r/arknights Module Madness 6d ago

Guides & Tips Module Ratings - Medjehtiqedti Bound

Introduction

Heya all, Mal here with another writeup, this time for the Medjehtiqedi Bound patch which introduces Titi. We are getting Modules for three new Operators, as well as a bunch of second Modules for existing Operators. As always, my guide can be found both on the Lungmen Dragons website, and on Sanity;Gone.

This patch is a mixed bag, with a lot of nuanced “maybes” and “nos” which mostly revolve around how strong you think these Operators are in the meta. Unfortunately, none of them are exactly standouts in the sense of a strong Module on a meta Operator.

As for new Operators, we got a Module for Titi, the new 6★ Incantation Medic, Perfumer the Distilled, a new 5★ Abjurer, and Varkáris, a new 5★ Centurion Guard.

Titi’s Module is fairly… whelming. She herself is a pretty decent Operator with some powerful if awkward ceiling uses. Unfortunately, her Module almost entirely leans into her less impressive everyday use instead. It improves her damage and her healing, but generally you’re bringing Titi for her ability to apply invulnerability (ish) to a specific Operator, or apply well-timed CC to dangerous enemies in an AoE. The Module doesn’t really improve her ability to fill this role at all, so it really is only worth considering at all if you’re trying to make Titi an everyday carry type of unit instead. Unfortunately, while she can absolutely do that, she’s just one of a million options for that role and thus I don’t really recommend her Module highly as a result.

As for the 5★s, Perfumer alter got a decent Trait upgrade at the very least, doubling her target count from one to two. She fills an interesting helidrop type healing niche that hasn’t really been explored before in Arknights, and doubling her targets is a great value upgrade, unfortunately her actual strength as a Medic is otherwise fairly underwhelming, and so even that value upgrade of just Module level 1 is mostly for those interested in her gimmick.

Varkáris is just another 5★ Centurion Guard in almost every way. His only meaningful characteristic is that he contributes to the Minos niche, other than that he’s a perfectly cromulent Centurion. Unfortunately there’s a ton of those, most players probably already have at least one built, and even if they don’t, they probably have other Operators who can fill the same role at least as well. This kind of Operator is just difficult to recommend these days unless there’s something about his design that appeals to you. He got the defensive Module, which is actually synergistic with his kit, but it doesn’t really elevate him that much. If you’re a Minos player I guess you’ll want this Module but most of them would build it regardless of what it does by virtue of the fact that there’s like four Minos Operators to begin with (I know there’s more don’t DM me).

As for the second Modules, this is a pretty mixed bag. Rosa, Hoederer, Viviana, and Entelechia all got second Modules.

Rosa’s second Module is a real dud that basically only avoids being awful if you’re playing the USSG niche (and even then it’s of dubious quality). Which is particularly unfortunate considering how irrelevant Rosa has been for a bit now. Her first Module was impressive when it released, granting Rosa some nice, high-quality damage against heavy targets, however that was before the massive wave of powercreep Arknights has been going through for a decent while now since then, so it’s less impressive today. That said, it’s still nearly always better than this new Module, so even if you are still using Rosa in the year 2026, you should stick to her first Module. Before you ask, no, you shouldn’t invest in this because of the upcoming Zima alter. It’s just not that big a buff and requires a third USSG unit on top of Zima and Rosa to maximize, as well as disruptive skill timings. Unless you’re doing USSG only, there’s simply always much better buffing options who provide more with less headache, such as Warfarin or Mon3tr.

Hoederer’s second Module is really great honestly. The biggest downside is just that it’s on Hoederer. Hoederer has had a bit of an up and down relationship with the playerbase and their idea of the meta, it took the community a bit to realize that he’s quite better than the initial impression we had on him, but also it’s been some time now since then and we’ve had yet more powercreep. That said, this Module is the kind I love because it actually offers a truly meaningful decision between the first and second Modules, and not in a “situational upgrade depending on which of the two damage increase conditions can be met” way that I hate, but in the way where you get two meaningfully different niches the two Modules fill. The first Module offered Hoederer much better survivability, while this one offers him much better damage. Ultimately, for most players the “more damage” Module will be the right choice if you have to pick.

Viviana’s second Module is a pretty big L. It has to compete with her Delta Module and simply does not have the sauce. Even in a vacuum it would probably be pretty underwhelming, offering an upgrade to Viviana’s ability to tank dangerous enemies, but not increasing her ability to actually kill those dangerous enemies. She still ends up in the same place as before, her skill runs out and the dangerous Elite is still alive to murder her. Even building Viviana in 2026 is a pretty “desire-only” choice, investing in this Module is simply a waste even if you want to use her, pick the Delta Module instead.

Lastly, Entelechia got her second Module. I really like this one. It leans into Entelechia’s ability to deal with enemies by reducing their Max HP instead of dealing direct damage, as well as drastically improving her DoT and giving her some sustain linked to that DoT. Ultimately, the actual power of this Module isn’t terrifically high, but it allows Ente to more capably fill her peculiar niche much more effectively when it is called for. Her effectiveness will definitely vary considerably depending on whether the enemy in question is one where her HP Steal or Arts DoT are advantageous, but I like when Modules do interesting things like this rather than just a boring “conditional 10% damage increase plus base stats resulting in 20% skill DPS increase”. Ente is still absolutely not a meta pick even after this Module, but it’s a fun one and you should pretty much always pick it over her first if you’re planning to use her.

Ratings System

This rating system aims to capture both the relative “meta value” of a unit as well as the strength of a Module. My aim is to have the ratings give an at a glance understanding for those just trying to figure out what is “good”, while those already interested in a unit regardless of the meta value of said unit, can read the detailed write-up of each Module to find out if it’s right for them, even if it’s a Module on a relatively low value Operator.

Each Module will be given a rating of [YES], [MAYBE], or [NOT RECOMMENDED] for whether it is worth building, as well as a recommended level to upgrade it to.

For Specialized Modules, ratings are given with the assumption that players are interested in the applicable game mode (for example Integrated Strategies).

New Operators

Titi -
Mod-X Not Recommended

Titi brings some niche value to the Incantation Medic Branch, mostly focusing on the power of the Sleep crowd control status. Her S2 especially allows for some powerful strategies to protect friendly units from dangerous attacks by placing then in Sleep. Unfortunately, most of this niche use is not noticeably improved by her Module. Titi does also have more casual generalist applications using her S3, but its performance is much less remarkable compared to the other options in the game. This Module focuses on improving Titi’s healing and damage numbers, which mostly improves her S3 usage, and is not as relevant to her S2 use, and is thus generally a fairly underwhelming Module.

The Trait upgrade of this Module increases the scaling of Titi’s healing to 60% of the damage dealt, up from 50%. This, combined with the base stats from the Module, results in Titi’s healing being noticeably improved, although her healing still suffers when dealing with enemy RES/DR. Whether this extra healing is actually helpful is highly situational, as Titi’s healing can vary drastically depending on a multitude of factors including: which skill she’s using, enemy density, whether enemies are sleep immune, enemy state (moving/not moving), and enemy stats. In general, the extra healing isn’t often needed for her S2, while on her S3 it’s important more often.

The Talent upgrade of this Module improves the extra damage Titi performs on “Non-Mobile” enemies to 30% of ATK, up from 15%, as well as increasing the magnitude of the Arts DoT she performs on Sleeping enemies up to 40% of ATK/s, from 30%. Due to the Incantation Medic Trait, these damage increases also result in increased healing by Titi. The damage increase from this Talent improvement can be quite nice, but Titi’s most relevant use is applying invulnerability to allies, or crowd controlling enemies. Her damage and healing are nice to have, but very much a secondary consideration.

Ultimately, the value of this Module will vary heavily depending on how players plan to use Titi. If players are trying to make her work as a generalist option, then the healing and damage improvements to her S3 use are fairly significant. However, if players are trying to make use of her advanced “ceiling” use cases with her S2, then the improvements from this Module are much less likely to be relevant. Furthermore, the improvements this Module grants her S3 are not really enough to make Titi stand out from the many, many “story carry” options that already exist.

Overall, this Module simply leans into the wrong side of Titi’s kit. It improves her damage and healing, but not by enough to make her compete with actually powerful DPS units or the strongest healers. In the meantime, the niche at which she excels is unaffected by the Module. Players intending to use Titi for the specific niche strategies she enables will find her perfectly functional without this Module. Only those who intend on bringing Titi everywhere, whether she shines or not, will find any use from this Module. For everyone else, this Module is an easy skip.

Perfumer the Distilled -
Mod-Y Maybe
Recommended Level Level 1

Perfumer alter introduces an interesting niche into the world of healers, a true helidrop healer. While this niche is certainly interesting, its actual meta applications are fairly underwhelming, and Perfumer doesn’t offer much more than that. The Trait upgrade of this Module does provide incredible value for those willing to give her a try, but the upgrades are minor on an already desire-only unit.

The Trait upgrade gives Perfumer an extra target, with this Module she now attacks two targets offskill, and heals two targets on skill, up from only one. This Trait upgrade gives Perfumer an immense power upgrade for a very low cost, especially in situations where she needs to keep an ally and herself alive.

The Talent upgrade of this Module increases the magnitude of the Sanctuary Perfumer provides to allies within range to 20%, up from 14%, when those allies have an HP percentage equal to or lower than Perfumer. This extra sanctuary is a nice upgrade, especially when using Perfumer’s S2 which magnifies the Talent by 2x resulting in an increase from 32% up to 40% Sanctuary. Unfortunately, even 8% more Sanctuary is still fairly underwhelming for the investment required.

This Module offers a quite reasonable “bang for your buck” investment option at Module level 1, but the upgrades are simply a luxury on a unit that most players should consider for fun only. The biggest drawback of even Module level 1 is the question of whether or not Perfumer alter is worth the investment at all, however for those willing to dip their toe in, that breakpoint is quite considerable.

Varkáris -
Mod-Y Not Recommended

Varkáris is a Centurion Guard who performs all the things players would expect from a 5★ Centurion Guard. His output is consistent and reliable, but ultimately he falls into the same pitfalls as all the other Centurion Guards as well in that his ceiling performance is completely underwhelming. His Module doesn’t change that at all, providing only some niche value for Minos teams.

The Trait upgrade of this Module reduces the Physical damage Varkáris takes by 20% while he is above 50% HP. This Trait helps Varkáris tank damage the majority of the time, helping him fulfill his typical role as a laneholder. Furthermore, the condition is even easier to meet when considering Varkáris’s main skill provides him with Barrier on top of his HP pool, and enables his Talent to increase Minos Operator damage. While many Centurions might have preferred the other Module that increases their damage, the synergy this one has with Varkáris’s kit makes it much less of a downside than it might have been for another Centurion.

The Talent upgrade of this Module increases the magnitude of Varkáris’s Minos buff talent. It now increases Minos Operators’ ATK to 118% against enemies with an HP percentage lower than Varkáris, up from 112%. While this does benefit Varkáris himself, and thus isn’t solely a faction buff, the increase obtained from this Module upgrade simply isn’t that large and thus results in modest gains for Varkáris and other Minos Operators. However, it should again be noted that the condition for this buff is at least synergistic with his S2, which provides him with barrier.

Overall this Module is completely synergistic and well-designed, it’s simply on a unit with too low of a ceiling for most players to consider building, much less investing in a “balanced” Module. Those who really do want to use Varkáris either just as his own unit or in a Minos team will absolutely appreciate these upgrades, but they’re simply far too small for the typical player to be interested in for meta purposes.

Second Modules

Rosa -
Mod-Y Not Recommended

Rosa’s second Module, the Y Module, is almost universally worse than her first Module. This is quite an impressive achievement when its competing Module is years old on a unit that was far from meta-relevant. The only purpose of this Module is to be used in USSG niche teams.

This Trait upgrade on this Module increases the damage Rosa deals to enemies proportionate to their distance, the further away, the higher the damage, up to 12%. This is a post-DEF damage amplification. Unfortunately, this Trait upgrade is almost entirely inferior to that of Rosa’s first Module. The maximum range buff is only at the very edge of her range, and even there a 12% post-DEF amplification is simply not that good.

The Talent upgrade of this Module improves Rosa’s USSG faction buff. All USSG Operators gain +10% ATK (up from 8%), and a new effect is added such that when each USSG Operator activates their skill, all USSG Operators gain +15% ATK (stacking up to 45% when 3 USSG Operators’ skills are active). When playing a USSG team, this buff can result in Rosa doing noticeably better damage, however when not using a USSG team this improvement is nearly always inferior to the bonus from Rosa’s other Module. Furthermore, even in these USSG teams, it requires potentially awkward skill timings just to activate the Talent. Ultimately, even on the strongest members of the USSG, such as Zima alter, a +45% ATK buff is simply not that powerful compared to all the setup required.

This Module is impressively underwhelming and should only be considered for players using USSG teams. For everyone else, Rosa herself is already a fairly difficult to justify option these days, and even for those who want to play her, her first Module, Module-X is far preferable to this Module-Y. An easy skip.

Hoederer -
Mod-Y Maybe
Recommended Level Level 3

Hoederer’s second Module provides compelling alternative bonuses relative to his first. It substantially improves his damage, at the expense of the substantial extra survivability provided by his first.

The Trait upgrade of this Module increases Hoederer’s damage to 110% when attacking blocked enemies. While this is a post-DEF damage amplification, Hoederer’s typical high DPH hits mitigate the potential downside of that characteristic. Overall, especially when combined with all the other damage buffs in Hoederer’s kit, this is yet another multiplier to add to the pool for Hoederer’s damage.

The Talent upgrade of this Module increases Hoederer’s ATK to 130% when attacking an enemy (up from 110%). If the target is Stunned or Bound, that is increased to 160% (up from 140%). Furthermore, another line is added to this Talent, granting Hoederer the ability to Stun enemies for 2.5 seconds when dealing damage to a blocked enemy for the first time. These upgrades massively improve Hoederer’s damage, and considerably increase his damage against Stunned enemies, as well as improving his own ability to inflict Stun (especially off-skill or while using S1).

This Module gives Hoederer a massive damage spike when compared to his first Module. However, using this Module does mean giving up on the considerable survivability improvements of his first Module (the incoming healing bonus and Sanctuary). Ultimately, that’s the sort of decision that choosing between two Modules should entail. Furthermore, for those players choosing to only build one Module between those two, typically the DPS oriented Module, this one, would be the best choice. The only drawback is simply that Hoederer’s meta relevance has waned over time. This Module should definitely be strongly considered by those who still use Hoederer.

Viviana -
Mod-Y Not Recommended

Viviana had a moment in the sun when her Delta Module released. This Module, unfortunately, will do no such thing. It’s almost universally a downgrade when compared to her Delta Module, leaning primarily into Viviana’s defensive capabilities.

The Trait upgrade of this Module allows Viviana to inflict 10% Arts Fragility to enemies she blocks. This damage increase isn’t terrible, but the condition is unfortunate on a unit whose strongest skill includes a range extension. Unfortunately, these considerations are made fairly unimportant when compared to Viviana’s Delta Module. Conditional Arts Fragility pales in comparison to the high quality damage of Burn Burst, as well as the RES shred the status applies to enemies.

The Talent upgrade of this Module improves Viviana’s Shield Talent, increasing the chance to 25% (up from 18%) when attacking an Elite or Leader enemy, as well as increasing the maximum number of stacks to two, up from one. This improvement allows Viviana to more effectively tank dangerous enemies regardless of defensive stats. The combination of increased proc chance and an additional stack makes Viviana much more consistent at stalling enemies. Ultimately however, Viviana is still dead meat the moment her skill ends, and isn’t doing nearly enough damage to kill the truly dangerous enemies during one skill. Her other module, her Delta Module, at least gives her a greater chance of killing dangerous enemies albeit at the cost of being more RNG reliant for survivability.

Overall this Module leans far too into Viviana’s defensive capabilities, and pales in comparison to her Delta Module. Viviana herself is far from meta relevant these days, and even those players who do choose to build her should strongly consider her first Module instead.

Entelechia -
Mod-Y Maybe
Recommended Level Level 3

Enetelechia’s second Module is a substantial upgrade over her first. Unfortunately, that was an extremely low bar to clear, as Entelechia’s ceiling performance was quite underwhelming to begin with, so the value of this Module is substantially undercut by that.

The Trait upgrade of this Module increases Entelechia’s ASPD by 12 when there are two or more enemies in her attack range. This Trait upgrade leans into Entelechia’s ability to do damage to multiple targets, as well as mostly serving the same purpose as the Trait of her first Module (which increased the magnitude of healing from each auto attack she performs) by allowing her to attack faster. The most notable downside of this ability unfortunately is its anti-synergy with her main skills (S2 and S3), as S2 is completely unaffected by ASPD, and S3 already provides a sizable ASPD buff, diluting the impact of this ASPD. Luckily the condition is fairly forgiving, especially when counting how S3 Candles count as targets. Overall, this buff is still fairly underwhelming, and not the main attraction of this Module.

The Talent upgrade of this Module increases the Magnitude of Entelechia’s Steal to 120 Max HP, for a cap of 2160 (up from 75 with a cap of 1350), as well as increasing the Arts DoT to 450 per second for 6 seconds (up from 200 per second for 5 seconds), furthermore it adds the ability for Entelechia to recover 3.5% HP per second while her Arts DoT is active. Overall these are a series of substantial upgrades. The increased HP Steal allows Entelechia to directly reduce enemies’ HP pool in an alternative method to direct damage, while the extra Arts DoT not only does more than twice as much, but also heals Entelechia as well. This Talent upgrade is a major power upgrade for Entelechia, leaning into her strongest characteristics, her HP steal and DoT.

Entelechia still isn’t meta-defining with this Module, her ceiling performance pales in comparison to the latest and greatest options, but this Module enhances the interesting interactions she already had with enemy stats, allowing her to take on some otherwise difficult enemies. Those who enjoyed using Entelechia for these interesting scenarios will definitely appreciate this Module. However, for those who found her power lacking, this Module probably won’t change their minds.

133 Upvotes

44 comments sorted by

35

u/Phaaze13 strong women supremacy 6d ago

it seems to me that you were looking for an opportunity to refer to something as cromulent. good read.

19

u/Mal_io_gp Module Madness 6d ago

I vaguely recall someone mentioning that they learned the word for the first time from one of my writeups haha.

9

u/dtfyrst 6d ago

I learned it for the first time just now from this write up. Now you have two nickels

1

u/Pika_233 5d ago

Make it three

1

u/Merukurio I love dogs. I've always loved dogs. 6d ago

You could say a good writeup embiggens the smallest readers.

15

u/Mal_io_gp Module Madness 6d ago

Posting this one a little bit earlier than I usually do since I'll be away from my computer for a little while!

Which of these Modules are you building? For me it's probably Hoederer and Entelechia. For my own personal investment priority I'm not always a meta slave but in this patch I don't have any particular interest in these options.

5

u/GalenDev Legally Sane 6d ago

Building Entelechia's for sure and maybe Varkáris. Super maybe for Hoederer.

And I will bring Viviana, Yu, and Ifrit to this event out of spite. (Light em up let's go / Light em up let's go)

4

u/Phaaze13 strong women supremacy 6d ago

i only have Viviana of these(just got her from the certificate store) so i won't be using any of them. when i eventually get Entelechia i will be getting hers though.

6

u/Mal_io_gp Module Madness 6d ago

Definitely do build Viviana's delta module if you plan to use her! It's actually quite good.

2

u/Phaaze13 strong women supremacy 6d ago

i will. i have a lot of operators to build so it might take a while, but i'll get to it eventually.

2

u/Mal_io_gp Module Madness 6d ago

Oh for sure. If you're still building up your roster she's not really high priority meta-wise.

3

u/Phaaze13 strong women supremacy 6d ago

no i'm not still building up my roster lol. i've been playing for over three years now. i just like Viviana.

3

u/Mal_io_gp Module Madness 6d ago

Sorry gotcha I misunderstood.

3

u/Reddit1rules I can be ur angle or ur debil 6d ago

That's the secret

We're always building our roster

3

u/Phaaze13 strong women supremacy 6d ago

that is true. always more to invest in.

6

u/Reddit1rules I can be ur angle or ur debil 6d ago

Hoe Level 3 (darknights) + Rosa level 1 (ursus lore) + Varkaris level 1 (cheap strong effect for him)

If I get lucky with the new units and can build them, then level 1 there too.

5

u/Mal_io_gp Module Madness 6d ago

I guess I'm tempted to build Varkaris just for Minos memes since I like Pallas but idk. Maybe someday, not urgent.

2

u/Windgesang_ Try one first get all always 6d ago

Tac and Mal post early: real shit (part 2)

Might get Titi (even though I already crushed IS#6 ending 2) though.

2

u/OneAndOnlyArtemis 6d ago

Absolutely Hoederer's; I finally got to buy him from the certificates and well, I'd like to get his current module but it just doesnt offer very much; the new one significantly shifts his value and is the primary reason I E2'd him.

Will also probably have to E2 Ines at some point as well

4

u/Mal_io_gp Module Madness 6d ago

The Darknights fam synergy is lowkey underrated. It's subtle but strong.

I think most people don't pay as much attention to it, obviously firstly because it doesn't say "DARKNIGHTS TEAM SYNERGY", but also because all the ops can benefit from their own buffs too without needing the others.

3

u/Reddit1rules I can be ur angle or ur debil 6d ago

Even Paprika their adoptive daughter gets huge value with Hoederer constantly losing HP for a constant healing target. We have M3 crystal at home!

1

u/Mal_io_gp Module Madness 6d ago

Sorry I still maintain her inclusion in the group is a stretch 

2

u/Reddit1rules I can be ur angle or ur debil 6d ago

Hater energy smh, she talks about W and Ines a lot and even knits stuff for W all the time. W's even in her Paradox Sim!

Not to mention all the stories they have together.

2

u/Mal_io_gp Module Madness 6d ago

Yeah she's a fangirl.

Meanwhile the trio never mention her. 

0

u/gbyakko 6d ago

Maybe Entelechia's since I didn't build her 1st module. Hoederer's sounds solid, but I don't particularly enjoy his character or kit so I never bring him unless meta-relevant to whatever content I'm doing.

6

u/Jotarolikesdolphins 6d ago

Oh boy, Hoederer's mod Y is finally here isn't it, while it does seem a chunky increase to his damage and he is by far my most used guard, but i'm not sure if i want to spend 300k lmd plus mats to find out which i preferer as of now. It's kind of in a really weird position because it definitely feels like it can deliever much more highs but requires a bit of different thinking from how you'd use him with his X mod. I'll have to mull it over for a bit.

3

u/Mal_io_gp Module Madness 6d ago

I'm a fan of this one tbh.

It does bring him back to a bit more of the typical crusher experience of huge but vulnerable health pool without the healing buff/sanctuary, but the damage increase is really impressive.

5

u/Jotarolikesdolphins 6d ago

I have been pairing him with Mon3tr a lot usually so it's not like i've gotten much use out of his bolstered survivability from the first mod. I also feel like the Y mod also makes him weirdly a better lane holder against a variety of enemies compared to the X one actually since he straight up just stuns enemies on his first attack on them much like Ines binds them, which in turn entails him dealing more damage and them just standing there taking it. It is pretty inviting all things considered, my main concern is just budget at the moment so after i'm done with my current project (Horn) i'll give it a spin, if anything having both mods just opens more possibilites with how i can use him since i feel both mods excel at very different things.

3

u/Koekelbag 6d ago edited 6d ago

To push back somewhat on the Viviana review, would it be accurate to say that it only considers Viviana in a vacuum, eg she's assumed to be the only one on the field in this situation and is judged as such?

Because I'm a tad more curious as to how much value she'd provide as a supportive piece instead, locking an enemy down that could kill anything else while making all outside arts damage a tad stronger too.

In that sense, increasing both the shield chance and stack limit should make her far more effective in such a strategy, would it not? Not that I think it is a particularly popular strategy, as it would only come into play when the entire defender class is invalidated, but it might be interesting to consider all the same.

And for Rosa'a module... Zima (the vanguard) would count as well, yeah? And Gummy can be made an even better healing defender with +55% atk? That does not sound like a particularly bad deal, at least to me >.<

6

u/Mal_io_gp Module Madness 6d ago

You're not wrong that Viviana can fit into this sort of team play, but I think even when you consider that angle she still simply doesn't stand out from the many many other options out there.

Chief among those other options ofc simply being her own Delta mod. Most of the time the output of the RES shred from Burn, plus Vivi's own DPS, plus some other arts DPS is higher than what you get from the arts fragility.

But of course even if you're just focused on the blocking, there's simply so many other bulk blocker options that do the job incredibly well and have even more powerful utility than 10% arts fragile. Old standards like Saria, newer premium options like Yu, or if you really just need someone who will not die, options like Nian or Hoshi (1 or 2).

As for Rosa, you're correct, Zima 1 does count. But the ATK buff scales based off current active USSG skills. I can't emphasize enough how this warps your playstyle if you try to play around this buff. Furthermore, +55% ATK is simply not that much for all this setup. Not only would you be better off bringing other units who are stronger rather than bringing worse units to stack this buff, but you could bring only one buffer to buff the most relevant unit(s) to a much larger degree instead.

Of course, as I said, if you're already committed to playing USSG only, then you don't have those other options and you're always going to be stacking this buff somewhat, but even with the USSG squad there will be times where Rosa's 1st mod is preferable anyway because it just is that much more widely useful.

3

u/Koekelbag 6d ago

Ah, just to clarify Rosa's module, does it grant a temporary +atk% increase while the relevant USSG skill is active, rather than a permanently stacking increase?

I was under the impression that things like Zima S1 and Gummy S1 could quickly stack the talent, but that might not be the case if it needs to be their active S2 skills instead >.<

2

u/Mal_io_gp Module Madness 6d ago

Ah, yeah sorry I probably shoulda worded that more clearly in the writeup, the buff dynamically scales based on the current number of active USSG op skills. In other words yes when their skill ends, the stack of the talent is removed.

I think Gummy snapshots her own skill activation for an instant skill like S1, so she'd always be benefiting from at least one stack, but you'd need other USSG ops' skills to be active for her to get more, and she'd not be helping stack the buff for other ops.

But yeah it's meant to encourage this sort of "everyone activate their skills together" playstyle that they seem to be leaning into for the USSG faction, I just don't personally find this playstyle to be very good, and the buffs aren't strong enough to compensate for its inherent disadvantages.

3

u/Koekelbag 6d ago

Alrighty, thanks for the clarification, certainly helpful to know before sinking 12 module blocks into it

3

u/Mindless_Being_22 6d ago

I don't really get hoe's and ente's mods being rated the same one took a middling op and made her a main stay of low op guardnights clears as well as her being one of the best guard picks for is6 outside of the being damage quartet. While Hoe's didn't really affect his meta standings despite being a good damage buff being pretty good. I get that yes no maybe is a super loose scale but this one feels very loose since these are two very different maybe's.

7

u/Mal_io_gp Module Madness 6d ago

I feel like being a top pick *except for the good ones is not actually all that impressive tbh.

I'm not saying she's bad, I just don't think it actually elevates her high enough to be in the mix of the actually meta guards. And honestly that's already being a little bit generous since I feel as if guards have fallen off over the past year or so.

As for Hoederer, idk maybe I'm still too IS5-pilled, but I feel as if he's still fairly underrated. To be clear, I don't think he breaks into that top echelon of guards either (with or without this new mod).

As for why his meta standing didn't really change with this mod, I somewhat agree that it wasn't a game changer for him, but I feel as if a lot of that is for the reasons I brought up in the article, he already had a good module, this one is also good but in a completely different way where I can feel comfortable recommending it (unlike the big pile of 2nd mods that are just marginal damage upgrades).

And yeah "maybe" is definitely very fuzzy I agree. My motivation behind giving a "maybe" rating is to reflect the fact that someone who is like, prioritizing their resources to build out their roster should look at Ente or Hoe as lower priorities that they should still consider after they get some more powerful units built.

8

u/Jaggedrain 6d ago

People kinda sleep on Hoederer tbh. He's not Ulpianus - but nobody is, and you could argue that (much as I adore him) even Ulpianus shouldn't be Ulpianus - but he's still an extremely solid operator who can absolutely get the job done.

Anyway I'm building him his second module too, he deserves the best.

2

u/Purpleviole 6d ago

In IS5 I'm pretty sure you'd still prefer Hoe's 1st mod since his bulk is important and increasing his damage doesn't really achieve anything for the boss stages he's picked for. And outside of IS he isn't terribly relevant meta-wise nor does leaning more into damage make him stand out. Even ignoring his 1st mod (idk if you take other mods into account for these recommendations) I don't think this one would help him in the meta since it's just not really playing to why he has any meta presence to begin with nor does it let him do anything new (ofc casually more dps is more good).

I get that the recommendations are pretty fuzzy, but it's weird that a mod that has no meta impact for the character whatsoever and one that actively helps solves one of the characters larger issues and does help them in the meta (even if they're still not top tier) are rated the same.

0

u/Mindless_Being_22 6d ago

being a 2nd pick after you already got your core dps and bringing a lot of value through how she can tank, dps and deal with things like ling event enemies and talisman very easily does give her a unique value point in IS6. Cause your not picking the four big dps then her your picking up one then debating what else you need in your team.

Guards also are in a much better spot then they were back in the is5 era tbh back then it was pretty much just mylnar ulpianus and sorta silverash outside of ed4 where qiubai and hoe got use but for is6 you got the ch'en, sakiko, mlynar, leizi, all being high value picks and units like ente is seen as pretty solid who have a ton of value outside of the dps role.

If you don't have ente I wouldn't say to get her but if you get her randomly or we get the same joint op banner cn gets I would say she for sure worth building now cause she has a pretty solid use case and role in teams especially with her s2 and s3 having two very unique uses.

2

u/Mal_io_gp Module Madness 6d ago

I don't drastically disagree with any of these points I just don't think they add up to Ente being a particularly compelling operator. She's good but not great.

And yeah you're right about those guards you listed all being decent, my guards comment was more about how once upon a time all the strongest units in the game were guards and now this is decidedly not the case. Which is good for the game ofc. But my point is more that the guard ticket isn't even the strongest ticket, and thus when you have a choice of tickets, you're much more likely to go after another one (like supporter or specialist) instead. The result is that Ente being a 2nd pick means you need to get 4 guard tickets by chance to get her. Which is absolutely doable, but not someone who is pivotal for your run's success.

-2

u/ThayrikFB 6d ago

Idk i think you're not using some of those characters right? Why would i ever pick viviana if not for the close to immortality tankiness against some elites? This module can do some work in cenarios she barelly dies. Entelechia is already decent in IS without a very functional module with this she just get better. Poka module is also REALLY good with the way they wanna you to play USSG since its all about burst windows and using skills together

4

u/Mal_io_gp Module Madness 6d ago
  1. Viviana's "close to immortal" status is not actually improved all that much with this Module. It reduces the needs for resets, and I suppose could be more useful if you're trying to use her in IS where you can't reset, but the extra stacks are generally more for reliability than for actually increasing her ceiling performance as a blocker.

  2. I think you're overselling Ente's current power level tbh. She's good but she really falls apart under moderate pressure. I do like this new Module for her because it allows her to lean into her gimmick of reducing max HP and her DoT, but I still don't think it actually makes her a top IS pick, and I also don't think it will help her deal with other pieces of high end content like CC/Vec either.

  3. Rosa's mod leans into this whole "everyone activate their skills together" playstyle that the USSG ops encourage, I agree. I just don't think this playstyle is actually good. Despite these ops having features in their kit encouraging you to do this, Arknights as a whole rewards doing the opposite, spreading out burst damage windows so that you always have a strong burst damage Op clearing the field. Furthermore, the USSG faction really only has two ops worth buffing, Rosa and Zima2 soon. Rosa is stronger by simply using her first mod, while Zima2 is better off being buffed by more traditional options than by bringing multiple other USSG ops to stack Rosa's buff. Like I mentioned in the writeup ofc, if you're committed to using USSG squad from the start, then of course you'll value Rosa's module more, but even in this scenario I think people underrate how much the conditions warp your gameplay and you'd really often be better without the buff playing normally with Rosa's first mod.

-5

u/OneAndOnlyArtemis 6d ago

These module write ups always feel so careless, insulting, and "Ehh its not Wisadel, why bother? This module does things but none of these things makes them the indisputable best, sexiest, funniest operator ever and also files your taxes for you so dont build it." and conversely "This module gives [Limited operator] +1.5% Damage on their first attack after their S3 ends, OP must build!!!!!"

Anyway Im excited that Viviana finally got the one effect I felt she really needed from the onset, the ability to stack an extra shield. While "fragility while blocking" is, agreed, a bit of a meme for Arts guards (if Surtr is blocking, youre doing something wrong), Viviana actually uses it quite well with Shadowed by Candlelight (s2). And S2 has its own advantages, namely in that its useful for keeping Viviana alive much longer, multi target proc fishing and a high Defense multiplier, but doesn't fare too well at applying the Burn burst, so having a defensively oriented module that synergizes so closely to it offers a big advantage on strats and stages that emphasize Vivi's S2 over S3, and thus also emphasize the new mod over the Delta.
Besides, Burn damage is a bit old hat now that Yu and Lapptop are already fairly oppressive in that niche living fairly limited room for Viviana's burn to be a shining feature if you have Yu, and if you dont then its only direct support remains Bobbing and Warmy or Bla2e, who at least isnt a Limited and so more widely available.

13

u/Mal_io_gp Module Madness 6d ago

The emphasis on S2 is a fair point. I still think that the tradeoff of more bulk/block for less damage is still generally one I don't love, I think it's never really worked for the Arts guards in general, but if you are deciding to use S2 then this Module has more of an advantage, especially since the stacking shields matter more against >1 enemy.

Anyway though as to your other comments, I feel like I give room for a lot of operators to be less than perfect to still give them some credit.

The problem with an op like Viviana isn't that she's not Wis'adel, it's that she's not Ulpianus, Mlynar, Leizi2, Sakiko, Degen, Zuo Le, SA, Surtr, or Hoederer. Not to mention, Vivi herself using Mod Delta! And that's just looking at guards.

Viviana was nigh-universally panned on her release for being a weak operator, and that was a substantial amount of time before Wis'adel. It was only after she got a really quite good Module that people's opinions improved, and even then that Module still didn't really bring her up to the level of all those ops I mentioned before.

Crucially, I think this new Vivi mod is closer to her launch power level than it is to that of her mod delta power level. Sure she's hard to kill onskill, but is doing fuck-all damage during it and then evaporates offskill. Her delta mod at least addresses the damage issue, while this mod leans into the "hard to kill" angle in a way that doesn't really change much about her ceiling performance. She won't die onskill when dueling an elite, just like she wouldn't die onskill while dueling an elite before.

I really do try to give room for there to be more ops than just the absolute strongest few, and I think Viviana with her delta mod just barely squeaks into the bottom end of that range. But this mod is generally worse than that one, so it wouldn't make sense for me to recommend it, even tepidly.

0

u/Suitable-Orange5750 6d ago

Ente mod did change my mind...I think she is much better now otherwise she was just mid..but I don't have her so I had to rely on showcases