The idea is to use
to get into the fray and root folks, tiered to break free from cc's also. Load up
then either
,
, or
- then hit with
the
should be on plus the bonus damage for knockdown, blind, or tether from amp and
. If it procs hit them with
again. This provides huge spike damage and put a healing debuff on the foes.
Almost everything has a long cool down and there does not seem to be any KE costs - that seems off. So, use
as needed to build KE. It has no cool down so spam it, till
is almost off cool down and then back to attack rotation. Every other rotation
will be available.
is for escape or to stop someone from escaping. There are two charges and grants defense so let the defense tick a bit before using the second (assuming the defense bonus does not stack).
AMPs - go up the Utility tree first to get Unyeilding. Then go A/U tree for Cheap Shot, Festering Blade, and Killing Spree. Then the S/U tree for Reserve Power, Health Sponge, Spiked Armor, and Bring It.