![]() ![]() Unlike most damage abilities, Thermal Sunder's damage should not be scaled with Strength, but rather cast speed. At 100% battery, this will full-strip armor. ![]() Additionally, Blast Thermal Sunder partially strips armor while Redline is active. This deals bonus damage based on the remaining Heat and Cold procs on the target, dealing an absurd amount of burst damage. If you cast both Cold and Heat variants back-to-back, you will perform a Blast version of Thermal Sunder. Heat will drain 10% battery and inflict a Heat status effect, dealing twice as much damage as Cold. Cold will grant 10% battery and chill enemy targets, outright freezing them if you cast the ability again. Gauss will clap his hands and create a ring of energy that will immediately damage all nearby targets, bypassing walls and all line-of-sight checks. ![]() Duration and Efficiency affect how much Energy this skill costs, and Range affects how big Gauss' hitbox is while sprinting. Strength only buffs the pitiful damage this skill does, so you can safely ignore it. This ability also stacks with other mobility-centric powers like Volt's Speed and the Helminth's Infested Mobility subsume. You can make Mach Rush even faster by modding for sprint speed. This will create a shockwave that will damage and knockdown all nearby enemies, leaving Gauss unharmed. You can always aim or deactivate Mach Rush if you need to course-correct. Your turning radius is also substantially reduced, encouraging you to sprint in a straight line. While in hyper-sprint, you will be unable to shoot, melee, or perform parkour maneuvers. Holding the ability will make Gauss continuously hyper-sprint until you either hit an immovable object or deactivate Mach Rush. Tapping the ability will make Gauss dash forward roughly 12 meters, unaffected by mods. Gauss begins to hyper-sprint at absurd speeds, ragdolling any enemy he makes contact with. ![]()
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