Moze Iron Bear change suggestions

I have a few tips for iron bear’s durability because that is not a terrible issue for me.

-iron bear health scales off mozes health so avoid “thin red line” and avoid shields that reduce health.
Perhaps try stacking health increasing mods. Iron bear ignores your shields.

-sidestrafe hopping works really well, ai struggles to lead shots.
You can do this while aiming if you get used to it, i use railguns which penalizes you for missing more than most weapons.

My problem is dps, blue gear could probably out dps iron bear…

Ps. What weapon/s do you use on iron bear?

I use the conductive or corossive railguns usually, and sometimes the lock on rockets.

Have you found a weapon with a better fuel/kill ratio?

My favorite pairing is the frost minigun and nuke, although with the 25% damage for same weapon talent, I generally swap the nuke for the explosive minigun. My tree is full blue, green down to the aforementioned talent, and just the bear shield in red (I just don’t find the red tree “interesting” for my style). The frost minigun is very efficient, and freezing is OP. The nuke has a big enough cool down that its fuel use doesn’t feel excessive. I use the explosive minigun sparingly enough that it’s not a huge drain, either–that frost minigun is my bread and butter.

I didn’t realize Bear scaled off health, so I’ll look into my build for that, thanks.

Thin red line doesnt change your max health value, so it doesnt affect IB armor either.

I have a few tips for iron bear’s durability because that is not a terrible issue for me.

-iron bear health scales off mozes health so avoid “thin red line” and avoid shields that reduce health.
Perhaps try stacking health increasing mods. Iron bear ignores your shields.

This is an important PSA! This explains SO MUCH about my current problems! Also, that kinda blows, considering I wanted to max that tanky tree and some blue to spend most of my time in a tanky mech. :frowning_face:

  1. Iron Bear’s description should make it clear what it does and does not scale from, so that mistakes like this don’t ruin a player’s experience because they didn’t see it coming (I’ve been coping with a glass cannon for a while now!)
  2. Iron Bear’s armor, shield, and weapon damages should all scale based on Moze’s gear
  3. Moze’s skills should more commonly (though perhaps not always) affect both her and Iron Bear (this is also why Fl4k pets build suffers, because you have to choose where to invest and end up straddling the fence).

Thin red line doesnt change your max health value, so it doesnt affect IB armor either.

Does it scale off your health otherwise? IE if I have a +% health shield does that impact IB armor?

Anything that in-/decreases Moze’s max health does the same to IB’s armor.

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Even tho it can fix the problem quite fast, i think the first weapon idea is just way too unimmersive, i cant find a way to think its how it works and im trying really hard to do so.

Just 1 pet gear slot is enough to make Iron Bear viable, its a game mechanic change but i think it will benefit all pets in the game, and there are plenty of those.

If not, they can temporarily increase its damage (its low already, even at lvl 1) and make it scale with mayhem level too.

Another fix, for sturdiness, they can change armor to shields, or even add another layer of shields on top of armor, right now Iron Bear dies in seconds and has no means of regen.

Another easy fix can be a class mod that really increases its usefullness, maybe a few actually, so we have options, or a relic maybe ? or both ?. This can be done with relative ease, not much testing required.

What if they give IB an extra bar of health like Agonizer has? After IB loses his armor his core gets exposed, leaking powerful radiation into his weapons (increasing their power) and his legs (increasing movement). Could be a fun capstone skill.

Another idea could be to give IB a riot shield weapon type that allows dashing.

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I think the best solution would be to make it scale with Mayhem level mob modifiers. For example let it have 150% more armor at Mayhem 3 and 100% damage increase to somewhat counter Mayhem bonuses for mobs.

General issue with Iron Bear is that if GBX just slap some flat damage buffs to it then it will again become obsolete with Mayhem 5 or Mayhem 7 or whatever other mode they will inevitably release, so they should sort of tie IB power to Mayhem mode % automatically.

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If IB is a vehicle for the game, why wont give it the boost mechanic?

Also, vehicles were affected by some gun/critical damage boosting equipe like COMs, shields and relics.

If possible, why dont keep this mechanic at least for IB only?

Security Bear could proc some regular shield effects too, like Spike, Nova or Roid. Dont know if legendary shields effects would be too much.

Anyway, I dont think any buff should be linked to Mayhem Mode as it is optional. TVHM should be the benchmark as it is the “official” higher difficult. If you are going into Mayhem you expect things wont be as good due to modifiers.

The benchmark is being able to kill Graveward in <5 Seconds.

I’m not a fan of major skill-tree reworks for Iron Bear. I would rather see some of the skills that currently enhance only Moze provide additional bonuses for Iron Bear.

For example, Vladof Ingenuity, Armored Infantry, Phalanx Doctrine and Thin Red Line could also increase the strength of the Security Bear Shield. Other VHs already have skills that enhance the effectiveness of skills in the same skill tree, so I don’t think this would require major work to pull off. And it’s not a huge problem if he becomes too tanky, since he’s also dependent on a fuel meter.

Vampyr could also give IB regen, either by giving IB Life Steal or just having the current healing Moze receives apply to Iron Bear as well. We have green/blue legendary class mods for both fighting alongside Iron Bear and inside Iron Bear. Vampyr could help Rocketeer builds keep Auto Bear running. For Bear Trooper Builds, let IB throw one of Moze’s grenades with a cooldown ability (for instance bound to To the Last). He’ll still have a fuel meter if the healing is powerful and he has to be pretty durable (and damaging) to encourage people to try Rocketeer over the massive damage you can get on other CoMs.

I’m not sure how to go about buffing his damage in this way, though. He could benefit from Moze’s SoR stacks and whatnot, and maybe have something down in BM that makes each of his projectile weapons fire additional projectiles (like Some for the Road or even Forge).

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So full disclosure I have not yet played as Moze but have heard a lot about how lackluster her action skill is late-game and have been reading others thoughts on the matter. Being a fan of the power armor mechanic from Fallout 4, I am planning on playing Moze next and have been looking forward to charging into the fray as an unstopable armored colossus.

I think the main problem is vehicle scaling in general (IB appears to be considered a “vehicle” evidenced by the fact that your experience is gimped while riding it so Ive heard…) and it seems like some values need tweaked to keep up with late-game damage numbers.

Of course any flat change to armor value or damage resist would also impact early game balance as well so you do have to be careful. I think the easiest change would be a skill deep down in one of Moze’s trees that dramatically increases damage resist based off of the percent of armor remaining. Something like 80-90% damage resist at 100% armor that begins to fall off as the armor percent is wittled away. This would make sense as the armor is chipped away it provides less protection. Putting this skill at the bottom of the skill tree would ensure it is only available to the player about the time when the survivability becomes threatened.

I see IB as more defensive than offensive so I personally wouldnt want the offensive capabilities to overshadow what good legendaries can output but a skill that applies Moze’s buffs to the IB seems like a no brainer.

I am all for ops three main points about rearranging the skill trees…
Bottomless mags lacks flair anyways, the ammo regen is sorta okay, but not really needed either as previously you could get a pretty similar effect in demolition woman.
So yeah, make the green tree iron bear and gunplay, demolition more focused and focus shield of retribution on incendiary and shields. Gets my vote.

Hi all, I’ve never really posted on the forums before, but I’ve been a big fan of Borderlands for the longest time. It’s stood the test of time as my favorite looter and shooter for a myriad of reasons, but one factor more importantly than all others. It’s fun. Yes, lots of games are fun, but Borderlands has a specific brand of fun. This over-the-top, chaotic, and bombastic fun that feeds on wild skill synergies and crazy mechanics that push you from a guy with a gun to a force of mayhem and destruction. It’s great, and I think it’s part of why I and so many others have stuck with the franchise so long; what does any of this have to do with Moze though?

Well, a lot as it turns out. See, I think we’ve all seen how crazy Moze’s skill synergies can get and how, when combined with awesome gear, she can blow a room to kingdom come and back. It’s cool as hell, and it feels good too, yet Iron Bear doesn’t seem to get this love. He has a handful of skills that provide some buffs and some different ways to kit him out, but he doesn’t really grow. Ironically, he’s like a teddy bear: able to keep Moze safe and provide comfort in her early stages, but quickly outgrown as she grows more capable. Simple buffs have no way to keep up with the out of control nature of Moze’s skill synergies and top tier gear.

So, with all that said, what’s the solution? Iron Bear needs skill synergies. So many of Moze’s skills have incredible potential to play with IB’s arsenal and change the way he impacts the battlefield. Skills like Short Fuse and Pull the Holy Pin could add great extra damage output to things like the minigun and grenade/missile launcher respectively. Means of Destruction and Redistribution could do things like reduce weapon heat and restock grenades/missiles.

They’re only a couple examples as I have to work shortly, but I hope it plants the seed of what cool skill synergies could do for IB on all fronts. If he could grow and capitalize upon them in the same ways Moze could it might turn him around from feeling like a “nerf Moze” button and turn him into the power house Vladof made him to be.

P.S. I’d love to see other folks’ ideas on how Moze’s skills could play into Iron Bear as well, so if anybody has a fun idea toss it in the comments. Theorycrafting is fun after all!

Similar to Deathtrap in Borderlands 2, Iron Bear with a copy of Mozes shield should solve the issues they face in the Mayhem modes without breaking them.

In my opinion, Iron Bear puts out good damage in Mayhem modes and has ok bulk until they do not.
So I believe with a copy of Mozes shield Iron Bear could be used to great effect throughout all playthroughs.

I imagine some builds even getting good damage buffs with the right shield.
For example, the graveward shield and the bear fists.

And just a few thoughts, there is a skill in Mozes red tree which starts recharging shields automatically when jumping into Iron Bear. This seems a good skill to tack Iron Bears own shield onto without restricting too many builds.

Finally, perhaps include a passive in the aforementioned skill which increases the shield capacity Iron Bear receives for their copy.

Thanks y’all!

I like moze and would like to be in the iron bear more often but I don’t see how they will make such a thing happen. With the Hazy Calorie Burning Rocketeer class mod and anointed gear you are better of just hoping in iron bear and jumping right out. I mean unlimited ammo for 5 seconds plus the buff from anointed gear and you get a sentry. The only way i can see them fix this is by the anointed gear for moze be whale action skill is active and the Hazy Calorie Burning Rocketeer effect be replaced with increase fuel and/or damage form kills.

IB suggestion threads merged - carry on!

i have a few suggestions for this iron bear, the first of which is retire it.
2. can i please have a regular gunner suit instead they look so fast and dexterous, jumping and strafing–the dream come true.

  1. can we please use the same button to get out of it that we use to get into it, and further more can it be a push not a hold, and can we remove the animation/ make this instant.

[my reasoning for this one; every other class can basically just tap a button wait a few seconds and boom-trigger their anointed effects, getting into and then out of the bear removes me from battle for an excruciatingly long animation time before i can get back to the fight-this is not worth triggering any of the anointed affects for me].

  1. if you cant remove that animation so i can trigger anointed powers, can you change what triggers the anointed abilities for moze to anything other than the action skill–as i use L1 to change weapon modes and don’t even have iron bear set for my moze.

  2. i would like iron bear better if i could just cast it and absolutely never get into it, change auto bear skill to do this and i will use it all the time. side note clap trap still has that program hidden somewhere inside him could i convince him to say hook it up in my IB.

  3. this is for gunner in general, can we get a gunner skin so we look like truant.

thanks for listening. Gorghandi