Since Redline also gives cast speed, scaling Ability Duration indirectly gives us cast speed. Redline is another ability that scales Thermal Sunder, doubling its Heat damage while active. If you want to max it, you'll need another Forma. You only need an unranked copy for this build. This works with Thermal Sunder, substantially buffing this build's damage output. This mod will apply an additional Heat proc whenever an ability applies Heat status, copying its damage. Let's start with the strangest mod on here: Archon Vitality. Toggle this setting for Gauss, and you can now tap the ability key to cast Heat Thermal Sunder. To do so, head to the options menu and look for the "Invert Tap/Hold Abilities" setting. You can change the behavior of Thermal Sunder to cast its Heat variant on tap instead of on hold. Since Mach Rush scales off sprint speed, we might as well use Sprint Boost and Rush. To finish the build, we use Adaptation to scale our DR and Primed Flow to increase Gauss' Energy reserves. While Gauss doesn't need Strength for any of his abilities, it does make Kinetic Plating more effective at lower battery levels, so it shouldn't be fully ignored. Since Overextended drops our Strength, we use Molt Augmented and Umbral Intensify to get some Strength back. This feels large enough in our testing, but feel free to drop Augur Message for Stretch if you want a larger vacuum radius. Since Mach Crash scales off Range, we use Overextended to increase its vacuum distance to 15 meters. The added utility makes Mach Rush a far stronger ability for smaller tilesets. This is an augment mod for Gauss' first ability that gives it Mag's Pull effect when you crash into a wall, vacuuming nearby targets into a tight ball. Since Thermal Sunder is dealing Heat damage, this creates a feedback loop that experiences exponential damage scaling.Īs powerful as Redline is, keeping your battery charged can be annoying at times. Every time you cast Heat Thermal Sunder, any Heat procs on the target will be added to Thermal Sunder's damage, including the forced Heat proc it inflicts. Unlike most damage abilities, Thermal Sunder's damage should not be scaled with Strength, but rather cast speed. At 100% battery, this will full-strip armor. Additionally, Blast Thermal Sunder partially strips armor while Redline is active. This deals bonus damage based on the remaining Heat and Cold procs on the target, dealing an absurd amount of burst damage. If you cast both Cold and Heat variants back-to-back, you will perform a Blast version of Thermal Sunder. Heat will drain 10% battery and inflict a Heat status effect, dealing twice as much damage as Cold. Cold will grant 10% battery and chill enemy targets, outright freezing them if you cast the ability again. Gauss will clap his hands and create a ring of energy that will immediately damage all nearby targets, bypassing walls and all line-of-sight checks. Duration and Efficiency affect how much Energy this skill costs, and Range affects how big Gauss' hitbox is while sprinting. Strength only buffs the pitiful damage this skill does, so you can safely ignore it. This ability also stacks with other mobility-centric powers like Volt's Speed and the Helminth's Infested Mobility subsume. You can make Mach Rush even faster by modding for sprint speed. This will create a shockwave that will damage and knockdown all nearby enemies, leaving Gauss unharmed. You can always aim or deactivate Mach Rush if you need to course-correct. Your turning radius is also substantially reduced, encouraging you to sprint in a straight line. While in hyper-sprint, you will be unable to shoot, melee, or perform parkour maneuvers. Holding the ability will make Gauss continuously hyper-sprint until you either hit an immovable object or deactivate Mach Rush. Tapping the ability will make Gauss dash forward roughly 12 meters, unaffected by mods. Gauss begins to hyper-sprint at absurd speeds, ragdolling any enemy he makes contact with.
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