Firestorm / Twin Suns Build

Abilities
Reckless Leap

Press to convert meter into ammo. Hold to spend ammo and perform a flying lunge attack that deals up to 1500 damage based on distance and ammo quality.

Homing Missiles

Once charged after 20 second cooldown, your next hit locks on to the Behemoth part. Dealing damage loads homing missiles (max 4) that deal 50 base damage + 50 for each other missile in the volley. On dodge, fire all loaded missiles.

Airship Barrage

After activation, dealing wound damage over the next 30 seconds builds up a reserve of cannon balls, which are then fired from above.

Talents
  • Primary Buff
    • You have 1 additional point of held SPEED.
    • You have 1 additional point of held SPEED.
    • You have 1 additional point of held SPEED.
  • Weapon Special
    • Increase the damage of Reckless Leap by 20%.

    • Storing ammo at full meter stores up to 2 ammo.

    • Reckless Leap can lunge 30% further.

  • Secondary Buff
    • You have 1 additional point of held ENDURANCE.
    • You have 1 additional point of held ENDURANCE.
    • You have 1 additional point of held ENDURANCE.
  • Weapon Passive
    • Increase maximum loaded Homing Missiles by 2.

    • Increase bonus damage per Homing Missile by 15%.

    • Reduce Homing Missiles cooldown by 5 seconds.

  • Weapon Active
    • Increase the damage of Airship Barrage by 20%.

    • Reduce the damage needed per cannon ball by 50.

    • 10% of your non-wound damage contributes to cannon balls.

Abilities
Lightning Dash

Activate to dash through attacks, performing a spinning counter. Additionally, when meter is full, activate magnetic bombs which stick to Behemoths, and deal greater damage the more parts they hit.

Critical Capacitor

Your stacks of CRITICAL last 10 seconds longer.

Broadside Bomb

Activate Legendary to drop a large bomb from your airship a short distance in front of you that deals massive damage.

Talents
  • Primary Buff
    • You have 1 additional point of held DEFENSE.
    • You have 1 additional point of held DEFENSE.
    • You have 1 additional point of held DEFENSE.
  • Weapon Special
    • Reduce the cooldown on Mag Bombs by 20 seconds.

    • Increase the number of bombs loaded when you activate Mag Bombs by 4.

    • Critical hits reduce the cooldown of Mag Bombs by 3 seconds.

  • Secondary Buff
    • You have 1 additional point of held CRITICAL.
    • You have 1 additional point of held CRITICAL.
    • You have 1 additional point of held CRITICAL.
  • Weapon Passive
    • When you land a critical hit, restore 2 HP.

    • When you land a critical hit, pulse 100 shock damage in a small area around you.

    • When you land a critical hit, you have a 10% chance to reload one ammo instantly.

  • Weapon Active
    • Increase the radius of Broadside Bomb's explosion by 50%.

    • Drop a second Broadside Bomb a short distance ahead of the first.

    • Players in the radius of a Broadside Bomb explosion gain 2 SPEED.

Acidic
2

You deal 30% increased Wound Damage as long as you have at least 1 MIGHT.

Berserker
2

Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds

Reuse
3

30% chance on breaking a Behemoth part to grant 2 stacks of SPEED to all allies and self. Else gain 2 stacks of SPEED yourself only.

Tough
1

You have 4 Permanent stacks of VITALITY

Acidic
2

You deal 30% increased Wound Damage as long as you have at least 1 MIGHT.

Berserker
3

Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds

Reuse
2

30% chance on breaking a Behemoth part to grant 2 stacks of SPEED to all allies and self. Else gain 2 stacks of SPEED yourself only.

Cunning
3

Gain 3 held stacks of CRITICAL.

Recycle
2

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Vampiric
2

Heal for 300 whenever a Behemoth is wounded

Berserker
3

Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds

Cunning
2

Gain 3 held stacks of CRITICAL.

Tough
2

You have 4 Permanent stacks of VITALITY

Gain 1 held stack of VITALITY and DEFENSE. +1% Lifesteal and +1 held stacks of DEFENSE for every 150 missing health. When taking damage, reduce Ice Lance cooldown by 5s (once every 5s).

Ice Lance

750 (double damage at full health). Gain Stagger Protection and +10% Lifesteal for 8s.

Cooldown: 60s
600
Power
600
Resistance
Elemental Resistances
Shock
+50
Frost
+25
Umbral
+25
Perks
Acidic
4 / 4

You deal 30% increased Wound Damage as long as you have at least 1 MIGHT.

Berserker
8 / 8

Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds

Cunning
5 / 5

Gain 3 held stacks of CRITICAL.

Recycle
2 / 7

Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.

Reuse
5 / 5

30% chance on breaking a Behemoth part to grant 2 stacks of SPEED to all allies and self. Else gain 2 stacks of SPEED yourself only.

Tough
3 / 3

You have 4 Permanent stacks of VITALITY

Vampiric
2 / 2

Heal for 300 whenever a Behemoth is wounded