The hunt for Moby Dick (Rosa’s guide)
Rosa (Poca in Russian alphabet), is a brand new 6* sniper coming recently on our server(s). She brings with her the first ever harpoon gun (or something) in the game, and a unique archetype with her. Thus, she might also bring along a new way to play the game, and specifically, against heavy boss(es). Among the Mephisto and Gummy-related posts, I decided to drop this one, I guess.
Overview
Rosa is the third 6* snipers in the game, but the first ever of her kind. With that, she’s the most unique character in the game so far, ever so slightly more than Ifrit. She has a unique trait, and along with it, a unique range and playstyle. She is the second operator to deal with one of the world’s major health issues, overweight. Rosa is a Single Target (ST) sniper that primarily do multi-target, CC, and dealing with fat fucks big-boned enemies.
Stats:
- Offensive stats:
Rosa (pronounce with a hard “s” Rosa and not Roza) has the second highest ATK stats in the entire game. Losing out to only Firewatch (hell yea boi), and mainly carried by the Trust bonus with a whopping 110 bonus ATK from 100% trust. Although, later on she has some extra talent to actually have the best base ATK, which we will get into later. If you are familiar with any RPG games ever, you’d know that she’ll have to have a slow attack rate to compensate, and for Rosa (and possibly any future members of her archetype), she attacks once every 2.4s, which is actually not too too bad. It is faster than Control Specialists (3.5s), AoE Casters (2.9s), Medics (2.85s), AoE Snipers (2.8s), and Wide Range Snipers (2.7s). To be fair, out of them, only Medics is widely used, so you can see how attack rate correlates with the usage rate.
- Defensive stats:
You’d think that Rosa would have low survivability to compensate for that ATK stat, but not quite. While most ranged unit are squishy, Rosa do have higher HP than most, and has the 4th highest HP of all snipers. However, she doesn’t have that high of a DEF stat, in fact, she has less DEF than Kroos, which is not an easy achievement, though her HP pool will compensate. No snipers have RES so Rosa is the same (don’t @ me with those links to Blue Poison and Rosmontis’ stats).
- Cost:
The cost to hunt whale is pretty high, literally and figuratively. Rosa has quite a hefty cost to deploy, at 22 base and up to 24 at E1. Now, that’s quite high, only lower than the AoE classes of operators, Berserker Guards, Juggernaut Defender, and Eunectes. Will she be worth the cost? You’ll have to answer that yourself after taking in all of her quirks in this post (and maybe the comments).
Range
As stated, Rosa has some unique trait, and along with it, her range. Rosa is the first of her kind to have this type of range. She cannot attack enemies close to her and only 1 tile further away. Thus, she is the first operator to be unable to attack enemies directly in front of her, and is the third ranged operator to unable to attack enemies to next to her side. I like to call this the “Artillery range”, mainly because Advance Wars was like half of my childhood and the Artillery (and Rocket) do the same thing lul.
Anyway, her area of range is a 3x3 tile starting from 2 tiles in front of her at base (E0). When promoted to E1, she gains 2 extra tiles on each side. Its area/shape is actually also unique, not just the placement. But enough about that, here’s how it looks like.
Rosa's range at E0 (left), and E1 onward (right), I'll explain the colored tile right below
Back alllll the way in my Firewatch post, I emphasize my preference to the 2 side corners range, which before Rosa, there’s only FW’s archetype that can constantly reach it. It made deployment particularly easier in conjunction with other ranged units, whose range tend to be either narrower, or shorter. For Rosa, it’s even better, the 2 far side corners are the farthest reach anyone could do, and nobody else in the game can reach those 2 tiles consistently. Ambriel could, but only with either of her skill active. Now you guys may not value these corners like I do, but it is a considerable effect that Rosa can stay 3 tiles back and 2 tiles to the side and still be able to contribute to the fight. I’d have say it allows a flexibility in deployment location, if it weren’t for the fact that she cannot hit close units, which kinda balanced it out.
Return to the normal stuff though, Rosa actually has the same far reach as AoE Snipers, who has a 3x5 range. Rosa can reach the same length, just not to closer enemies. So Rosa can generally stand on location that AoE snipers would, but then we are competing for placement. One other thing that may be missed though, is that she has 5 tiles of range’s width. If she faces a route perpendicularly (and not directly of course), she is effectively a sideway-Ifrit, just like Buffer/Debuffer Supporter. The sad thing is that she doesn’t quite have AoE, but it is still a decent coverage.
Also side info, unlike Executor, who can attack enemies that is exactly on his own tile (in CE-5, for example), Rosa cannot attack on her own tile at all.
Trait
Prioritize the heaviest enemy first
Each enemy in this game has a weight value, which, before Rosa, is only important to Shift Specialists, who can pull or push enemies for a certain distance based on the difference between their shift force and the enemies’ weight. Now with Rosa, their weight begins to matter in a normal circumstance as well.
It’s not as complicated as it sounds. Enemies has a weight range typically from 0 to generally 3, with the exceptions of bosses, (some fat enemies can reach up to 4). Furthermore, it will always be an integer, so the values are just 0 1 2 3 4 5 and 6 for the one girl, and 7 for the one guy, which make it easy and doesn’t even need to remember. In fact, you wouldn’t even need to know this (why put it in anyway then?), since enemies’ weight tends to match their appearance. The bigger they look, the heavier they are.
When multiple enemies have the same weight value are in her range, Rosa will now refer back to the normal target priority, just like everyone else who have multiple enemies of their priority in range.
With the harpoon gun, and now targeting high weight enemies, Rosa has a direct theme of whale hunter. With her talent right about next, it will complete the package too.
Talent
Available at E1 – Bone Piercer: When attacking whale heavy enemies (weight 3+), ignore 40% of their DEF. At E2, the percentage goes up to 60%.
Available at E2 – Ideal Student: When in team, all Ursus Students gain +8% ATK.
The first talent is the second of its effect. The first one being Executor who ignore 80/160 enemies’ DEF as well. However, Rosa’s talent is more limiting, and only affect enemies whose weight is 3 or higher. What enemies have those weight? They are as you’d imagine, the biggest looking enemies possible, and bosses.
The only bosses that doesn’t weight higher than 3 is the number one boolied boss in this game. Mephisto is also teetering on weight 3 as well. Big Bob, Big Adam, and Pompeii has weight 4. Frost Nova chap 6 form has weight 6, and Patriot has weight 7. And the rest of the bosses has weight 5.
The generic enemies that has weight 4 are the Defense Crushers, Heavy Defender Lieutenant (the guy in Grani event), Bully, and Bulldozer.
→ TL; DR: In a simpler term, all big looking enemies and bosses except for the Sarkaz and Fanatics has weight of 3+ without any CC risks involved.
What is most important is that, aside from some bosses, nearly all heavy enemies have really high DEF. The exception is of course the Rockbreaker who has less DEF than even the stun sniper leader.
That fact makes her talent actually better than it sounds, because the reverse is also a thing, enemies that have weight less than 3 tends to not have that high of a DEF stat. Which means, whenever her talent gets to work, it works wonderfully (well, until the Rockbreaker steps in, that is). Now you may think this sounds bad with Angelina S3, who reduces enemies’ weight when the skill is active. Well, not really, because then Angelina S3 is already up and running, which also deal massive arts damage and to 5 enemies. Furthermore, and this is only for general content so far, there are no enemies with weight 3 that has both high DEF and RES, so it’s still fine. You can also choose when to use the skill as well, you just now have to add merely 1 layer of decision factor when using the skill.
As for her second talent, this should be one of the few that can affect the team without needing to be deployed, the other so far are Bagpeep’s 2nd talent, SA’s 1st talent, and Skadi’s 1st talent (which is functionally the same as this talent), Texas' and Zima's talent. As for who is considered for her talent, I think it should only be Zima, Gummy, and Istina so far, of course including the one holding the talent herself. Absinthe and Beehunter aren’t part of the USSRG, they are just from Ursus.
The 2nd talent give only 8% ATK boost, but given how high Rosa’s base ATK is, it could be huge. However, you also would rarely see a team comprised of the one listed above, so it’s still not quite impactful to the whole team, unlike Bagpipe’s 2nd talent. Especially if you consider the fact that, all of those that fit the requirement are not that good at using their ATK stat, except for maybe Gummy. So this is most likely just free boost to her own ATK.
Whew that was a lot for just basic details without skills, sure hope her skills are quicker to go through (syke)
Skills
- RIIC skills:
Always available – Student Council President: When in the Control Center, decreases morales consumption for all operators in the CC by 0.05/h for each Ursus Student operators in it.
Available at E2 – Prestige: When in the HR Office, increases speed by 20%. Additionally, for every 1 contact made, increase chance of getting clue 4 (Ursus clue) in the Reception Room. (working time and recruitment slot improves the chance).
As for the first base skill, it’s actually pretty bad. It’s the same as Ch’en, but affecting the one that are generally more needed elsewhere. Gummy with the amazing Trading Post skill, Istina to get the fabled Clue 4 (well, assuming people would E2 Istina is kinda…), and the only potential one left is Zima, who has a dorm buff to regen morale faster after working with Rosa in the CC, if you chose to use this base skill.
The base skill itself is also not that great, synergy aside. It only affects the morale consumption of the one in the CC itself, not everyone in the base. Which means that it only prolongs their work shift in the CC, so it only works better for people who only check the base once every 2 days (if you have 5 people with this skill, they lose 12 morale after 24h). I think it’s safe to assume then that this skill isn’t that great. At least with Ch’en, you can combo it with Swire and Hoshi whose other base skill doesn’t really get used most of the time, but Ch’en other base skill is much better.
As for the second base skill… I don’t know the full details. It should work as described. Should works with the amount of refresh charge that has made by Rosa which is capped by the amount made during her work time. It is safe to assume that the rate disappear after Rosa is out of the HR, and the fact that she only gains 20% speed instead of the better 40% from Orchid or Ethan is clearly due to the other aspect of this base skill. It should be tied to the amount of charge that Rosa has made during her worktime, which would then explain the low speed increase that she has. What about the recruitment slot then? Well, that should be simple, the more recruitment slot you have (up to 4), the better chance Rosa can get your operators in the Reception Room to find Clue 4. However, I still don’t know if this is innate, i.e. always active, or it added to the percentage formula for when Rosa finishes a refresh charge. In fact, the whole clue thing is confusing.
Now, ready up the harpoon.
First skill: ATK Up γ
This is the generic ATK Up skill, which, at level 7, gives +60% ATK for 30s with 35s cooldown.
There are not much to say about this skill, except for the fact that Rosa has high base ATK to be increase further. Good, but nothing amazing, especially if you consider the next skill.
Second skill: Split Shot
This skill is great to farm jungle stacks… wait I got the wrong Split Shot note. As the name suggested though, Rosa will now attack 2 targets at once during this skill. The skill also gives Rosa a large ATK boost as well. In combination, it boosts her DPS by an enormous amount. At level 7, the skill grants +60% ATK, allows Rosa to attack 2 targets, and last for 60s with an 80s cooldown, along with an initial SP of 45.
Fun fact first, this skill gives the same bonus ATK as her first skill for all level from 1 to 7, and with the fact that it’s twice as long, and allows Rosa to attack 2 units instead of 1, this skill almost nullify her first skill. The uptime is less though, but generally it’s always better.
Back on track though, both of her attacks will still follow her targeting trait. It still can be used even if you don’t see any fatass around, and is really good to clear wave as well, especially with the long duration, which can actually go as long as 2 consecutive waves even. However, and this is purely personal preference, I don’t particularly like skills with long downtime in between. Yes the uptime is really high, 60s duration for 80s cooldown, but I would prefer the same skill but at 30s duration for 40s cooldown. With M3, the cooldown actually dropped to 65s, which is hella good, but my statement remains the same, but don’t let my preference to interrupt your preference!
The better part, which doesn’t necessary happen all the time, but with this skill and Rosa’s range, she can effectively handle 2 different areas at once, due to how wide it is. This is effectively better than AoE sniper who do splash damage around the impact area if there’s any 2 lanes that is at least separated by 1 tile gap, and, by then, only Executor, Ifrit, and other multi target (like Rosa’s S2) can handle both lanes at once (well, until Meteorite’s big burst comes in). Those may sound like specific situation, but there are a hella lot of maps with 2 different lanes, and some of them are even split by 2 tiles gap.
Coupled with her talent and trait, Rosa can use this skill to wipe a wave of enemies regardless if it has heavy enemies or not, something that can’t be said for other multi-target operators aside from Eyjaf and Angelina. It can clear trash mobs because of her high damage, and it can kill heavies because she ignores a large portion of their DEF. The only problem is against fast enemies and drones, who are both on the light side, but it’s not much to worry about. You can use some tanks to block, and you can use AA snipers for the drones, and Rosa would never be your only ranged operators anyway.
It is an amazing DPS skill for Rosa, especially to counter her usual weakness of swarm. The final problem is that, while it is strong, it is also “”bland””, because a 6* units that deal strong damage? Never heard of before. Of course, it doesn’t change much because not everyone has that great of a luck, so keep this skill in mind if you find yourself lacking damage.
Third skill: Avalanche Breaker
Not as often that I do one of these posts for a 6*, but here we are with Rosa’s third and signature skill. When activated, it grants a small ATK boost, and then bind a couple of heaviest enemies in her range down, while dealing her attack stat as damage per second. At level 7, it gives +10% ATK, binds 3 heaviest enemies in Rosa’s range, and deal her attack damage per second to the binded one, lasts 7 seconds, for a 34s cooldown, and an initial SP of 12.
At M3, this skill gives +25%, binds 4 enemies for 8 seconds, with only 30s cooldown (and initial SP of 15). This skill is one of the few skills that actually gain a special milestone at M2, instead of the usual M1 or M3, where you get 4 enemies binded instead of 3. M3 just pushes it to 8s and drop the cooldown to its final state.
As usual, with many special details like a unique skill would have, we’ll go through them one by one. First, the binds. Binded enemies can still attack if they are ranged or are being blocked, but they cannot move. This may sound like it’s inferior to stun, which stop enemies completely, but with Rosa’s range, you can stop enemies from even further away before they can approach your squads. Even further, and this is already mentioned by many people, most bosses (the dangerous one that is) are immune to stun, so against them, Rosa fares better.
The bind also allows your other ranged operators to deal more damage than they could have if the enemies could have move, because their skill duration is longer for some cases. The most notable allies to work with this skill is the one with weird and restrictive range, perhaps if they somehow only have 1-tile-width of range, and thus was balanced by having a strong damage output, or maybe they have a few special tile that boost their damage more?
Do remember that, there is a small interval from activation to when the bind actually hit. This would have been important, but the heavier enemies (the one that need to be mowed down quick) also move a bit slower than the lighter one.
Another important note is that, if all of the binded enemies dies, the skill will immediately end, and start the cooldown for the next use, which is pretty nice.
You can still bind enemies that are light though, because you’d rarely find yourself facing up to 4 heavy enemies at once (or perhaps even 3). So one or two slightly lighter enemies will get caught out as well, and with the damage Rosa can deal, that’s an easy kill. It may be a waste, but, you’ve already binded all of the heaviest one out there, so unless there’s still dangerous and light enemies around, it’s fine.
The damage boost may be small at first, but then it’s not the focus of this skill. However, it actually impacts Rosa’s damage output more than you’d first think, because it now deals her current ATK per second. Her basic attack rate is once per 2.4s, so that’s a huge attack rate boost, if you consider it that way. Because of that, her damage output of this Crowd-Control (CC) skill isn’t that bad either. Furthermore, the damage is still affected by her talent, so the binded enemies are in for a big beating, even before we use other operators. And, the damage boost at M3 isn’t small either, which further ensure their demise.
The last part that many people already mentioned is the cooldown, for the huge CC effect and damage, the cooldown is relatively short. It’s comparable to Mostima’s S2, who at M3 has about 5 more seconds of a cooldown. Rosa’s skill has a better effect range, and even though Mostima can stun unlimited enemies, you wouldn’t be using Mostima’s S2 for AoE mob wipe anyway, so she has less reach to CC the dangerous threat. While we have said that dangerous bosses can’t be stunned, outside of that, enemies can still attack if they are binded, so Mostima win out when she gets to stun, because if her stun can reach the enemies, most often time they are also in range in return, so the stun is extra important there.
There is one more operator that you can compare this skill to, and I’m pretty sure it’s an unexpected one for most of you (if you read this far of course). Try to remember, throwing a form of sharp object attached to a rope, affecting a certain number of enemies in a wide area, dealing strong and ignore DEF damage, and inflicting a form of CC to the enemies? That’s right, the free 5* unit that everyone has. Deal pure damage to 3 enemies, stun them, for a really short cooldown. With 3s stun every 15s, Cliffheart has a close uptime to that of Rosa, with 8s bind every 38s. The 2 problems are, Cliffheart doesn’t prioritise heavy enemies and thus can waste the skill on a weaker mob that is slightly ahead, and the stun vs bind argument just earlier. I’ve said this back in her own post, but Cliffheart is seriously strong, assuming you managed the resources for S2M3, or at the very least M1 (which is of course a strike against her most of the time). ^(Qwick sellout to my old Cliffheart) ^(post) anyway let’s get back to Rosa.
Rosa’s main selling point is her third skill, which as analysed earlier is pretty amazing. That is the main reason why her second skill isn’t referred to most of the time, because as said earlier as well, its role is already fulfilled by many operators, therefore only necessary if you lack other means to get DPS and/or multi targets clearance. And in all honesty, even if you lack said DPS, Rosa’s third skill is still amazing too, because it’s not like the 4-5* DPS units are absolute trash. Basically, weight the opportunity cost and get your operators ready accordingly. Fast sellout example: Risk 19 week 1 with Rosa instead of Angelina or Suzuran
That should be it for Rosa. I don’t know how I managed to escape Genshin and completed this post. Anyway, if you got Rosa, what do you think about her before her best skill? Was it like what I said? How do you think about this post? Regardless, thanks for reading and hope to see you next time for an operator that is really special to me xD
Also why my alt account always get the units that I want before my main acc? Provence, Sesa, Swire, Nightingale, and now Rosa. Feelsbadman
Ay finally got Rosa just earlier (~8AM svt 5/10) on the main account weeeeeeeeeee
Posted Oct 3, 2020, 3:46 PM UTC · edited