The theory
Build uses 2 elements. Cyber is effective vs 2 mob types, poison/corrosive is effective vs the other 2 mob types. This way there is always 150% bonus on one of the elements.
Near 100% crit chance means every attack spawns an orb that applies static, and since our primary also applies static you get 2 applications per auto and are attacking insanely fast.
If you don't like the poison route, you can swap that out for the perk that applies burn when static procs or the perk that creates an every growing orb on static discharge that applies more static.
Modules
Abilities
Status effects
Up to 5 stacks of Cyber charge; at 5 stacks they clear in exchange for one burst of massive Cyber damage.
Enemies who are lured will walk towards your voidling for the duration.
Slam into the ground, damaging nearby enemies. The slam size and damage scales with the number of charges.
Blink a short distance, becoming Invulnerable and Invisible while teleporting.
Swiftly swarm the field with 6 network nodes.
Send a spark of electricity that chains towards the 3 closest enemies.
Status effects
Up to 5 stacks of Cyber charge; at 5 stacks they clear in exchange for one burst of massive Cyber damage.
Enemies who are lured will walk towards your voidling for the duration.
Deploy a node that grants increased Speed, Critical Chance and Fire Rate.
Status effects
Up to 5 stacks of Cyber charge; at 5 stacks they clear in exchange for one burst of massive Cyber damage.
Enemies who are lured will walk towards your voidling for the duration.
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