Table of Contents
Class
Weapons
Curios
Talent Tree
Description
Playstyle Tips:
- Focus on learning how to keep one eye on the game, and one eye on your peril. The better you are at doing this, the more able you will be to keep your peril between 80%-100% which is the whole point.
- Warp Rider - Deal up to +20% Damage (increases as your peril increases)
- Creeping Flames - Venting Shirek appliesd 1-6 stacks of soulblaze to targets hit based on current peril
- One with the warp - Gain toughness damage reduction of +10% to +33% based on current peril
- When being charged by monstrosities/crushers/maulers and to a lesser extent, bulwarks, you want to ensure that your peril is as high as possible, throw in a cheeky mind pop when they are at distance, and use the dueling sword for crit headshots at close distance. Feel free to build uncanny strike stacks on trash mobs before the big boys come to be able to kill them in 2 hits max.
Ideal Weapon Stats:
- Purgatus Staff: Damage, Burn, Cloud Radius need to be maxed out. Quell speed is secondary. Warp Resistance ideally is a dump stat. This build benefits from being at high peril.
- Dueling Sword IV: Damage, Finesse, Penetration need to be maxed out. Mobility ideally would also be as high as possible, as it'll help get you out of some sticky situations. Cleave damage is the dump stat - useless. You'll only be using this against charging maniacs, crushers, maulers and monsters.
Talents:
These talents are the best balance i've found between insane damage output and survability. A huge focus, and synergy is around your venting shriek talent which outputs insane damage when used correctly. Specifically, in it's cooldown reduction. This is achieved from curio talents, 'psykinetic Aura', 'seer's presence', 'warp siphon. When used properly, you have venting shriek throwing insane DoTs super-regularly.
If you need more survivability, you can move away from the combat ability focus, refine the curios to more health/toughness, and drop the seers presence for kinetic presence, drop the kinetic resonance, which gives you two points to be spent on the 'critical chance boost' and "kinetic deflection".