The Godhand / Twin Suns Build

Abilities
Godhand

With more than one bar of meter, activate Special to store ammo. Hold Special with a stored ammo to begin firing with the Godhand, dealing more damage the longer the beam is maintained. Beam duration limited by quality of your stored ammo.

Runic Sigils

On activating your Legendary, place a runic sigil a short distance ahead of you that activates if a Behemoth touches it, granting 250 Shield.

Gathering Power

Activate your Legendary to immediately fill your meter to full.

Talents
  • Primary Buff
    • You have 1 additional point of held MIGHT.
    • You have 1 additional point of held MIGHT.
    • You have 1 additional point of held MIGHT.
  • Weapon Special
    • Gain 1 VITALITY when you fire The Godhand.

    • Increase the maximum damage of Godhand beam by 20%.

    • Gain 1 SPEED when you fire The Godhand.

  • Secondary Buff
    • You have 1 additional point of held VITALITY.
    • You have 1 additional point of held VITALITY.
    • You have 1 additional point of held VITALITY.
  • Weapon Passive
    • Sigils also deal a base of 750 radiant damage when touched by a Behemoth.

    • Active sigils can interrupt unstable attacks.

    • Creates a second sigil a short distance ahead of the first on activation.

  • Weapon Active
    • You gain 1 MIGHT when you activate Gathering Power.

    • You grant 1 CRITICAL to yourself and nearby allies when you Gather Power.

    • 10 seconds after you activate Gathering Power, your meter is refilled to full again.

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

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

    • Gain 2 VITALITY when you activate Mag Bombs.

  • 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
    • Increase the duration of CRITICAL stacks by an additional 5 seconds.

    • Every 120 seconds, gain a stack of CRITICAL.

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

  • Weapon Active
    • Reduce the cooldown of Broadside Bomb by 20 seconds.

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

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

Agility
2

Reduce stamina cost of Dodge Roll by 50%

Assassin's Edge
1

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Evasive Fury
2

After dodging through an attack, gain 1 temporary stack of SPEED

Sharpened
3

Deal 30% increased damage to unbroken parts.

Assassin's Edge
3

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Energized
2

Increase weapon charge rate for weapons with meter by 30%

Reduce
2

You gain 4 held stacks of MIGHT. You gain 4 negative held stacks of SPEED.

Assassin's Edge
2

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Energized
2

Increase weapon charge rate for weapons with meter by 30%

Medic
2

When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%

Sturdy
1

Prevents you from being staggered on a 10 second cooldown.

Reduce
2

You gain 4 held stacks of MIGHT. You gain 4 negative held stacks of SPEED.

Sharpened
3

Deal 30% increased damage to unbroken parts.

Sturdy
2

Prevents you from being staggered on a 10 second cooldown.

Prevents all healing for 15s. When Revenant State ends, recover 115 Health over 10s for each Void Orb you collected, and revert the held and increased maximum stacks of MIGHT gained.

Umbral Pact

Enter Revenant State, create a Void Orb, and sacrifice up to 500 Health. For every 100 Health lost, create a Tendril that deals 700 umbral damage and spawns a Void Orb on impact.

Void Orb: Touch to gain 1 held stack of MIGHT, increase maximum stacks of MIGHT by 1, and increase Revenant State duration by 1s.

Cooldown: 10s
600
Power
600
Resistance
Elemental Resistances
Shock
+100
Perks
Agility
2 / 2

Reduce stamina cost of Dodge Roll by 50%

Assassin's Edge
6 / 6

Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL

Energized
4 / 4

Increase weapon charge rate for weapons with meter by 30%

Evasive Fury
2 / 8

After dodging through an attack, gain 1 temporary stack of SPEED

Medic
2 / 2

When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%

Reduce
4 / 4

You gain 4 held stacks of MIGHT. You gain 4 negative held stacks of SPEED.

Sharpened
6 / 6

Deal 30% increased damage to unbroken parts.

Sturdy
3 / 3

Prevents you from being staggered on a 10 second cooldown.