bleh), Gaze produces a bit more overall damage through many more chances to proc items and the sheer speed at which it fires. While not as damaging outright as Flame Bolt (and Plasma Bolt is still just. The time required to fire 24 Gaze shots eats most of the cooldown of Nano Bomb/spear, helping it fit nicely into the Arti DPS loop. Always recommended.Īrtificer: 2 stacks exactly feels fantastic. Beyond that, some downtime can exist - but even then, you should have some Backup Mags to use in order to fill that downtime with Glaives by the time you get this many stacks. Gaze at 2-4 stacks is pretty much unilaterally better. Huntress: Strafe is probably the worst M1 in the game - slow to fire, mediocre damage, uses the lock-on targeting mechanic that sometimes prevents you from hitting the enemy you intend to. 3+? Very situational, and in my experience usually not worthwhile. 1-2? Generally great, especially on the mobile turrets. At 3+ stacks, the ability can be good, but - keeping in mind that this also replaces turret fire - ends up producing signficant downtime that can cut into overall DPS rather badly. Gaze provides no healing, so it's not a great choice.Įngineer: Gaze is better at 1-2 stacks because the 2-4s cooldown isn't oppressive, but still does both more damage per-hit and fires much faster over sustained periods (barring unusually high attack speed). REX: obviously your main DPS loop is spamming M2 to cancel M1 so that you get M1's healing to sustain M2's damage. Additionally, Gaze replaces both of MUL-T's equipped primary abilities, so it hurts your overall versatility a bit. Despite the differences in proc coefficients, it is usually better to use MUL-T's Auto-nailgun. The CD on Gaze is really the problem here. With adequate attack speed (which Commando should ideally have in the course of a normal run), the procs per time from Double Tap will easily outstrip the comparable number from Gaze, and his overall DPS will be better even with the 30 percentage point difference in damage per hit. Commando is his items, and although Hungering Gaze does a solid job of proccing on-hit effects, it is not quite as consistent as Commando's default Double Tap. REX's Seed Barrage).Ĭommando: just don't. Your character's M1 has intrinsic properties that makes it irreplaceable (e.g. Your character has a solid M1 for either raw damage or the ability to take advantage of item procs. Your ranged character's M1 is either bad in general, bad at taking advantage of item procs, or has some other serious limitation: Huntress, Artificer, and Engineer can all benefit from switching their primary ability for Hungering Gaze, whether for better DPS or to nullify the intrinsic problems with their M1. multiple Alien Heads and Backup Mags allowing Acrid to use his M2 almost on cooldown), these melee characters benefit greatly from gaining a reliable ranged attack option. Your survivor has poor ranged capabilities: Mercenary, Loader, and Acrid have, at best, a mediocre capacity for dealing with distant enemies. So, why would you use this item? Several reasons: Firing Hungering Gaze during cooldown resets cooldown. Regenerate all charges 2s (+2s/stack) after firing ceases. After a short delay, the projectiles detonate for 120% damage with a proc coefficient of 1.0. Gain 12 charges (per stack) of a fast-firing tracking projectile that seeks enemies in its path and latches onto them for a small amount of damage with a 0.1 proc coefficient. Replaces primary ability (default M1) with Hungering Gaze. For anyone who hasn't had the chance to look into it yet: So we got a new skill-replacer with the Hidden Realms patch, and - Needler references aside - it's pretty cool.
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