Setup
Descendant
Descendant Modules
Weapons
Melee Weapon ATK
Melee Weapon Toxic ATK
Additional Attack Chance
Additional Attack Damage
Additional Attack Damage
Melee Weapon ATK
Melee Weapon Toxic ATK
Additional Attack Chance
Additional Attack Damage
Reactor & External Components
Max HP
DEF
Max HP
Fire Resistance
Max HP
DEF
Chill Resistance
HP Recovery Modifier
Max HP
DEF
DEF
Electric Resistance
Max HP
DEF
Toxin Resistance
- Chill Skill Power 6.2%
- For each Frostbite stack inflicted upon enemies, Firearm Critical Hit Damage 1.7% and Skill Critical Hit Damage 6% at a 30% chance (Up to 10 stacks, 5s duration) When defeating an enemy inflicted with Frostbite, deals additional damage equal to 30% of Max HP to other enemies within a 2.5m radius at a 12.2% chance.
- Skill Cooldown -4%
- MP Recovery In Combat 0.12% MP Recovery Out of Combat 1.03% When current MP is at 50% or below, grants Arche Shield (Cooldown 5s) While Arche Shield is active, Firearm ATK -12% When hit, Arche Shield is removed and recovers MP by 30%
Arche tuning
1
1
1
1
Guide
Replace Focus on Fusion with Ancestor Module
Ancestor Module Priority :
- Skill Cooldown
- Skill Critical Hit Damage
- Fusion Skill Power Boost Ratio
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Skill 3 + 1 for Mobbing. Skill 4 and Shadow Special Attack for Bossing.
When sending out Skill 3, make sure to wait for at least half a second for it to travel, use Skill 2+1 to pierce THROUGH your own Skill 3 once to deal AoE damage, then come back around 1 second after to deal another AoE damage. When done correctly, by the time you pop your Skill 3 orb a second time, Skill 3 would be off cooldown already, perpetuating a mobbing loop.
You also have the option to use Skill 4 or Shadow Special Attack after using Skill 3 to deal damage to Towed enemies, but I like reserving those skills against bosses. If you have trouble turning your mouse/right stick, then at least you have this option.