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v1.3.28
Games
Lantern
Ines End Game Mobbin' Build
Mobbing Supermassive Receptor Forbidden Sanctuary Exposed Underwater Base Breach Tracking Onslaught Bounty Operations

Ines End Game Mobbin' Build - Build TFD

End Game Ines that uses her Plasma Bullet Module
Loadout 1

Setup

Descendant Modules

Skill, Sub and general Modules
Stats for  Snare's Resolution
Skill Cooldown
Skill Critical Hit Damage
Singular Skill Power Boost Ratio

Reactor & External Components

Reactor, External Components and Item sets
Tingling Singularity Reactor
Tingling Singularity Reactor
Reactor
Skill Cooldown Skill Critical Hit Damage
Circulation Auxiliary Power
Circulation Auxiliary Power
Auxiliary Power
Recovery Augmentation Defense Augmentation
Circulation
Recovery Augmentation Max HP Defense Augmentation DEF MP Recovery Out of Combat Max HP
Circulation Sensor
Circulation Sensor
Sensor
Recovery Augmentation Defense Augmentation
Circulation
Recovery Augmentation Max HP Defense Augmentation DEF Max MP MP Recovery In Combat
Hunter Memory
Hunter Memory
Memory
Recovery Augmentation Defense Augmentation
Hunter
Recovery Augmentation Max HP Defense Augmentation DEF DEF MP Recovery Modifier
Hunter Processor
Hunter Processor
Processor
Recovery Augmentation Defense Augmentation
Hunter
Recovery Augmentation Max HP Defense Augmentation DEF Max Shield Shield Recovery Modifier
Active Sets
Circulation
2/4
  • Max MP 28[+]
  • When using a Charge skill on an ally, grants Tolerance to self (10s duration) Tolerance increases proportionally to the number of allies in the mission Outgoing Shield Recovery Modifier3.8%, plus 3.8% per ally MP Heal Modifier 7.8%, plus 7.8% per ally Skill Cost -2.7%, plus -2.7% per ally
Hunter
2/4
  • 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%[x] When hit, Arche Shield is removed and recovers MP by 30%

Misc

Fellow & Vehicle

Guide

How to play this build

Ancestor Module: You will need at least 10-15% Cooldown if possible. If not, you will need to drop an MP mod for Focus on Singular and/or Power Increase for Focus on Electric. You don't need to be at 90% CD, but it definitely helps popping your 2, 3, and 4 off at regular intervals. MP is definitely a great option if you get that + Skill Crit Damage + Cooldown, but I have found Singular + Crit Dmg+ Cooldown to be the best overall (based on what limited data numbers I can crunch in the lab.)

 

The rotation is such: Build up your plasma with 3rd before the round starts, then use your 4th on the first big crowd, pop your 1st, and blast away, auto reloading with your 3rd and popping off your 2nd for more (BIG) damage. When at the boss, pop your 4th, immediately pop your 2nd for Current Bonding, then blast off with 1st active and auto reload with 3rd. Super easy.

 

You should have at least 3 copies of Hammer & Anvil, each with a faction Core & Adjustment! The element can stay Electric, or you can switch to Chill for L.o.D, Toxic for L.o.I, or Electric for O.o.T.; I have had no issues staying Electric.

 

You can also switch out Shield Conversion module for either HP Conversion (for more MP at the cost of ~2k HP) or HP Amplification for much more survivability! I would suggest the later to use the build in Onslaught!

Updated