![]() ![]() Each cast of Fireball increases Immolation's heat generation by 1% per second.Projectile has flight time and will continue to travel until it hits a solid object or enemy.Fireball may be cast multiple times on the same target, with cast stacking its damage over time.The charge rate can be reduced to a minimum cap of 1.5 seconds. Charge rate is affected by mods that increase casting speed (e.g.A charge circle will be displayed when charging, showing the progress of the charge.Damage increase is additive to combo level, and is shown when charging Fireball while above a 2x combo.Damage increase is affected by Immolation's heat level, and charge level, but not Ability Strength.Charging Fireball increases its damage by 100 - 500%, in addition to increasing the range to 2.4 meters.Casting another Fireball within the combo window multiplies both the initial damage and the DoT by the combo number, doubles the combo counter (with a maximum of 8x) and resets the combo window.Enemies affected by a Heat proc take 2x damage from Fireball.The area damage on initial target can trigger a second heat status proc, for 50% of the area damage hit per tick.The Heat status procs deal 50% of initial damage on that target per tick. ![]() Area damage affects the initial target, does not decrease with distance, and can also perform headshots.The combo window is affected by Ability Duration.The blast radius is affected by Ability Range.All damage is affected by Ability Strength and Arcane Arachne.The projectile also inflicts 50 / 100 / 125 / 150 Heat damage in a 2 meter area of effect around the target with a 50% status chance. Ember launches a fiery projectile that inflicts 150 / 275 / 300 / 400 Heat damage on impact with a 100% status chance.Ember isn't made for armored targets, so think about swapping frames if you're having issues with armored. ![]() If you're up against, Corpus/Grineer, swap to Despair if you have it. You shouldn't need to knock down anything but Ancients, which will give you a good shot with your primary. I love the Scindo, since the jump attack is similar to the Fraggor, and knocks down all enemies nearby. Melee, as stated above, is not necessarily to kill, but to crowd control. If you're worried about ammo consumption, then its an upgrade to the Lex, not a downgrade to the Kunai. DPS wise, they're higher damage than the Kunai, but the same effect. If you're less of a sniper and more of a DPS interest, Despair is a great addition, though since you're looking at infested I'd stick with Hikou. Anything I cant one-shot with the Hek, I can with the Lex. This is more personal preference, but I absolutely love the Lex as a secondary. (Snipetron, Vulkar, Lanka, etc are also viable, but harder to get that high-dps shot close range, which is what you'll be.) I've known to one-shot several bosses with this beauty as well. I usually leave this to my primary, as a well built Hek can shread ancients in a few shots, if you place them right. If you're running WoF and Overhead, ignoring the other two skills in a high level build, you'll want to grab something to counter Ancients. From my breif experience, I've found that since ember is usually favored for Infested levels, you'll want to load out with weapons that'll compliment your weak points. ![]()
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