

One of my least favorite lunar items, no idea why everybody praises it when it's basically a worse Infusion. This is the general cycle of people using Transcendence - get hit once > 1 hp and no medkits or slugs to remedy the situation > get hit again > dead.
CORPSE BLOOM RISK OF RAIN 2 WIKI FULL
Works far better than having 100,000+ shields (which take 7 full seconds to *start* to regen regardless of items, and can't be brought back up with drones or healing items.) and no hp and dying in two shots in the later stages. Originally posted by Jеnkеm Junkiе:If you go Transcendence, you get 100 shields and all your health replaced when you could've just went with a bunch of healing items + shaped glass for OSP. They're better to cover a lacking of certain items, then should be shed off. Neither items are great 3 hours in when you're drowning in items. I'd use it if I had no healing and was hungering for corpsebloomey effects. I don't like it personally, but it definitely has it's uses. Don't have any healing items? Use transcendence. And yes, I am aware that they work together.Well, transcendence doesn't scale with healing items.Ĭonversely, transcendence doesn't *need* healing items to work. If you go Transcendence, you get 100 shields and all your health replaced when you could've just went with a bunch of healing items + shaped glass for OSP. This means you'll be limited to 1 health health a second from transcendence and corpsebloom anti-scaling with each other.Originally posted by It's Black Fox!:If you go Transcendence, Corpsebloom becomes fodder for the Cleansing Pool. Corpsebloom hard locks to green health, not total effective health. NEVER get transcendence and corpsebloom unless you don't intend on using Aegises with transcendence.Also, stacking transfusions and gettting a perma spinel tonic can drastically increase the total healing cap of a corpsebloom. Their best shot lategame is stacking glass for screen clearing damage, which relies on one shot protection for overall survivability. Never get corpsebloom on very squishy characters like the Artificer, commando, and the Huntress. Maximum health is the name of the game for corpseblooms.From the example above, a single monster tooth necklace would heal 8*2*3 = 48, then dispense out from the healing pocket, further increasing from the rejuv racks, 48*3 = 144 healing from a single monster tooth healing orb.This heal would then be tripled once more, giving you 30% of your maximum health a second. It would then be put in a healing pocket and dispensed at 10% of your maximum health a second. EG, two rejuv racks and a corpsebloom would first double your healing from the corpsebloom, them triple that healing from the rejuv racks, totaling six times healing.Rejuv rack double dips with the healing increase as well, meaning it increases healing both before and after corpsebloom puts the health into a healing pocket. This is because rejuv rack multiplicatively scales corpsebloom's healing increase. For instance, a single corpsebloom and rejuv rack octuple healing. One corpsebloom is actually very good on higher health characters who have a rejuv rack. You should never, EVER get more than one. This results in 12 times healing, which irrelevant due to the hard cap. This is once more doubled by rejuv rack, resulting in 10% of his maximum health a second. Corpsebloom puts it all into a healing pocket, then dishes it out at 5% of his health a second. So for this guy, his corpsebloom triples his healing, the rejuv rack then doubles his healing again, effectively sextupleting it.That cap halves everytime you pick up another corpsebloom. It works like this: Corpsebloom increases healing by 100% per stack, but limits healing to 10% of your maximum health per second.
