Sarah o connor skill cards don't work

My 112% damage reduction build lahni would like a word with you joshy.

(Although I do want to mention, emile is still fantastic and potentially even equal footing with lahni due to his ability to push akin to her style in the venom, but outside of it. This allows the squad to gain much needed forward progress outside of the venom in relation to time as opposed to pushing with the venom on lahni. In combination? They are a squad to be feared. Emile can provide bleeds to lahni outside the venom, triggering her thrill of the hunt card. Mac and keegan can do this as well.)

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Lahni is underrated or played wrong, her rule as I view her, is to scavenge enemies and execute from behind, that’s if mac taunting enemies skill was activated. Also, if shock skill is back, it is great before the last escape…

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Agreed.

I view her as the tank of escape actually, instead of the scout. Though she can certainly pass for offense what with her 1100+ melee bleeds at max venom blade.

Have you ever tried these cards noble? @EvilJoshy?

Venom Blade
Venom Resistance
Thrill of the Hunt
Short range deflection
Mid-range deflection

With these cards equipped, she will actually take zero damage next to bleeding enemies. Scions still occassionally break through this for a one shot, but I kid you not she will not take damage with a bleeder in proximity.

Apparently the thrill of the hunt card doubles as a damage resistance card as well as healing, needs further testing but it would seem to be the case that with this build I am above 100% damage reduction, ultimately causing the lack of damage intake.

So when the venom comes, if you can rushdown the enemies before they down you at -80% incoming damage (venom resistance+deflection) and tag one with bleeds, as long as you go one to the next, you should be invincible until you clear the room.

Some things still go through this of course, it’s not god mode- ice scions, explosives, being shock naded, elite hunter melee?? Seems not to receive either of the deflection reductions since the torque is technically not a ballistic weapon.

However, those things are few and far between, and this setup is quite effective for pushing in the venom on almost every single map.

She’s truly a beast.

Ah, and for those wondering- brawler, her increased melee damage card, is entirely unnecessary inside the venom, and should only be used when moving outside the venom as it does not increase her melee bleed where the lions share of your damage will come from in the venom. Also, you want her thrill of the hunt effect active as long as possible during the moments where you are moving from one target to the next so you don’t lose part of your compound damage resistance/healing mid room rush.

I’m not sure if a lahni guide has been made, but maybe there needs to be.

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Definitely a great build, even for solo Lahni, I tried them multiple times for fun, alone in higher difficulties, and it was effective for specific maps(forgot the names :frowning: )

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Topped off with Movement Speed, Increased Health and Health Regeneration Perks in Horde? Oh HELL yeah! Get 'em Wolfy!!

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Now if only her venom cards functioned in horde. Oh my.

I can’t wait for that, if they ever do it!

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My Lahni is only like lvl 3. I rarely play escape. I played it a little when it came out but didn’t stick to it. I’m trying to play it a bit more now because I maxed out the challenges for the other game modes I play and I want that gilded baird skin! Most rooms I see now are just speed runs so I tend to pick my lvled up classes.
I just got my Keegan to 12 for bleed but that was used in horde. My mac and Lahni are like 5 and 3. My Emile is like lvl 9 so if I play escape and I feel like hitting something I use him. If I lvl up Lahni I might try this build. Do you have trouble getting close to melee something to trigger all this protection?

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There’s also the drop shield. Which has more support. Plus melee kills make it recharge faster.

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Sometimes I do have trouble getting in to trigger the effects.

Mostly though as long as you are in venom, she will be at -80% damage from most enemies already. the last 20% only enables taking multiple melees at once from claws, gnashers, etc all while by being shot as well.

Some useful information in there. I tend to not use melee characters(my Lahni is Level 15 with not very highly leveled skills, fault of just using her as a filler character if Keegan and Mac were taken when they were the only Gears characters in Escape and before Lizzie was added, which was not often), but I was wondering how some of these skills would be effective in practice for Lahni(bleed healing near enemies seemed pointless without her having a bleed of her own). This would explain why she is the superior character used for beating Ice Queen on Master with the shielded Grenadiers. Just takes that melee to the face with nothing happening. Not that I ever tried it above Insane due to bad team members. And the freezing Snipers being an absurd annoyance.

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Wow, I never play Escape but it sounds like she is fantastic in that mode.

I haven’t seen any guides on here for Lahni but with your input it would clearly be a most comprehensive one.

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While were on the subject of escape I tried Kat to test her newer skills. Mainly the “Pistol shots to an enemys backside extend the duration of the hologram”
I was soloing a beginner escape just to get a daily out of the way. I got to the exit and used it on a scion. As his back was turned I unloaded my pistol into him. Even at lvl 1 the card damn near prevented the hologram duration from dropping. I wonder how long this could keep things distracted if I had this perk lvled up?

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New Matriarch distraction confirmed? Sure seems like a relatively foolproof way of getting rid of her effectively if the damn thing gets too close. Or if you need a convenient Swarmak bait.

Duration extension cards seem somewhat underused by players, though. Or not that effective outside of specific circumstances, I don’t know. But considering this, things like Lizzie’s Silverback Salvo really only has noticeable duration increase effects when clusters are hit with it. Some characters also have skills that may be better to have over an ult duratio increase. It’s certainly what I think of when I consider using one(except for Kait’s Blood Drain and the Silverback Salvo), in case of say, Mac where his Legendary increases his barrier duration by X seconds upon a kill, if memory serves. I should really try around with these to see if they are worth taking over some of the things normally in use.

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Ektope posted a nice thread with screen shots of all the skill cards when maxed. I often bring it up to see the value once it’s capped.

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What a fantastic quote by the way. Oh the irony of statistics being ambiguous haha… Truly the bane of modern society methinks. Irrelevant though.

They are severely underused. For the salvo- you can have an engineer restore your rockets by repairing the silverback. 6 at a time iirc. This can help a lot, and with some coordination between liz and the engi, you can essentially keep the silverback up twice as long or potentially longer?

I recommend running kaits cards in combination

My absolutely top tier build for powerhouse kait is:

Laceration
Blood Resonance
Blood drain
Cloak Batteries
Either: Shotgun Speed Loaders (Never miss active reload, extremely important) or Reaper (Full stim after a cloak rampage is very, very useful, even in master. that extra 1-2 seconds of staying up is all you need sometimes.)

Wasn’t exactly referring to the values in particular, but rather whether the ult duration increase skills for the various characters really are worth going for. TC also appears to have plans on eventually getting us Level 6 skills(yay, more grinding… I haven’t even finished neither Kait nor Lizzie yet). So who knows what values those will end up having.

One thing I do not get is the percentages - more specifically, the Silverback Salvo. It says your ult duration will increase by 95% at Level 5, but like, that would make the ult last pretty much forever, but it only makes the ult bar go up by a small increment if you’re only hitting a single enemy with the Salvo(clusters are not always available), so I would be interested in what the base value of this duration increase is. Not that I expect TC to ever communicate it. But really, they should just put a number there for the skill description. “X seconds added to duration per enemy hit/damaged with the Salvo”. Simple. Easy. Clear.

Also, thanks for putting that image about Leeches into my head, Wolf.

Edit : Just saw the post above.

I pretty much use that build all the time with Kait, though beyond the bleed/Cloak related skills I use Reaper and not Shotgun Speed Loaders. I prefer to have Stim to absorb a few shots.

Considering all the unintended effects of perks I don’t trust the perk descriptions. I don’t think TC actually does the math when they patch something or release a new class.

Hey, I even included a warning. You now have to suffer with the knowledge as I have mwuahahaha

Agreed on the ambigous duration restoration numbers.

You really have to go down the line and simply try each duration extension card 1 by 1 to test them.

I think they relate to a portion of the damage, but again, how does that make sense with how it interacts with the percentage on the card? I’m sure that math is well above my deciphering capabilities lol

This just reminds me of the “balancing”, which was more like a nerf, of Mac’s Bloody Shot making me pay attention to its damage numbers as it suddenly seemed very underwhelming compared to when it had 100%. Turns out, and I do not know for certain if it always worked that way, that landing a body shot creates bleed ticks that equal 60% of the shot damage so you end up with a total of like, 240 or 300% of the body shot damage. I do not remember the exact number of bleed ticks for the Boltok. But landing a headshot creates bleed ticks for 12 or 15% of the shot damage(again, do not remember exactly how many bleed ticks there is), eventually equaling 60% of the headshot damage. Now, there is of course a significant damage increase from a Boltok shot to the body to a headshot, but the damage differences between the bleed for body and headshot are not really very far apart from one another, which is a bit meh if you ask me.

I had clips of this somewhere but I appear to have deleted them so I can’t really show anything on that particular subject beyond the above words.

Concerning the Salvo, I recall it doing 1,500 damage per hit if it was right next to, or on, an enemy when going off, so it might be based off of that. But going off of that assumption, assuming each hit for full damage equals a base value of say, 1.5 seconds(by dividing by 1,000, even if that seems counterintuitive, but if I divided by 100 I’d get a base value of 15 which is unlikely given the percentage of 95, and that the ult meter definitely doesn’t go up by that amount of time), you would get a value of 1.425 seconds of added time to the Silverback per Salvo hit, which may or may not be accurate, assuming the duration is based off of damage dealt, and that each Salvo hit deals full damage. But this doesn’t change the fact that if you hit a cluster of enemies, the increase really shows. Not that great otherwise.

And before you ask, my math skills are mostly good for basic calculations. Please don’t come asking with some ultra complicated stuff, that’s definitely way above my paygrade.

There is no bonus to bleeds from headshots. This applies across multiple characters.

There is a single, 60% of body shot damage rate of bleed. The only way to increase it is to be in the venom with his adrenaline card.

Be honest with you man, I have no *%@& clue what they did with the duration extension equations. I’m sure they threw some hieroglyphics in there or something lol