Is replacing your primary attack worth it? Visions of Heresy Guide (Risk of Rain 2)

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hello everybody and welcome to yet another installment of lunar item testing I've spent the last week on stream twitch.tv slash wooly gaming by the way testing every survivor with visions of heresy which is the primary attack replacement lunar compared to the Lunars we have already covered visions isn't nearly as complicated so let's just jump right in with its effect upon pick up visions of heresy completely replaces your primary attack with hunger engage this replacement happens in all scenarios meaning that both engineers turrets as well as multis primary attacks will be replaced hunger engage is a charge based primary that holds 12 shots per stack of the item with each shot dealing 120% damage with its explosion not the hit and I'll speak more to that in a second upon firing all available charges or letting go of your primary attack button a two-second per stack reload will occur restoring your shots back up to the maximum amount think of gays like a barrage of tracking missiles that upon impact sit for a second and then explode basically it's a needler from halo the initial hit of the shot deals significantly less damage than the explosion from my testing it seems that the hit only deals 10% of the explosions damage according to the wiki the proc coefficient of the hit is also a laughable point 1 meaning that the vast majority of heresies overall effectiveness comes from its explosions for example let's say you have one stack of visions you receive 12 shots and are able to stick all of them into a single target so from one reload you have the potential to deal 1440 % damage with 12 chances at a 1.0 proc coefficient remember all of this comes from the explosions alone and if you were to factor in the hits as well it would roughly equate to 1 more explosions worth of damage not super significant after the 12 shots have fired you wait 2 seconds for the reload and then go right back to firing again on paper visions has some great numbers in terms of damage and uptime for its charges but in order to get the full picture we have to look at how it actually functions first off unless the target is completely stationary there is no guarantee that every shot in a barrage will land this is because the angle for its auto target is quite small compared it to the only other auto aim projectile in the game huntresses primary and you can see these stark contrast second unlike huntresses attack which many people have complaints about for this very reason I'm about to bring up if an enemy steps in front of your barrage the attacks will immediately change targets and go after whatever is closest so if you're firing on a certain target and then another gets closer to the shots your rounds will track them instead third its overall accuracy is not the best you can see here from this clip that sometimes your shots will kind of just decide nope I think I'll randomly snap around the target instead of go directly for it this time I've tried troubleshooting why this happens but honestly my conclusion is that it just does as soon as you start experimenting with the item you will quickly realize what I'm saying here now interestingly enough engineers turrets seem to bypass this accuracy issue entirely if you've been paying attention to the background footage you may have already noticed but here is a more clear example of what's going on across a number of barrage 'as they seem to have a near-perfect accuracy with the tracking rounds how this happens again I really have no idea but hey it's definitely a good thing lastly if you've played the game enough you should be in the habit of firing your primary attack all the time literally just holding down the button with visions this habit becomes an issue because if you leave even a single shot in the chamber and are waiting for the reload to occur if you fire the attack again either out of habit or necessity you'll only fire the remaining rounds not the full amount do this enough times and you are drastically decreasing the uptime and overall effectiveness of the I don't get me wrong it's definitely not impossible to play around this but once the run starts heating up you'll find yourself making this mistake more and more often so it is absolutely worth mentioning all right all right enough of an information dump let's talk about when you should actually use this thing is it even worth replacing your primary attacks as per usual it depends in this case both your personal playstyle and the specific survivor you're playing on must be taken into account I'll start by quickly going over who I would not ever take visions of heresy on commando multi mercenary and rx4 commando multi and wrecks their primary attack suit them well and overall you'll get much more use out of the non charge based system rather than picking up a visions of heresy that will at best perform the exact same but with the added reload time especially in Rex's scenario where his attack actually heals him as well as deal damage the reasons for picking it on Rex and the others are next to none mercenary because he's melee why would you replace your melee attack on a purely melee survivor with a ranged one in any situation yes purely melee if you take slicing wins you are actually trolling the answer you wouldn't at least you shouldn't try it out yes I did test it for myself and just see for yourself so avoid visions on commando multi mercenary and wrecks because their primary attacks are better simple as that for the rest of the survivors I would potentially take visions on the engineer loader accurate hunters and artificer however each have their own reasons for taking and avoiding the ad for engineer I found that visions performs amazing with the mobile turrets yes taking the mobile turrets and negates the fungus combo they have a shorter attack range and overall they just deal less damage than their stationary brethren but if you have not tried visions with them I highly recommend it not only does it replace the engineers lousy primary but again the turrets seem to have near-perfect accuracy with visions and the added benefit of them moving around means that their overall dps is quite high however if you are taking stationary turrets then I would keep their default attacks because they scale better with attack speed and on hit effects loader & Akridge share a similar reason for taking visions they are pseudo ranged survivors if you have no idea what I'm talking about check out my survivor tier list and/or my dedicated guides for them here where I cover their play styles in much more depth in short their ranged attack of visions may not have the same benefits on paper than loader and accurate attacks but in execution it turns out to be much more efficient given their play styles you are replacing a melee ability with a ranged one on survivors who have a primarily ranged play style is it amazing or run changing to have it on either of them no not really but is it used in more situations and overall more effective yeah I would say so again try it out for yourself and see if you like their play styles more with it than without it lastly for hunters and artificer their attacks aren't great but they also aren't terrible hunters has low damage per shot and the sometimes wonky auto aim but so does visions if you simply cannot stand her primary then sure try out visions otherwise you're not going to be missing out on too much artificer falls into the same category while she doesn't have auto aim she does have a charge based primary by taking visions you're keeping that charge based playstyle but giving it much more up time due to firing more rounds and reloading them all faster now let me clarify some things that apply to taking visions on anybody first off I recommend stopping at a maximum of two stacks of the item all the testing I've done felt terrible with more than two stacks due to the reload time being too high you add an additional two seconds to the reload per stack so with just two stacks you already have to wait four seconds for the reload factor and the issue that I talked about with leaving just a few rounds in the chamber and using the attack out of habit and this just gets exacerbated even further so stop at two stacks the benefit you get past that point is not worth the downside especially if you don't have a lot of lunar coins in the first place speaking to that yeah this is a lunar item meaning you have to spend coins to get it honestly for me the amount of power it gives you is not worth the coins spent in any situation it's a cool item sure but I'd rather spend my coins on a shaped glass gesture of the drowned or spinnel tonic all of which would provide a much greater impact on my run if you happen to have an excess of lunar coins sitting around which wow I wonder how that could happen then try out some visions of heresy action you may find yourself enjoying its play style moreso than the usual survivors kits all right and that does it with all of the info I wanted to cover on visions of heresy if you want to let me know your thoughts leave a like or dislike on the video and comment below you could check out my stream over at twitch.tv slash wooly gaming and consider joining our discord server for a place to hang out talk risk of rain - and play with others thank you for watching and hey guess what the one run challenge may be coming back soon
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Channel: Woolie
Views: 379,107
Rating: undefined out of 5
Keywords: risk, of, rain, ror, woolie, xbox, playstation, switch, console, ps4, visions of heresy, primary attack, replace, lunar, worth it, good, gameplay, choice, tutorial, guide, coins, needler
Id: eGb2t-4jFPE
Channel Id: undefined
Length: 8min 0sec (480 seconds)
Published: Sat Jan 25 2020
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