Difference between revisions of "Repeats Damager (build)"

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(Created page with "==Overview== What are repeats? Repeats are special attacks that deal a small hit, but leave a punishing status on the opponent that strikes many times distributed across a few...")
 
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[[Damage]] 3 - Damage.
 
[[Damage]] 3 - Damage.
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[[Speed]] 3 - Reduces the duration of repeats, making it deal the same damage over lesser time. Also allows you to attack a lot more frequently, reducing charge and turn timers. A must have.
 
[[Speed]] 3 - Reduces the duration of repeats, making it deal the same damage over lesser time. Also allows you to attack a lot more frequently, reducing charge and turn timers. A must have.
  

Revision as of 06:04, 12 January 2013

Overview

What are repeats? Repeats are special attacks that deal a small hit, but leave a punishing status on the opponent that strikes many times distributed across a few turns. This gives you a wide range of options that include dealing small bursts of damage, or dealing sustained damage to opponents, depending on repeat duration. However, the nature of a repeat build grants it very high aggro. Also, repeats rarely provide any form of team support.

Combat Skills

Core

Flurry 3 - Increases the number of repeats you hit by a whopping 40%. Flurry 3 - Have I mentioned you increase the number of repeats by a whopping 40%

Penetration 3 - One of the greatest weaknesses of repeats is that each repeat is susceptible to resists from opponents, and are easily deflected. This skill solves both problems and is very crucial.

Damage 3 - Damage.

Speed 3 - Reduces the duration of repeats, making it deal the same damage over lesser time. Also allows you to attack a lot more frequently, reducing charge and turn timers. A must have.

Important

Readiness - Increases the amount of gear you can carry, important for that extra bit of equipment.

Sacrificial Fury - Massive increase to damage at great health cost.

Accuracy - Speaks for itself.

Vampiric - Two of the three strongest repeats in the game are highly self damaging. This helps mitigate some of that damage (though definitely not all.) Increases the potency of Forced Milking, and provides general life steal to help mitigate some damage.

Back Row - Monster threat needs to be controlled.

Situational

Fast Loading - While this reduces the cooldown on abilities, repeats are mechanically restricted to firing within a fixed number of turns. Reducing cooldown isn't always functional. (Example, Blade Flurry)

Health - A larger pool of health allows you to better survive self damage from Fire Dance, but only a luxury otherwise.

Avoidance - Take less damage! It's a lot easier for a dps to get defense than a high level of resist, so Avoidance is better.

Mutant Powers

Core

Scent of Blood - Attack increases all hits you do by the stated number, scaling. This makes attack a core status!!!

Juggernaut/Myriad Armor - Really solid toggle that boosts your defenses.

Any Defensive Adaption slot power - Usefulness of Smooth Hide is questionable, but all the other hides have an upgrade or two that helps you tank.

Panic Button - A panic button is any mutant power that can be used in times of dire need. Examples would be Milk Chug (Emergency heal), Drain Vitae (Lifestealing hit), Stonewall (Great burst of resists)

Thick Hide/Thick Shell/Icy Hide/Reinforced Skeleton - Really lovely for tanks, each have their own disadvantages though so be careful.

AoE threat pickup - Grab a damaging toggle! Electric Field, Quill Wag are great examples.

AoE threat - Wild Swing is a beautiful power to fill this category. Scythe Sweep, Prism Storm both do wonderfully as well.

Notable

Conductive/Solid Frame - These toggles increase your resists to make you more durable.

Feline Agility/Skitter - These toggles can be upgraded to increase your defense greatly.

Enveloping Pain - Threat and party heal!


General Playstyle

Optimum Dedications:

                    Fenrir Wolf - Lifestealing big threat attack, defensive toggle.
                    Weapon Master - Big threat attack, defensive toggle, access to Spear of Judgement, a really high threat weapon that is also team support.
                    Anubis Servant - Revive upon Death.
                    Flame Bearer - Strongest cover of all tanks in the game, has a big support toggle.
                    Kaiju - Strong defensive passive, High hp, big threat attack.
              

Great Dedications:

                    Nanite Adept - A big heal!
                    Nekomata - Powerful debuffclear, and a very jack of all trades passive.
                    Survivalist Leader - Has a team defensive toggle.

Crafted Gear of Interest (Non exhaustive, generic.)

                    Spear of Judgement - Woaaah. Stats are self explanatory. Big threat, team support, light weight!
                    Physical Armor/Light Energy Armor/Heavy Armor or Lifegiving Armor - Increases your resists greatly!
                    Shield - Provides Defense
                    Flexible/Amplifying module - Increased defense
                    Stiffened/Hardened/Protective module - Increased resist
                    Insulating module - Passive HPBuffer
                    Training - Assertiveness - Bonus threat.
                    Void Totem - Free recharge at a light weight.
                    Earrings - Energybreak bonus.
                    Superconducting Magnet - Helps absorb damage for teammates.

Solo: After your first few levels, you are nigh unkillable with your roles. Grab Lactaid early on, but no toggles as your energy regen will be very low. If possible, ask someone to funnel you Sharpshooter or Drain Vitae for easy single target kills. Grab passives asap. Then after, grab a few more attacks for threat and damage sake, and then after 35, start building up your toggle collection.

Group: Hold threat for teammates. Keep self alive.