The theory
Main damage comes from tertiary ability with riders from perks, packurans melee speed makes riptide a monster for abyss clears. Use blocking charge to maintain 5 armor and cursed ground any elites and bosses who live longer than a few seconds, almost never use the ultimate since the tertiary is so strong. Might play around with changing agility and speed bonuses for vitality and defense to push farther.
Modules
Abilities
Status effects
Up to 5 stacks with no damage over time; every stack beyond 5 triggers a Plasma overflow for massive damage.
Floated enemies hover in the air for a few seconds before falling back down.
A swift melee attack that damages nearby enemies.
A short dash that stuns nearby enemies.
Invoke a wormhole that sucks in nearby enemies and collapses into a blast of damage.
Curse the ground and shred through enemy resistances.
Status effects
Up to 5 stacks with no damage over time; every stack beyond 5 triggers a Plasma overflow for massive damage.
Floated enemies hover in the air for a few seconds before falling back down.
Charge a dash granting Armor per enemy, with Block while charging.
Status effects
Up to 5 stacks with no damage over time; every stack beyond 5 triggers a Plasma overflow for massive damage.
Floated enemies hover in the air for a few seconds before falling back down.
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