![]() (Inferno also requires line of sight, but is far more forgiving than Fire Blast, often hitting enemies behind closed doors as camera angle/view is used.)īecause of how the energy cost of Inferno is calculated, and taking our high efficiency in to account, even if you hit 20+ enemies with a single cast, it will only ever cost a maximum of 25 energy. Inferno benefits from range for largely the same reasons that Fire Blast does. ( Please note that line of sight is required for Fire Blast and that sometimes hit detection can be janky, sometimes not stripping armor when logically it should have.) With the added range, you strip more enemies, which means more things will burn to death. At 145% range, you have 36 meters of range on Fire Blast and Inferno, which is more than enough for most tilesets and a nice Quality of Life (QoL) for open worlds ( Plains of Eidolon, Fortuna, Cambrian Drift).Īs for Fire Blast, this ability strips 100% of enemy armor permanently in an area around you if used at max heat. I find that range is a tragically undervalued stat for. As Immolate's energy drain gradually increases the longer you stay at max heat, having the lowest drain possible is very helpful for energy management ( though arguably not necessary). However, this bonus efficiency only applies when your duration is below 100% and only effects the energy drain cost of channeled abilities, such as Immolate. The reason we use max rank and is that, although the UI doesn't display it, the actual cap for efficiency is 190%. This is also part of the reason you get so much value out of Spellbind's augment. This should be mostly self-explanatory, but as your abilities cost less, you can use them more often. High efficiency is really good for Ember, as she's a frame focused on ability use. However, you'll likely find it's more than enough, and that too drastic a change could cause a loss in performance overall. If you don't think 10 seconds is long enough, feel free to tinker with the build until you find a more comfortable amount. By having some duration, you get 10 seconds with both Spellbind ( mainly for it's status immunity) and Inferno ( which helps grow and maintain your passive). However, that isn't to say duration doesn't have its use though. Stat Breakdown:ĭuration isn't an important stat for as her abilities either don't use it, or have a very long base duration to begin with. Spellbind also gives the added benefit of removing status effects and making you and all allies who snort your magic fairy dust temporarily immune to new ones. Very often you'll find that a single Spellbind will give you 150+ energy at the cost of only 6.25 energy. Spellbind and its augment, in addition to an already good ability strength (more so when considering 's passive), allows you to easily maintain energy. That's of course assuming anything has enough time to attack you before they start frantically flailing about, only to become a pile of smoldering ashes carried away on a Kubrow fart moments later. This also means that while Arcane Aegis is active, you become (for all intents and purposes) immortal for 12 seconds. ![]() These work in tandem to constantly generate shields, to where even if they drop to 0, you gain enough back during your initial shield gating invulnerability to trigger the lesser shield gating effect. Now that we only take 1% damage from enemies, we can effectively use shields as method of negating damage. Combined, this reduces all damage you take by 99%, meaning you take 1% damage from enemies. With max heat, Immolation (2) will grant you 90% Damage Reduction (DR), and with max stacks you receive another 90% DR. Abuses the shield gating mechanic to become incredibly durable, while also being able to effectively nuke large groups of enemies, fully strip armor in an Area of Effect (AoE), and easily replenish your own energy.
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