Strikethrough Chance 0%Critical Hit Chance 0%Critical Hit Severity 0%Deflect Chance 0%Deflect Critical Hit Chance 0%
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CHAPTERS
0. Picks
1. Combos
2. Amps
3. Description/Disclaimer
Picks
builds 2 actuators, when landing all ticks, thus costs 1.
builds 2 actuators, should be used as much as possible.
to be used when actuators are full after
this makes cost no actuators
and
alternate the use of these to fall in with the
and cooldowns
and
chosen for if there is no healer in party
replace with and if healer available
Don't forget to Energize when off cooldown,
I suggest using it with to average out the damage dealt
for every and cycle
Combos
Rotation 1
,(try land all ticks), (try land all ticks)
& for as many actuators and charges are left
Rotation 2
Energize
,,(try land all ticks), (try land all ticks)
& for as many actuators and charges are left
Refill
spam to build actuators if needed
use to for attack or escape
Amps
Major amp choices are to gain as much empower as possible to the neglect of Tier 1.
The rest fall into worst case land and making Magnetic Lockdown better.