THE Support Fire Build of Your Dreams. | Hades 2



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31 thoughts on “THE Support Fire Build of Your Dreams. | Hades 2”

  1. Support fire did at least "feel" good in hades 1 becuase it was an artemis boon (probably the best god in the game bar zeus?) and it looked really well and worked quite nicely with probably the most satisfying weapon in the game, chiron bow (debatable yes but chiron bow was super popular), so it was bound to be popular. Sincein hades 2 you can't pom it and artemis is an encounter it won't be as good anyways but even so, the fall-off at the end was pretty sad

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  2. I think the Huntress + Hearth Gain decision was actually fine, as you attack you see your magick flicker between -5 and max rapidly while attacking. there's a logical order of operations here, first you initiate an attack and INSTANTLY lose your 5 magick. then there is a frame or two of travel time since the attack isn't instant, where you have an active hitbox out and -5 magick. Hearth Gain triggers on contact NOT on attack, so you have -5 magick when your attack connects and only get filled to max after successfully tagging your opponent, which means your attack should be Huntress boosted since you only get your magick back AFTER dealing damage

    looking at your damage numbers, on your first jab strike against the Serpent miniboss you dealt an initial 105 damage, which immediately after ticked up to 210 as the second mirrored thrasher hit connected. at this point you collected Hearth Gain. the following chamber is filled with Shellbacks whose block mechanic makes it frustrating to read damage numbers over them and you kept dash attacking the shark-men instead of jabbing them, and your strike DPS didn't change here anyway, so we'll skip ahead to Scylla. once again you start with a jab attack against Jetty, subtracting -5 magick and dealing 105 damage. your magick immediately refills to full, however the next mirrored thrasher hit still does an additional 105 to double it to 210. skipping forward in the fight, we continue to see the same thing happen while striking Roxxy and Scylla, the first jab connects for 105 damage and the second doubles it to 210. it seems like even though you have full magick while the second hit connects, the game is using the first hit as the standard for its damage calculation which occured while you had less than ful magick. it's hard to say for sure though, with all the extra Scorch, lightning, and Support Fire damage it's a little unclear which damage numbers are being displayed separate from one another and which are being added up, but it SEEMS like your DPS vs the Serpent (before Hearth Gain) and your DPS vs Scylla (after Hearth Gain) are actually the same

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  3. Looking at the meter during the cerb fight, it seems like when support fire actually hits its dps isnt bad.

    I think they should increase its max range and projectile speed. No increase in power is needed.

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  4. Something that may be not very fair here is that Flutter Strike and boons like that count default weapon damage (and maybe even stuff like Huntress when applicable) towards themselves even though that damage would still be dealt without them while Static and Support Fire don't…
    Or am I wrong?

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  5. Looking at the Cerb fight vs normal rooms, it seems to me that the problem with support fire is that the arrows are too slow. Cerb is chunky and slow enough that he’s still THERE by the time the arrows reach him, most other stuff is just already pulverised when that would happen, so the arrows just go poof alongside their targets

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  6. I really think Support Fire is good in design, but the implementation of the arrow speed and targeting makes it bad. If the arrows went 50% faster, and actually tracked well it would be great on fast attacking builds.

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  7. Day 6 Asking for a max dodge build

    -Wispy Whiles is MVP with you being able to pretty consistently get it to 30% plus doge chance without elements from chaos or narcissus
    -Try to get a common dodge boon from hermes to phial it or just settle for an epic for 20-25%
    – Obviously messenger arcana for 5%
    – And then finally find a way to apply daze constantly (I find Blinding sprint to be best) for an extra 20% against dazed enemies

    Im pretty confident that 100% is possible with enough luck but I would love to see your attempt at it

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  8. Support fire gone wild you say? Uwu.

    Was interesting to see this with the live damage meter running. In each biome SF seemed to be doing fairly consistent total damage per chamber with the only outlier being the Cerby fight. Maybe SF was still able to target and hit Cerby when he does his underground burrow?
    It really does demonstrate how underwhelming SF is and how much more benefit you'll get other boon choices that synergise well.

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  9. Well between 8% and 13% of damage up until tartarus and 5% on Chronos. At this point we need a crit run with the mod where you keep track of the percentage of damage that comes specifically from the 3% crit chance!

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  10. Just based on watching this, support fire seems to be limited to three arrows on screen at once (otherwise you'd get multiples of two). So when you fight a single enemy like cerb they all go straight in and can spawn more faster while in groups they take time to seek enemies and can't spawn more until they hit.
    That's my guess anyway

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  11. Support Fire is a huge meh in actual encounters, but it pulls through to a decent boon in boss fights. It doesn't compare to meta builds and speedrun builds, but when it consistently hits, it WILL do the damage at the end of the day. Especially with faster attacking weapons (double staff attack hammer, daggers), where they have low damage and the arrows deal close to the damage the staff and daggers do at base.

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  12. Seems like the actual problem support fire has is that the projectiles are slow enough that they can't reach the enemy until after you've already killed them. It did so well on cerby because he has such good survivability.

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  13. I really do feel like they should have some boons from Artemis/Hermes that can be pommable, just so that they aren't just left in the dust. Support Fire could do something like 5 damage extra per pom for the first 3 boons and it'd still be a fairly weak choice in comparison to the other ones. Same thing with Hermes' and stuff like Midnight Oil where you are actively giving up using Hexes for a power boost, could do with just small numbers of improvement for poms. Or Witty Retort to speed Hex-charging up even faster.
    Or just have it so that all these boons can be pommable but their pom-level numbers early are weak but remains mostly the same as it is now, but later levels are much stronger than normal boons so that if you REALLY want to build around something like Support Fire, you need to just dump poms into it to make it a "main" source of damage.

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