Table of Contents
Class
Weapons
Curios
Talent Tree
Description
Eventually I will write useful stuff in here, probably, maybe.
Warp Ghost is a fantastic talent but you can substitute it if desired.
Mind in Motion is my personal bread and butter. Being able to quell at any time with zero movement penalty takes practice to familiarize yourself with as instances where you would normally begin pushing, dodging, or even using your ability to make space and quell are now opportunities where you can instead quell off a small amount of peril. This is key for Assail as you will only begin to overload if you cast a shard at 100% true peril. This means you only need to quell to (strictly) 99.99% true peril to toss out a shard, meaning basically any amount of quelling at all.
You can do whatever you want for your Curio Perks, but what you see is what I do.
Your Laspistol can be any combination of Dumdum/Infernus/Desperado. It has instant draw to fire time both when equipping and when sprinting. You can set your crosshairs to be 'Always On' in the setting menu, so that whenever it is on an enemy's head, you can draw and fire instantly. Great for securing Disrupt Destiny targets at a distance. Laspistol sports good ammo economy and tremendous finesse damage multipliers. Always aim for heads.
Your Deimos can be Shred or Riposte to preference, but you will want an additional crit blessing. Uncanny Strike is necessary for Perilous Combustion shenanigans, as the 100%+ over-rending it provides will allow Soulblaze to do very appreciable damage to Crusher packs while doing the same for the sword itself. Be judicious with Heavy 2 and always aim for the head with it -- everything short of Monsters can be thrown right off their feet when it lands. Push Attacks can also throw heavy targets off their feet and combos into Heavy 2.
Always be weaving Assail shards. Shards will be boosted by Malefic Momentum which will in turn boost all other non-warp damage. Swing three, four, five times, swap, toss, return. Shoot three or four times, swap, toss, return. Build yourself up to 100% with Shards/Blocking/Incoming Damage and then do brief quells on the move to continue tossing shards in combat. When you are overwhelmed, use Scriers to immediately clear off 50% of your perils and escape to safety or dump damage as needed. All of this is possible thanks to Immaterial Focus granting four seconds of stun immunity once you drop below 97% peril, AKA critical peril, and permanent immunity when at critical peril.
I'll add stuff later idk