • This buff is quite hefty, and should help Zac across all levels.

UNITS: TIER 3

A good amount of changes are coming to Nomsy to nerf the Mage variant, while buffing the Cannoneer and Evoker variant. Rengar is getting a deserved nerf, and Volibear is getting a small and likely unnoticeable buff.

  • Nomsy
    Fireballs! Damage: 210/300/480 ⇒ 190/270/420
    Evoker Nomsy, Lulu Whimsy Attack Speed Buff: 30/40/60% ⇒ 40/50/70%
    Cannoneer Nomsy, Tristana Attack Speed: 0.7 ⇒ 0.75
    Cannoneer Nomsy, Nomsy bonus Attack Damage from being friends with Tristana: 30/45/70 ⇒ 35/50/80
  • Rengar
    Mana nerf: 60/120 ⇒ 70/140
    Unseen Predator AD ratio: 255/265/275% ⇒ 240/245/275%
  • Volibear Mana buff: 0/60 ⇒ 0/40

UNITS: TIER 4

Most of the 4-cost changes are slight, but they are nerfing the most problematic Dragons.

  • Daeja Windblast Damage: 250/350/1600 ⇒ 250/335/1350
  • Pantheon Aegis Assault Damage: 100/150/700 ⇒ 75/110/700
  • Sohm Tideblossom detonation damage: 300/420/1500 ⇒ 285/400/1400
  • Sy’fen max Mana nerf: 90/160 ⇒ 100/170

UNITS: TIER 5

Here are a few slight nerfs to the 5 and 10-cost units.

  • Ao Shin Mana: 0/175 ⇒ 0/190
  • Zoe Mana: 30/100 ⇒ 40/110
  • Terra Health: 1200 ⇒ 1050

ITEMS

No large changes this week.

AUGMENTS

  • Beast’s Den (Shapeshifter) Attack and Movement Speed: 35% ⇒ 25%
  • Built Different: You can no longer be offered multiple tiers of Built Different
  • Cutthroat Removed
  • Darkflight Crown now grants Titan’s Resolve instead of Protector’s Vow
  • Double Trouble Bonus AD, AP, Armor, and MR: 22/33/44 ⇒ 20/30/40
  • You can no longer be offered multiple tiers of Double Trouble
  • Gadget Expert direct damage item bonus true damage 33% ⇒ 25%
  • Jade Crest has been removed
  • Mage Crown now grants Lux instead of Sylas
  • Personal Training now grants Jax instead of Olaf
  • Portable Forge
    The Collector, Gold Chance: 50% ⇒ 40%
    Infinity Force (All) Stats: 30 ⇒ 25
    Zhonya’s Paradox Ability Power: 50 ⇒ 40
  • Preparation
    NEW: Champions will now start at 1 stack
    Health per Stack: 30/45/60 ⇒ 25/35/50
    Attack Damage & Ability Power per Stack: 5/7/10 ⇒ 4/5/8
  • Scoped Weapons II no longer grants 10% bonus Attack Speed
  • Think Fast no longer offered on Stage 2-1

SMALL CHANGES

TRAITS

  • Assassin Critical Strike Chance: 20/40/75% ⇒ 20/50/75%
  • Cannoneer Cannon Shot Attack Damage ratio: 150/250/450% ⇒ 150/275/450%
  • Darkflight bonus Health: 500/750/1000/1800 ⇒ 500/750/1000/1600
  • Guardian max Health percentage shield: 25/40/70/125% ⇒ 25/40/80/130%

UNITS: TIER 1

  • Ezreal Mystic Shot damage: 200/275/375 ⇒ 200/275/415
  • Karma Inner Flame Damage: 210/280/420 ⇒ 210/280/400
  • Nasus Fury of the Dawn damage: 70/100/185 ⇒ 70/100/205
  • Wukong Crushing Blow Attack Damage ratio: 185/200/230% >> 185/200/250%

UNITS: TIER 2

  • Lillia
    Watch Out! damage: 215/275/350 ⇒ 215/275/370
    Watch Out! center bonus damage: 190/240/320 ⇒ 190/240/340
  • Lux
    Cosmic Flare first strike damage: 325/400/500 ⇒ 325/410/525
    Cosmic Flare secondary strikes damage: 175/200/230 ⇒ 175/210/240
  • Kai’Sa Tidal Burst missile damage: 40/60/85 ⇒ 40/60/90

UNITS: TIER 3

  • Nunu & Willump Consume damage: 350/500/800 ⇒ 350/500/925
  • Rakan Disarming Diversion shield amount: 230/350/550 ⇒ 230/350/650
  • Seraphine Serenade of the Seas on attack damage: 20/35/70 ⇒ 20/35/65
  • Sylas Petricite Burst shield amount: 365/415/475 ⇒ 365/415/525

UNITS: TIER 4

  • Graves Quickdraw Attack Damage ratio: 65/65/170% ⇒ 65/65/145%
  • Hecarim Onslaught of Shadows Damage: 150/250/1000 ⇒ 150/250/1200
  • Jayce
    Mercurial Judgement base Heal: 150/210/375 ⇒ 150/210/550
    Mercurial Judgement secondary magic damage: 125/175/500 ⇒ 125/175/650
  • Nilah Slipstream Damage: 130/200/1000 ⇒ 130/200/700
  • Shi Oh Yu Jade Form percent damage reduction: 20/25/50% ⇒ 20/25/40%
  • Swain Dragon Master’s Decree Damage: 85/120/600 ⇒ 90/130/600
  • Xayah Feathers FLY! recall damage per feather: 13/20/60 ⇒ 13/20/75

UNITS: TIER 5

  • Shyvana
    Dragon’s Descent damage: 80/150/500 ⇒ 80/150/1500
    Dragon’s Descent stun duration: 1.25 ⇒ 1.25/1.25/10 seconds
  • Terra Earthquake Armor & Magic Resistance damage ratio: 150/200/4000% ⇒ 150/200/2500%
  • Zoe
    Spell Thief, Kayle’s Intervention bonus Armor and Magic Resistance: 20/40/500 ⇒ 20/40/1000
    Spell Thief, Janna’s Howling Gale Attack Speed Buff Duration: 5 ⇒ 5/5/30

ITEMS

  • Zz’Rot Portal no longer has a maximum taunt range of 4 hexes. It will now taunt all units that are in range to attack the holder.

To learn about the latest new TFT Set, head to our all-in-one Teamfight Tactics Set 7.5 reveal page that covers all champions, synergies, and more!

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Genshin Impact Nilou Guide: Best Build, Artifacts, Weapons, Teams, and More https://mobalytics.gg/blog/genshin-impact/genshin-impact-nilou-guide-best-build-artifacts-weapons-teams/ https://mobalytics.gg/blog/genshin-impact/genshin-impact-nilou-guide-best-build-artifacts-weapons-teams/#respond Tue, 18 Oct 2022 10:19:01 +0000 https://mobalytics.gg/?p=53636 Nilou Guide In this article, I’ll be going over everything you need to know about Nilou, including her playstyle, best artifacts, weapons, teams, and more. Nilou is a Hydro Sword character specializing in Bloom teams in order to maximize her full kit while boasting solid AoE damage through her unique bountiful core mechanic. Her value […]

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Nilou Guide

Genshin Impact Nilou Introduction

In this article, I’ll be going over everything you need to know about Nilou, including her playstyle, best artifacts, weapons, teams, and more.

Nilou is a Hydro Sword character specializing in Bloom teams in order to maximize her full kit while boasting solid AoE damage through her unique bountiful core mechanic. Her value as a general Hydro unit is quite low, however she performs well within her niche.

Do keep in mind her potential is locked to future characters that could increase the potency of her Bloom teams. Also, her teams are also still under the process of testing so do not treat this guide as an end-all be-all, but rather an early look into Nilou’s state as a unit. 

Pros:

  • Bountiful core damage is quite good provided enemies are grouped to where you are proccing multiple instances of bloom.
  • Technically able to draft her Bloom team with all F2P units [Barbara/ Dendro Traveler/ Collei]
  • Relatively low investment build requiring HP main stats/subs and maybe EM subs [depending how much ownership you want from her]. High talent investment also isn’t significant. 
  • Beautiful animations!!

Cons:

  • No access to VV/ grouping within her teams and highly reliant on Abyss chambers with specific enemy spawns/movement for grouping.
  • Restrictive unit at her core due to her passive on top of your Dendro options being limited at the moment. Also requires some form of healing for the self damage from Blooms.
  • As a Hydro character she provides almost nothing unique due to Hydro’s trend of being one of the most flexible elements that enable reactions within multiple teams.
  • Relies on future characters to improve her potential. Even then, no character will change her core limitations.
  • Signature weapon eclipses all alternatives in every aspect. 

Active Talents

Normal Attack – Dance of Samser

Performs up to 3 consecutive sword strikes along with a pretty charge attack animation. It can be ignored completely as you are never normal attacking outside of her Elemental Skill infusion, which is considered elemental skill DMG. 

Elemental Skill – Dance of Haftkarsvar

Upon cast, Nilou will deal AoE Hydro DMG and enter the Pirouette state. While in this state she will enter one of two stances. 

Whirling Steps:

After casting your skill, you can cast your skill 3 additional times with each cast dealing AoE Hydro DMG and your last cast creating a Tranquility Aura that follows your active character around and applies Hydro to opponents within its AoE.

Sword Dance: 

After casting your skill, you can perform Normal Attacks that will be converted to Hydro DMG that cannot be overridden and is considered Elemental Skill DMG. 

Your most important talent as you want to be completing the last step of her respective stance in order to trigger your A1 passive. Each stance and their DMG all scale with Nilou’s max HP.

The ideal stance you generally want to be using is the Whirling Steps stance. It allows for a much more cohesive rotation while still achieving the 3rd dance step condition for your A1 passive.

The Sword Dance stance is less ideal but still an option. It promotes a more on-field playstyle which is not as optimal unless you are focused on Nilou’s bloom ownership. 

Elemental Burst – Dance of Abzendegi: Distant Dreams, Listening Spring

Upon cast, Nilou will deal AoE Hydro DMG based on Nilou’s Max HPand applies the Lingering Aeon effect to all opponents hit. After an interval, opponents affected by Lingering Aeon will take Hydro DMG. 

Very straightforward Talent that deals a decent amount of damage with 2 instances. It has no icd between the 1st and 2nd hit with each hit applying 1U Hydro.  

Character Talent Priority

Here’s a quick talent priority for Nilou. 

Elemental Skill > Elemental Burst > Normal Attack

Character Best Combos

Nilou’s off-field playstyle doesn’t incorporate any Normal Attack combos since you are casting your skill and swapping off. Her on-field playstyle also doesn’t have any specific combos due to her Normal Attack string being only 3 hits that you basically just spam or N3 then swap to avoid more ownership. 

master genshin email banner

Passive Talents

Ascension Stat

As you ascend Nilou, she will gain HP %.

1st Ascension: Court of Dancing Petals

Her most important passive that her kit revolves around. This passive DOES NOT WORK unless all of the characters in your party are all Dendro or Hydro, and there are at least one Dendro character and one Hydro character.  Upon meeting this condition, she will grant all nearby characters with the Golden Chalice’s Bounty for 30s after you complete the 3rd step of your elemental skill. 

Golden Chalice Bounty – All nearby characters’ Elemental Mastery are increased by 100 for 10s provided they are hit by Dendro Attacks. Also, triggering the Bloom reaction will create Bountiful Cores instead of Dendro Cores. 

Bountiful Cores: These cores are different from Dendro Cores with how they function. Bountiful Cores burst almost instantly after being created and have much larger AoE. These cores however cannot trigger Hyperbloom or Burgeon and share an upper numerical limit with Dendro Cores. Bountiful Core DMG is considered DMG dealt by Dendro Cores produced by Bloom.

This passive is the big one. Effectively locking you to only Bloom teams if you want to maximize her full kit. Do keep that in mind when deciding to pull for her. Bountiful Core generation/ DMG is quite nice though, performing well in optimistic AoE scenarios, provided enemies are relatively grouped together.

4th Ascension: Dreamy Dance of Aeons

Every 1,000 points of Nilou’s Max HP above 30,000 will cause the DMG dealt by Bountiful Cores created by characters affected by the Golden Chalice’s Bounty (A1 buff) to increase by 9%. The maximum DMG bonus gained this way is 400%

A good passive that her whole team can benefit from provided you stack HP on Nilou. The difference between regular Bloom Cores and their damage compared to Bountiful Cores buffed by this passive is quite relevant. Generally, try to get as close to 70k HP as possible.

Utility Passive: White Jade Lotus

When Perfect Cooking is achieved on Food with Adventure-related effects, there is a 12% chance to obtain double the product.

Constellations

Genshin Impact Nilou Full Wish

As always for constellations, every 5 star unit is completely functional at c0. Constellations in general and what they offer are far from needed. Nilou’s constellations – along with other 5 stars – usually translate to slight increases in damage/ clear time or quality of life aspects. Do keep in mind constellation value takes into account the value you lose going for another copy of the character rather than a completely different character that could impact your account far more than a constellation would.

  • C1: Medium Impact
  • C2: Medium Impact
  • C3: Low Impact
  • C4: Low Impact
  • C5: Low Impact
  • C6: Medium/ Low Impact

Constellation 1: Dance of the Waning Moon

The stances within your Elemental Skill will be enhanced as follows:

  • 65% DMG boost to your final hits in Sword Stance
  • Tranquility Aura’s duration is extended by 6s

Quite the personal damage increase for off-field Nilou, as the extended duration allows for more blooms. Not so much of an increase for on-field Nilou, due to the DMG boost only applying to your final hits.

Constellation 2: The Starry Skies Their Flowers Rain

Opponent’s Hydro RES is decreased by 35% for 10s after Hydro DMG is dealt by characters affected by your A1. Additionally, opponents that take DMG from a triggered Bloom reaction will have their Dendro RES decreased by 35% for 10s.

RES shred is always valuable, on top of it being two elements. A significant damage boost overall.

Constellation 3: Beguiling Shadowstep

Increases the Level of Nilou’s Elemental Burst by 3.

Negligible constellation that provides little to no benefit as her burst is generally being cast every other rotation. 

Constellation 4: Fricative Pulse

After the third dance step of your Elemental Skill hits opponents, Nilous will gain 15 Elemental Energy while increasing her burst DMG by 50% for 8s.

Can incentivize burst centric builds but for such a high constellation it’s not worth it.

Constellation 5: Twirling Light

Increases the Level of your Elemental Skill by 3.

As mentioned in the introduction, talent investment/ increases are not significant in how she is played within her teams

Constellation 6: Frostbreaker’s Melody

For every 1,000 points of Max HP, Nilou’s Crit Rate and Crit DMG will increase by 0.6% and 1.2% respectively. The maximum increase in Crit Rate and Crit DMG via this method is 30% and 60% respectively. 

Assuming you hit the cap, this constellation provides you 120 crit value which is nice. While it is a slight improvement to on-field Nilou and her personal damage, unfortunately the same cannot be said for off-field Nilou. 

Playstyle

Nilous has two different ways she can be played within her Bloom teams where she can be played on-field/ off-field. Off-field tends to be more optimal due to more Hydro application and  less field time that benefits your team rotation, on top of her Normal Attacks being quite negligible.

Regarding her teams outside of Bloom, TLDR; it’s not worth it. While she can function in Vape comps, she is nowhere near optimal and there are a plethora of better Hydro enablers. 

Artifacts

Nilou currently does NOT have a dedicated 4 piece set, meaning 2 piece/ 2 piece combinations are quite ideal for her. She does have 4 piece options, however the difference between them compared to her 2 piece/ 2 piece options may not be worth the additional resin spent completing a 4 set bonus. Regarding artifacts for your team, you generally will want a holder of the 4 Deepwood Memories set.

2 Piece Tenacity of the Millileth + 2 Piece: 

  • Heart of Depth
  • Gilded Dreams
  • Wanderer’s Troupe
  • Noblesse Oblige
  • Emblem of Severed Fate

Very straightforward mix and match scenario. Try to go for whichever combination has the best substats. Difference between combinations is quite minimal to where good substats can make up for it. Far easier to build than completing a 4 set bonus, giving you no reason to chase one unless you are planning to specialize her under that specific set bonus.

4 piece Emblem of Severed Fate

Strictly for a Burst centric build where you want to Burst every rotation. Outside of that scenario, you’re better off with 2 piece/2 piece.

Main Stats

  • Circlet: HP%
  • Sands: HP%
  • Goblet: HP%

Generally, maxing out on HP will win out against Crit builds due to how much Nilou’s kit appreciates HP. 

Sub Stats

Here’s the order of sub stats to prioritize:

  1. ER until requirement
  2. HP%
  3. Elemental Mastery

Energy Recharge: 

  • 160 – 180 for burst every rotation with Kokomi in double Hydro
  • Around 120 for burst every other rotation [recommended] 

Multiple Favonius weapon holders can also lower these requirements.

Weapons

5-Star Weapons

Key of Khaj-Nisut

Nilou’s signature weapon that is SIGnificantly better than any alternative. This weapon is one of the only HP% stat weapons along with giving her a 20% HP increase at R1. An incredibly valuable passive that converts her HP into Elemental Mastery, which makes Bloom DMG that she owns better.

This weapon just gives her so much compared to other alternatives, making those alternatives perform similarly to each other rather than even coming close to competing with this weapon.

Primordial Jade Cutter

A great generalist 5 star for most sword characters but more of a stat stick for Nilou. Crit is only useful for her personal damage but does nothing for Bloom. 

Freedom Sworn

Another fine stat stick if you happen to have it. The EM is nice for her own damage but the passive is not as valuable compared to an Elegy holder on your team. A usable stat stick nonetheless.

4-Star Weapons

Xiphos Moonlight

Solid generalist option that gives her EM and a beneficial passive for her team. It gets even better with refines. If you got unlucky on the weapon banner but happen to have this one, it’s a good 4 star weapon to have. 

Iron Sting

A true F2P option with the same amount of EM as Xiphos Moonlight. Becomes a lot better at R5 but be careful with your billets as they are quite rare. Solid option with an ease of access factor.

Favonius Sword/ Sacrificial Sword

Both similar weapons in terms of the stats it gives. Favonius being far superior due to the passive being much more beneficial to her teammates, which tend to be solely burst reliant. Regarding Sacrificial Sword, incorporating the passive tends to extend your rotation significantly, which is a loss in DPS as well as being quite tricky to fit into a rotation.

Sapwood Blade

Another F2P option that provides an external source of EM to your on-field character which is always appreciated especially in Bloom. A solid option if you’re focused on a more supporting role with Nilou. You get more EM from refinements as well but be careful with your billets as they are quite rare.

Teams

In this section, only variations of her Bloom teams will be recommended. Teams outside of that are simply just not optimal and ignore Nilou’s passives completely. That being said, the Bloom self DMG from your Bountiful Cores are relevant to the point where a healer is highly recommended so keep that in mind.

Nilou Double Hydro Double Dendro

Genshin Impact Nilou Double Hydro Dendro

Nilou’s standard team comp as of now where you generally want Hydro being the trigger and having full ownership of blooms. Testing is still being conducted to determine accurate bloom ownership.

That being said, Kokomi is ideal here being a healer that also provides Hydro Application as a potential on-fielder for an off-field Nilou playstyle. Dendro Traveler and Collei being mandatory here due to limitations with Dendro options while Tighnari as an alternative is not ideal due to his field time and application. The Bloom damage is actually quite solid/effective against the current abyss iteration. 

Possible Rotation [variations still being tested]: 

  • [Off-field Nilou] Nilou EEEE > DMC E Q > Collei E Q > Kokomi Q, 3N2C, E > DMC E > Collei E > repeat 
  • [On-field Nilou] Kokomi E > DMC E Q > Collei E Q > Nilou E 6N3

Playtest assumptions:

  • Multitarget AoE/ Mobbing 3.1 Abyss 12 all first half [emerites, kairagi multiwave/ 4x ruin enemy multitarget/ 4x bathysmal vishap hatchlings]
  • Iron sting 50k+ HP C0 Nilou 2pc ToM/ 2pc EM
  • Favonius Collei + Favonius Traveler 4pc Deepwood
  • Prototype Amber Kokomi

Nilou Triple Hydro One Dendro

Genshin Impact Nilou Triple Hydro

A variation of Nilou’s Bloom composition that ensures a Dendro ownership of Blooms. The downside here is you get less Blooms due to how Dendro interacts with the Hydro gauge, compared with a Hydro trigger taking up less of the Dendro gauge which gets you more Blooms.

Future Dendro characters could also change the potency of this team depending on how much damage they offer that warrants a Dendro trigger.  

Summary

Genshin Impact Nilou Artwork

Nilou is quite the interesting character at her core, a limiting character that is very good at her niche nonetheless. She is a unique hydro character that offers a specific playstyle and composition in order to maximize her value rather than enabling other compositions.

Keep in mind, her teams’ potency are locked to future units, which can change the overall strength of her niche, but will not improve her pull value as a character. If you are planning on pulling for her and want the best possible team for Nilou, keep in mind the tradeoff that happens by skipping on much more valuable units just to improve 1 team with limited variations.

That being said, as always, if you like the character and you don’t care about optimization, go for them! 

The post Genshin Impact Nilou Guide: Best Build, Artifacts, Weapons, Teams, and More appeared first on Mobalytics.

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LoR Deck Guide Nocturne Elise Fearsome https://mobalytics.gg/blog/lor-deck-guide-nocturne-elise-fearsome/ https://mobalytics.gg/blog/lor-deck-guide-nocturne-elise-fearsome/#respond Tue, 18 Oct 2022 04:01:25 +0000 https://mobalytics.gg/?p=53614 How to Play Nocturne Elise Fearsome Hey everyone NicMakesPlays here. Today I’m going to go over my Fearsome deck that works amazing with the new Nocturne buff! To explore more decks created by the community, head to our Deck Library. To craft your own, head to our Deck Builder. Deck Code: CECAOAIFBYIBMJZPGU4ACAIDB4BQGBIDAUGQCBQFDQAQEAYFAQDAA [See NicMakesPlays Fearsomes […]

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How to Play Nocturne Elise Fearsome

Hey everyone NicMakesPlays here.

Today I’m going to go over my Fearsome deck that works amazing with the new Nocturne buff!

To explore more decks created by the community, head to our Deck Library.

To craft your own, head to our Deck Builder.

NicMakesPlays Fearsomes (LoR Deck)

Deck Code: CECAOAIFBYIBMJZPGU4ACAIDB4BQGBIDAUGQCBQFDQAQEAYFAQDAA

[See NicMakesPlays Fearsomes deck details]

Goal of Deck and Mulligans

The goal of this deck is to deal tons of damage in the early game through the Fearsome keyword and then finish off the game with a leveled Nocturne. The expected turn to win the game with this deck is turns 6-7.

In this deck, you want to mulligan for a Fearsome for turns 2 and 3. If you already have a Fearsome for both of those turns, then you can mulligan for a 1 drop, Wraithcaller or Nocturne.

Mark of the Isles is great in this deck in case you miss your 1 drop, you can bank 1 spell mana for it later. If you are attacking on turn 3, then you can hold Stygian Onlooker for his Nightfall effect that turn.

NicMakesPlays Fearsomes (LoR Mulligan)

Precious Pet / Stygian Onlooker

stygian onlooker jpg

Precious Pet and Stygian Onlooker are two of your 1 drops in the deck. Precious Pet is your Noxus splash and allows you to start applying pressure early which benefits aggro decks.

This card also is generically good as a cheap Fearsome, helps level Elise, and benefits off Frenzied Skitterer. Stygian Onlooker is both a Nightfall unit and a Fearsome unit. You can save this card for its Nightfall effect to turn it into a 4|1 Fearsome unit for only 1 mana. Stygian also levels Nocturne when it attacks afterward since it’s a Nightfall unit.

Phantom Butler / Mistwraith

phantom butler lor cardMistwraith (LoR Card)

Phantom Butler is an extremely powerful 2 drop in this deck. First off, it’s a Fearsome so you can apply aggro pressure. Phantom Butler is also great at trading. Often times your opponent will play a 3 attack unit to block your Fearsomes, so you can lead with Phantom Butler.

If they block the Phantom Butler then the Hallowed keyword will buff your units the rest of the game, if they don’t block it then they take 3 damage. This makes Phantom Butler the correct unit to summon often in the early game since it trades the best out of your 2 drops.

Mistwraith is another 2 drop Fearsome in the deck and also one of the stars of the show. Mistwraiths buff other Mistwraiths everywhere when summoned, which can be done frequently throughout the game.

Mistwraiths themselves buff each other when summoned, Wraithcallers summon a Mistwraith as well, and you can find multiple Mistwraiths off of Stalking Shadows. Mistwraiths can easily get to 5+ attack damage in the late game, which packs a punch when combined with Fearsome.

 Elise / Nocturne

Elise level 1 (LoR Card)Nocturne 1 (LoR Card)

Elise and Nocturne are your Champions of the deck. Elise is the best 2 drop Fearsome in the deck. She has 3 health which is great for the early game and also summons a Spiderling whenever she attacks.

In the early game, Spiderlings can get massive value by whittling away the enemy’s health when they block, or even trading against decks that have 1 health unit. If they don’t deal with Elise she will continue to summon Spiderlings and get free value.

Elise can also level easily due to the addition of Precious Pet, and turn all your Spiders into Fearsome units with Challenger. This can either deal tons of damage or act as removal. Nocturne just got a huge buff and is why this deck is on a resurgence.

Nocturne now also levels when Fearsome units attack. This entire deck is based around attacking with Fearsome units so you can level him as early as turn 4. His level 1 form can give Vulnerable to an enemy Fearsome blocker to hook them out of the way, then -1|0 all other enemies for a huge Fearsome swing.

His leveled form can be used both offensively and defensively. Offensively you can summon units to lower the enemy blockers out of Fearsome range and go for game. Defensively, you can summon units to weaken the enemy’s attack.

Stalking Shadows / Doombeast

Stalking Shadows (LoR card nerfed)Doombeast (LoR card)

Stalking Shadows is your refuel of the deck and Doombeast is your reach. Stalking Shadows allows you to replenish your hand full of Fearsome units. You can get Doombeast to do burn damage, Stygian Onlookers to push damage for cheap, or Mistwraiths to buff each other.

Doombeast gives your deck burn reach after your opponent stabilizes and you need the finishing damage. You can duplicate Doombeast with Stalking Shadows and Fading Memories for more burn damage.

Fading Memories / Risen Mist

fading memories jpgRisen Mists (LoR Card)

Fading Memories and Risen Mists are two spells in the deck that give you a ton of utility. Fading Memories let’s you duplicate key units such as Skitterer to stop Fearsome blockers, Doombeast for Burn reach, and Mistwraith/Wraithcaller to buff your Mistwraiths.

Risen Mists allows you to go for huge damage with Burst speed open attacks. You can use Risen Mist as your first action to summon a Mistwraith and attack before your opponent can play a blocker. This is another way to easily finish the game.

Good Matchups

This deck has a great matchup against without many Fearsome blockers in the early game. You can keep your aggro pressure up by summoning Precious Pet on one and other Fearsome units on turn 2 and turn 3.

Mark of the Isles is great at protecting your units to push damage through removal. You can finish the game by going wider than them with Wraithcaller or weakening their board with Nocturne.

Bad Matchups

Hard matchups are decks with tons of Fearsome blockers such as Daybreak. Most Daybreak gain stat buffs or stun when they are the first card summoned each turn.

To play around with this you want to set up huge boards, then open attack as your first action before they can use a Daybreak effect.

Tech Choices

This deck can cut copies of Cithria, Relentless Pursuit, or Wandering Shepherd

Unto Dusk – This card gives you both draw power and the ability to activate Nightfall effects again.

Unto Dusk (LoR Card)

Boisterous Host – This card is another great one-drop that reliably allows you to mulligan for aggressive openings.

The Harrowing – This card gives you a top-end bomb that can win you the game when you run out of steam.
The Harrowing (LoR Card)

For more decks, head to the Deck Library! To build your own, head to the Deck Builder.

Catch NicMakesPlays live at twitch.tv/nicmakesplays 6PM-1230AM EST

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Destiny 2 – King’s Fall: Oryx https://mobalytics.gg/blog/destiny-2/kings-fall-oryx/ https://mobalytics.gg/blog/destiny-2/kings-fall-oryx/#respond Tue, 18 Oct 2022 03:50:27 +0000 https://mobalytics.gg/?p=53608 King’s Fall: Oryx The final encounter of King’s Fall is Oryx. This encounter is a more intensive version of the Daughters of Oryx. Many of the base mechanics are the same, so you’ll have a head start on how this encounter works. Be sure to also check out our other Destiny 2 dungeon guides! The […]

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King’s Fall: Oryx

The final encounter of King’s Fall is Oryx.

This encounter is a more intensive version of the Daughters of Oryx.

Many of the base mechanics are the same, so you’ll have a head start on how this encounter works.

Be sure to also check out our other Destiny 2 dungeon guides!

The Mechanics

King's Fall: Oryx

This encounter starts the same as the Daughters of Oryx with the Brand collection phase in which 3 pieces of the Brand must be collected, and the 3rd piece completes the brand to steal a shield from the Vessel of Oryx. To start the encounter go to the far side of the room where a light is floating a few feet in the air.

Players will split up by having 4 players assigned to their own plate, and 2 floaters. One floater for L1 and R1, and the other floater for L2 and R2.

Once again another player will be selected at random to become taken, and this player will need to collect the Brand by jumping across the Taken Realm Platforms.

Oryx will move around the sides of the arena and slam an Activation Plate which will become lit up in green. This will be the first plate in the sequence. The next plate of the first pairing will be seen by any player who steps on the first plate of the sequence, and the next plate will be designated by the Brand floating above it.

The taken player and the player assigned to the first Activation Plate that Oryx slammed will jump onto the plate and call out the next plate the Brand is floating over. The player assigned to the plate with the Brand above it will jump on that plate, and the platforms will form.

The Taken player will jump across the plates, collecting the Brand piece while the other 2 players remain on the plates to keep the platforms active.

While all of this is going Light-Eater Ogres and Light-Eater Knights will spawn in. First, the 4 Light-Eater Ogres will spawn in. The ogres spawn in a counterclockwise rotation with the first Ogre spawning next to the plate counterclockwise of the first Activation Plate.

So if Oryx slams L2, the first Ogre will spawn near L1. These Ogres need to be killed immediately, and once they die they will spawn a black orb on the ground with a ring around it. For the meantime do not stand in the ring near the orb.

After the Ogres are defeated, 4 Light-Eater Knights will spawn in the same order. These Knights will travel along the path designated by the arrows on the map toward one of the black orbs dropped from the Ogres. Do not let this happen, as the Knights will steal the black orbs if they reach them.

The Brand process happens two more times in which the first Activation Plate is randomly dictated. The Ogres and Knights only spawn in during the first piece of the Brand being collected. As the third piece is collected, a Knight, the Vessel of Oryx spawns in and runs towards the middle of the arena.

The Vessel is surrounded by a shield which is stolen by the player who now holds the fully built Brand. This shield will follow the player who stole it and grants the team invincibility.

While the shield is being stolen, the players assigned to the plates will need to interact with the black orbs the Ogres dropped. These orbs are bombs that need to be detonated all at the same time to stun Oryx.

To detonate the orb, stand within the ring for a few seconds. The timing in which the orbs should be detonated is when in the kill feed there is a message that says “Oryx Calls upon the Darkness”.

The 4 players assigned to the orbs would stand just outside their orb’s ring. Once this message appears they all go into their orb’s ring and wait for it to be detonated.

The message “Player Name has detonated a Corrupted Light” will appear, indicating the orb was activated. While the players are detonating the orbs, the player holding the shield will stand in the middle of the arena. The players who detonated the orbs will immediately run towards the shield in the middle after they see they detonated the corrupted light orb.

The orbs will explode, killing any player, not in the shield and stunning Oryx. This will open up a crit spot in Oryx’s chest for the team to damage him. It is important to know that floaters will need to detonate a plate payer’s assigned orb if they are handling the shield.

Once the damage phase is over 1 of 2 things will happen. Either 4 Knights will spawn on each Activation Plate and Oryx will throw area-of-effect attacks all over the arena or the Shade of Oryx will spawn. If the former happens, kill the 4 Knights on the plates and avoid the attacks from Oryx.

Then that portion is over. If the Shade of Oryx spawns in, there will be a taken orb between L2 and R2 with the Shade of Oryx in it. One by one, members of the team will be transported into this taken orb and will need to shoot the Shade of Oryx. Once enough damage is dealt to this enemy, this phase is over.

From here the encounter will repeat itself until Oryx is at roughly 25% of his health for the final stand. During the final stand Oryx will go to the very far end of the arena and two Light-Eater Ogres will spawn in the L2 and R2 positions that the whole team will need to kill.

Oryx will open up his chest and 5 players will deal damage while the last player of the team is responsible for detonating the corrupted light orbs the Ogres drop. The same rules of detonating the orbs will apply for that last player of the group.

Oryx will “call upon the darkness” as the second Ogre is killed and the solo player will stand in the orb to detonate it and return to the shield to survive the blast, extending the time to damage Oryx.

If Oryx is still alive, he will call upon the darkness once again, and the solo player can detonate the other orb extending the damage even further.

If Oryx is not killed after this, he will wipe the team.

To summarize, the order of actions the team will perform are:

  1. A player gets Taken at random.
  2. Oryx will slam an Activation Plate which is the first plate in the sequence.
  3. The Taken player and the player assigned to the lit up plate go to stand on the lit up plate.
  4. Whichever player gets to the plate first looks for the floating Brand piece, and calls which plate it is floating over.
  5. The player assigned to the plate under the Brand piece stands on their Activation Plate.
  6. The Taken player will jump across the Taken Realm Platforms to collect the Brand piece.
  7. Repeat steps 3 through 6, two more times to collect 3 Brand pieces in total.
  8. While players are collecting the Brand, the other players kill the 4 Light-Eater Ogres and the 4 Light-Eater Knights.
  9. The player who collects the third Brand steals the shield from the Vessel of Oryx and then stays in the middle of the arena.
  10. The 4 players assigned to the orbs detonate their bombs once “Oryx Calls upon the Darkness”.
  11. The whole team groups in the middle in the shield to deal damage to Oryx once his crit spot opens.
  12. If the bomb phase will begin, if so kill the 4 knights on the plates. If the Shade of Oryx spawns in, deal enough damage to the shade to advance the encounter.
  13. Repeat until the final stand.
  14. Once Oryx activates his final stand at 25% health, kill the Light-Eater Ogres that spawn L2 and R2.
  15. 5 players deal damage to Oryx.
  16. One player activates the 2 orbs once Oryx calls upon the darkness to extend the damage phase.
  17. Kill Oryx… or wipe

Tips and Tricks

  • Touch of Malice is a great option for damage due to not being able to take damage in the shield.
  • Kill the Light-Eater Ogres where they spawn to prevent any plate players from getting killed as these enemies deal a lot of damage. The Ogres spawn counter clockwise, so they can be teamshot quickly.
  • After damage return to your plates in case the bomb phase occurs. This will allow each player to quickly kill the knight on their plate for faster runs and not risk any deaths.

Loadouts

Here is a list of recommended options:

  • Primary:
    • Touch of Malice
    • Any primary 
  • Secondary
    • Izinagi’s Burden
    • Damage dealing sniper
    • Shotgun if having difficulty with killing the Ogres and Knights
  • Power
    • Linear Fusion Rifle
  • Subclasses
    • Well of Radiance
      • Use during the damage phase for the damage buff.
    • Thundercrash
      • This super technically can hit Oryx, but is a bit risky. It’s great to quickly kill the Knight or Ogre if needed as well as relocate to the shield from a bomb if needed.
    • Blade Barrage
      • Use Star Eater Scales with this super for a burst damage super.

Challenge Mode

The challenge for Oryx revolves around the Light-Eater Knights and Light-Eater Ogres. A player cannot kill the same Ogre nor Knight during the encounter. Here are some tips to complete the challenge:

  • Designate within the group a corresponding Knight and Ogre. For example if a player is L1 they will kill the Ogre next to L1 and the Knight that runs towards the L1 orb.
  • Do not damage other teammate’s Ogres nor Knights due to the risk of accidentally getting the final blow.
  • After each phase, rotate which plate, Knight, and Ogre each player is getting.
  • If your team can confidently 2 phase Oryx, the players on L1 and R1 can swap with the players on L2 and R2 and teamshot the knights as normally.

Loot Table

  • Any weapon or armor piece can drop from this encounter.
  • Touch of Malice, the exotic scout rifle can only drop in this encounter.
  • 20 Spoils of Conquest can be used to purchase one red border weapon per week.

King's Fall: Oryx 3

Thanks for reading! Check out our other Destiny 2 raid and dungeon guides.

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Top 10 Domination Cards to Watch https://mobalytics.gg/blog/lor-domination-top-10-cards/ https://mobalytics.gg/blog/lor-domination-top-10-cards/#respond Fri, 14 Oct 2022 21:03:46 +0000 https://mobalytics.gg/?p=53483 LoR Domination: The Top 10 Cards to Watch We’ve just concluded the latest seasonals and you know what that means. Expansion time! It’s Trevor “Shugo” Yung here and I’ve returned with another top 10 list! Once again, allow me to drop the usual few disclaimers. These cards are in no particular order. No Champions, as […]

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LoR Domination: The Top 10 Cards to Watch

We’ve just concluded the latest seasonals and you know what that means.

Expansion time! It’s Trevor “Shugo” Yung here and I’ve returned with another top 10 list!

  • Once again, allow me to drop the usual few disclaimers.
  • These cards are in no particular order.
  • No Champions, as they are the obvious place to start with when deck building.

This list isn’t solely based on power and playability. You don’t need me to tell you that a one mana 2|2 with upside is a good card. So instead we’ll focus on the more juicy stuff.

The real potential powerhouses and crazy designs!

I’ll be honest, the majority of this list will be spells, but you just gotta go with the flow. Alright, let’s get started… Drumroll, please!

Drum Solo

Drum Solo (LoR Card)

This is a pretty big deal for PnZ. All this time the region’s card draw options have been limited to either cantrips, symmetrical draw, discard draw, or expensive burst draw. While they all have their merits, they do require the right synergy to be effective.

Drum Solo is a straight-up card-draw. Five for two isn’t a fantastic rate, but it’s made up by the cost reduction so long as you can enable Flow.

Now, of course, you can whiff and hit 0-1 mana spells; minimizing value. However, being able to pull anything from your deck at a reduced cost could be a real game changer. There are no restrictions here, not just spells, units, or non-champions.. It’s simply draw-two.

Perhaps we’re about to see old Fizz TF make a return? If there’s a deck that loves card draw, it’s that one.. And it’s getting another spicy card as well..

Fish Fight

Fish Fight (LoR Card)

While a Slow speed Single Combat is a little on the weak side, a one-sided slap to the opponent’s unit is incredible! This does require some specific building, but if we can figure out an efficient list, Fish Fight will be an absolute all-star.

Even its drawback of returning the weapon to hand can be a good thing. There are times we’d rather move the equipment from one unit to another, but in order to do that, the host unit either needs to die, or we have to spend extra mana to equip it with something else.

Honestly, even in the worst case, Slow speed Single Combat is still pretty okay. I imagine this will be a Demacia staple moving forward, so long as equipment becomes a mainstay.

The Expanse’s Protection

The Expanse's Protection (LoR Card)

This is Bastion for two mana. It may not give stats, and the effect may be temporary, but nine times out of ten, it’s a two-mana Bastion.

More often than not Bastion is used as a reactive protection spell. The opponent casts Vengeance? Bastion. Our unit’s about to get bounced by Homecoming? Bastion. While there are a few niche scenarios when this isn’t the case, they are far and few between.

If we ever see Lee Zoe make a return, The Expanse’s Protection becomes incredibly mana-efficient insurance. And what does it cost? Put Hookmaster into the deck. That’s it.

Of course, this won’t be the case for all region combinations, but Targon is already in a decent spot as far as equipment goes. Lodestone and Wandering Shepherd are both solid options and easily splashable. Be on the lookout for this one!

The Darkin Aegis/Joraal

Oh, man… As a baseline weapon, this card is already in a good spot. Granting +1|+1 and tough is already solid and will make combat a lot harder for the opponent. But that’s not all…

The backside of this card is our cheapest Darkin yet, and it’s a real punisher! Joraal is going to cause nightmares for spell-based decks, while also picking off enemy units. Thankfully the tax window only applies during combat, though it will make it more difficult to abuse spells like Recall and Homecoming.

We already know Demacia’s getting a big push towards playing equipment this patch, and this seems like a no-brainer inclusion. Overall this looks super solid and likely will become another Demacia staple.

Opulent Foyer

Opulent Foyer (LoR Card)

I really like the design of this landmark. Three mana is about the limit we can afford to play without falling too far behind, but what really makes this great is it guarantees a unit on summoning.

Ephemerals make for excellent deterrents, as there’s often no reason for the opponent to attack a unit that’s already going to die unless they have multiple attackers. And in that case, we get a free block on either the most threatening target or a free favorable trade.

This also gives us a repeatable way to build up Hallowed triggers. With its effect triggering upon gaining the attack token, it synergizes with Scouts, Free Attacks, and Katarina!

We’ll have to see how many times this card can reliably trigger throughout a game. Summoning three Ghastly Bands gives us a little more than our mana’s worth, and any more than that is awesome value.

Fanclub President

Fanclub President (LoR Card)

I know its stats are awful, but the potential payoff is pretty insane. I don’t think it’s completely out of the question to play a 2/2 on turn four. After all, we already play TF and Aloof Travelers.

There are a lot of good spells that cost five mana, and they become insane when you have to consider them at two mana. Sunburst, Harsh Winds, Eye of Nagakabouros!? That’s just to name a few.

If you thought Ferros Financier was miserable to play against, have fun trying to play around with Fanclub President’s spells!

The Unforgiving Cold

The Unforgiving Cold (LoR Card)

It’s our second spell of the three-four mana “Once you have Equipped” bunch, and this one is equally as punishing. It’s Harsh Winds for four mana. It’s even got the potential to be better than that, as it does have double-spell applications. Does anyone else remember Ezreal Teemo?

This also fits perfectly into Ashe Noxus as a cheaper Harsh Winds. It should be easy enough to throw Hookmaster into the deck and call it a day. The deck’s already lacking 2-drops, so it sounds like a perfect fit.

Not all decks that want Harsh Winds will be able to justify an equipment package, so I don’t see this as an outright replacement. Each card will have its own place. Overall, Frostbite is still a niche mechanic, so it’s gonna depend on how the meta shapes up in the end.

Crowd Pleaser

Crowd Pleaser (LoR Card)

+2 Power and Quick attack for two? That’s a pretty reasonable combat trick. Wait, it’s in PnZ!?

Crowd Pleaser is basically a miniature Rising Spell Force, except, it actually looks good! The difference between a two and three-mana combat trick is huge, and at two, it could do some real damage.

Think of it like PnZ’s version of Pale Cascade. However, instead of acting as a minor protection buff, it lets you strike enemies out of nowhere! It’s going to be pretty awkward committing a block hoping to trade, then the opponent casts this in response. What a blowout.

Not only that, but when Flow is active we get a free spell to replace it? Call me crazy, but this card looks nuts! Even when punished by removal the card still replaces itself. But when things work out, the payoff is incredible and at such little cost. I’m scared of this one.

Bloodcursed Harpy

Bloodcursed Harpy (LoR Card)]

Very few 6+ cost units are worth considering in Runeterra’s increasingly fast meta.. But Bloodcursed Harpy may just meet the bar. Scout is a busted keyword, plus we get to combine it with a free instant equip from hand. Then if it were to die, instead it just gets healed at the cost of the equipment?

Standalone this threatens a lot of damage. If we assume the average 2-cost equipment grants two power, then we can push 16 damage in one round. Obviously, we have to expect some form of interaction, be it blockers or removal, but that’s A LOT of damage in one card.

Demacia’s ready to make a comeback, and if the equipment comes to the forefront, there’s a decent chance Bloodcursed Harpy follows alongside.

The Unending Wave

The Unending Wave (LoR Card)

And now we know why Twisted Fate is getting rotated. What is this card!? It’s the third and final equipment-reduced spell, and this card is absolutely bonkers!

Design space for spells in Bilgewater is tricky thanks to cards like Nami and Shelly. Additionally, card draw has typically been limited or came with caveats because of TF. The Unending Wave is absurdly powerful, and it’s in the region that can abuse it more than any other!

Yes, Fleeting is a real drawback, but the decks that can truly abuse this card don’t even care. Either the cards are cheap enough to play without worry, or they become easy discard fodder.

Fizz TF could make its return. Who needs pre-nerf Pick a Card when you have The Unending Wave!? Between that, Rummage, and Stress Testing, it’s time to turbo level TF once again!

At least that’s my hope haha. Fizz TF was peak Runeterra in my eyes.. 🙂

Conclusion

It may only be three champs, but I think we’re in for a wild expansion. There’s a lot of potential playables here, and the spells look insane!

Don’t forget to take the time to mess around and enjoy it!

Shugo’s Productivity Thought of the Day

While we may not control the environment around us, we can control our outlook. Reframe our negative thoughts to positive ones.

Life is a lot easier when we don’t make it mentally harder on ourselves.

To explore all Legends of Runeterra cards including the new ones from Domination, head to the Card Gallery.

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Arc 3.0 Titan Builds – Destiny 2 https://mobalytics.gg/blog/destiny-2/arc-titan-builds/ https://mobalytics.gg/blog/destiny-2/arc-titan-builds/#respond Fri, 14 Oct 2022 17:29:28 +0000 https://mobalytics.gg/?p=52264 Arc 3.0: Titan Builds for PVP and PVE Welcome to the Titan edition of our electrifying Arc Titan 3.0 guides! Arc Titan has been a PvE staple since the release of Crest of the Fallen Star and was a top PvP class many seasons ago. Now with the Arc 3.0 rework this class has only […]

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Arc 3.0: Titan Builds for PVP and PVE

Welcome to the Titan edition of our electrifying Arc Titan 3.0 guides! Arc Titan has been a PvE staple since the release of Crest of the Fallen Star and was a top PvP class many seasons ago.

Now with the Arc 3.0 rework this class has only become a better option in PvE and has new tools to return to its high to top-tier performance in the crucible.

Before we jump into the builds you should know a few terms that refer to the new Arc subclasses.

Be sure to also check out our Arc Warlock 3.0 builds and Arc Hunter 3.0 builds.

These terms influence how the new classes play heavily.

destiny 2 arc striker in game

Amplified – A buff in which a guardian can run faster, slide further, and has improved weapon handling. This buff is not accessed through any Aspects nor Fragments, but is rather intrinsically built into Arc 3.0 and received after defeating multiple targets with Arc damage. A guardian with the Amplified buff will receive more bonuses after sprinting which include even faster sprint speed, a PvE damage resist bonus, and a longer slide length.

Blind – This is a debuff the new arc abilities will dish out. PvE enemies who are blinded will not see, be disoriented, and unable to shoot their weapons. PvP enemies who are blinded will have their HUD removed, their screen will be white, and will have a ringing audio until the debuff ends.

Jolt – The other debuff guardians will apply to enemies. Jolted enemies who are damaged will spread electric charges and damage nearby allies similar to the conduction effect of Dunemarchers.

Ionic Traces – This isn’t a new keyword per se, but is a key portion of the new Arc rework. Ionic Traces are currently only available for Stormcaller, but will be available for all classes moving forward and give back ability energy once they are picked up similar to stasis shards.

Now that you know the new Arc terms, let’s get in to the builds

PvE Build Recommendations

Thundercrash is a top tier super, now with Arc 3.0 we have a little bit more to build around for the Titan’s neutral game. We are going to make our build based around our grenade ability to feed cooldowns to get our grenade back and for our high damage dealing super and melee abilities.

Abilities

Super: Thundercrash – Must use here; Fist of Havoc does not deal enough damage to justify using. Meanwhile Thundercrash is one of the best supers from a DPS perspective.

Class Ability: Rally Barricade – You’ll be spending a lot of time in your barricade, so you can definitely use the weapon buffs rally barricade gives you.

Movement Ability: Strafe Lift – This is the easiest jump to get the “titan skate” with by jumping and then tapping jump as you are about to hit the ground and repeat the cycle. This can be done with catapult too, but is less forgiving.

Melee Ability: Thunderclap – When this melee is fully charged it deals a lot of damage, there is a bit of a learning curve in that it cannot be activated by your alternate melee button

Grenade Ability: Pulse Grenade – This grenade is quite versatile in that it is a good for ad clear, Jolts enemies with Touch of Thunder, and it is a good way to supplement DPS during damage phases.

Aspects

Touch of Thunder: This gives a big buff to any grenade you use. It is recommended you use the Pulse Grenade. This aspect makes your Pulse Grenade create Ionic Traces and increase in damage over time.

Knockout: Breaking a target’s shield or critically wounding them increases melee range and damage. Defeating a target with a melee makes the Titan Amplified and starts health regeneration.

Fragments

Spark of Shock: Your grenades Jolt targets

Spark of Ions: Defeating Jolted targets creates an Ionic Trace

Spark of Amplitude: Rapidly defeating targets while Amplified creates an Orb of Power

Spark of Beacons: While Amplified killing a target with an Arc special weapon creates a Blinding explosion

Stat Prioritization

Resilience: 40% damage resistance, that alone should influence you to run 100 Resilience. Not only this, but it is tied to your class ability as well.

Discipline: Your cooldowns more or less revolve around your grenade, with high discipline you ensure getting your grenade back to kickstart your Ionic Trace creations.

Recommended Exotics

Cuirass of the Falling Star: A must-use as it buffs your Thundercrash damage significantly. If you are able to, using a different exotic and then swapping to this exotic during a damage phase is optimal.

Heart of Inmost Light: This is the most recommended exotic for the neutral game. Using an ability increases the damage and regeneration rate of others. With this exotic, you will have your abilities even faster and they will do more damage.

An Insurmountable Skullfort: If you want to lean into the melee aspect of this build this exotic is for you as it will let you utilize Thunderclap almost indefinitely and heal off of it.

an insurmountable skullfort

Recommended Mods

Elemental Ordnance: Grenade final blows create an elemental well. You’ll be spawning lots of wells with this mod and build.

Elemental Charge: Picking up a well makes you Charged with Light. You will get this very easily from the previous mod, and from here you can use any Charged with Light mod you want.

Ashes to Assets: Grenade kills grant super energy. You’ll be throwing your grenades often and you have one of the best supers in the game. This is a great mod to have to ensure you have your super for every damage phase and circumvent the long cooldown.

Melee Wellmaker: Melee final blows will create an elemental well. This will be easy to get going as you’ll be utilizing Thunderclap often.

General Strategy

arc titan 3.0 pve updated

At the end of the day, Thundercrash paired with Crest of the Fallen Star is a top-tier single target damage super. The super is easy enough to use, so let’s get into the other 99% of the time you won’t have your super up.

If you are able, using one exotic for neutral game and then quickly swapping to Crest of the Fallen Star before you use your super is a very viable option. That way you don’t have an exotic that only works during that 1% of gameplay.

The build we are going for here involves using the super strictly for boss damage, a very strong melee for yellow bar targets that don’t have enough health to justify using a super, and grenades that have aspects and fragments based around them to clear many red bar enemies and create ionic traces for ability cooldowns.

Grenades are the heart of the neutral game in which a grenade Jolts enemies and creates Ionic Traces. With the recommended mods these grenade kills will get you Amplified, give super and melee energy, spawn an elemental well, and spawn an orb of power.

This gives you the flexibility to empower your arc weapons, reduce cooldowns to use abilities on other targets, and utilize an arc special weapon to create a blinding explosion via Spark of Beacons.

PvP Build Recommendations

Titan can play two ways with the new Arc 3.0 system; the more streamlined choice is a close-quarter build and the other is a grenade-based defensive build. The former is what most people will be going for, but the latter can be created with the available tools in this kit if that is the playstyle you prefer.

Abilities

Super: Thundercrash or Fist of Havoc – Both are viable, for Trials it is recommended to use Thundercrash as a shutdown super while you will rarely use Fist of Havoc for the extended cooldown.

Class Ability: Towering Barricade or Thruster – For the up close build Thruster is the way to close distance on enemies, but for a defensive, map control build, Towering Barricade is the play.

Movement Ability: Strafe Lift – This jump is the easiest to get good speed with, and if you are willing to work with catapult the benefit is greater, but more difficult to use.

Melee Ability: Seismic Strike – It is a great blend of mobility and offensive prowess. Using it to get around the map faster does not utilize its charge.

Grenade Ability: Lightning Grenade – Great tool for map control no matter the build you are using. It is recommended to use the Fastball mod with this grenade to ensure it sticks to walls in the right spot.

Aspects

Knockout: Great option for close-quarters combat. It ensures melee attacks land and starts health regeneration for sustainability.

Juggernaut (CQC) or Touch of Thunder (Defensive): If playing close quarters, Juggernaut is the play to sprint at enemies with extra health. If playing an area control build with grenades, the Touch of Thunder is the better option.

Fragments

Spark of Resistance: Increased damage resistance when surrounded by enemies

Spark of Magnitude: Your grenades last longer

Spark of Recharge: When critically wounded, grenade and melee recharge rate is faster

Spark of Ions (4th Fragment if using Touch of Thunder): Defeating a Jolted target creates an Ionic Trace

Stat Prioritization

Resilience: Increased damage resistance as well as faster Thruster or Towering Barricade cooldown. High priority for Titan.

Strength: If running a Juggernaut build then Strength is great to have as you will be using Seismic Strike offensively and putting it on cooldown.

Discipline: If running a grenade based build with Touch of Thunder you have to go for Discipline to have your grenades off cooldown more often.

Recommended Exotics

Dunemarchers: Lets you close the distance faster due to increased sprint speed and if you Seismic Strike into a group of enemies the chain lightning will finish off the target you hit.

Antaeus Wards: Why not have another shield? Pairs very well with a shotgun as you can slide when in shotgun distance for a shield, shoot your shot, and then melee to activate Seismic Strike which will kill your enemy if the shotgun shot did not.

Heart of Inmost Law: Good for a defensive grenade build as it will buff your Touch of Thunder grenades and can lead to some cheeky kills if you Jolt targets with a buffed Lightning Grenade.

Recommended Mods

Utility Kickstart: This gets your class cooldown quicker for more barricades or Thruster

Fastball: Great with Touch of Thunder if building around Lightning Grenades

Grenade Kickstart: An expensive mod, but with buffed grenades it is well worth it

General Strategy

arc titan 3.0 pvp build

If running a close-quarters build there are a lot of ways to close a gap on an enemy. Juggernaut shield, Thruster, and Antaeus Wards are all ways to get closer and tank damage to get into range for a shotgun or glaive.

Do not sleep on glaives, they are very strong. You can get up close using these tools, then fire the ranged attack, if it hits you get a shield that will make you nearly unkillable to shoot another ranged attack or a melee to finish the enemy. This build revolves around these abilities as they will let you get the most out of close-range weapons.

If running Touch of Thunder, playing around with grenades will force enemies into poor positions. Your grenades will Jolt enemies, deal over 100 damage, and you will get 2 of them with a fast cooldown if building into grenades. Utilize both grenades to make it such that the enemy has no place to go other than retreat or push you with limited health.

Towering Barricade is also great for map control as it can block off choke points, secure revives, capture points, and heavy ammo. You are also able to counter enemies who try to play up close by having Towering Barricade which will bring an enemy down to very low health if they pass through it, and Knockout which makes your melee empowered and start health regeneration.

Closing Thoughts

Titan is associated with running it down and punching, which you can definitely do with this class. But you can also play it with some nuance leveraging Touch of Thunder and the versatility of class abilities this class has access to.

If playing PvP try out both methods depending on the map and what your enemies’ loadouts are.

Thanks for reading! Check out our other Destiny 2 class guides here.

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Arc 3.0 Hunter Builds – Destiny 2 https://mobalytics.gg/blog/destiny-2/arc-hunter-builds/ https://mobalytics.gg/blog/destiny-2/arc-hunter-builds/#respond Fri, 14 Oct 2022 16:06:56 +0000 https://mobalytics.gg/?p=52487 Arc 3.0: Hunter Builds for PVP and PVE We are looking at Arc 3.0 builds for the Hunter. These builds are solely based around the class’ melee as that is the focal point of the aspects. Throughout the history of the game, Arc Hunter with Liar’s Handshake had a few moments in which it was […]

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Arc 3.0: Hunter Builds for PVP and PVE

We are looking at Arc 3.0 builds for the Hunter. These builds are solely based around the class’ melee as that is the focal point of the aspects.

Throughout the history of the game, Arc Hunter with Liar’s Handshake had a few moments in which it was the best way to deliver DPS in the game.

Arc 3.0 doesn’t make this class by far the best form of DPS in the game, but it does make melee builds a very strong form of DPS that has defensive aspects to it.

And most importantly there won’t be a patch in 2 weeks that will fix whatever bug caused Liar’s Handshake to deal significantly more damage than anything else in the game akin to the few times Arc Hunter had the best DPS in years past.

Be sure to also check out our Arc Titan 3.0 builds and Arc Warlock 3.0 builds.

Arc 3.0 Hunter 1

Amplified – A buff in which a guardian can run faster, slide further, and have improved weapon handling. This buff is not accessed through any Aspects nor Fragments but is rather intrinsically built into Arc 3.0 and received after defeating multiple targets with Arc damage. A guardian with the Amplified buff will receive more bonuses after sprinting which include even faster sprint speed, a PvE damage resist bonus and a longer slide length.

Blind – This is a debuff the new arc abilities will dish out. PvE enemies who are blinded will not see, be disoriented, and unable to shoot their weapons. PvP enemies who are blinded will have their HUD removed, their screen will be white, and will have a ringing audio until the debuff ends.

Jolt – The other debuff guardians will apply to enemies. Jolted enemies who are damaged will spread electric charges and damage nearby allies similar to the conduction effect of Dunemarchers.

Ionic Traces – This isn’t a new keyword per se, but is a key portion of the new Arc rework. Ionic Traces are currently only available for Stormcaller but will be available for all classes moving forward and give back ability energy once they are picked up similar to stasis shards.

Now that you know the new Arc terms, let’s get into the builds

PvE Recommendations

Arc Hunter is built around stacking damage bonuses for melees. With all potential buffs active, you can deal roughly 30 times damage with a melee. This is a very dangerous playstyle, so there is some protection built in to allow you to punch things to your heart’s content.

Abilities

Super: Gathering Storm – A solid super for both ad clear in a confined area and for boss DPS. The PvE option over Arc Strider which takes too long to dish out damage

Class Ability: Gambler’s Dodge – This build is based around melee, so getting your melee back on dodge is great. This dodge does have a longer cooldown, but many parts of this build lowers class ability cooldown.

Movement Ability: Triple Jump – This is preference, just don’t be a maniac and use blink in PvE.

Melee Ability: Combination Blow – The ability allows your melee to do the following on a kill: deal more damage, heals you a small amount, and completely recharges dodge. This ability synergizes very well with what this build is accomplishing.

Grenade Ability: Pulse Grenade – This grenade is quite versatile in that it is a good for ad clear and can deal solid damage to a single target as well.

Aspects

Lethal Current: After a dodge, your melee will Jolt a target and create an explosion, and meleeing a Jolted target will blind them. If you melee a Jolted target they will become blinded, preventing them from shooting at you.

Flow State: Defeating a Jolted target makes you Amplified.

Fragments

Spark of Shock: Your grenades Jolt targets

Spark of Ions: Defeating Jolted targets creates an Ionic Trace

Spark of Amplitude: Rapidly defeating targets while Amplified creates an Orb of Power

Spark of Feedback: If an enemy melees you, your melee deals more damage

Stat Prioritization

Resilience: 40% damage resistance; you’ll be in the thick of things with this build, and the extra bulkiness is great for staying alive in more difficult content.

Mobility: Your dodge will get you your melee back, so you should invest in Mobility which will indirectly make your dodge and melee abilities come back sooner.

Recommended Exotics

Liar’s Handshake: This exotic is one of the main buffs to your melee damage. Note that the damage buff is after you are hit by an enemy melee or use your Arc melee ability, so be sure to melee twice in a row before dodging again.

Arc 3.0 Hunter 2

Assassin’s Cowl: Most associate Liar’s Handshake with Arc Hunter, but Assassin’s Cowl is a top-tier exotic and works with this class too. It allows you to gain back a little extra health and go invisible on a kill to completely disengage from a fight if things go south.

Recommended Mods

Melee Wellmaker: Melee’s final blows will create an elemental well. You will be spawning Arc elemental wells with this build and mod.

Well of Ions: When picking up an Arc elemental well your next melee will deal more damage. Getting a melee kill spawns an Arc elemental well, and then this mod will allow you to deal even more damage with your next melee.

Elemental Charge: Picking up a well makes you Charged with Light. You will then easily get Charged with Light via the Melee Wellmaker mod.

Hands-On: Makes Melee Wellmaker spawn additional wells.

General Strategy

arc hunter 3.0 pve updated

The main flow of this class is cycling dodges and melees while building up and activating the buffs that increase your melee damage. Knowing what your buffs do and how to activate them is key.

Combination blow can be built up to 3 stacks, and a stack is gained on a melee kill. Lethal Current will add an explosion to your melee if you dodge before it. Well of Ions will buff melee damage when picking up an Arc elemental well which will be created on every melee kill from Melee Wellmaker.

Spark of feedback is the last built-in way to improve melee damage in which an enemy melees you, you receive a melee damage buff. You can further supplement melee damage with weapons and exotics, running a shotgun with a one-two punch and Tractor Cannon are great options for weapons.

Liar’s Handshake is an exotic armor for melee damage and your major damage bonus is either after being hit by a melee or on your second melee.

Your main combo will be dodge, shoot with Tractor Cannon and/or One-Two Punch Shotgun, melee, melee, repeat. The second melee will do the most damage because you will have bonus damage from Liar’s Handshake.

It’s just as easy as that. If you are in more difficult content and have difficulty staying alive, make sure you are expending your melee ability on a target that will be killed by it for a health boost or try Assassin’s Cowl as your melees will heal you and make you invisible.

PvP Recommendations

Arc Hunter will play quite similarly in PvP as it does in PvE except for use of Blink, which is now on Hunter and received a buff. Blink helps close the distance on enemies so you can get in melee kills to get rolling.

Abilities

Super: Arcstrider – This super is great for roaming and actually fights very well against other supers. Gathering Storm doesn’t quite deal enough damage to justify it over Arcstrider as a shut-down super.

Class Ability: Marksman’s Dodge – This cooldown is a little quicker and is great to quickly reload a shotgun if you pick up ammo in the middle of a fight.

Movement Ability: Blink – This jump feels great now. It is a lot less clunky and allows you to get your weapon out as you are closing the distance on an enemy and it can disorient them by blinking above them.

Melee Ability: Combination Blow – This pick is more so for the benefits this melee gets outside of the damage in that you get health back and recharge your class ability on a kill.

Grenade Ability: Skip Grenade or Arc Bolt – You’ll be up close with this build and these grenades deal their damage quickly to allow a melee finish or to zone an area.

Aspects

Lethal Current: After a dodge, your melee will Jolt a target and create an explosion which allows you to damage an enemy only a little bit before a melee results in a kill.

Flow State: Defeating a Jolted target makes you Amplified. Defeating an enemy you hit with a melee will make you amplified and with the speed boost, one Blink will get you halfway across the map.

Fragments

Spark of Focus: Sprint increases your dodge recharge rate

Spark of Shock: Grenades Jolt targets

Spark of Recharge: When critically wounded, grenade and melee recharge rate is faster

Spark of Ions: Defeating a Jolted target creates an Ionic Trace

Stat Prioritization

Mobility: Lets you jump higher with Blink and to get your dodge as fast as possible.
Strength: To get your melee back more quickly if you opt to run Marksman’s Dodge.

Recommended Exotics

Wormhusk Crown: After killing one enemy and refreshing your melee bonuses with a dodge, use this exotic to get an extra bump of health to stay in the fight for sustainability.

St0mp-EE5: Increase your sprint speed and jump height to close the gap on enemies and to get above them so you are harder to hit.

Shinobu’s Vow: Gives you two skip grenades that will easily tag targets to Jolt them. A combo to do is throw a Skip Grenade and Blink at an enemy to melee them to finish them or shotgun them.

Recommended Mods

Utility Kickstart: This will give you half your dodge cooldown back after dodging.

Impact Induction: Dealing melee damage reduces grenade cooldown.

General Strategy

arc hunter 3.0 pvp build

What this class is trying to accomplish is quite simple, and consists of throwing a grenade at an enemy, Blinking at them, hitting them with a shotgun+melee, and then dodging away if needed.

Executing that properly is much more difficult than the description. Blinking into a group of 4 enemies will result in a death. Be cognizant of Blinking into areas which have cover to prevent being shot from far away teammates and to use while your health comes back, has no more than 2 enemies max, and has an escape route if needed.

When blinking try to make it such that you will go over or land on top of an enemy. Even when using a mouse and keyboard, tracking someone in Blink going over your head is very hard to track which will allow you to get in a shotgun+melee and doge away. The other thing to be aware of is not overextending.

Sometimes getting one kill and leaving the fight is the best play even if there are more enemies in the area. Shotguns are typically the tool of choice with the class, but Glaives are definitely worth a try for a quick 2 melee attacks.

Closing Thoughts

Now with some extra tools, this class has a lot more to it than stacking melee damage. The rework brought along a lot of tools to stay alive and now with more exotics in the game, there are more synergies with this class.

This class is now usable in the most difficult of content and is no longer a means to cheese certain bosses.

Thanks for reading! Check out our other Destiny 2 class guides here.

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The Best Cyberpunk 2077 Weapons (Edgerunners Patch 1.6) https://mobalytics.gg/blog/tier-lists/best-cyberpunk-2077-weapons/ https://mobalytics.gg/blog/tier-lists/best-cyberpunk-2077-weapons/#respond Fri, 14 Oct 2022 07:23:55 +0000 https://mobalytics.gg/?p=53458 Best Weapons in Cyberpunk 2077 – Patch 1.6 Edgerunners Update If you’re looking for the best Cyberpunk 2077 weapons, you’ve come to the right place! We’ve got you covered with our recommendations for handguns, melee, rifles, shotguns, SMGs, and snipers to give you a ton of options for your playstyle preference. Make sure to come […]

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Best Weapons in Cyberpunk 2077 – Patch 1.6 Edgerunners Update

If you’re looking for the best Cyberpunk 2077 weapons, you’ve come to the right place!

We’ve got you covered with our recommendations for handguns, melee, rifles, shotguns, SMGs, and snipers to give you a ton of options for your playstyle preference.

Make sure to come back in future patches for our latest updates.

Here are our rankings for the best weapons in Cyberpunk 2077:

Weapons The Best Cyberpunk Weapons (Patch 1.6)
Handguns Comrade’s Hammer, Death and Taxes, Dying Night, Lizzie, Skippy
Melee Jinchi-Maru, Mantis Blades, Monowire, Satori, Scalpel
Rifles Divided We Stand, Kyubi, M25S1S Ajax, Moron Labe, Psalm 11:6
Shotguns Ba Xing Chong, Carnage, Guts, Sovereign, VST-37 Pozhar
SMGs Buzzsaw, Fenrir, Problem Solver, Shingen Mark V, Yinglong
Snipers Ashura, Breakthrough, O’Five, Overwatch, Widow Maker

Where to Find the Best Handguns in Cyberpunk

Comrade’s Hammer

comrade's hammer

Comrade’s Hammer, an Iconic Tech Weapon, can be obtained through crafting.

If you have the Grease Monkey Perk, loot the Crafting Spec from the leader in Suspected Organized Crime Activity in Arroyo.

Then, craft with the following components:

  • 20 Uncommon components
  • 35 Rare components
  • 45 Epic components
  • 1 Legendary component

Death and Taxes

death and taxes

Death and Taxes is an Iconic Variant of the Tsunami Nue Pistol and the weapon of Maiko Maeda.

There are two ways to obtain Death and Taxes:

  1. Get it from Maiko Maeda’s office in Clouds (during Ex-Factor side job)
  2. If you missed method 1, you have another chance to get it from Judy’s Apartment after Maiko messages her computer

Dying Night

dying night

Dying Night is a variant of the Militech M-10AF Lexington, the signature weapon of V, and the first Iconic weapon that is available.

Getting it is pretty easy, all you have to do is visit Robert Wilson’s shop and then purchase Dying Night for free, completing The Gun side job.

Lizzie

lizzie

Lizzie is an Iconic variant of the Militech M-76e Omaha. The pistol was formely owned by Susie “Q”.

Before Patch 1.5, you could find Lizzie on a table outside the server room but now, you’ll find it in a private room near Judy Alvarez’s den within Lizzie’s Bar during the Automatic Love main job.

Skippy

skippy

Skippy is an Iconic variant of the Arasuka HJKE-11 Yukimura and one of the most unique guns in the game. We don’t want to spoil this for you if you don’t already know why, so we’ll leave it at that for now.

To get the Skippy pistol, you’ll need to head to Vista del Rey in Heywood and find it next to a body in an alley.

Where to Find the Best Melee Weapons in Cyberpunk

Jinchi-Maru

jinchi-maru

Jinchi-Maru is an Iconic Katana that is the signature weapon of Sandayu Oda, the cyberninja, and formerly owned by Goro Takemura (Oda was his apprentice).

You can get Jinchi-Maru during the Play it Safe main job where you can loot it from Oda.

Mantis Blades

mantis blades

Unlike other weapons in this list, Mantis Blades are not Iconic weapons, but due to having the ability of an unlimited Light Attack combo and just being one of the coolest melee weapons in the game, we couldn’t leave it out.

The Legendary variant can be purchased from the Ripperdoc in either Downtown or Wellsprings at 45 Street Cred for €$35550.

Monowire

monowire

Another non-Iconic weapon, the Monowire provides an interesting charge mechanic powered by a battery so you’ll need to keep that in mind.

Its Legendary variant can be purchased from the Ripperdoc in either Downtown or Wellsprings at 45 Street Cred for €$35650.

Satori

satori

The Satori is an Iconic katana and Saburo Arasaka’s weapon. You may know it from crit builds due to its 500% crit damage increase (at the cost of 20% base damage).

You can find it during The Heist main job inside Saburo Arasaka’s AV parked on the roof’s landing pad.

Scalpel

scalpel

The Scalpel is, you guessed it, another Iconic katana. It’s known for its electrical damage and Crit/Bleed buffs when Sandevistan is active.

You can find it during the Big in Japan side job as your reward from Dennis (leaning against barrels).

Where to Find the Best Best Rifles in Cyberpunk

Divided We Stand

divided we stand

Divided We Stand is an Iconic variant of the Nokota D5 Sidewinder assault rifle. Its unique modifier allows you to target 5 enemy targets at once (while Smart Link is installed).

You received Divided We Stand by beating Walker’s score during the Stadium Love side job. Alternatively, you can get it from fighting 6th Street members.

Kyubi

kyubi

The  Kyubi is a power assault rifle added in Patch 1.6 that works best when paired with a silencer due to its high round damage.

It can be purchased from Weapon Vendors in several locations and from Marty Jenklow in Biotechnica Flats.

M25S1S Ajax

ajax

The M25S1S Ajax is a Power Assault Rifle that has a slower firing rate and high recoil in exchange for accuracy and high damage, specifically longer range combat.

To obtain its Legendary variant, you can buy it from Marty Jenklow within the Biotechnia Flats.

Moron Labe

moron labe

Moron Labe is an Iconic variant of the Militech M251s Ajax (discussed above), that packs an increased rate of fire and chance to dismember targets.

To get Moron Labe, you’ll need to do the Suspected Organized Crime Activity (West Wind Estate) Scanner Hustle. Its Crafting Spec is dropped by Anton Kolev.

Psalm 11:6

psalm

Psalm 11:6 is an Iconic variant of the Nokota D5 Copperhead assault rifle with a unique modifier that provides Thermal damage with increased chance to apply burn to targets.

This is another weapon that is acquired through Suspected Organized Crime Activity, specifically Just Say No where it is dropped by Tom Ayer as a Crafting Spec.

Where to Find the Best Shotguns in Cyberpunk

Ba Xing Chong

ba xing chong

Ba Xing Chong is an Iconic variant of the Kang Tao L-69 Shotgun that was owned by Adam Smasher. It provides a modifier that greatly increases your chance to dismember targets.

To find Ba Xing Chong, there is a locked room on the Ebunike. It is accessible after defeating Adam Smasher and looting the access card.

Carnage

carnage

The Budget Arms Carnage is a Power Shotgun that’s incredibly potent despite being a cheap pump shotgun.

The Legendary Carnage variant can either be purchased from the Weapon Vendor in Japantown or dropped by Cedric Muller during the Cyberpsycho Sighting: On Deaf Ears gig if you want a unique modifier.

Guts

guts

Guts is an Iconic variant of the Budget Arms Carnage we mentioned above that was added in Patch 1.6. This one is special though because its Rebecca’s Shotgun (from Edgerunners) and includes a modifier that deals Chemical damage and Poison chance on-hit.

To obtain Guts, head to the southern section of Memorial Park and look for the bushes near the three praying months.

Sovereign

sovereign

Sovereign is an Iconic variant of the Rostović DB-4 Igla Double-Barrel Shotgun with a unique modifier that allows the two barrels to be aimed down sight with improved load speed and spread to boot.

To obtain Sovereign, you can get it from the Suspected Organized Crime Activity: Modern Labor Market as a drop from Shinobu Amai.

VST-37 Pozhar

pozhar

The VST-37 Pozhar is a Power Shotgun that was also added during Patch 1.6 that really packed a punch due to its 5x damage, especially when headshotted.

You can find the VST-37 Pozhar’s Epic rarity at the Jacked and Coke club in Vista del Rey, various Weapon Vendors, or Marty Jenklow in Biotechnica Flats.

Where to Find the Best SMGs in Cyberpunk

Buzzsaw

buzzsaw

Buzzsaw is an Iconic variant of the Darra Polytechnic DS1 Pulsar SMG with a unique modifier that allows it to penetrate objects while maintaining ricochet (only after first penetration).

To obtain the Buzzsaw, complete the Suspected Organized Crime Activity: Vice Control and use the Crafting Spec dropped by Yelena Sidorova.

Fenrir

fenrir

Fenrir is an Iconic variant of the Militech M221 Saratoga SMG with a unique modifier that changes its damage type to Thermal (with burn chance), increases damage, and high dismemberment chance against targets.

To obtain Fenrir, loot the table next to the captive monk during the Sacrum Profanum/Losing My Religion side job.

Problem Solver

problem solver

Problem Solver is an Iconic variant of the Militech M221 Saratoga SMG with a unique modifier that increases its magazine size and greatly improves its firing rate in exchange for very high recoil and bullet spread.

To obtain the Problem Solver, complete the Riders on the Storm side job and get it as a drop from the Wraith leader near the camp’s main entrance.

Shingen Mark V

shingen

Prototype: Shingen Mark V is an Iconic variant of the Arasaka TKI-20 Shingen SMG with the ability to track 3 enemies and lock onto them. It also deals Thermal damage with burn chance and fires explosive rockets that deal even more Thermal damage on-hit.

To find Shingen Mark V, look for the trailer marked “667” at Arasaka Industrial Park – it will be inside.

Yinglong

yinglong

Yinglong is an Iconic G-58 Dian SMG with a sweet unique modifier that deals Electrical damage with chances to cause EMP explosions on impact.

To obtain Yinglong, complete the Suspected Organized Crime Activity: Living the Big Life, and get it as a drop from Denzel Cryer, the primary target.

Where to Find the Best Snipers in Cyberpunk

Ashura

ashura

Ashura is a Smart Sniper Rifle that can only hold one round in its clip, but it’s an incredibly strong one. This makes it a great pairing with Smart Link cyberware.

You can find Ashura’s legendary version at the Weapon Vendor in The Glen.

Breakthrough

breakthrough

Breakthrough is an Iconic variant of the Tsunami Nekomata Sniper Rifle with the unique ability to ricochet multiple times after penetrating walls.

To obtain Breakthrough, complete Suspected Organized Crime Activity: New Boss, New Rules (scanner Hustle) and get the Crafting Spec dropped by Olga Elizabeth Longmead.

O’Five

o'five

The O’Five is an Iconic variant of the Techtronika SPT32 Grad Power Sniper Rifle but has a unique effect that causes explosions and lights enemies on fire. You also get a bonus to crit and reload speed for each enemy on fire but in exchange, the gun can only hold 3 rounds.

To obtain O’Five, you’ll need Body attribute 5  and then do the Beat on the Brat: Arroyo side job where you can get it from Buck Arnold.

Overwatch

overwatch

The Overwatch isn Iconic variant of the Techtronika SPT32 Grad Power Sniper Rifle with a unique effect of increased reload speeds along with a custom silencer.

You can either obtain Overwatch from the Riders on the Storm side job (gifted to V from Panam) or by finishing the game with the Star ending and getting it as a reward.

Widow Maker

widow maker

The Widow Maker is an iconic variant of the Militech M-179e Achilles Precision Rifle with a unique modifier an extra projectile for each round fired dealing more damage based on charge percentage along with Chemical/Poison damage in exchange for increased charge time and recoil.

You can get the Widow Maker from either the Ghost Town main job or the Queen of the Highway side job where it’s dropped by Nash.

Want to stay on top of the meta for other games? Check out all our other Mobalytics tier lists.

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