

After the chaos subsides, you should have most abilities recharged and ready for a second round. Holding reload will cause the weapon to fire bullets that debuff enemies with any effect you shot earlier. Plus, you’ll get Devour by placing your rift or getting an ability kill.Īfter debuffing an enemy with any of these sources, shoot them once with Collective Obligation. You have multiple ways to debuff enemies: Weaken and Suppression with a grenade, Volatile from melee and Volatile Rounds, and more Weaken from Child of the Old Gods. Reduces grenade cooldown when using your class ability.īecause there are so many moving parts to this build, there’s no one “loop” you’ll need to execute. Picking up an Orb of Power grants you 1 additional stack of Armor Charge. Increases the maximum number of stacks of Armor Charge you can carry by 1. Additionally, your Armor Charge is consumed and you gain additional grenade energy for each stack. When your grenade energy is fully expended, you gain grenade energy.

Rapid final blows with weapons matching your Subclass create an Orb of Power. Stats: Resilience is, as always, the most crucial stat here, with Recovery and Discipline not far behind.Abilities: We’ll utilize Suppressor Grenade for additional debuffing potential, and Secant Filaments require Empowering Rift to work.Fragments: Echo of Undermining, Echo of Instability, Echo of Domineering, and either Echo of Expulsion or Echo of Harvest.

