This details some obscure mechanics of REX and how they work, seeing as nobody on the RoR2 discord seems to know how REX damned works in Risk of Rain 2. If any of the details mentioned in this guide is wrong, please let me know in the comments.
REX’s Health Sapping
As REX you sacrifice health for damage. These are based on the cost of each attack (in percentages), 15%, 20%, I 25% odpowiednio. The thing that most people don’t actually seem to know is that while the percentage loss is very similar to that of a Shrine of Blood, it has a few major differences. The most important detail is that it applies X% to current health and not max health. This means that REX at 200/200 health will take 30 damage from Seed Barrage but at 100/200 health he will only take 15 szkoda. The healing, Jednakże, does not change.
This makes REX fit comfortably into a constant state of 50% zdrowie, as intended by the devs. With Tangling Growth active and feeding you HP as you hit an enemy with the last shot of Directive: Inject whilst spamming Seed Barrage, as the devs balanced all of these, REX will stay at roughly 50% health until Tangling Growth ends.
This also applies to any overshield such as barrier or shields, since at 100/100 HP REX will take 15 damage but at 200/100 he will take 30. This makes the barrier and shield moderately ineffective on REX due to being ripped apart by his self-damage and bringing him down to 50% HP.
REX’s Abilities
I do not have extensive experience with Drill or Harvest, so I will not speak of them. Oprócz, if you want higher DPS than Huntress you’re going to have to use REX’s health sapping abilities.
Directive: Inject is simple as ever, 3×80% shots with a final shot that inflicts a debuff and heals for 60% zadanych obrażeń.
Seed Barrage as aforementioned takes 15% HP for 450% damage with a 0.5-second cooldown and a proc coefficient of 1.0. This 0.5-second cooldown lines up perfectly with the end of base attack speed REX’s Inject.
Bramble Volley is a very interesting ability. REX spends 20% HP to deal 550% damage and a very wide hitbox. Nothing to scoff at. The real usage of this move comes from the 10% HP restoration per enemy hit. This works terrifically with Tangling Growth as it will bundle enemies together to be used to hit with Bramble Volley, often resulting in a full heal as you tend to be at 50% HP as REX, but can also be used as a panic button due to its high knockback on both you while in midair and the enemy hit. If you have grabbed 5 Elder Lemurians (or the like) with Tangling Growth and get hit by many of their attacks at once, you may jump into the air and stagger them, create distance and regain almost your entire health bar.
Tangling Growth acts as REX’s anchor in an ironic way. It shoots a projectile that plants a flower for 8 seconds that roots enemies and sets their movement speed to 0 (making them immobile) and inflicts a debuff. Its 200% damage upon rooting is not very practically useful but the fact you can stop an entire horde of enemies and keep them together to do splash damage (cough cough, Seed Barrage). It also counts towards Death Mark. Tangling Growth is also incredible if paired with any AOE items.
A Couple Useful Items
REX’s relationship with many items is very different from other survivors. These can be both more or less effective depending on the effects. Here are some that I find most often take effect during my runs.
Singularity Band: is a wonderful tool for REX. It can greatly extend the period in which he can hold enemies down, and makes Tangling Growth practically better. In a perfect scenario Singularity Band procs just after or while Tangling Growth ends, which then allows it to hold the enemies in place during its 5-second duration, which is about enough stalling for Tangling Growth the effective rope the enemies back together again for a third go-around. While Kjaro and Runald’s Bands would deal more DPS, Singularity keeps you safer and greatly benefits teammates when applicable. Your Artificer will thank you.
Aegis: You might think this is a good idea, others have. But Aegis is completely useless on REX and does less to help than putting a hole through your monitor. The problem with Aegis is that while it can apply barriers from the lifesteal, it’s simply not statistically practical unless you have upwards of 10 Rejuvenation Racks. You need to be full health to start applying overshield, which is already a problem, but because of the rule mentioned in the first second-most of your barrier will be gone in a few Seed Barrages due to how their self-damage works.
Rejuvenation Rack: This item has a very simple effect but is mathematically complex and annoying to decipher. Rejuvenation Rack essentially raises the threshold of your comfort zone”” with REX. With no items, holding Inject, spamming Seed Barrage, and having their Tangling Growth be in effect, you will stay at roughly 50% HP. With Rejuvenation Rack this is raised to roughly 70% HP (taken from personal experience). Due to the way that his self-damage and life steal work, REX’s “comfort zone” limit is designated by how fast he can heal vs how fast he damages himself. Since with Rejuvenation Rack the damage will stay the same, the healing raises the bar and pushes slightly against the damage. It cannot outheal the self-damage to keep him at 100% HP but it counteracts it.
Tougher Times/Safer Spaces: With Tougher Times you gain a chance to block both self-damage and enemy damage. Proste. With Tougher Times you will block as soon as the cooldown ends, which can be on either self-damage or a Mithrix hammer. Unless you keep an active count of when Safer Spaces recharges it is simply ineffective for REX.
I can’t think of any more prominent ones but if anyone reading can feel free to refresh my memory.
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