Arknights: Module Upgrade Priority Guide - Mizuki and Caerula Arbor (2023)

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Arknights: Module Upgrade Priority Guide - Mizuki and Caerula Arbor (2)

table of Contents

  • Introduction
  • The rating system
  • [Module Bundle] Single Target Medics
  • [According to Modules]

Introduction

This update of theModule Update Priority Guidefocuses on Modules added with thethe syracuseevent, including theSingle Target Medicbranch and second module forAngelinayDarkness. You can find the guide's main page below, along with the corresponding event page.

Please note that this guide does notNOevaluate the direct metapower or feasibility of these upgrades or the carriers they belong to and instead focuses on therelative strength of individual module upgradeythe individual boost in your Operator's performance. In short, if you already use these carriers frequently, how high of a priority are these final updates for their viability?

If you want to quickly find the grades given to a specific module upgrade, use the keyboard shortcutControl+Fand search for the name or branch of the Module or Operator to which it belongs.

Arknights: Module Upgrade Priority Guide

The rating system

Unlike theDomain Priority Guide, this list will not underestimate upgrades in terms of how powerful they are relative to other investment sinks. Instead, only the next three rankings will be used.

[YEAH]- Upgrades given to this tier will provide a substantial enough boost to the operator's combat prowess that performances before and after will be easily noticeable. Module upgrades at this level are incredibly powerful, fundamentally changing the way the Operator plays or vastly improving their combat performance. These impulses should be considered stepping stones to fully realize the combat potential of the operator to which they belong. Upgrades whose affected talents are buffed directly through skills will likely end up here.

[CONSIDER]- While they are not as powerful or priority as the upgrades in the previous level, they are still pretty solid and worth considering at the very least. These upgrades will improve the Operator's strength in a noticeable way but won't be game-changing, or open up new niches for them to play. However, these should not be considered a priority over upgrades at the previous level.

[NO]- Module upgrades with this grade are usually disappointing boosts or not worth considering due to their extreme cost and low benefit. While any such update will not be detrimental to its operators, it will not provide noticeable performance improvements or provide new niche use cases.

Module updates with[NO]qualifications in all areasnot be on the listin the main guide, but will still appear on individual update pages like this for clarity.

[Module Bundle] Single Target Medics

Kal'tsit

Kal'tsit

Module
Name
Stage 2
stage 3
[PHY-X]
Mon2tr
MaybeNo

Increased number and time of Stun improvesKal'tsit's performance in very specialized scenarios as a fast, on-demand stun bomb whenlun3trit's placed outside of his range, but players most likely won't get much of this unless they're specifically targeting higher-tier content, like Difficulty 15 IS3, where this stun can be quite valuable at times. As a side note, the vast majority of players will likely find their second module upgrade much more useful.

Bright

Bright

Module
Name
Stage 2
stage 3
[PHY-Y]
withered pod
NoNo

An extra boost in Defense is definitely not what Shining needs to become competitive amongst other Medics of its rarity, especially if half of the buffs are limited to melee Operators. Also, even the full boost effect of these mod upgrades is pretty ridiculous, not even reaching an extra 100 defense for not having the mod at all. If nothing else, this at least helps her keep the Operators for Aak alive, but that can also be accomplished through her Abilities.

matar

matar

Module
Name
Stage 2
stage 3
[PHY-X]
water collector
MaybeMaybe

The improved effect of this module upgrade is entirely focused on improving the effectiveness of his Skill 2, Heart Stim, which prevents him from healing unless Operators have low enough HP. Given the way this Talent interacts and stacks with the effect of the Skill, it can result in some impressively high bursts of healing when you need them most, but it's still nothing more than pure healing.

warfarin

warfarin

Module
Name
Stage 2
stage 3
[PHY-X]
emergency reserve
YeahYeah

Warfarin's module upgrades opt to further increase his SP support, which is already quite strong, with the small caveat that it only works against Elite or Boss enemies. While this added support can be inconsistent and extremely map-dependent, the line between Normal and Elite is blurry, and enemies most players would consider "regular" fall into the latter group. If you enjoy Warfarin's SP support abilities, this is a great addition to that kit.

folinic

folinic

Module
Name
Stage 2
stage 3
[PHY-Y]
mother tie
NoNo

The numbers for these buffs seem powerful on paper, until you realize just how limited the actual use of these effects is. Environmental damage effects are few and far between, with the most prominent builds being the Poison Haze and Originium altars. Of these two, the former is already "solved" by the mere presence of any Medic, while the latter is best when avoided entirely, and is also best taken care of by a multi-target Medic if necessary. The effects of this upgrade path are limited and in practice not very useful when they can actually be triggered.

Silence

Silence

Module
Name
Stage 2
stage 3
[PHY-Y]
Emergency Defense Program
NoNo

The bonus attack speed for Medics is unlikely to help you in any tangible way, especially considering that it comes attached to a Medic whose only claim to fame is a healing drone that provides a huge emergency heal on demand (which isn't a Medic itself, and therefore cannot receive this boost). Not only that, but in the grand scheme of things, medics face competition from other classes and archetypes that can heal in better or more comfortable ways, which makes the idea of ​​bringing several of this class make a fight less attractive overall.

Myrrh

Myrrh

Module
Name
Stage 2
stage 3
[PHY-X]
"The brevity of life"
NoNo

Unless you've specifically used Myrrh as sort of a 4* Lancet-2, it's unlikely that a buff to her heal effect on deployment would be useful considering how early she can be deployed in a fight. Also, this Talent itself loses all effect once it's deployed, and needs to be removed and placed once more to have any value. Making use of this boosted effect means jumping through a lot of hoops for frankly little return.

gavial

gavial

Module
Name
Stage 2
stage 3
[PHY-Y]
“Follow your doctor's orders”
NoNo

The decay effect is lengthened slightly, allowing all Medics to have a slightly longer grace period on deployment, but as it is, it won't help anyone survive unless time and space are so extremely tighter than youneedhave your Medic take the Aggro for those sweet 27 seconds, and a pitiful Defense of 120 will allow them to survive the attack.

Whisper

Whisper

Module
Name
Stage 2
stage 3
[PHY-Y]
medical independence
NoNo

The empowered effect of this module upgrade is low and the conditional activation of the base talent is not changed or removed in any way, making it very difficult to find something that falls under the "10 DP or less" umbrella that you want. and actively need. to be healed. Aside from maybe Mr. Lee or a Potential 6 Mlynar, you'll be hard-pressed to find someone who isn't meant to be constantly redistributed or can self-provide their own healing.

[According to Modules]

Angelina

Angelina

Module
Name
Stage 2
stage 3
[DEC-X]
experimental antigravity module
NoNo

The boost from this module buff line gives Angelina a 3-5 bonus attack speed to allies within range, combined with her base 7 of her regular talent. The boost itself is sadly small for such a large investment, but it's definitely the better option over the passive healing that hers another Module of hers provides. This brings it up to par with Saileach's attack speed increase in a slightly better range, so at least the overall effect is tangible.

Darkness

Darkness

Module
Name
Stage 2
stage 3
[SPC-Y]
“Sleepless nights”
YeahYeah

This upgrade path is geared almost entirely towards his third ability, Image in Form, which is no longer the most used in any context. Regardless, the SP support is actually quite powerful for her, potentially reducing the monstrous 100 SP cost down to 83 if only one Freeling remains alive for the entire time after the Skill has finished, and significantly less if she manages to have multiple. in the countryside. at the same time. Each of these remaining Freelings will provide an additional SP support instance, significantly reducing the cycle. All the other effects are nice too, though much more incidental to Dusk's kit than the SP support he desperately needs if he wants to use his third Skill more than once in a blue moon.

Arknights: Module Upgrade Priority Guide - Mizuki and Caerula Arbor (27)

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Arknights: Module Upgrade Priority Guide - Mizuki and Caerula Arbor (28)

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