Table of Contents
Class
Weapons
Curios
Talent Tree
Description
I feel like I worked out some of the kinks on this one. Auric Maelstroms ready for sure.
Major changes from the First Version:
1. No Ability Node, while at first glance seems bad I assure you it will make sense with the change to the Redline Keystone from 'Flensing Protocols'. Your main ability will be 'Noospheric Command'. This will proc your 'Redline Capacitors' which will generate toughness through 'Surge-Extension' regularly as you regenerate capacitance, not to mention when you use the default ability too.
2. Keystone Change. The only major change that feels bad is the loss of attack speed and crit. At least using the Combat Blade makes this one go down easier. I feel like the loss of 'Flensing Protocol' is manageable for the crit and attack speed loss to still proc 'Electro-Strike Conduit' consistently.
3. Remove 'Kinetic Energy Distributors' as it does not proc on 'Ablative Wards' health damage and taking a hit defeats the purpose of 'Power Overflow'.
The Concept:
1. Team Toughness Generator. Through 'Surge-Extension' and 'Data Sensor Protocol'. Using Capacitance through your blitz may not proc a Redline generation, but once it has restored it will. 'Ablative Wards' with 'Data Sensor Protocol' will produce a constant stream of toughness. I was able to test 'Data Sensor Protocol' and it does seem that the Stamina regeneration and the Toughness regeneration cool downs do work separately from each other. So you taking Ablative damage will not prevent someone from generating stamina when needed, as the only Skitarii in a match there were 2 different listing in the buff breakdown for Stamina and Toughness (The Toughness was a 95% up time because 'Ablative Wards', the stamina was still sitting at 35% usage for the match, big value node with 130% up time). And finally, with the crit-hits causing electrocute or blocking triggering 'Overcharge Transfer Lattice', this will proc 'Entropic Transfer' often to also provide a steady stream of toughness.
2. Hold it Now, Hit it! So you want to keep your stacks up if possible. Your charges are primarily used for 'Noospheric Command'. It's a Sure Shot, 'Cause you can't, you won't, and you don't stop. 'Noospheric Command' use will easily stack Redline and all the ranged bonuses for you with ease. And the constant fighting will keep you at or near full stacks. 'Retribution Conduit' gives an additional 25% damage to electrocuted enemies at full stacks. The default emitter ability is used more as a panic button or if you need a bit of space to get the rez off.
The Weapons:
1. Combat Blade - GOAT - It is what it is. You can easily proc bleeds, high crit chance will proc electrocutes, electrocutes proc brittleness. Good boss damage. Only weakness is hoard clear, but that's what your secondary is for if you need it.
2. Mk3 Plasma. With the strength blessings, you are able to hard stagger raggers, maulers, and even Crusher groups. It can also 1-shot a hoard of pox at full charge leaving a satisfying red mist. It is a good save weapon too. If you see a team member out of position or surrounded without room to dodge, whip it out and do the Jerry Lewis.
Alteration:
1. 'Galvanic Coating' instead of 'Entropic Transfer' if you're feeling too squish.
2. Remove 'Ammo-Cell Array' and 'Ammunition-Restoration Pod' if you want to play a more ammo friendly secondary weapon like the Heavy Las Pistol. IMO the stagger of the Plasma Mk3 AOE is nothing to scoff at.