Setup
Descendant
Descendant Modules
Weapons
Melee Weapon ATK
Melee Weapon Chill ATK
Melee Weapon Chill ATK
Melee Weapon Critical Hit Damage
Melee Weapon Critical Hit Damage
Melee Weapon ATK
Melee Weapon Chill ATK
Melee Weapon Critical Hit Rate
Melee Weapon Critical Hit Damage
Reactor & External Components
- General Rounds Capacity 8%
- Rounds per Magazine 9% Skill Cost 15% Skill Power 26.1% When defeating enemies inflicted with Towed, recovers MP and Specialized Resource by 17% at a 12.2% chance
Arche tuning
1
1
1
1
Misc
Guide
Pretty easy, just get your 1st going to build up stacks before rip, use your 3rd to tow enemies and clash them with your 1st, pop your 1st & 2nd constantly to keep up damage, and charge your 4th for good boss & AoE damage. A good rotation pattern is to charge your first before rip, get to the crowd, use 2nd, throw your 3rd in front of a crowd/boss, smash 1st into the crowd/boss/orb, pop 2nd again, charge your 4th and aim toward another crowd/boss, pop your 2nd, throw your 3rd again, and smash your 1st until you're off cooldown again! Your 3rd or 4th should be used relatively wisely and not randomly spammed.
FOR THE ANCESTOR MODULE, you will want at least 0.10x Cooldown. If you can get 0.14x+, you can swap Focus on Chill for Power Increase! The damage boosts in the Anc Mod are the same tried and true, as high of Critical Hit Damage, with some Fusion PBR if you can get it. IF YOU DO NOT HAVE AN ANCESTOR MOD, then you'll want to use Focus on Fusion & 2x Polar Night Set, 2x Hunter Set for the Cooldown bar none! If you do have Cooldown and you want more Survivability, you can instead rock 4x Polar Night Set and Increased HP in lieu of Skill Insight (since you'll have enough HP then to max the critical hit rate!)