The First Descendant

The First Descendant

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Help me understand how to build in this game
So instead of saying game is p2w, it's to hard or made this way or that way by design to get your money or whatever.

I'm asking for help to basically can somebody break it down and help me understand what how and why I'm doing X Y Z instead of following some guide and throwing the stuff I have available on and then running into battle and dying.

I'm stuck at the desert and die pretty much as soon as I get hit. I have a lot of the mods but what do I stack and what level do you improve the cards too and how many levels is too many since you have limited slots.

Characters - Bunny, Lepic and Freyna

Weapons - thunder cage (SMG), Assassin's Edge (Hand cannon) dont really use my third weapon. Anyway both are lvl 40 and maxed out proficiency as well.

I've tried to build both my weapons and characters and have a good bit of mods for them but still fall flat. All my gear is lvl 40+ I farmed a lot of it with 2 people who were kind enough to help but I'm lost. I do just fine in groups hold my own and do decent dmg but as soon as I sit down and play solo I'm just dying left and right and the dmg I do alone is not enough.
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Showing 16-30 of 33 comments
D.A.R.K. Jul 9, 2024 @ 10:02pm 
Originally posted by The Executioner:
Help me understand how to build in this game
So instead of saying game is p2w, it's to hard or made this way or that way by design to get your money or whatever.

I'm asking for help to basically can somebody break it down and help me understand what how and why I'm doing X Y Z instead of following some guide and throwing the stuff I have available on and then running into battle and dying.

I'm stuck at the desert and die pretty much as soon as I get hit. I have a lot of the mods but what do I stack and what level do you improve the cards too and how many levels is too many since you have limited slots.

Characters - Bunny, Lepic and Freyna

Weapons - thunder cage (SMG), Assassin's Edge (Hand cannon) dont really use my third weapon. Anyway both are lvl 40 and maxed out proficiency as well.

I've tried to build both my weapons and characters and have a good bit of mods for them but still fall flat. All my gear is lvl 40+ I farmed a lot of it with 2 people who were kind enough to help but I'm lost. I do just fine in groups hold my own and do decent dmg but as soon as I sit down and play solo I'm just dying left and right and the dmg I do alone is not enough.

To weapons, you'll just rank max +ATK (blue), +Fire Rate (blue), and +Elements (all of them, blue). You won't try to have a little bit of everything, you'll have only 3 mods installed, ATK, Fire Rate, and the element to fight what you'll fight.

As Descendant build for Bunny 3. To damage you'll use Skill Damage, Skill Range, Skill Cooldown, and Skill Duration. To survivability you'll use +HP, +Shield, +Def, +Res, you need nothing more.

That's it, doing that you'll power through all Collossis so fast that you'll be "underlever" when reaching Hard Mode, this is important because it'll unlock all regions for you, allowing you to farm everything you need.
Zero Jul 9, 2024 @ 10:22pm 
Originally posted by Kuruk:
Originally posted by D. Flame:
I upgraded my melee sword. Each upgrade left the skill as is, but it also increase how much mod space I had for the rest of my descendant. So if at +0 I have 47 mod capacity them at +3, I would have 50 mod capacity. And that was the benefit up upgrading it.
wtf why is that not explained anywhere. ive been skipping them cause most guides i saw that had them upgraded had them costing like 6+ points and i felt it was a waste of space when its not that strong

Its explained in the module card. Read stuff in game instead of always relying on guides.
Kuruk Jul 9, 2024 @ 10:51pm 
Originally posted by Zero:
Originally posted by Kuruk:
wtf why is that not explained anywhere. ive been skipping them cause most guides i saw that had them upgraded had them costing like 6+ points and i felt it was a waste of space when its not that strong

Its explained in the module card. Read stuff in game instead of always relying on guides.
i did read it as well, that was the first thing i did when trying to figure out which melee mod to use. just missed the part where it said it increases the module capacity and since it didnt explain the difference between any of the melees i never looked again
The Executioner Jul 10, 2024 @ 6:29am 
So before I left out yesterday on vacation I stacked my Def, HP, farmed way better armor pieces that have like 700 def instead of the 70 I had lol. maxed out the rifling perk on my guns and now I’m walking through them like it’s nothing. Thank you everyone who helped!
Phy44 Jul 10, 2024 @ 6:37am 
Build every character like your making a tank. Upgrading modules is worthwhile, it's fine to have empty slots
Nimbus Jul 21, 2024 @ 3:39pm 
Im on lvl 17, using lepic, currently on the second map, just asking, do the stuff drop leveled to your level or its capped to mission level? Like if i played on of the field mission, and it says enemies lvl 10, does it mean the stuff that mission drop only capped to lvl 10?
Mistfox Jul 21, 2024 @ 3:49pm 
Originally posted by Nimbus:
Im on lvl 17, using lepic, currently on the second map, just asking, do the stuff drop leveled to your level or its capped to mission level? Like if i played on of the field mission, and it says enemies lvl 10, does it mean the stuff that mission drop only capped to lvl 10?
No, there is some fudge to that ranking. It can go to about +3 above IIRC but don't expect it too often, It's not common. It's perfectly fine to join up with a group to farm the last camp on the map then work backwards with the improved weapons.

And very important hint. Upgraded modules > lots of small un-upgraded ones. Leave slots blank, it is perfectly fine.
JackieTheDemon Jul 21, 2024 @ 4:02pm 
number go up.
Nimbus Jul 23, 2024 @ 10:01pm 
Originally posted by Mistfox:
Originally posted by Nimbus:
Im on lvl 17, using lepic, currently on the second map, just asking, do the stuff drop leveled to your level or its capped to mission level? Like if i played on of the field mission, and it says enemies lvl 10, does it mean the stuff that mission drop only capped to lvl 10?
No, there is some fudge to that ranking. It can go to about +3 above IIRC but don't expect it too often, It's not common. It's perfectly fine to join up with a group to farm the last camp on the map then work backwards with the improved weapons.

And very important hint. Upgraded modules > lots of small un-upgraded ones. Leave slots blank, it is perfectly fine.

alright thx for the explanation
Rooxon Jul 23, 2024 @ 10:17pm 
I'll leave one single tip here. For the entirety of story mode, I needed the HP module, the DEF module and at first, the resistance modules for my descendants. I max ranked them, because I noticed that it's far more important than filling out all your slots - builds like those are bad and do *nothing*. Builds that have 2-3 mods but max ranked? Super strong for Story.

Same goes for the weapon. You want a Rifling Reinforcement max ranked, Weakpoint Damage max ranked and elements for bullet improvement maxed at the end of story, for one gun type is enough. Through the story it's important to learn to go for the weakpoints on bosses, to scan for them all the time after all. Buff that damage you're constantly doing and nothing else.

After reaching Hard Mode, add Energy Activators to your main weapon first. Ignore regular descendants for activators, only use them on Ultimates and just get good and dodging attacks at first. No sense for new players since everyone is gonna get an Ultimate buff eventually, but if you're hardcore with unlimited free time, everything in the game is refarmable infinitely. Go nuts. Here External Components are important, they're all Lv100 with the highest possible number rolls, because they add *to your base numbers* and across the 4 of them you can get resistance rolls high enough to never need to mod for them. So they make your defense explode with the right modules and sub-stat rolls. You crave for resistances and HP and DEF rolls in combo, both gold for god rolls.

Thanks to red orb drops, most descendants right now wanna double-module HP tank. For bossing, add a DEF buff module cuz why not, here especially after Hard Mode Pyro it's important to tank. Kyle for damage scaling and Enzo for survivability however, do the same but with Shields.

TLDR very important rules:
- Max Rank > Slots filled for capacity
- Understand the numbers
Last edited by Rooxon; Jul 23, 2024 @ 10:40pm
Simulacrum111 Jul 23, 2024 @ 10:38pm 
Here is some general advise. This is subject to change as the game evolves and the developers change things to keep things fresh.

You may want to consider trading DEF for HP + SHIELD. You do need some DEF but it does not scale nearly as fast/high as HP. Shield and HP are very similar. When you're out of both you die. Shield is like immediate health so enemies burn through it faster than HP. The tradeoff is that shields will recover much faster than HP. HP > Shield in isolation but together your effective HP, EHP = HP + Shield, will scale higher than dumping all your points into DEF ( Unless you run AJAX ). Short version - prefer HP then Shield then DEF is a good approach to improving your survivability.

As for damage, you really need to be careful because the tooltip on your weapon is not really that good. There are two parts to how much damage your weapon puts out. The rolls on the weapon and the mods you put into it. IMO the CRIT stats are far more important than elemental damage. This is because 1 CRIT can be 3X to 4X a normal hit. No elem mods or rolls comes close to these multipliers. Weak point DMG is the next best multiplier of your damage with the caveat that you must be a good shot. If not, then stack elem damage instead. It will cost more resources and awareness to build up all the elem damage types and pay attention to the correct mods to use. A CRIT build will just be easier to obtain, but using elem damage is okay if hitting weak points is not where you want to focus.

My biggest mistake thus far: Having separate weapons for every occasion. In the beginning it is simply a way better investment to fully level up one weapon. My suggestion would be the Thundercage, especially, if you feel learning into CRIT DMG is something you want to do.

Not original ideas, but if not adhering to at least some of this the game is going to punish you especially in Collossi fights. Either your surviability or DPS will suffer greatly and you need both, big time, in hard mode if/when you get there.
Last edited by Simulacrum111; Jul 24, 2024 @ 12:40am
Rooxon Jul 23, 2024 @ 10:43pm 
At the end of the day, this game has enemy attacks designed to hit you 100% of the time, whether it's aim-bot lasers, corner-following orbs, an unreal amount of explosions aimed at your head. You're *required* to find a way to tank those numbers. Just look at your external components, your reactor, and your available modules and resources. Make the most out of them - by choosing a few good ones and max ranking them.

Like I stated in my advice at the end, DEF isn't nearly as important as HP (or shield for those two descendants right now). Shields scale horribly, waste of a slot in every single case otherwise. HP however, allows you tanking in all mission types thanks to red orb drops. DEF isn't important because it has a horrible falloff - if you can hit 30k, stop. The difference between 30k and 50k is so minimal you barely see it and beyond that? 0.X% increases, not worthwhile at all, falling off exponantially. Right now 50k defense is the softcap for everyone but like I said, 30k is more than enough and you can get that with *one* module. If you really, really need to. But try to get skilled and good without it first, then you'll really enjoy the power.
Last edited by Rooxon; Jul 23, 2024 @ 10:49pm
spyke2009 Jul 23, 2024 @ 10:57pm 
Originally posted by The Executioner:
So instead of saying game is p2w, it's to hard or made this way or that way by design to get your money or whatever.

I'm asking for help to basically can somebody break it down and help me understand what how and why I'm doing X Y Z instead of following some guide and throwing the stuff I have available on and then running into battle and dying.

I'm stuck at the desert and die pretty much as soon as I get hit. I have a lot of the mods but what do I stack and what level do you improve the cards too and how many levels is too many since you have limited slots.

Characters - Bunny, Lepic and Freyna

Weapons - thunder cage (SMG), Assassin's Edge (Hand cannon) dont really use my third weapon. Anyway both are lvl 40 and maxed out proficiency as well.

I've tried to build both my weapons and characters and have a good bit of mods for them but still fall flat. All my gear is lvl 40+ I farmed a lot of it with 2 people who were kind enough to help but I'm lost. I do just fine in groups hold my own and do decent dmg but as soon as I sit down and play solo I'm just dying left and right and the dmg I do alone is not enough.

Here's how a lot of it works. If your GEAR doesn't have a stat and you place a mod that buffs that stat by a percentage. You're wasting your time.

I'm rocking frozen heart set as I'm yujin and he wears it well let's just say cos of his kit and such. Painful to get a few pieces of it with non dogmuck stats, cos frostwalker is a horrific pug death 90% of the time. A close call 5% of the time and... a win often in streaks. The other 5% of the time. Justifiably THE most hated boss in the game and makes molten... look like an easily farmable cakewalk

But I digress... If I placed the "def + 160%" mod on my build while rocking a shield + hp set. I would get... VASTLY less than a hp and shield mod in terms of survival.

It's a "long range sniper, hit and run. stay out of combat and spam something like duty and sacrifice with high mp regen out of combat stat" set... and it's good for that. though you CAN pop in and out of combat to do some burst dmg naturally.

Now, IF I got a ton of frozen hearts with golden DEF rolls... THEN I might consider boosting that with the def + blue mod.

See how it works? You take the base power or stat. Gotten from gear or reactor. Then you use mods to "amplify it" sometimes, sacrifice some of that power or amp for stacking useful stats like range or cooldown reduction, duration etc.

The problem is you'll get some "pollution" in the stat rolls on pieces of gear. Like... ectiv time duration and range. Or "pickup range increase" that doesn't in any way stack to useful values.
Empukris Jul 23, 2024 @ 11:08pm 
There are three mods that you need to farm to get. The rest just use blue mods that people here mentioned.

1. Action and reaction, come for each ammo type so farm until you get the one you need. +att damage and +recoil. It is the highest damage mod boost in the game. It increase recoil but the extra damage you cant ignore. It drop from most elite outpost enemy in sterile land and 1 mission drop it also.

2. Hp collector, heal you when you kill enemy, increase your survavibality by a lot in colossus fight or infiltration. Few mission and outpost drop this as reward

3. Mid air maneuvering, your charge fixed at 1 but you can grapple anywhere, many colossus fight will become easier with this since you can dodge their AoE much easier. Drop in infiltration and 1 mission that i dont remember which one.
spyke2009 Jul 23, 2024 @ 11:30pm 
Originally posted by Empukris:
There are three mods that you need to farm to get. The rest just use blue mods that people here mentioned.

1. Action and reaction, come for each ammo type so farm until you get the one you need. +att damage and +recoil. It is the highest damage mod boost in the game. It increase recoil but the extra damage you cant ignore. It drop from most elite outpost enemy in sterile land and 1 mission drop it also.

2. Hp collector, heal you when you kill enemy, increase your survavibality by a lot in colossus fight or infiltration. Few mission and outpost drop this as reward

3. Mid air maneuvering, your charge fixed at 1 but you can grapple anywhere, many colossus fight will become easier with this since you can dodge their AoE much easier. Drop in infiltration and 1 mission that i dont remember which one.

I'll add to this:

4: put the "immune to x debuff and +7% increase to resistance" mods on that must have list. They are also worth their weight in gold (pardon the pun). And I mean literally UNUPGRADED so their capacity doesn't change. You don't benefit nearly as much from modifiers to resistances as you do from the flat immunity.

SO much of the collosi damage that kills you. Is because their attacks and their puddles etc stack debuffs and dots on you, often in stupid spammy ways. If you can remove the debuffs you can break combat status and get huge mana/shield regen, or if not built to abuse that. Simply not taking the damage over time ticks. You take WAY less damage from the collosi all for just having those corresponding elemental mods on. It's VERY noticeably powerful as an effect and far better than "lol stack resistance stat it uses".

5: The "issue" with mid air grapple. Is that it makes it MUCH harder. To grappled collosi weakpoints when they're yellowed and vulnerable.

6: I'll explain the reason HP collector is the king of the collectors. HP is the most sought after stat to stack by far at the moment. it's ALSO a GUARANTEED proc with a short cooldown. It's not a "chance" to proc like mp collector and it isn't a joke like veterans tactics.

Shield collector IS similarly strong, but it's only obtainable via combining ult tier mods and is essentially a lottery item. Very odd. Would be arguably better on my yujin than hp collector for example, as he heals himself easily. But he also regens his shields... Kyle would love it I guess. Shame it's rare as hens teeth and you have to actively gacha game it. Insanely odd that it's obtained only that way.
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Date Posted: Jul 7, 2024 @ 8:34pm
Posts: 33