Will-o-the-Wisp - Area damage is something Commando lacks, as discussed with Gasoline. It can also help you get to hard to reach Newt Altar locations to get you a trip to the bazaar. Like most other movement, an extra jump helps you with both avoiding damage and traversing stages faster (some stages more than others). Hopoo Feather - Hopoo feather is a mobility item, instead of giving you movement speed like goat Hoove or horizontal movement like wax quail, it gives you more vertical movement. Only downside is that missiles can occasionally miss, usually when they switch targets mid-flight. It also gives commando a somewhat more reliable way to proc bands. Still, a very welcome item.ĪTG Missile Launcher - effectively increases your DPS by 30%, which it turns out is pretty good. Mostly it helps keep movement and attack speed available in a diluted item pool. Mocha - Attack Speed and move speed together in one item, what else could you want? Since it's effectively half a goat Hoove and half a syringe, it isn't really any stronger than either. Moving fast is good, and Energy Drink let's you move even faster than Goat Hoove, at the expense of it only working while you are sprinting. Buffs to fire damage and the introduction of ignition tank make gasoline better than ever before.Įnergy Drink - See Goat Hoove. Swarms of Lesser Wisps in particular become a complete non-threat once you have just one gasoline. Gasoline - Commando has always struggled a bit with swarms of enemies, particularly flying enemies, because he has almost no AOE damage in his kit. As a bonus, 1.0 proc coefficient means you only need 10 daggers for 100% chance to bleed on hit. The bleed debuff deals solid damage and since it lasts longer due to commando's 1.0 proc coefficient, it is quite easy for commando to stack to high numbers. Tri-tip Dagger - Commando's fast attack speed and 1.0 proc coefficient make him possibly the best utilizer of tri-tip dagger. Goat Hoove in particular is good for commando, especially in combat, because you spend a lot of time holding M1 and not as much time sprinting as you would with other characters. Additionally, movement speed helps you get around the stage faster, allow you to clear stages more efficiently which helps to keep the scaling difficulty in check. Which means you'll take less damage overall and as we know taking damage is bad and not taking damage is good. Paul's Goat Hoove - Moving faster has several key advantages in this game. Throw in a bunch of synergies and the ability to double the damage of other items' effects and you've got a top tier item. Basically equates to a 10% increase in overall DPS. Lens-maker's Glasses - A 10% chance to deal double damage is pretty significant. Therefore, chance to not take damage is good. Tougher Times - Another self-explanatory placement. So Soldier's Syringe gives a flat 15% DPS increase, as well as making debuff procs with a chance to occur like bleed/collapse easier to stack without a high chance to afflict. his primary, which scales with attack speed. Soldier's Syringe - Pretty self-explanatory. Also worth mentioning that the order of items in each tier is inconsequential. Keep in mind that these are just my opinions and that I do not claim any of these placements to be the "correct" placement. Monsoon difficulty is the basis for this list. These placements are mostly based on 1 loop Mithrix kills with some consideration for Obliteration and Voidling kills. In this write up I will do my best to explain my placement of each item/equipment one-by-one starting in S tier and going all the way to the bottom. My top played survivor is Engineer, followed by Commando, but I have a fair amount of experience with every survivor except maybe Heretic. I have been playing since Early Access Release. If there is not, try reloading the post.įor reference I have ~100 hours played since SotV launch and ~600 hours total. Note: There should be an attached image displaying the tierlist. Item and Equipment Tierlist for every survivor in RoR2 SotV with accompanying write up.
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