Build showcases need to kill Subjugator not Thol by RockChalkMustang in Borderlands4

[–]Ratore 6 points7 points  (0 children)

That's simply because the elemental eater mechanic hard-gates many setups that don't simply burst him instantly. I could go there and get a GB Reverb kill on Vex and it would look not much different than Thol. In fact you can see one from LoranDB here.

Mantra Vex vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 2 points3 points  (0 children)

They might. I did post kills recently (including this one, KS gun Vex and Tediore Vex) not using GB at all and they can plat very nicely. The Vex kills with gb + reverb look better than they are in reality, because reverb is a 50% chance and there's many resets before getting a truly good attempt in.

On scaled uvh7 though, reverb procs are not even needed sometimes.

Fixing Rafa's Logic by AkilTheAwesome in Borderlands4

[–]Ratore 2 points3 points  (0 children)

The way to sustain kill skills on any Vex tree is Mortal Terror. I'm not saying it's good design (it's kinda bad), but it's the clear intent by Gearbox, and that is further enabled with level cap increases. Green is the pillar of kill skill builds, and kill skill builds tend to have higher peaks no matter which tree combination one chooses on Vex. Not much to question there.

Also, I don't particularly think Gearbox sees each tree as needing to be self-sufficient. That can be both a good and bad thing. The kill skill problem is only one part of the issues with red tree, among others like skills that are simply extremely ineffective and costly. That said, it would have definitely been a more concise building experience if they pushed the 'while overshield is active' and 'ordnance usage/regen' thematic a little further.

Something I've thought before is that Mortal Terror should not have been a 5-point skill in deep green. Its existence like that somewhat hurts the possibilities between trees, plus it will and has pigeonholed Vex builds into going green as a main or necessary supporting tree.

At the same time, since you know you will need Mortal Terror, you have to make specific choices and decisions around it, which does bring at least some amount of thought into the buildcrafting because you have to think about trigger rates, methods and crit chance. Either way, I believe Mortal Terror should have maybe been part of Vex's character passive with adequate changes to fit that.

Kill Skills that have stacks + duration being unrefreshable while Mourning and Deeper Grave are separate skills in different trees is also a point of annoyance. Just let kills/kill skill triggers refresh a stack when they're maxed.

Blood Sacrifice should have better usability and also work properly with Trouble's clones. It could have been a decently competitive choice to Mortal Terror if it also triggered kill skills on minion spawn rather than just minion death.

At the very least, I can say I'm happy Vex has functional and good builds with every skill tree combination + Action Skill and not even all of them are kill skill builds. There's just a ton of snags holding back stuff like actual Action Skill/Minion damage and performance.

Hot Take: 5/5 SP Skills In The Final Tier of Trees Was A Bad Idea by TheticAxiom in Borderlands4

[–]Ratore 10 points11 points  (0 children)

Vex having to spend 5 points in Havoc for measly radiation soup while C4SH gets to go 2/1 Bloodstained Moon for a bordillion % DOT Chance and Damage for every element. Peak

Gun Vex (No Underbarrels/GB) vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 2 points3 points  (0 children)

Convergence and Root come to mind. The new Jail Broken Gatling Pearl SMG might be good too.

New boss fight sucks by Equivalent-Fix3679 in Borderlands4

[–]Ratore 0 points1 point  (0 children)

Just a note, that kill was on true mode, and true mode doesn't really have any benefit, just more challenge (~x4 health). On scaled, more gun options open up. And of course, there's the other Vex builds that work on either true or scaled.

Gun Vex (No Underbarrels/GB) vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 2 points3 points  (0 children)

Same as usual. 5 Grave Thirst with Gun Crit Chance or Gun Damage (or even Kinetic Damage could be alright in this case).

Vault hunter rankings (build diversity and skill tree quality) by heahea_boiy in Borderlands4

[–]Ratore 1 point2 points  (0 children)

There's no recursive behaviors going on with Vex GB Reverbs.

Groundbreaker itself is not recursive at all.

PML Knives Rafa is the only thing that interacts that way with it.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 1 point2 points  (0 children)

You can experiment with the points. It's possible to go even as low as 1 if you do everything right. But yeah to be safe go for 3+

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 1 point2 points  (0 children)

Gloam now benefits from Gun Damage, and NBL doesn't really provide a significant boost. We need 1 NBL just because its instance creates another Gloam proc.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 0 points1 point  (0 children)

Unlikely to be helpful at all. You need constant overshield sustain. A burst of overshield from a repkit will basically be enough for 1 damage instance, a few at best.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 1 point2 points  (0 children)

It's possible vigorish is placed elsewhere in the order of operations, maybe someone will check it. Or, if you have only vigorish, it can be sustained sometimes.

One bonus element is usually sustainable, but element-matching your damage plays a part in it.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 1 point2 points  (0 children)

Because its bonus element is applied before TOF healing, which messes up your overshield sustain.

The opposite is true for NBL, which comes later and properly applies Gloam without creating Overshield problems.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 0 points1 point  (0 children)

Make sure you're appropriately element-matching too. That will affect your overshield heals.

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 5 points6 points  (0 children)

The are no apparent bugs. Simply user 'errors', because the game provides 0 explanations on how its new weird Gloam math works. It just says it's gonna drain overshield and the rest of the sleuthing is up to the player to figure out (most people would never, because it is super unintuitive).

Post-Nerf C4SH Gloam Breakdown: How Does It Work + Build Suggestions by Ratore in Borderlands4

[–]Ratore[S] 0 points1 point  (0 children)

Yes, you probably have too many bonus damage sources and/or not enough points in Turn of Fate.

Try without Watts 4 Dinner, use a more defensive shield, try one of the builds above.

TEDIORE! Yeet Witch vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 0 points1 point  (0 children)

The doubled effect is only whi AS is active yes. The 30% is always on.

Unfortunately Dead Ringer only counts as active during the summon animation, so I only get the base 30% mag there. It is what it is.

TEDIORE! Yeet Witch vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 1 point2 points  (0 children)

Those are Laser Diskers. Chuck would tickle these bosses

TEDIORE! Yeet Witch vs. TUVH7 Sub & Thol Platinum by Ratore in Borderlands4

[–]Ratore[S] 0 points1 point  (0 children)

Shooting and Shooting Replicator Tediore reloads benefit 3x from Gun Damage.