Difference between revisions of "Repeats Damager (build)"
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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. | 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 - 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% | [[Flurry]] 3 - Have I mentioned you increase the number of repeats by a whopping 40% | ||
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**Profession Skill [[Intimidation]] gives a toggle that massively reduces your threat, [[Avoid Notice]] | **Profession Skill [[Intimidation]] gives a toggle that massively reduces your threat, [[Avoid Notice]] | ||
− | + | ===Important=== | |
[[Readiness]] - Increases the amount of gear you can carry, important for that extra bit of equipment. | [[Readiness]] - Increases the amount of gear you can carry, important for that extra bit of equipment. | ||
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[[Back Row]] - Monster threat needs to be controlled. | [[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]]) | [[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]]) | ||
Revision as of 06:28, 12 January 2013
Contents
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.
- Profession Skill Intimidation gives a toggle that massively reduces your threat, Avoid Notice
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!!!
Tooth and Nail - Attack.
Plated Hide/Furry Hide - Defense and haste? YES PLEASE! Alternatively, the energybreak on furry hide!
Forced Milking - Emergency panic button that grants heavy lifesteal.
Fiery Hide/Endocrine overdrive - Dps boosts. Both are lovely, though the latter comes with minor penalties.
Quill Wag - Passive damage toggle.
Quad Punch or Prism Storm or Raking Claws - These are the most lovely filler skills for repeats. Each have their own advantages, but you'll need one.
Notable
Feline Agility/Skitter - These toggles can be upgraded to increase your defense greatly or increase a combat stat.
Frenzy - Large damage increase
Fire Dance - Hugely sacrificial power. Strong but very taxing on your own HP bar.
Blade Flurry - Single most damaging power in game upgraded 2 repeat 1 damage.
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.