The Cutting Edge Gadgets Guide

Discussion in 'Oracle’s Database (Guides)' started by Penryn, Jul 24, 2017.

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    About This Guide
    Welcome to the The Cutting Edge Gadgets Guide. This guide is intended to be a comprehensive post-StatsRevamp resource for the Gadgets powerset covering both Gadgets Damage and Controlling. Below you will find detailed ability descriptions along with sections covering Power Interactions, Controller role, and Damage role.

    This guide is intended as an educational resource and is open to discussion on anything related to Gadgets. If you have a load out you would like to share, a theory, or new trick you want to talk about/question/learn then feel free to post. By centralizing the Gadgets topic in here we have a better opportunity to learn from each other.


    About Gadgets
    Gadgets is a versatile powerset featuring a collection of Batman-inspired Tech abilities. As one of the original launch powers, Gadgets has a long development history and been through many iterations. Under Stats Revamp, Gadgets now specializes in mid-range and melee combat. In Damage role, there is a strong focus on utilizing an intricate web of power interactions and making proper use of your utility abilities. Controllers use Gadgets versatility to manage the flow of battle with well-placed crowd control effects, helping manage aggro in high-pressure situations, and other common Controller tasks.

    This guide will explain the mechanics involved in Gadgets gameplay while highlighting opportunities and common pitfalls.


    Table of Contents


    Previous Authors
    The Stats Revamp Gadgets Guide is fourth edition in a line of Gadgets guides dating back to the release of the game. Several people have poured countless hours into helping maintain an accurate and exhaustive resource for Gadgets players. In honor of their contributions, previous Gadgets authors are listed below:
    • DeadPool5241 - August 2011 to June 2012
    • ShadyMilkman - June to December 2012
    • TheDark - December 2012 to July 2017


    Contributors
    I would like to acknowledge the following contributors to the Gadgets guide:
    • Crimson Mayhem for providing information and proofreading the guide.
    • shiny mackerel for providing the NPC damage mitigation value for the base damage formula.
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    Abilities
    For the purposes of this guide, "superpowers" are referred to as "abilities." This convention is used to help avoid confusing abilites with the Power stat. The Power stat is discussed in-depth in several sections throughout the guide.

    The following is a list in alphabetical order of abilities that are available to Gadgets players. For each ability, basic information and notes are provided. Damage role information is presented first. If the Controller version differs, a "Controller Role" section is listed with the relevant differences.


    Explanation of Terms
    Below is a list of terms that are used in the ability descriptions. They are defined here.
    [Beneficial]
    Abilities with the Beneficial tag can clip instant-cast abilities. This tag is not shown in-game.
    [Controller Debuff]
    Applies an ability specific debuff to a single targeted enemy while in Controller role.
    [Encasement Breaker]
    Destroys any encasements setup by a Gadgets player or by other powersets.
    [Group Power Heal]
    Restores Power to group members. The amount of Power returned scales with the caster's Vitalization stat.
    [Group Weapon Buff]
    Applies a 20% Precision and Weapon DPS buff to the player and group members.
    [Retains Stealth]
    The player will retain their Stealth form when the ability is used or deals damage.
    [Self Weapon Buff]
    Increases the caster's base Precision and Weapon DPS stats by 33% for 12 seconds.
    [Shield]
    Any ability with a shield tag provides damage absorption for a short period of time.
    [Supercharge]
    These are special abilities that require a separate Supercharge bar to be built.
    [Supercharge Generator]
    An ability that builds a larger-than normal amount of Supercharge for the Supercharge bar.
    [Usable While Controlled]
    Denotes that an ability can be used while the player is under the influence of a control effect.
    [Vulnerable to Interrupt]
    The player is vulnerable to enemy counter attacks during the cast period for the ability.
    Base Damage
    The formula for ability damage is "Damage = (Base_Damage / 100) * (0.5 * Might) * Applied Damage". Base Damage is expressed as an estimated range based on in-game testing. Applied Damage is a reference to damage modifiers, NPC damage mitigation, controller debuffs, and other factors.
    Base Healing Multiplier
    The formula for healing is "Healing = Base Healing Multiplier * ((30% * Restoration) + (25% *Dominance))". The Base Healing Multiplier is an estimated range based on in-game testing.
    Base Power Cost
    The cost of an ability as measured at 0 CR. Power costs escalate based on the player's combat rating.
    Base Shield Modifier
    The shielding formula in DCUO is "Maximum Damage Absorption = Base Shield Modifier * ((112.5% * Restoration) + (150% * Dominance))". The Base Shield Modifier acts as a multiplier for the player's Dominance and Restoration stats.
    Cast Information
    Provides a brief description of how the ability works. Cast distance is estimated based on testing observations.
    Control Effect
    A control effect inhibits the ability of a target to fight. Examples of control effects include stunning, grounding, knockdowns, and rooting. Your Dominance stat must surpass the minimum Dominance threshold for the content to be able to inflict a control effect.
    Cooldown
    The waiting period before an ability can be used again.
    Power Interactions
    Many abilities apply special status effect on enemies or gain bonus effects from hitting targets that already have such a status effect.
    Supercharge Cost
    Supercharge abilities do not consume Power but have their own Supercharge bar that needs to be filled to perform them. This bar is built up through gameplay.
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    [IMG]


    [IMG]Anesthetic (Level 11)
    "Initialize a local anesthetic that rapidly regenerates Health for a short time."

    [Supercharge]
    [Usable While Controlled]
    [Beneficial]
    Cast Information
    Self-Heal. Provides eleven healing ticks over 5 seconds.
    Supercharge Cost
    5000 SC
    Base Healing Multiplier
    112% to 122% per tick
    Cooldown
    60 seconds
    Notes
    • A single cast of Anesthetic should be sufficient to completely replenish a player's health bar.


    [IMG]


    [IMG]Asphyxiation Gas (Level 17)
    "Deploy a canister of gas that suffocates enemies within its area of effect, stunning and causing heavy damage over time."

    [Supercharge]
    [Usable While Controlled]
    Cast Information
    Ranged supercharge. Damages enemies in a sphere around the target. The area of effect remains fixed until the supercharge ends.
    Base Damage
    Five ticks of 69-76 (360 Cumulative average) over 6 seconds
    Supercharge Cost
    5000 SC
    Cooldown
    30 seconds
    Control Effect
    Can stun 8 targets for up to 6 seconds.
    Notes
    • Once Asphyxiation Gas has been cast, the target area remains fixed. This means that targets can roam or be pulled out of the area of effect.


    [IMG]
    Asphyxiation Gas


    [IMG]


    [IMG]Battle Display (Level 20)
    "Survey the battlefield for enemy weak points through a heads up display, emabilitying your attacks to deal additional damage."

    [Self Weapon Buff]
    [Beneficial]
    Cast Information
    Weapon Buff. Increases base Precision and Weapon DPS by 33% for 20 seconds.
    Base Power Cost
    300
    Cooldown
    12 seconds
    Notes
    • When used in conjunction with other Weapon buffs such as Defibrillator, the bonus from Battle Display is additive.
    • While the player is under the control of a control effect, the Battle Display icon remains active. However, Battle Display will not activate properly if the player attempts to use it.


    [IMG]
    Battle Display HUD


    [IMG]


    [IMG]Battle Drone (Level 23)
    "Deploy an automated drone that bombards enemies, damaging them. The Battle Drone also revitalizes your group, restoring power over time."

    [Supercharge]
    [Group Power Heal]
    [Retains Stealth]
    [Usable While Controlled]
    [Beneficial]
    Cast Information
    Summons an immortal pet for 12 seconds. The pet attacks enemies and heals Power Over Time for all group members within line of sight.
    Supercharge Cost
    5000 SC
    Base Power Heal
    11-12 ticks of Power over 8 seconds
    Cooldown
    30 seconds
    Notes
    • When cast from Stealth in Damage Role, the Damage role version of Battle Drone will be used.

    [Controller Role]
    Cast Information
    Summons an immortal pet for 12 seconds. The pet heals Power Over Time for all group players within line of sight for 8 seconds and provides a group shield for 12 seconds. The pet does no damage in Controller role.
    Base Shield Modifier
    165%
    Notes
    • When cast from Stealth in Controller Role, the Controller role version of Battle Drone will be used.

    [IMG]
    Battle Drone


    [IMG]


    [IMG]Bunker Buster (Level 29)
    "Call down a barrage of rockets, incinerating enemies within the area. Enemies caught in the barrage can be heavily damaged, knocked down and stunned."

    [Supercharge]
    Cast Information
    Ranged supercharge. Damages enemies in a sphere around the target. The area of effect remains fixed until the supercharge ends.
    Base Damage
    Twenty ticks of 39-43 (820 cumulative average) over 10 seconds
    Supercharge Cost
    10000 SC
    Cooldown
    60 seconds
    Control Effect
    Can root, knockdown, and stun up to 8 targets for up to 10 seconds.
    Notes
    • Once Bunker Buster has been cast, the target area remains fixed. This means that targets can roam or be pulled out of the area of effect.


    [IMG]
    Bunker Buster


    [IMG]


    [IMG] Cryo-Field (Level 27)
    "Ues an experimental hypothermic device to envelop yourself in a freezing aura that damages enemies over time."

    Cast Information
    Player damage aura. 5 meter damage radius.
    Base Damage
    Twenty-four ticks of 3-4 (84 cumulative average) over 12 seconds
    Twenty-four ticks of 4-5 (108 cumulative average) on Electrified or Burning enemies over 12 seconds
    Base Power Cost
    300
    Cooldown
    12 seconds
    Control Effect
    Stuns 8 targets for up to 3 seconds on initialization. May encase Frostbitten enemies. Burning enemies will not be encased.
    Power Interactions
    • Inflicts Frostbite on up to 8 targets at a time. Several seconds of contact with the enemy is usually required to set up Frostbite.
    • Inflicts Burning on Electrified targets.
    • Targets take additional damage when Burning or Electrified.
    • May encase Frostbitten targets on initialization. Burning targets will not be encased.
    Notes
    • Due to the limited range on the damage aura, Cryo-Field is best used on melee-oriented builds.
    • Activating Stealth while Cryo-Field is active will immediately remove Stealth.

    [Controller Role]
    Control Effect
    Stuns 8 targets for up to 6 seconds on initialization. May encase Frostbitten enemies. Burning enemies will not be encased.


    [IMG]
    Cryo-Field
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    [IMG]


    [IMG] Cryo-Foam (Level 19)
    "Blast subzero foam at your enemies, causing damage over time and rooting them in place."

    [Controller Debuff]
    Cast Information
    Mobile group ranged ability. Damages enemies in a sphere around the target. 35 meter casting range.
    Base Damage
    Five ticks of 10-11 (52 cumulative average) over 3 seconds
    Five ticks of 11-12 (57 cumulative average) on Electrified or Burning enemies over 3 seconds
    Base Power Cost
    200
    Cooldown
    0.5 seconds
    Control Effect
    Roots 8 targets for up to 3 seconds. Grounds the targeted enemy. May encase Frostbitten enemies. Burning enemies will not be encased.
    Power Interactions
    • Inflicts Frostbite on up to 8 targets.
    • Inflicts Burning on Electrified targets.
    • Targets take additional damage when Burning or Electrified.
    • May encase Frostbitten targets. Burning targets will not be encased.
    Notes
    • As a mobile ability, the player can move while using the ability.
    • Cryo-Foam can be clipped and the player will receive all of the damage ticks. Stealth is the exception to this. Aggressively clipping Cryo-Foam with Stealth will abort the cast and remove the player's Stealth form.

    [Controller Role]
    Control Effect
    Stuns and grounds 8 targets for up to 6 seconds. Grounds the targeted enemy. May encase Frostbitten enemies. Burning enemies will not be encased.
    Debuff
    Reduces the target's ability to heal by 25%.


    [IMG]
    Cryo-Foam


    [IMG]


    [IMG] Cuff'em (Level 15)
    "Slap handcuffs on your target, damaging and stunning it."

    [Retains Stealth]
    Cast Information
    Single-target Stealth attack. 13 meter range.
    Base Damage
    62-69 (65 average)
    Base Power Cost
    100
    Cooldown
    0.5 seconds
    Control Effect
    Stuns one target for up to 12 seconds.
    Power Interactions
    Dazes one target.
    Notes
    • Even though Cuff'em retains Stealth and has high base damage, using it in PvE content can be difficult. In a mob group situation, the player will quickly lose their Stealth form because of attacks from accompanying NPCs. It is best used against isolated targets. This ability is much easier to use when it is paired with the Improved Stealth tactical mod.
    • Can only be placed on the Stealth loadout.
    • Using Cuff'em does not trigger the Stealth damage proc.
    • Cuff'em has an innate "Critical Ability Attack Chance" boost. The player will see large number of critical hits when using this ability.
    • Will inflict damage even if jump canceled.


    [IMG]
    Cuff'em


    [IMG]


    [IMG]Defibrillator (Level 13)
    "With a jolt, instantly revitalize your group's three most fatigued members, restoring Power."

    [Group Power Heal]
    [Group Weapon Buff]
    [Beneficial]
    Cast Information
    Instant Power heal. Large cast range that requires line of sight.
    Base Power Cost
    300
    Cooldown
    1.5 seconds
    Notes
    • Restores Power to the three group members in line of sight with the lowest percentage of total Power. This does not include the caster.

    [Controller Role]
    Buff
    For the three group members with the highest percentage of Power, their base Precision and Weapon DPS is buffed by an additional 20% for 12 seconds. The caster receives the same buff.
    Notes
    • When multiple weapon buffs are being applied, Defibrillator's weapon buff is additive. Only one buff from any Group Power Heal maybe in effect on an individual player at one time.
    • Defibrillator's bonuses are a benefit to both ability-heavy and weapon-heavy builds. This makes it a must-have for Controller loadouts in group content.


    [IMG]
    Defibrillator


    [IMG]


    [IMG]Distract (Level 28)
    "Smash a smoke capsule that prevents incoming damage and protects against control effects for a short time. Enemies are detaunted and compelled to seek other targets."

    [Shield]
    [Usable While Controlled]
    [Beneficial]
    Cast Information
    Self-Shield, Crowd Control Immunity, and Detaunt.
    Base Power Cost
    100
    Base Shield Modifier
    57%
    Cooldown
    18 seconds
    Notes
    • Shielding effect lasts for 12 seconds or until the shield damage cap is reached.
    • Distract causes NPCs to drop aggro on the player when the ability is cast. However, this only works if another player or pet is on the NPC's hate table. If playing solo, summon a pet before casting Distract to detaunt the enemy.
    • Provides immunity to enemy crowd control abilities for 5 seconds. This effect is signalized by a white blinking effect on the character.


    [IMG]


    [IMG] EMP Pulse (Level 26)
    "Activate an electromagnetic pulse bomb heavily damaging and stunning nearby enemies."

    [Vulnerable to Interrupt]
    Cast Information
    360 degree point-blank area of effect with 13 meter radius.
    Base Damage
    69-76 (72 average)
    76-84 (80 average) on Burning, Dazed, Electrified, or Frostbitten enemies
    Base Power Cost
    300
    Cooldown
    2.5 seconds
    Control Effect
    Can stun 8 targets for up to 3 seconds.
    Power Interactions
    Enemies take additional damage when Burning, Dazed, Electrified, or Frostbitten.
    Notes
    • Clipping EMP Pulse with Stealth will remove the player's Stealth form.

    [Controller Role]
    Control Effect
    Can stun 8 targets for up to 6 seconds.


    [IMG]
    EMP Pulse


    [IMG]


    [IMG] Fear Gas (Level 3)
    "Spray fear gas to stun enemies with fright and cause damage over time."

    [Vulnerable to Interrupt]
    Cast Information
    Group ranged ability. Damages enemies in a sphere around the target. 35 meter casting range.
    Base Damage
    Nine ticks of 5 (45 cumulative average) over 4 seconds
    Nine ticks of 6 (54 cumulative average) on Burning or Electrified enemies over 4 seconds
    Base Power Cost
    200
    Cooldown
    2.2 seconds
    Control Effect
    Can stun 8 targets for up to 3 seconds. May knock Burning targets into the air via an explosion on the first tick.
    Power Interactions
    • Targets take additional damage when Burning or Electrified.
    • Inflicts Burning on Electrified targets.
    Notes
    • Fear Gas can be jump canceled. Jump canceling Fear Gas too aggressively will cause no damage to be inflicted.
    • Fear Gas is listed as being compatible with the Empowered Channeling tactical mod. However, the player is still vulnerable to interrupt while using the Empowered Channeling mod.

    [Controller Role]
    Control Effect
    Can stun 8 targets for up to 6 seconds. May knock Burning or Electrified targets into the air via an explosion on the first tick.


    [IMG]
    Fear Gas
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    [IMG]


    [IMG] Gauss Grenade (Level 22)
    "Toss a charged grenade that zaps enemies with a high-intensity electrical burst, damaging them."

    [Controller Debuff]
    Cast Information
    Group ranged projectile. Damages enemies in a sphere around the target. 35 meter casting range
    Base Damage
    36-40 (38 average)
    40-44 (42 average) on Dazed or Frostbitten enemies
    Base Power Cost
    100
    Cooldown
    0.5 seconds
    Power Interactions
    • Electrifies up to 8 targets.
    • Targets take additional damage when Dazed or Frostbitten.
    Notes
    • As a projectile attack, Gauss Grenade can miss moving targets.

    [Controller Role]
    Control Effects
    Can stun 8 targets for up to 3 seconds.
    Debuff
    Reduces the target's Defensive stats by 10%.


    [IMG]
    Gauss Grenade


    [IMG]


    [IMG] Holographic Decoy (Level 30)
    "Trigger a holographic decoy to intercept some of your incoming damage and to taunt enemies. On initialization, the deployment surprises and stuns enemies."

    Cast Information
    Temporary stationary pet that draws aggro and absorbs 25% of damage dealt to the caster. 15 second duration.
    Base Damage
    Three damage ticks of unknown base damage when destroyed by Self-Destruct Signal.
    Base Power Cost
    300
    Cooldown
    30 seconds
    Control Effects
    Stuns up to 8 targets for 3 seconds. Decoy draws aggro at three intervals - 1s, 6s, and 11s - during its 15 second deployment. Anything within 13 meters of the Decoy is taunted. This taunt does not overwrite a tank's taunt. If Decoy is destroyed with Self-Destruct Signal, nearby targets will be knocked to the ground.
    Power Interactions
    Dazes up to 8 targets.
    Notes
    • Can be destroyed with Self-Destruct Signal for additional damage and a knockdown control effect.
    • Holographic Decoy works well in situations where it is necessary to temporarily draw aggro of enemy mobs. In raiding situations, Holographic Decoy can be used to rally tanks. For solo situations, it can draw the aggro of bosses and dangerous mob groups. Keep in mind that the Decoy needs to be within 13 meters of the target to draw aggro.
    • In PvP, Holographic Decoy is active for only 10 seconds.

    [Controller Role]
    Control Effects
    Stuns up to 8 targets for 6 seconds. Decoy draws aggro at three intervals - 1s, 6s, and 11s - during its 15 second deployment. Anything within 13 meters of the Decoy is taunted. This taunt does not overwrite a tank's taunt. If Decoy is destroyed with Self-Destruct Signal, nearby targets will be knocked to the ground.


    [IMG]
    Holographic Decoy


    [IMG]


    [IMG] Implosion Mine (Level 16)
    "Deploy a mine that triggers on enemy contact, emitting a graviton pulse that condenses matter, pulling enemies inward and damaging them."

    [Retains Stealth]
    [Vulnerable to Interrupt]
    Cast Information
    Deploys a mine near the player. The mine will do damage in a sphere in a 15 meter radius around itself. Implosion Mine will auto-detonate if an enemy is within 7 meters or after 15 seconds have elapsed.
    Base Damage
    58-65 (61 average)
    64-71 (67 average) on Burning or Electrified enemies
    Base Power Cost
    100
    Cooldown
    2.5 seconds
    Control Effect
    Pulls up to 8 targets towards the mine. May encase Frostbitten enemies. Burning enemies will not be encased.
    Power Interactions
    • Inflicts Frostbitten on up to 8 targets.
    • Inflicts Burning on Electrified targets.
    • Targets take additional damage when Burning or Electrified.
    • May encase Frostbitten targets. Burning targets will not be encased.
    Notes
    • The cooldown for Implosion Mine starts after the mine has been deployed.
    • Self-Destruct Signal can be used to detonate all Implosion Mines that are within range of the player. This includes Implosion Mines deployed by other players.

    [Controller Role]
    Control Effects
    Pulls up to 8 targets towards the mine and can stun them for up to 6 seconds. May encase Frostbitten enemies. Burning enemies will not be encased.


    [IMG]
    Implosion Mine


    [IMG]


    [IMG] Napalm Grenade (Level 21)
    "Toss a grenade at your enemies that explodes, catching them on fire and damaging them over time."

    [Controller Debuff]
    [Encasement Breaker]
    Cast Information
    Group ranged projectile. Damages enemies in a sphere around the target. 30-35 meter casting range.
    Base Damage
    Six ticks of 6-7 (39 cumulative average) over 3 seconds
    Base Power Cost
    100
    Cooldown
    0.5 seconds
    Power Interactions
    Inflicts Burning on up to 8 targets. Detonates encased enemies.
    Notes
    • The damage from Napalm Grenade stacks with itself. This means a player can keep casting Napalm Grenade without overwriting a previous cast.
    • As a projectile attack, Napalm Grenade can miss moving targets.

    [Controller Role]
    Control Effect
    May knockdown up to 8 targets.
    Debuff
    Reduces the target's ability to heal by 25%.


    [IMG]
    Napalm Grenade


    [IMG]


    [IMG] Neural Neutralizer (Level 7)
    "Activate a protective barrier that affects nearby enemies' synaptic systems, stunning and damaging them at point-blank range."

    [Shield]
    [Usable While Controlled]
    Cast Information
    Self-Shield. Does point-blank area of effect damage within a 5 meter radius.
    Base Damage
    23-27 (25 average)
    26-29 (27 average) on Dazed enemies
    Base Power Cost
    200
    Base Shield Modifier
    92%
    Cooldown
    12 seconds
    Control Effect
    Can stun 8 targets for up to 4 seconds.
    Power Interactions
    • Dazes up to 8 targets.
    • Enemies take additional damage when Dazed.
    Notes
    • Shielding effect lasts for 12 seconds or until the shield damage cap is reached.
    • Clipping Neural Neutralizer with Stealth will remove the player's Stealth form.
    • The damage and crowd control effect range on Neural Neutralizer is notoriously small at 5 meters. Keep this in mind if you are trying to use Neural Neutralizer in an offensive capacity.
    • Neural Neutralizer is unique in that it can inflict and take advantage of the Dazed power interaction. However, a player will only receive the enhanced damage if Dazed has been applied to the target prior to using Neural Neutralizer.

    [Controller Role]
    Control Effect
    Can stun 8 targets for up to 6 seconds.


    [IMG]
    Neural Neutralizer


    [IMG]


    [IMG] Paralyzing Dart (Level 30)
    "Throw a dart at your target, releasing a paralyzing toxin to stun it and heavily damage surrounding enemies."

    [Controller Debuff]
    Cast Information
    Group ranged projectile attack. Damages enemies in a sphere around the target. 35 meter casting range.
    Base Damage
    53-58 (55 average)
    58-64 (61 average) on on Burning, Dazed, Electrified, or Frostbitten enemies
    Base Power Cost
    300
    Cooldown
    3 seconds
    Control Effect
    Can stun 8 targets for up to 3 seconds.
    Power Interactions
    Enemies take additional damage when Burning, Dazed, Electrified, or Frostbitten.

    [Controller Role]
    Control Effect
    Can stun 8 targets for up to 6 seconds.
    Debuff
    Reduces the target's damage output by 10%.


    [IMG]
    Paralyzing Dart Status Effect
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    [IMG]


    [IMG] Photon Blast (Level 25)
    "Bombard your target with an powerful photonic ray, damaging it, and then damaging it again."

    [Finisher]
    [Vulnerable to Interrupt]
    Cast Information
    Ranged single-target channeled finisher. 30 meter cast range.
    Base Damage
    Four ticks of 34-36 (140 cumulative average) on an enemy that is above 35% health
    Four ticks of 46-48 (188 cumulative average) on an enemy that is below 35% health
    Base Power Cost
    200
    Cooldown
    4.4 seconds
    Notes
    • Photon Blast uses ray targeting. This means it will hit the first enemy between the player and target. Clear line of sight is important for using Photon Blast effectively.
    • The player can switch targets while Photon Blast is being used.
    • Compatible with the Empowered Channeling tactical mod.
    • Compatible with the La-Mort Card artifact.


    [IMG]
    Photon Blast


    [IMG]


    [IMG] Self-Destruct Signal (Level 30)
    "Trigger your Holographic Decoy or Stasis Field to self-destruct. Also detonates any nearby Implosion Mines or Thermite Mines."

    [Retains Stealth]
    [Usable While Controlled]
    [Beneficial]
    Cast Information
    Mobile cast. Detonates any nearby Implosion Mines or Thermite Mines. Can detonate the caster's Holographic Decoy or any nearby Stasis Fields for extra damage.
    Base Damage
    42-46 (44 average) for each Stasis Field encasement detonated
    Base Power Cost
    100
    Cooldown
    0.5 seconds
    Notes
    • Clipping Stasis Field with Self-Destruct Signal can be problematic. If clipped too aggressively, the enemy may not be encased in time resulting in no detonation damage.
    • Self-Destruct Signal will detonate all mines or Stasis Fields deployed by any player.


    [IMG]


    [IMG] Stasis Field (Level 18)
    "Trap your target inside a force field, inflicting instant damage."

    [Supercharge Generator]
    [Controller Debuff]
    Cast Information
    Group ranged attack. Encases enemies. 35 meter cast range.
    Base Damage
    27-29 (28 average)
    Base Power Cost
    200
    Cooldown
    6 seconds
    Control Effect
    Traps up to 8 enemies in encasements for up to 3 seconds.
    Power Interactions
    Dazes up to 8 targets.
    Notes
    • Generates an additional 150 Supercharge tick as part of its Supercharge Generator function.
    • Self-Destruct Signal can be used to detonate Stasis Field encasements for additional damage.

    [Controller Role]
    Control Effect
    Traps up to 8 enemies in encasements for up to 6 seconds.
    Debuff
    Reduces the target's Defensive stats by 10%.


    [IMG]
    Stasis Field Encasement


    [IMG]


    [IMG]Stealth (Level 15)
    "Cloaks your movements in secrecy, detaunting enemies, and enabling special stealth attacks."

    [Beneficial]
    Cast Information
    Form transformation that makes spotting the player more difficult. Detaunts the enemy when cast. Provides an extra loadout bar. Inflicts an extra damage proc on the target when used in conjunction with certain Gadgets abilities.
    Base Damage
    84-93 (88 average) extra proc when used with certain Gadgets abilities
    Base Power Cost
    300
    Base Shield Modifier
    225% with Improved Stealth
    Cooldown
    12 seconds
    Power Interactions
    Dazes up to 8 targets. 13 meter range.
    Notes
    • Taking damage while in Stealth will remove the form.
    • Switching to Stealth form removes movement mode and provides Damage role bonuses.
    • The Stealth form provides a loadout bar separate from the DPS and Controller role loadouts. This can be used to slot additional abilities.
    • There is often a brief delay when switching between forms. If Stealth is used for clipping purposes, this may cause unexpected delays on weapon attacks and ability casts.
    • In PvE, a player in Stealth will generally remain undetected as long as the player remains out of the target's field of vision. Close-proximity or an attack will alert the NPC to the player's presence.
    • Certain abilities will retain Stealth when cast from in Stealth form.
    • Activating Stealth while Cryo-Field is active will immediately remove Stealth.
    • With the Improved Stealth tactical mod, entering Stealth grants a 12 second shield. The player also receives 6 seconds of crowd-control immunity and double running speed. An evasion bonus is granted for the duration of the form transformation. These bonuses are removed if the player uses "Return to Normal" or exits Stealth form.
    • Stealth causes NPCs to drop aggro on the player when the ability is cast. However, this only works if another player or pet is on the NPC's hate table. If playing solo, summon a pet before casting Stealth to detaunt the enemy.


    [IMG]


    [IMG] Sticky Bomb (Level 5)
    "Deploy a device that sticks to enemies and detonates, damaging your target and knocking it into the air. Enemies near your target are damaged as well."

    [Controller Debuff]
    [Encasement Breaker]
    Cast Information
    Group ranged attack. Damages enemies in a sphere around the target. 30 meter casting range.
    Base Damage
    47-52 (49 average)
    52-57 (54 average) on Burning, Dazed, Electrified, or Frostbitten enemies
    Base Power Cost
    200
    Cooldown
    2.5 seconds
    Control Effect
    Briefly stuns the targeted enemy and performs a knockdown on up to 8 enemies when Sticky Bomb explodes.
    Power Interactions
    Enemies take additional damage when Burning, Dazed, Electrified, or Frostbitten.
    Notes
    • Sticky Bomb does not follow normal damage division rules. In group situations, Sticky Bomb does 100% damage to the primary target and all surrounding enemies divide a separate 100% damage pool. This makes it a good choice for dealing damage to priority targets in group situations. Sticky Bomb's unique splitting rules do not allow it to deal more damage than other abilities on three or more targets. They only lead to a different distribution of damage.

    [Controller Role]
    Debuff
    Reduces the target's damage output by 10%.


    [IMG]
    Sticky Bomb Effect
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    [IMG]


    [IMG]Suppressor Turret (Level 24)
    "Deploy a mobile turret armed with a range of ammunition."

    [Beneficial]
    [Retains Stealth]
    Cast Information
    Temporary damage-dealing pet. Reduces Passive Power Regeneration.
    Base Power Cost
    300
    Cooldown
    3 seconds
    Control Effect
    Suppressor Turret will knockdown and damage nearby enemies when it explodes due to being out of combat. Frost Grenade and Flamethrower can stun for up to 3 seconds.
    Power Interactions
    • Frost Grenade deals additional damage when the enemy is Electrified or Burning.
    • Flamethrower deals additional damage when the enemy is Dazed or Frostbitten.
    Notes
    • Holding the Suppressor Turret ability button for three seconds will banish the pet.
    • The caster will not see the "STUNNED" label when Suppressor Turret uses its special attacks.
    • Suppressor Turret has three attacks:
      • Primary Attack - Single-target attack.
      • Frost Grenade - Special group attack. Deals additional damage when enemies are Electrified or Burning.
      • Flamethrower - Special group attack. Deals additional damage when enemies are Dazed or Frostbitten.
    • When attacking, Suppressor Turret will perform a random special attack followed by four Primary Attacks.
    • Suppressor Turret will not attack an enemy unless the caster attacks first.
    • Robot Sidekick and Suppressor Turret cannot be deployed at the same time.
    • It is important to be mindful of form changes when using Suppressor Turret. If the player summmons Suppressor Turret and uses Stealth, Suppressor Turret will immediately detonate if Suppressor Turret is not on the Stealth loadout bar. The same applies when casting Suppressor Turret from Stealth and Returning to Normal.
    • The caster remains mobile while summoning Suppressor Turret. However, the caster can jump cancel the summons.
    • Suppressor Turret has a cast time. It is possible to be interrupted or jump cancel the summons. If this happens, the player will have to wait for the full cooldown before attempting to summon Suppressor Turret again.


    [IMG]
    Suppressor Turret


    [IMG]


    [IMG] Surprise Attack (Level 15)
    "Catch your target off-guard, heavily damaging and knocking it down."

    Cast Information
    Single-target Stealth attack. 13 meter range.
    Base Damage
    118-130 (124 average)
    Base Power Cost
    300
    Cooldown
    6 seconds
    Control Effect
    Knocks the target down.
    Notes
    • Surprise Attack has a cast bar. It is possible to be interrupted and not complete the attack.
    • Can only be placed on the Stealth loadout.


    [IMG]


    [IMG] Taser Pull (Level 1)
    "Throw a taser line around your target, damaging it, and pulling it toward you."

    [Pull]
    Cast Information
    Single-target ranged attack. 30 meter range.
    Base Damage
    53-59 (56 average)
    58-64 (61 average) on Dazed or Frostbitten enemies
    Base Power Cost
    100
    Cooldown
    0.5 seconds
    Control Effect
    Pulls one target to caster.
    Power Interactions
    • Electrifies one target.
    • Targets take additional damage when Dazed or Frostbitten.
    Notes
    • The pull distance for Taser Pull can be doubled by jumping and using the ability at the peak of the caster's jump. This will cause the target to land behind the caster.
    • Taser Pull uses ray targeting. The damage and control effect will be applied to the first enemy hit in between the player and target.
    • Compatible with the Dilustel Refractor Artifact.

    [Controller Role]
    Control Effect
    Pulls one target to caster and applies a stun for up to 3 seconds.


    [IMG]
    Taser Pull


    [IMG]


    [IMG] Thermite Mine (Level 16)
    "Deploy a mine that explodes on enemy contact, damaging them over time and knocking them down."

    [Retains Stealth]
    [Vulnerable to Interrupt]
    [Encasement Breaker]
    Cast Information
    Deploys a mine near the player. The mine will do damage in a sphere with a 15 meter radius. Thermite Mine will auto-detonate if an enemy is within 7 meters or after 15 seconds have elapsed.
    Base Damage
    Six ticks of 8-9 (51 cumulative average) over 3 seconds
    Six ticks of 9-10 (57 cumulative average) on Dazed or Frostbitten enemies over 3 seconds
    Base Power Cost
    100
    Cooldown
    2.5 seconds
    Control Effect
    May knockdown up to 8 targets.
    Power Interactions
    • Inflicts Burning on up to 8 targets.
    • Targets take additional damage when Dazed or Frostbitten.
    Notes
    • The cooldown for Thermite Mine starts after the mine has been deployed.
    • Self-Destruct Signal can be used to detonate all Thermite Mines that are within range of the player. This includes Thermite Mines deployed by other players.


    [IMG]
    Thermite Mine


    [IMG]


    [IMG] Vortex Cannon (Level 9)
    "Assault the senses of your enemies with a vortex of air, light, and sound, knocking down and damaging them.

    Cast Information
    Large cone attack centered in front of the caster. 15 meter range.
    Base Damage
    54-60 (57 average)
    60-66 (63 average) on Dazed enemies
    Base Power Cost
    300
    Cooldown
    3 seconds
    Control Effect
    Knocks down up to 8 targets.
    Power Interactions
    Enemies take additional damage when Dazed.

    [Controller Role]
    Control Effect
    Knocks down and stuns up to 8 targets for up to 6 seconds.


    [IMG]
    Vortex Cannon
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    Power Interactions

    Overview
    What's a Power Interaction? A power interaction is a temporary status effect that can provide a 10% damage bonus and enhanced control effects. There are abilities that inflict these status effects and other abilities that take advantage of them. To provide an example of a Gadgets power interaction, consider Napalm Grenade. When used, Napalm Grenade will start a fire on the target inflicting the Burning status effect for 12 seconds. A Gadgets player can then gain a 10% attack bonus by using abilities such as Sticky Bomb that take advantage of Burning. Gadgets is built around the core concept of offering a rich web of power interactions. Learning how to apply and take advantage of these power interactions is an important aspect of Gadgets gameplay.


    [IMG]


    Gadgets Power Interactions
    Gadgets features four main power interactions: Burning, Dazed, Electrified, and Frostbitten.

    Burning
    Burning is primarily applied by using either Napalm Grenade or Thermite Mine. This power interaction can also be inflicted on Electrified targets when using certain abilities. When the Burning power interaction is in effect, a flame effect will be displayed on the enemy.

    [IMG]
    Burning

    Dazed
    Dazed can be inflicted by several abilities such as Cuff'em, Holographic Decoy, Neural Neuralizer, Stasis Field, and Stealth. Dazed appears as comic-style confusion aura when it is inflicted.

    [IMG]
    Dazed

    Electrified
    Gauss Grenade and Taser Pull are used to inflict the Electrified power interaction. When inflicted, Electrified appears as a crackling spark effect.

    [IMG]
    Electrified

    Frostbitten
    The Frostbitten effect appears as a subtle white aura. This effect can be hard to see if other power interactions are currently in effect. Cryo-Field, Cryo-Foam, and Implosion Mine are used to inflict the Frostbitten power interaction.

    [IMG]
    Frostbitten

    Summary Table
    The following table provides a compact overview of Gadgets power interactions. Iconic abilities are also included:
    [IMG]


    [IMG]


    Power Interaction Mechanics
    Here are some important details to keep in mind while using Gadgets power interactions:
    • Gadgets power interactions last 12 seconds. As an example, casting Napalm Grenade will setup a 12 second Burning interaction.
    • Usually, it is possible to refresh the expiration timer for a power interaction by recasting an appropriate setup ability. Sometimes this does not work appropriately.
    • Gadgets abilities do not consume power interactions on use. This means that a Gadgets player can setup a power interaction and follow-up with multiple abilities that leverage that same status effect.
    • Multiple status effects can be inflicted on the same target.
    • Players can use power interactions that have been setup by other players.
    • When multiple power interactions are currently in effect, certain abilities have an order of precedence list. For example, Cryo-Foam will not encase a Electrified target.


    [IMG]


    Power Interaction Examples
    To demonstrate the concept of power interactions, here are some examples of casting orders for Gadgets:
    • Gauss Grenade (Inflicts Electrified) -> EMP Pulse (Uses Electrified)
    • Cryo-Foam (Inflicts Frostbitten) -> Gauss Grenade (Uses Frostbitten/ Inflicts Electrified) -> EMP Pulse (Can Use Either Frostbitten or Electrified)
    • Cuff'em (Inflicts Dazed) -> Vortex Cannon (Uses Dazed) -> Gauss Grenade (Uses Dazed/Inflicts Electrified)


    [IMG]


    Enhanced Control Effects
    Certain abilities interactions provide enhanced control assuming the player has sufficient Dominance stat. The most prominent example are the ice encasements that can be setup by Cryo-Field, Cryo-Foam, and Implosion Mine. These abilities will encase Frostbitten targets. The easiest way to achieve this effect is to cast Cryo-Foam back-to-back. Note that Burning targets will not be encased.

    [IMG]
    Ice Encasement


    [IMG]


    Encasement Breakers
    Encasement breakers are abilities that will destroy encasements setup by a Gadgets player or by other powersets. While encasement breakers are not a standard power interaction as described above, they do provide an extra layer of interaction with player abilities.

    Gadgets players have two main ways of setting up encasements: Ice encasements (see previous section) and Stasis Field. Encasements setup in this manner can be destroyed with the following abilities:
    • Napalm Grenade
    • Self-Destruct Signal - Stasis Field only
    • Sticky Bomb
    • Thermite Mine
    Why would a player want to destroy an encasement? Encasements have a couple of undesirable side-effects. First, encasements prevent enemies from being pulled by a tank. Also, encasements prevent enemies from taking damage from certain player attacks and abilities. Encasement breakers offer a method for immediately destroying an encasement. In the case of Self-Destruct Signal, destroying a Stasis Field encasement will generate an extra tick of damage.
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    Crowd Control
    Crowd control refers to any ability that inhibits the capability of a target to fight. Examples of crowd control include stunning, rooting, and encasing targets. When playing in Controller role, most Gadgets abilities offer some form of crowd control capability. Proper application of crowd control can greatly aid a group and is required for use in certain boss fights.


    [IMG]


    Control Effects Overview
    The following is a list of crowd control abilities broken down by control effects. This list includes Iconic abilities and is intended as a quick-reference summary guide. A more detailed writeup is presented in the next section. Please note that some abilities maybe listed in more than one place. This is because several abilities can inflict multiple control effects. Role-specific notes are also included.

    Encasements
    An encasement traps a target inside a physical object. Encasements are useful for temporarily incapacitating and moving enemies. The following abilities setup encasements:
    • Cryo-Field on Frostbitten enemies
    • Cryo-Foam on Frostbitten enemies
    • Implosion Mine on Frostbitten enemies
    • Stasis Field
    Self-Destruct Signal can used to detonate Stasis Field encasements for extra damage. All of the encasement powers listed above can be immediately destroyed with an Encasement Breaker power. For further details, please read the Power Interactions section.

    [IMG]
    Stasis Field Encasement


    Grounding
    The grounding control effect removes the target's movement mode. This is very useful for preventing enemies from escaping in PvP and dealing with flying enemies. Plays can apply the ground effect with these abilities:
    • Cryo-Foam (targeted enemy)
    • Mesmerizing Lasso (Iconic)
    [IMG]
    Cryo-Foam Grounding Effect


    Knockdown
    This type of control effect briefly knocks a target down. Knockdowns are useful in situations where a target may breakout out of a long-lasting stun. The following abilities can be used to inflict knockdowns:
    • Gag Glove (Iconic)
    • Napalm Grenade (Controller role only)
    • Sticky Bomb
    • Surprise Attack
    • Thermite Mine
    Vortex Cannon is useful for positioning large mob groups. In Assault and Battery, Vortex Cannon can be used in the final boss fight to push the Manhunters into a corner.

    [IMG]
    Vortex Cannon Knockdown


    Pulling
    Pulling abilities pull targets toward the caster. This is useful for separating specific targets from a group or positioning a target. Gadgets has two primary pulling powers:
    • Implosion Mine
    • Mesmerizing Lasso (Iconic)
    • Taser Pull
    The pulling distance on Taser Pull can be doubled by jumping and using the ability at the peak of the caster's jump.

    [IMG]
    Taser Pull


    Rooting
    A root control effect immobilizes a target. While the target maybe unable to move, it can still attack. Gadgets Cryo-Foam ability can inflict the rooting effect while in Damage role.

    [IMG]
    Damage role Cryo-Foam Root


    Stunning
    A stun is a control effect that prevents a target from attacking or moving. There are several abilities that can stun targets including:
    • Batarang Multi-Shot (Iconic)
    • Cryo-Field
    • Cryo-Foam (Controller role only)
    • Cuff'em
    • EMP Pulse
    • Fear Gas
    • Freezing Breath (Iconic)
    • Gauss Grenade (Controller role only)
    • Holographic Decoy
    • Implosion Mine
    • Mesmerizing Lasso (Iconic)
    • Neural Neutralizer
    • Paralyzing Dart
    • Sonic Cry (Iconic)
    • Sonic Shout (Iconic)
    • Suppressor Turret
    • Taser Pull
    • Vortex Cannon
    In Controller role, most Gadgets-specific stunning abilities last for a maximum of 6 seconds. The Damage role versions and Iconic abilities usually last for a maximum of 3 seconds. Cuff'em can stun a single-target for up to 12 seconds.

    [IMG]
    Paralying Dart Stun


    Taunting
    A taunt is a mechanic that draws the target's attention away from group members to a specific player/object. Taunts are useful for keeping mob groups occupied, rallying group members, or on bosses with proximity aggro mechanics. Gadgets players can use the Holographic Decoy ability to setup a taunting pet.

    [IMG]
    Holographic Decoy
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    [IMG]


    Crowd Control Ability Details
    This sections presents a more detailed explanation of how the crowd control effects work for individual abilities:

    Gadgets Abilities
    The crowd control capabilities for a specific Gadgets ability often varies depending on the player's current role. The Controller role version often benefits from longer stun duration times. Some abilities offer no crowd control effects when cast from Damage role.

    Cryo-Field
    Controller Role
    Short-range 360 degree 8 target stun on cast. 6 second duration. May encase Frostbitten enemies that are not Burning.
    Damage Role
    Short-range 360 degree 8 target stun on cast. 3 second duration. May encase Frostbitten enemies that are not Burning.

    Cryo-Foam
    Controller Role
    Ranged 8 target stun. 6 second duration. May encase Frostbitten enemies that are not Burning.
    Damage Role
    Ranged 8 target root. 3 second duration. May encase Frostbitten enemies that are not Burning.

    Cuff'em
    Single-target close-range 12 second stun.

    EMP Pulse
    Controller Role
    360 degree localized 8 target stun. 6 second stun duration.
    Damage Role
    360 degree localized 8 target stun. 3 second stun duration.

    Fear Gas
    Controller Role
    Ranged 8 target stun for 6 seconds.
    Damage Role
    Ranged 8 target stun for 3 seconds.

    Gauss Grenade
    Controller Role
    Ranged 8 target stun for 3 seconds.

    Holographic Decoy
    Controller Role
    Localized 8 target stun on cast for 6 seconds. Taunts enemies within a 13 meter radius at three intervals over 15 seconds.
    Damage Role
    Localized 8 target stun on cast for 3 seconds. Taunts enemies within a 13 meter radius at three intervals over 15 seconds.

    Implosion Mine
    Controller Role
    Pulls up to 8 targets towards the mine and stuns them for 6 seconds. May encase Frostbitten enemies that are not Burning.
    Damage Role
    Pulls up to 8 targets towards the mine

    Napalm Grenade
    Controller Role
    Ranged group knockdown.

    Neural Neutralizer
    Controller Role
    Localized 8 target stun for 6 seconds.
    Damage Role
    Localized 8 target stun for 3 seconds.

    Paralyzing Dart
    Controller Role
    Ranged 8 target stun for 6 seconds.
    Damage Role
    Ranged 8 target stun for 3 seconds.

    Stasis Field
    Controller Role
    Ranged ability. Traps 8 targets in encasements for 6 seconds.
    Damage Role
    Ranged ability. Traps 8 targets in encasements for 3 seconds.

    Sticky Bomb
    Ranged group knockdown. Brief single-target stun.

    Suppressor Turret
    Special attacks can stun enemies for 3 seconds.

    Surprise Attack
    Single-target close-range knockdown.

    Taser Pull
    Controller Role
    Pulls one target to caster and applies a stun for 3 seconds.
    Damage Role
    Pulls one target to caster.

    Thermite Mine
    Group knockdown centered around the mine.

    Vortex Cannon
    Controller Role
    8 target knockdown and stun for 6 seconds.
    Damage Role
    8 target knockdown.


    Iconic Abilities
    The crowd control capabilities of Iconic abilities are the same for all roles.

    Amazonian Deflection
    Briefly stuns attacking enemies.

    Batarang Multi-Shot
    Close-range 8 target stun and knockdown.

    Freezing Breath
    Ranged 8 target stun. 3 second duration. The stun is inflicted on the last damage tick.

    Gag Glove
    8 target knockdown.

    Mesmerizing Lasso
    Pulls one target to caster and applies a stun for 3 seconds. Grounds the target.

    Sonic Cry
    360 degree localized 8 target stun. 3 second stun duration.

    Sonic Shout
    Close-range 8 target stun. 3 second duration.


    [IMG]


    Crowd Control Mechanics
    There are several rules and guidelines the player should keep in mind while trying to inflict crowd control effects. This section will outline the major ones:
    • In order to inflict a control effect on a target, the caster's Dominance stat must exceed the "Suggested Dominance" stat for the content. For open-world content, the required Dominance stat is often very low.
    • If two players apply a control effect on the same target at the same time, the control effect from the player with the highest Dominance stat will be applied.
    • In PvE content, how a NPC responds to a control effect is known as a "breakout profile." In group content, NPCs will breakout of a control effect after a certain amount of time or a certain number of control effects have been inflicted. After breaking out, the NPC will become immune to control effects for a period of time. Players will see a "RESIST" label when using crowd control abilities during this time period. NPCs in large group content will usually breakout out of a 6+ second control effect within a few seconds. In open-world, solo, and duo content, it is common for NPCs to have no breakout profiles. When a NPC does not have a breakout profile, control effects last for their maximum duration and control effects can be inflicted with impunity.
    • Bosses and some NPCs are completely immune to control effects.
    • In large group content, control effects should be inflicted strategically on NPCs. Skull attacks can sometimes be interrupted by the appropriate application of a control effect. If a dangerous NPC has immunity to control effects, the Controller will be unable to interrupt the attack.
    • It maybe more useful to use a simple knockdown control effect over a longer-lasting stun. While a NPC may breakout of 6 second stun, it may take several casts before the same NPC performs a breakout on a knockdown control effect like Sticky Bomb.
    • When playing in Controller role, be mindful of the situation and select the appropriate crowd control ability. Taser Pull is very useful for separating individual targets from groups. Vortex Cannon can be used to push targets into a corner. Holographic Decoy can be used to help rally a tank or draw aggro away from the group. Stasis Field is a convienent method for setting up encasements and moving targets.
    [IMG]
    Resist Tag. The enemy of every Controller
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  11. Penryn Loyal Player

    Survivability
    Equally as important as producing damage output and controlling is knowing how to survive. A dead player does not produce damage output or contribute to the team. Even the most skillful players will encounter situations where survivability will be a key concern. Gadgets offers many tools for handling difficult situations. These tools can be categorized into four broad areas:


    [IMG]


    Crowd Control
    Crowd control refers to any ability that inhibits the capability of a target to fight. A stunned enemy is an enemy that cannot inflict damage or counter the player. While crowd control is more of a Controller role specialty, Damage role players are able to inflict short duration stuns and knocks in open world/solo/duo content. For a full overview of Gadgets crowd control capabilities, please refer to the "Crowd Control" section.

    [IMG]
    Fear Gas is a ranged group stun


    [IMG]


    Healing
    During long boss fights, health replenishment can be a concern for players. Typically, health replenishment is handled with Sodas, breaking health barrels, and using the Supply Drop trinket. However, there will still be intervals in long fights where health maybe a concern. Sodas and Supply Drop have long cooldowns. The number of health barrels will typically be limited. What other options are there for healing? Gadgets players can make use of the Anesthetic supercharge. Anesthetic will replenish a large portion of the the player's health bar. Strategic use of this Supercharge can help players through periods when other means of health replenishment are unavailable.


    [IMG]


    Shielding
    Shielding abilities are able to absorb incoming damage for a specific duration of time or until the shield's damage capacity has been reached. Shields are an important part of a player's toolbox because they allow players to rally teammates without interruption, accomplish mission objectives, and survive dangerous attacks. This section will explain shielding mechanics and shielding options.

    Shielding Formula
    The game's shielding formula is "Maximum Damage Absorption = Base Shield Modifier * ((112.5% * Restoration) + (150% * Dominance))". The Base Shield Modifier acts as a multiplier for the player's Dominance and Restoration stats. A higher Shield Modifier means the ability will absorb more damage. Also, higher Restoration and and Dominance stats will result in stronger shields. If the player is speccing for a shield-heavy build, note that more weight is given to Dominance than Restoration in the shielding formula. Consumables often have preset maximum damage absorption values and do not rely on the player's stats.

    Gadgets Shielding Abilities
    For Gadgets-specific shielding abilities, players can use the following:

    Battle Drone
    When used in Controller role, Battle Drone is a Supercharge that provides a 12 second group shield with a 165% modifier. It also restores Power to all group members within line of sight. The proper usage of Battle Drone is discussed more in the "Controller Role" section.

    Distract
    Distract is a low-cost defensive ability that detaunts, gives crowd control immunity, and provides a 12 second shield with a 57% shield modifier. If used in conjunction with a Pet Trinket, Distract can be used to shift aggro from the player to the pet. This is useful for buying time or giving the player an opportunity attack.

    Neural Neutralizer
    Neural Neutralizer is a medium-cost abiltiy that provides a close-range stun and 12 second shield with a 92% modifier. It also setups the Dazed power interaction.

    [IMG]
    Neural Neutralizer Shield

    Stealth
    Stealth is a high-cost form transformation ability. When Stealth is paired with the Improved Stealth tactical mod, activating Stealth form gives the caster a shield for 12 seconds with a 225% modifier. The caster also gains crowd-control immunity and double running speed for 6 seconds. An Evasion bonus is granted for the duration of the transformation. Exiting Stealth form by interacting with cog, using the "Returning to Normal" ability, or using an ability does not retain Stealth will remove these bonuses. As such, Stealth with the Improved Stealth Mod is best used for dodging or escaping enemy attacks.


    Iconic Shielding Abilities
    In the Iconics list, Hard Light Shield and Amazonian Deflection also act as shield abilities. Hard Light Shield is a high-cost shield with a 12 second duration and 242% modifier. Amazonian Deflection automatically puts the caster in block for 6 seconds and has a very high shielding modifier. Amazonian Deflection is useful for surviving dangerous "one-shot" boss attacks.


    Consumables
    Players can supplement the shielding abilities listed above with the Personal Dampening Field consumable. Personal Dampening Field consumables have maximum damage absorption values that are not affected by Dominance or Restoration. Instead, the damage absorption value is based on the level of the consumable. At very high levels, Personal Dampening Field can absorb an impressive amount of damage. This consumable can also be used for clipping purposes.


    Shield Stacking
    It is recommended that players avoid "shield stacking." This occurs when players cast multiple shielding abilities in succession. The rules for shield stacking are inconsistent and can produce undesirable results. In the worst case, the effects of the initial shield are completely nullified.


    [IMG]


    Taunting and Detaunting
    A taunt is a mechanic that draws the attention of an enemy. Most commonly seen on tanks, taunts are used so enemies will attack a specific player or object. When it comes to taunting abilities, Gadgets players have access Holographic Decoy. Holographic Decoy deploys a pet with a 15 second duration that taunts nearby enemies. The taunting range of Holographic Decoy is limited, so it should be initially deployed near the target. Holographic Decoy has the added bonuses of setting up the Dazed power interaction and transferring 25% of incoming damage away from the player to the pet. When used correctly, Holographic Decoy is a very powerful ability. It can be used to buy time to regroup or inflict damage on a dangerous enemy. Just be weary of Holographic Decoy being pushed out of ranged by a knockback attack.

    [IMG]
    Holographic Decoy

    Also, pet abilities such as Suppressor Turret can be used to transfer enemy aggro. If a player is under attack and has a pet summoned, they can use a detaunting ability like Distract or Stealth to temporarily transfer aggro to the pet. For this trick to work though, the pet must attack the enemy or mob group before the detaunt is cast. Usually, this tactic will buy the player a few seconds.
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  12. Penryn Loyal Player

    Controller Role

    Overview
    Controller is one of two roles available to Gadgets player. This role is unlocked at Level 10 and focuses on:
    • Aiding the group with Power regeneration.
    • Debuffing targets
    • Controlling enemies with stuns, encasements, and knockdowns
    This is in addition to the normal player duties of rallying players, accomplishing objectives, and dealing damage.

    Gadgets Controlling requires a flexible mindset that rewards situational awareness. Players have several tools at their disposal and limited loadout space. This section will provide an overview of Gadgets Controller abilities and gameplay.

    A player can determine what role they are in by examining the icon beside the player name. Displayed below is the Controller role icon:
    [IMG]
    Controller Role Icon


    [IMG]


    Controller Bonuses
    When playing in Controller role, players gain the following bonuses:
    • Using any ability - excluding supercharges - initiates the Power Over Time buff for all group members within line of sight.
    • Players gain a +35% Vitalization bonus. Vitalization is a Controller's main stat for Group Power Healing.
    Switching to Controller role removes the 10% damage bonus for Damage role.


    [IMG]


    Group Power Healing
    Power is a character stat and is required to use loadout abilities. As abilities are used, the player's Power pool will decrease. A player's Power pool slowly replenishes itself via the game's passive regeneration mechanic. Power replenishment can be supplemented other methods such as consuming sodas, using the Supply Drop trinket, and weapon attacks if the player selected Weapon/Hybrid Focus. Being mindful of your Power consumption and regeneration rate is a central tenant of the Stats Revamp project.

    One of the responsibilities of the Controller role is to provide supplemental group Power replenishment. Known in-game "Group Power Healing," Gadgets Controllers have three methods for aiding Power regeneration:
    • Power Over Time
    • Defibrillator
    • Battle Drone Supercharge
    Each of these methods will be covered in detail in the following sections.

    Power Over Time
    Using any loadout ability while in Controller role will activate Power Over Time for all groups members - including the caster - within line of sight. While active, Power Over Time restores one tick of Power every other second for 12 seconds. The amount of Power restored scales with the caster's Vitalization. Power Over Time is refreshed for a new 12 second cycle whenever the caster uses a loadout ability. If there are multiple Controllers in the group, only a single Power Over Time buff can be in effect at one time. The player with the highest Vitalization stat will be the one that generates Power Over Time. While Power Over Time is active, a green lightning bolt will be displayed under the player's supercharge bar.

    [IMG]
    Green Lightning Bolt

    As a general rule, Controllers should always try to keep Power Over Time active. This will be accomplished through the normal usage of loadout abilities. However, Controllers should be mindful of their positioning since Power Over Time will only be applied to group members within line of sight. If line of sight is obstructed by a wall or pillar, a player will not receive Power Over Time.


    Defibrillator
    Defibrillator is a Gadgets ability that acts an instant Group Power Heal. It restores a small amount of Power to the three group members in line of sight with the lowest percentage of total Power. The amount of Power restored scales with Vitalization. When used in Controller role, Defibrillator also increases the base Precision and Weapon DPS by 20% for 12 seconds for the three group members with the highest percentage of Power. The caster also receives the Precision and Weapon DPS buff. As a consequence, the Controller version of Defibrillator provides benefits to ability-heavy and weapon-heavy builds.

    Keep in mind that Defibrillator is a beneficial ability. This means that it can clip weapon attacks, instant cast abilities, and other Beneficial abilities. In practical terms, it can be useful to clip debuff abilities and stuns with Defibrillator to reduce animation times. However, Defibrillator has a high Base Power Cost. Rapid casts of Defibrillator will result in the caster's Power pool being exhausted. Since Defibrillator is used extensively in group content, the caster must pay attention to their own Power pool and try to regenerate Power in between Defibrillator casts. Since Defibrillator is a loadout ability, it can also be used to initiate a Power Over Time cycle.


    Battle Drone
    Battle Drone is a Gadgets Group Power Heal Supercharge. This supercharge summons a temporary immortal pet that restores 11 or 12 ticks of Power over 8 seconds for all group members in line of sight. The amount of Power restored by Battle Drone scales with Vitalization. While Battle Drone is active, the Power Over Time lightning bolt will appear. This should not be confused with regular Power Over Time. The caster should continue to use abilities to ensure that regular Power Over Time and Battle Drone are both active at the same time.

    When used in Controller role, Battle Drone will also provide a group shield for 6 seconds for all group members within line of sight. This shield has a high base shielding modifier and will absorb a lot of damage.

    When should Battle Drone be used? The best answer is that Battle Drone should be used in high-stress situations where group Power consumption is high and/or a group shield may prove useful. This most often occurs during a difficult 8-man boss fight. If the entire party is low on Power or there are many people to rally, Battle Drone is very useful. Recognizing the appropriate time to use Battle Drone during a fight requires experience. Keep in mind that it can take several minutes to build enough Supercharge to use Battle Drone and its effects last for less than 10 seconds. If there is another Controller in the group, be sure to coordinate your supercharges so the group shields can be rotated.


    Reminder and Reality Check
    Remember that Controllers aid group Power regeneration and are not to be the sole source of Power replenishment. Under Stats Revamp mechanics, individual players are largely responsible for managing their Power pool. This means players must be be mindful of power costs, proper spec, and selecting a sustainable loadout. The tools provided to Controllers are intended to act as a modest supplement to the normal regeneration system. If you are the only Controller in an 8-man group, do not play with the expectation that you will be able to keep the group fully powered all the time. Most 8-man groups will require multiple Controllers to ensure a comfortable level of power regeneration.
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    [IMG]


    Debuffs
    A debuff is a temporary status effect that lowers a target's attributes. Controllers can inflict debuffs by using abilities. Here are the three types of Controller debuffs and associated Gadgets abilities:

    Damage Debuff
    The damage debuff reduces a target's damage output by 10%. This debuff is useful against enemies with strong attacks. It can also be used to disable certain buffed boss mechanics. An example would be using a damage debuff to remove the attack boost from James in Desecrated Cathedral. The following Gadgets abilities inflict the damage debuff:
    • Paralyzing Dart
    • Sticky Bomb
    When a damage debuff is in effect, a red crosshair icon will be displayed below the target's name on the HUD.
    [IMG]
    Damage Debuff Icon


    Defense Debuff
    The defense debuff reduces a target's defensive stats by 10%. The defense debuff is useful in any situation and results in a noticeable increase in damage output. Keeping this debuff active on bosses is highly recommended. These Gadgets abilities can inflict the defense debuff:
    • Gauss Grenade
    • Stasis Field
    While the defense debuff is in effect, a red shield icon will be displayed below the target's name on the HUD.
    [IMG]
    Damage Debuff Icon


    Healing Debuff
    The healing debuff reduces the target's ability to heal by 25%. This debuff should be used on any enemy that has a self-healing mechanism or provides healing. The follow Gadgets abilities apply the healing debuff:
    • Cryo-Foam
    • Napalm Grenade
    When the healing debuff is in effect, a red heart icon will be displayed below the target's name on the HUD.
    [IMG]
    Healing Debuff Icon


    Debuff Mechanics
    There are several important details to remember when applying debuffs:
    • The abilities listed above will only apply their debuff while playing in Controller role.
    • Even though an ability may do damage to a group of enemies, the debuff will be applied to a single enemy per cast. Usually this is the targeted enemy.
    • It is possible for an ability's maximum cast range to exceed the maximum debuff range. To be sure that a debuff will be applied, wait for the target reticule to turn red.
    • Debuff duration is 12 seconds. If the same type of debuff is cast again, a new 12 second interval will start.
    • Debuffs of the same type do not stack. If two Controllers apply the defense debuff to the same target, only one will be applied.
    • Debuffs of different types can be applied to the same target at one time. This means that the damage, defense, and healing debuffs can be inflicted on an enemy.


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    Crowd Control
    Crowd control refers to any ability that inhibits an enemy's capability to fight. Examples of crowd control include stunning, moving, and encasing targets. Proper application of crowd control can greatly aid a group and is required for use in certain boss fights. Gadgets players have a large number of options for inflicting control effects on enemies. For a full overview of Gadgets crowd control capabilities and crowd controlling mechanics, please refer to the "Crowd Control" section.


    [IMG]


    Shielding
    A shield is any ability that provides damage absorption for a short period of time. Damage absorption allows players to rally teammates without interruption, accomplish mission objectives, and survive dangerous attacks. Knowing how shielding works and how to chain shielding abilities is important part of Controller gameplay. The "Survivability" section offers a full discussion of shielding abilities and mechanics.


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    Controller Loadout Suggestions
    With the wide variety of abilities and role responsibilities, Gadgets Controlling can seem overwhelming at first. A Controller's loadout and responsibilities can change drastically over the course of an instance. Recognizing when to use specific abilities requires experience and a flexible mindset. The purpose of this section is to provide general guidance to new Gadgets players in constructing an effective Controller loadout for large group content.

    Defibrillator
    In large group content, it is generally expected that Controllers will significantly contribute to Group Power Healing. For Gadgets Controllers, this means frequent use of Defibrillator. As noted in the sections above, Defibrillator is an instant Group Power Heal and Group Weapon Buff. It provides tangible benefits to the group and should be a staple ability on Gadgets Controller loadouts. Just be weary of over-casting Defibrillator and exhausting your own Power pool.

    Battle Drone
    Battle Drone is a good compliment to Defibrillator. It is a Group Power Heal Supercharge that shields and restores Power to all group members. Appropriate use of Battle Drone at a critical moment can mean the difference between clearing or wiping a difficult boss fight.

    Defense Debuff
    It is also expected that Controllers will contribute in large group content by inflicting the Defense Debuff on difficult enemies such as bosses. Frequent application of the Defense Debuff will help to reduce the duration of difficult encounters. For Gadgets players, this means using either Gauss Grenade or Stasis Field. Gauss Grenade has a low Base Power Cost, sets up the Electrified power interaction, and has a quick cooldown. Stasis Field has a higher Base Power Cost and longer cooldown time. However, it sets up the Dazed power interaction and acts as a Supercharge Generator. Each time a player casts Stasis Field, they will generate more charge for their Supercharge bar than what a cast of Gauss Grenade would. This makes Stasis Field a good counterpart to Battle Drone.

    Emergency Shield
    Having an emergency shield ability is also recommended for large group content. Controllers are often called upon to help rally teammates or turn objective cogs while under fire. Since incoming damage will interrupt any rally attempt, shields can absorb the damage and allow the player to complete the pickup. Refer to the "Survivability" section for a detailed discussion of Gadgets shielding abilities.

    Situational Specific Abilities
    Beyond these general suggestions, Controllers must be mindful of the current situation. If a boss fight features a healing mechanic, a healing debuff provided by either Cryo-Foam or Napalm Grenade maybe necessary to complete the counter. Sometimes a specific control effect is required to help complete a boss fight. An example would be using Taser Pull to separate the Vexer from Carol Ferris in the Love and War raid. If your teammates are complaining about excessive amounts of encasements because of Stasis Field, consider pairing it with Self-Destruct Signal or another Encasement Breaker. Self-Destruct Signal will immediately detonate any nearby Stasis Fields for additional damage. If there is no tank in the group or the group's tank has been knocked out, Holographic Decoy can be extremely useful in drawing the attention of nearby enemies. This can buy the group enough time to rally multiple team members, regroup, or inflict damage. Just recognize that Holographic Decoy has a limited taunt range and should be setup within close range of the enemy. For additional details on control effects, consult the "Crowd Control" section.

    Remember that these are general loadout suggestions for Gadgets Controller gameplay and may not be applicable to every situation. In solo and duo content, Gadgets Controllers can focus more on inflicting damage and may not need to provide Group Power Healing. Don't be afraid to try out all of the abilities and see what works best in different situations. Gadgets is a very flexible Controlling powerset and experimentation is encouraged.
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    Damage Role

    Overview
    Gadgets is a versatile Damage role powerset that utilizes a rich set of power interactions to excel in close-range combat. Gadgets players are not locked into any specific playstyle. Players can choose to focus on weapons, use abilities exclusively, or utilize a combination of the two. All approaches yield good damage output when played properly. To supplement its offensive abilities, Gadgets features a number of utility abilities that enhance survivability and provide further damage opportunities. Due to the wide variety of supported gameplay styles, players are encouraged to try different approaches and see what best suits them. The following sections will provide an provide guidance on building and playing a Gadgets Damage role character.

    A player can determine what role they are in by examining the icon beside the player name. Displayed below is the Damage role icon:
    [IMG]
    Damage Role Icon


    [IMG]


    Damage Role Bonus
    Players gain a 10% damage boost while playing in Damage role. This damage boost is not reflected in player stats and is instead applied as a 10% modifier to the damage output formula. Switching to Damage role negates Controller role bonuses such as improved Vitality and being able to cast the Power Over Time buff.


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    A Note about Advanced Mechanics
    As a general reminder to veteran Gadgets players, Advanced Mechanics were removed from the game as part of the Stats Revamp update in Game Update 73. While the general flavor of Gadgets has been preserved in Stats Revamp, 1-2-3-4 loadouts with large EMP Pulse/Paralyzing Dart burst damage and full Power regeneration no longer exist. Any knowledge or opinions about Gadgets Damage role gameplay based on Advanced Mechanics are obsolete. Due to the large change in Gadgets gameplay mechanics, veteran players will have to update their knowledge. This requires an open mind and the motivation to relearn the Gadgets gameplay. Any attempts to apply pre-Stats Revamp knowledge and rotations will likely lead to frustration. For veteran players, this guide will provide information and suggestions to adapt to the Stats Revamp update. If you are interested in a playstyle that is similar to Advanced Mechanics, consult the "Play from the Tray" section below.

    [IMG]
    RIP Advanced Mechanics


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    Damage Role Build Methodology
    Gadgets Damage role is a broad topic. When considering where to start, how to spec, and what abilities to pick, players will go through the following process:
    1. Pick a base Playstyle
    2. Select a playstyle Focus
    3. Select a Weapon type
    4. Spend Skill Points and Install mods
    5. Select a Loadout
    6. Loadout Testing Suggestions
    Approaching Damage role with this methodology in mind helps to simplify a possibly intimidating process. Once a player selects a base playstyle, other aspects tend to fall in line very quickly.

    The next three sections will explain general Stats Revamp concepts. The "Constructing a Loadout" and follow-up sections are specifically tailored to providing Gadgets-specific information.


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    Base Playstyles
    A Base Playstyle is a high-level description of how a player approaches the game. Three basic playstyles are supported for players following the Stats Revamp update:

    Hybrid
    Hybrid is the game's most flexible playstyle. Players use weapons to do damage and regenerate Power. Abilities are often used to "clip" non-channeled weapon attacks to inflict additional damage. Clipping a weapon attack with an ability cancels the weapon's animation sequence. However, the damage and actions from both the weapon and ability are registered. This allows players to perform multiple actions in a smaller time frame. Players that select a Hybrid playstyle will have to choose between speccing Precision, Might, and Ability. Higher Precision yields greater Weapon Damage. Speccing into Might means abilities will do more damage. Extra Power allows players to cast more abilities. The player's speccing choices will dictate how often weapon attacks are used versus using abilities.

    Play from the Tray
    Play from the Tray is a specialized playstyle that focuses on casting abilities. Weapons are used almost exclusively for countering targets, repositioning, and destroying objects. The Primary stats for Play from the Tray are Power and Might. Speccing into Power enables faster Passive Power Regeneration and allows for more abilities to be cast. This playstyle is the one that most closely matches the now obsolete Gadgets Advanced Mechanics.

    Weapon Heavy
    The Weapon Heavy playstyle is focused on utilizing long weapon combos. Players are encouraged to spec into Precision and Weapon Mastery combos. Weapon Mastery combos do high damage and speccing into Precision yields better weapon damage. Ability casts are typically limited to weapon buffs such as Battle Display, long lasting Damage over Time abilities like Cryo-Field, and pets.


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    Focus Selection
    After selecting a playstyle, it is important to select the appropriate playstyle Focus choice under the Stats screen. Focus selection gives special bonuses related to Power regeneration and damage. There are currently three Focus options that provide the following bonuses:

    Weapons Expert Focus
    • 10% Weapon Damage Buff
    • Weapon attacks regenerate Power
    • Passive Power Regeneration is reduced by 25%

    Hybrid Focus
    • Weapon damage is not enhanced
    • Weapon attacks regenerate Power
    • Grants a 10% Might, 5% Dominance, 5% Restoration, and 5% Vitalization bonus
    • Does not affect Passive Power Regeneration

    Superpowered Focus
    • Weapon damage is not enhanced
    • Weapon attacks do not regenerate Power
    • Grants a 10% Might and 10% Power bonus
    • Provides a 25% bonus to Passive Power Regeneration
    A player may only be specced into one Focus at a time. The player should select a Focus that compliments the playstyle they choose to play. "Weapons Expert Focus" compliments a Weapons Heavy playstyle while "Superpowered Focus" compliments Play from the Tray. For those that are unsure about which Focus to select, it is recommended to take "Hybrid Focus."


    [IMG]


    Selecting a Weapon and Stat Modding
    The details for selecting a weapon and stat modding are too broad to cover within the scope of a Gadgets guide. To offer general advice though, a player should select a weapon that they feel comfortable playing. This includes testing potential loadouts and seeing how well ability cooldowns line-up with weapon attacks. The Gadgets Hybrid playstyle tends to favor weapons with short combo sequences. For modding advice, please consult the Base Playstyles sections to see the primary stats for each playstyle.
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    Constructing a Gadgets Loadout
    To those unfamiliar with the term, a loadout is the set of abilities a player chooses to place on their tray. The loadout a player chooses should compliment the base playstyle and be tailored to the situation. When constructing a loadout, there are many factors to consider including:
    • Burst Damage versus Damage Over Time
    • Finishers
    • Pets
    • Power Costs and Management
    • Power Interactions
    • Close-Range versus Ranged Abilities
    • Single-Target versus Group Damage
    • Stealth
    • Supercharges
    • Supercharge Generation
    • Survivability
    • Weapon Buff
    The upcoming sections will discuss each of these topics in-depth as they relate specifically to Gadgets.


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    Burst Damage versus Damage Over Time
    Gadgets Damage role abilities can be broadly divided into two categories: Burst and Damage Over Time. Burst abilities inflict their damage all at one time with large damage ticks. Damage Over Time abilities inflict damage as small ticks over a set unit of time. Under Stats Revamp balancing guidelines, the cumulative damage from a Damage Over Time ability will generally exceed the damage from a similar cost Burst ability by a small margin. This makes Damage Over Time abilities more efficient on targets with large health pools. Burst abilities are more efficient on targets with low health or low overall health. Depending on the situation, it maybe advantageous to use a mix of both ability types. An example would be a high-level boss fight where dangerous low-health mobs appear at specific intervals. Damage Over Time abilities can be used to wear down the boss while burst abilities help to quickly eliminate the mobs.

    Below is a list of Gadgets abilities divided into Burst and Damage Over Time categories. Unique Gadgets abilities are excluded from these lists.

    Burst
    • Cuff'em (Stealth Form Only)
    • EMP Pulse
    • Gauss Grenade
    • Implosion Mine
    • Neural Neutralizer
    • Paralyzing Dart
    • Stasis Field
    • Stealth Damage Proc
    • Sticky Bomb
    • Surprise Attack (Stealth Form Only)
    • Taser Pull
    • Vortex Cannon

    Damage over Time
    • Cryo-Field
    • Cryo-Foam
    • Fear Gas
    • Napalm Grenade
    • Thermite Mine

    [IMG]
    Cryo-Field is Gadgets longest-lasting DoT


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    Finishers
    Finishers are channeled attacks that do extra damage to a single target that is below 35% health. Gadgets Finisher ability is Photon Blast. Finishers are best used to help quickly eliminate low-health targets or on bosses that are below the 35% health barrier.

    [IMG]
    Photon Blast


    [IMG]


    Pets
    Gadgets players can use the Suppressor Turret ability to summon a temporary damage-dealing pet. When deployed, Suppressor Turret performs a group special attack followed by three single-target attacks. The special attack can either be Frost Grenade or Flamethrower. Frost Grenade's damage can be enhanced by setting up the Electrified or Burning power interactions. Flamethrower's damage is enhanced by setting up the Dazed or Frostbitten power interactions. Suppressor Turret is destroyed when the player holds the summon button for 3 seconds, Suppressor Turret's health pool is exhausted, or after Suppressor Turret has been out of combat for 15 seconds. The main drawback of summoning Suppressor Turret is that the player's Passive Power Regeneration stat is decreased dramatically. This can make Power regeneration an issue when Suppressor Turret is deployed.

    Suppressor Turret works best as a supplemental damage source. Attention should be payed to its Passive Power Regeneration reduction. This can become a serious issue for Play from the Tray users.

    Suppressor Turret can also be used as a temporary enemy aggro magnet if paired with a detaunt ability such as Distract and Stealth. After entering combat, let Suppressor attack a large group of enemies with its special attack. Casting a detaunt after a group special attack will cause the enemy mobs to attack the Suppressor Turret. This can be very useful for players that are low on health and need to regroup.


    [IMG]
    Suppressor Turret


    [IMG]


    Power Costs and Management
    Following the Stats Revamp update, Ability pool management has become an important concern for all Damage role playstyles. Even in a weapon-heavy playstyle, players will be casting abilities such as weapon buffs and shields. Efficient Ability pool management and selecting a sustainable loadout are all considerations for Damage role players. The following sections will provide an overview of Gadgets Power costs and how to regenerate Ability.


    Gadgets Power Cost List
    The abilities for all powersets were adjusted utilizing a set of balancing guidelines as part of the Stats Revamp initiative. One of the guidelines was Base Power Cost. Base Power Cost is the amount of Power that that would be required to cast an ability at CR 0. While a specific ability will always have the same Base Power Cost, a multiplier is added that escalates Power cost escalate based on the player's Combat Rating. This means that as a player's Combat Rating increases, there will be a corresponding increase in Power costs.

    The Baser Power Cost for a specific ability helps determines its balancing parameters. Abilities that have a low Base Power Cost will generally do less damage than a more expensive ability. However, the cheaper ability can be cast more often. When assembling a loadout, players should pay special attention to Power costs. Loadouts that consist entirely of the most expensive abilities will likely be unsustainable. Depending on the amount of Power the player can regenerate, building a loadout consisting of low, medium, and high-cost abilities maybe necessary.

    Here is a breakdown of all Gadgets abilities sorted by Base Power Cost.

    100 Base Power Cost
    • Cuff'em (Stealth Form Only)
    • Distract
    • Gauss Grenade
    • Implosion Mine
    • Napalm Grenade
    • Self-Destruct Signal
    • Taser Pull
    • Thermite Mine

    200 Base Power Cost
    • Cryo-Foam
    • Fear Gas
    • Neural Neutralizer
    • Photon Blast
    • Stasis Field
    • Sticky Bomb

    300 Base Power Cost
    • Battle Display
    • Cryo-Field
    • Defibrillator
    • EMP Pulse
    • Holographic Decoy
    • Paralyzing Dart
    • Stealth
    • Suppressor Turret
    • Surprise Attack (Stealh Form Only)
    • Vortex Cannon
    [IMG]
    EMP Pulse hits hard, but has a high Base Power Cost


    Regenerating Power
    When constructing a build, it is helpful to be familiar with the mechanics of how Ability is regenerated. This allows in greater freedom in loadout selection and helps to avoid common pitfalls. The following is a list of the primary methods for regenerating Power.

    Battle Drone
    The Battle Drone supercharge restores Power to all group members within line of sight for a short time. The amount of Power restored scales with Vitalization.

    Controllers
    Controller aid group Power replenishment with Power Over Time and Instant Power Heals. The bonuses Controllers provides are intended to act as a supplement to normal power regeneration and should not be the sole source. For additional details, refer to the Controller "Group Power Healing" portion of this guide.

    Passive Power Regeneration
    This passive ability is constantly running and helps to replenish a player's Power pool. The Power replenished by this passive does not show in combat log or as an Power tick. Instead, a player can tell it is working by just watching their Power bar slowly regenerate. The amount of Power regenerated per second by this passive is directly tied to the player's Power stat. The higher the player's Power stat, the more Power that is regenerated by the passive. Speccing Superpowered Focus will also increase the amount of Power regenerated. Selecting "Weapons Expert Focus" or using abilities such as Robot Sidekick/Suppressor Turret will reduce the amount of Power regenerated.

    Sodas
    Sodas instantly replenishes large portions of a player's Health and Power pools. The amount replenished will vary as a percentage of total Power.

    Supply Drops
    Supply Drop is a trinket that provides a temporary Damage boost and replenishes Health/Power when fully leveled. Since this trinket has a long cooldown, its usage should be coordinated with other team members to ensure Supply Drop is properly rotated. This trinket can be invaluable during difficult boss fights and high-pressure situations.

    Weapon Attacks
    If a player selects Hybrid Focus or Weapons Expert Focus, weapon attacks will regenerate Power. The amount of Power restored depends on weapon animation's length and is not affected by Vitalization.


    [IMG]


    Power Interactions
    To maintain optimal damage output, Damage role players must keep power interactions in mind when constructing a loadout. A power interaction is a temporary status effect that can provide a 10% damage bonus. There are abilities that inflict these status effects and other abilities that take advantage of them. To provide an example of a Gadgets power interaction, consider Napalm Grenade. When used, Napalm Grenade will start a fire on the target inflicting the Burning status effect for 12 seconds. A Gadgets player can then gain a 10% attack bonus by using abilities such as Sticky Bomb that take advantage of Burning.

    The following table provides a compact overview of Gadgets power interactions. Iconic abilities are also included:
    [IMG]

    Compared to previous versions of Gadgets, the Stats Revamp version features a small number of power interactions that can be used. However, the details of how the interactions work can vary significantly for specific abilities compared to previous versions of Gadgets. Learning the interactions for all of Gadgets abilities takes time and experience. To help simplify matters a bit, remember that EMP Pulse and Paralyzing Dart are two high-cost abilities that benefit from any power interaction that Gadgets can inflict. Sticky Bomb is a medium-cost ability that can use any Gadgets power interaction. For a full discussion of Gadgets power interactions, please refer to the "Power Interactions" section.
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    [IMG]


    Single-Target Versus Group Damage
    On occasion, it will be necessary for a Damage role player to focus on single-target damage only. This can occur in the following situations:
    • On large mob groups, group damage abilities will inflict only a small amount of damage per enemy due to damage division rules. If there is an especially dangerous enemy in the mob group, a single-target ability can help to eliminate it more quickly since the target will receive full damage.
    • Certain feats require that a boss be killed while leaving specific NPCs alive. In these types of situations, single-target damage maybe required to avoid damaging the feat-related NPCs.
    • Specific instances have NPCs with reflect mechanics. When the reflect mechanic is active, the player will be damaged if the NPC is damaged. In most cases, the reflection is magnified. Single-target abilities can help to avoid damaging thse NPCs.
    Listed below are Gadgets abilities sorted by group and single-target damage.

    Group
    • Cryo-Field
    • Cryo-Foam
    • EMP Pulse
    • Fear Gas
    • Gauss Grenade
    • Holographic Decoy via Self-Destruct Signal
    • Implosion Mine
    • Napalm Grenade
    • Neural Neutralizer
    • Paralyzing Dart
    • Stasis Field
    • Sticky Bomb (Does full damage to targeted enemy)
    • Suppressor Turret
    • Thermite Mine
    • Vortex Cannon

    Single-Target
    • Cuff'em (Stealth Form Only)
    • Photon Blast
    • Stealth Damage Proc
    • Surprise Attack (Stealth Form Only)
    • Taser Pull
    [IMG]
    Taser Pull is a low cost single-target ability


    [IMG]


    Stealth
    Stealth is a form change mechanic available to Gadgets players. While the most obvious use of Stealth is to sneak up on unsuspecting targets in open-world content, Stealth offers several other bonuses including:
    • Switching to Stealth form detaunts your enemies and sets up the Dazed power interaction.
    • Excellent single-target damage when using Stealth-only abilities like Surprise Attack and Cuff'em. The Stealth form itself provides an extra damage tick for certain Gadgets abilities.
    • Provides access to a secondary loadout bar. This can be used to slot additional abilities like Supercharges.
    • If the Improved Stealth tactical mod is equipped, the player also gains 6 seconds of double movement speed, 12 second shield, and an improved Dodge ability.
    With these types of bonuses, Stealth is a compelling choice for normal gameplay.

    If a player is serious about making use of this Stealth form, the Improved Stealth tactical is heavily recommended. Without the tactical mod, it is easy to be immediately pulled out of the Stealth which negates the bonuses offered by the form. Also, players must be cautious of clipping other abilities with Stealth. Several abilities will automatically negate the Stealth form if the player clips too aggressively even with the mod equipped. It is suggested to wait a second after an ability cast before engaging Stealth. Finally, players must be mindful of using pets like Suppressor Turret or Robot Sidekick while employing Stealth. Pet abilities will immediately detonate if they are not also placed on the Stealth form loadout.


    [IMG]


    Supercharges
    Supercharges are powerful abilities that require a Supercharge bar to be built. Unlike previous incarnations of Gadgets, the Stats Revamp update significantly buffed the effectiveness of Supercharges. Gadgets has four Supercharges:


    Anesthetic
    Anesthetic is a self-healing Supercharges with a 5000 SC cost. It provides eleven large healing ticks over 5 seconds. This Supercharge is best used in content where the player is expecting to take significant damage and a healer may not be available. Of the four Gadgets Supercharges, this one is least likely to be used since its functionality is also covered by Sodas and Supply Drop.


    Asphyxiation Gas
    Asphyxiation Gas is a 5000 SC cost damage Supercharge. It deploys a canister of gas that stuns and causes heavy damage over time to enemies around the canister. It is possible for enemies to run or be pulled from the area of effect. This Supercharge compliments any playstyle.

    [IMG]
    Asphyxiation Gas


    Battle Drone
    When deployed in Damage role, Battle Drone is a 5000 SC temporary pet that deals damage and restores ability over 10 seconds. Power is restored to all group members within line of sight and the amount restored scales with Vitalization. Since most Damage role players will not spec into Vitalization, the amount of Power restored may seem underwhelming. Battle Drone should not be used for its damage output. This particular Supercharge is better used when playing in Controller role.

    [IMG]
    Battle Drone


    Bunker Buster
    Bunker Buster is a 10000 SC cost damage Supercharge. It stuns and deals damage to enemies in a sphere around the target over a 10 second period. Like Asphyxiation Gas, enemies can run or be pulled from the area of effect. Bunker Buster is Gadgets most powerful damage Supercharge. Due to its high Supercharge bar cost, Bunker Buster should be used strategically.

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    Bunker Buster


    Neo-Venom Boost
    In addition to these Supercharges, Damage role players should also consider using the Neo-Venom Boost supercharge in the Iconics tree. Neo-Venom Boost provides a 90% Defense 0and 40% Damage boost for 15 seconds.


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    Supercharge Generation
    A player's Supercharge bar builds slowly as weapon attacks, abilities, and consumables are used against targets. However, it is possible to build the Supercharge bar at a faster rate by using Stasis Field. Stasis Field is a Supercharge Generator that builds a larger-than normal amount of Supercharge on every cast. When Stasis Field is used aggressively, players will be able to use Supercharges more often. The only downside is that Stasis Field does less damage per cast than other abilities of similar cost. However, it is one of Gadgets primary methods for setting up the Dazed power interaction. If a players has a high-enough Dominance stat for the content, Stasis Field will generate an encasement that can be detonated by Self-Destruct Signal for extra damage.

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    Stasis Field is Gadgets Supercharge Generator


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    Survivability
    The most important trait of being a Damage role player is knowing how to survive. A dead player does not produce any damage output. Knowing how to handle difficult situations and what survivability tools are available is an important consideration for any Damage role loadout. These tools can be broadly divided into: crowd control, healing, shielding, and taunting. For an in-depth examination of each of these topics, please refer to the "Survivability" section.


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    Weapon Buff
    Gadgets players can increased their weapons damage by using the Battle Display ability. Battle Display is a self weapon buff that increases the player's base Precision and Weapon stats by 33% for 20 seconds. For a "Weapon Heavy" playstyle, this ability is a must. It also offers benefits to players that choose the Hybrid playstyle, but it can be difficult to maintain the uptime on Battle Display in a cast-heavy playstyle. Battle Display should not be used at all in a Play from the Tray playstyle.

    Players can also receive an additional 20% base Precision and Weapon DPS stat buff if a Controller uses a Group Power Heal like Defibrillator. The player will only receive this bonus if they are among the top three group members with the highest percentage of ability when the Group Power Heal is cast.

    When multiple weapon buffs are in effect, the bonuses are additive and not multiplicative.
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    Battle Display HUD
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    Loadout Testing Suggestions
    Having carefully considered the situation and constructed an appropriate loadout for the chosen playstyle, it is now time to test it. However, there are several things to keep in mind:
    • Test the loadout for the situation in which it was intended. If the loadout is meant for use in a single-target situation, try practicing against just one sparring target.
    • Sparring targets do not return Power to the player following the Stats Revamp update. If a loadout is intended for large group content where it is expected there will be a Controller, practicing against sparring targets can be problematic.
    • If a loadout makes extensive use of power interactions, consider what ability to start with. If the loadout is intended for open-world/solo/duo content, consider starting off with an ability that establishes a power interaction and stuns the enemy.
    • Try different combinations to see how cooldowns lineup. For example, both Cryo-Field and Battle Display have 12 second cooldowns. If Battle Display is used to clip Cryo-Field, both will come off cooldown at the same time.
    • When playing a Hybrid playstyle, consider how ability cooldowns lineup with weapon attacks. Ideally, key abilities should come off cooldown just as the player begins to complete a weapon combo. This allows the player to clip the last portion of the weapon attack with the next ability.
    • If a player is unable to reliably perform a complex damage rotation, try simplifying it. It is one thing to test against sparring targets and another to try it in real combat. Muscle memory is important for performing complex damage rotations involving multiple clips. A player will do more damage with a reliable simplified damage rotation than with an unfamiliar complex rotation.
    • Specific situations may require a player to temporarily change a loadout. For example, it maybe necessary to replace an offensive ability with a shielding ability like Amazonian Deflection to survive a boss's skull attack.
    Remember to practice and be open-minded about trying new playstyles. If something isn't working, don't be afraid to try something different. Always remember that Gadgets is a very flexible powerset. There are always multiple ways to approach difficult fights.
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    Damage Role Example Builds
    If the information presented above seems overwhelming, this section will provide examples of Gadgets Damage role builds and explain how to use them. These builds are intended for purely educational purposes to highlight Gadgets gameplay options and not meant for maximum DPS throughput.


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    Hybrid - Melee
    Recall that the Hybrid playstyle combines weapon attacks and using abilities. Weapon attacks are often clipped with abilities to maximize damage output. Players utilizing this playstyle should consider using either "Hybrid Focus" or "Weapons Expert Focus." "Hybrid Focus" players can regenerate Power with weapon attacks and there are no penalties to Passive Power Regeneration. "Weapon Expert Focus" players will receive enhanced weapons damage, but reduced Passive Power Regeneration. For the purposes of Hybrid gameplay, consider the following melee example:

    Weapon and Loadout Selection
    Weapon
    One-Handed
    Primary Weapon Attack
    Spin Chop(2x tap melee, hold melee)
    Loadout
    • Stasis Field
    • Battle Display
    • EMP Pulse
    • Sticky Bomb
    • Distract
    • Asphyxiation Gas
    Slots
    • Soda
    • Supply Drop
    • Orbital Strike
    • Stat Boosting Trinket
    • Pet Trinket

    Loadout Overview
    Stasis Field
    Stasis Field should be the first ability used in most encounters. It helps to setup the Dazed power interaction on up to 8 targets and encases the enemy. The encasement allows the player to close the distance and prepare follow-up attacks. Stasis Field also acts as a Supercharge Generator. This allows the player to build their Supercharge bar faster and allows more frequent usage of Asphyxiation Gas.

    Battle Display
    Battle Display is a 20 second weapon buff. While it may not seem obvious at first, Battle Display is a good compliment to Stasis Field. The Dazed power interaction that Stasis Field inflicts has the same duration as the cooldown for Battle Display. If a player clips Stasis Field with Battle Display, players will know when to recast Stasis Field based on Battle Display's cooldown timer.

    EMP Pulse
    EMP Pulse is a high-cost close-range damage ability. It can take advantage of the Dazed power interaction setup by Stasis Field to inflict extra damage. After Dazed has been setup, this will be the player's primary damage ability.

    Sticky Bomb
    Sticky Bomb is a medium-cost ranged ability. It can be used in place of EMP Pulse when the target is out of range. It also provides access to a ranged stun when Stasis Field is on cooldown. Sticky Bomb can take advantage of the Dazed power interaction setup by Stasis Field to inflict extra damage. As an Encasement Breaker, Sticky Bomb can be used to immediately destroy any Stasis Field encasements.

    Distract
    Distract is a low-cost defensive ability that detaunts, gives crowd-control immunity, and provides a temporary shield. If used in conjunction with a Pet Trinket, Distract can be used to shift aggro from the player to the pet. This is useful for buying time or giving the player an opportunity attack. Also, Distract allows the player to immediately get back into action if they are countered.

    Asphyxiation Gas
    Asphyxiation Gas is a ranged Supercharge. It should be used against bosses or in situations where the player maybe overwhelmed by enemies.

    Weapon Attack
    Spin Chop is used as the primary weapon attack due to ability cooldown considerations. Since EMP Pulse has a longer cooldown than what is required to perform a Spin Chop, it is important to alternate the usage of EMP Pulse with Sticky Bomb when clipping Spin Chop. When this loadout's abilities are used in the correct rotation, Spin Chop to be reliably clipped reliably.

    Rotation
    Ideally, most encounters will follow this plan:
    1. Use Stasis Field and immediately clip it with Battle Display. This will setup a 12 second Dazed power interaction and self weapon buff.
    2. Lunge to get into melee range.
    3. Use Spin Chop clipped with EMP Pulse. Use another Spin Chop clipped with Sticky Bomb.
    4. Like the previous step, use Spin Chop clipped with EMP Pulse. Use another Spin Chop clipped with Sticky Bomb.
    5. Battle Display will be off cooldown by now. Use Spin Chop clipped with Stasis Field clipped with Battle Display.
    6. Return to Step #3.
    The player should immediately use Distract if countered. Asphyxiation Gas should be saved for dangerous situations.
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  19. Penryn Loyal Player

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    Play from the Tray - Ranged
    The Play from the Tray playstyle focuses on casting abilities from the tray. Weapon attacks are used typically only used for countering and repositioning. These characteristics makes Play from the Tray the most situationally dependent Gadgets playstyle. The abilities the player can afford to cast are directly linked to how much Power the player can regenerate. For Play from the Tray players, the main sources of Power replenishment will be Passive Power Regeneration, Sodas, Supply Drops, and Controllers. The player has to customize their loadout to select a sustainable set of abilities. For solo gameplay, this may mean selecting several low-cost abilities. In large-group content with multiple Controllers present, a player can use more high-cost abilities. Players that utilize a Play from the Tray playstyle should select the "Superpowered Focus" for enhanced Passive Power Regeneration and Might damage.

    For the purposes of this example, it will be assumed that the player is focusing on solo/duo gameplay and relying mainly on Passive Power Regeneration and sodas.

    Weapon and Loadout Selection
    Weapon
    Dual Wield
    Loadout
    • Cryo-Foam
    • Sticky Bomb
    • Gauss Grenade
    • Paralyzing Dart
    • Distract
    • Bunker Buster or Taser Pull.
    Slots
    • Soda
    • Supply Drop
    • Orbital Strike
    • Stat Boosting Trinket
    • Pet Trinket

    Loadout Overview
    Cryo-Foam
    Cryo-Foam should be the first ability used to initiate an encounter. It inflicts a 3 second DoT effect and helps to setup the Frostbitten power interaction on up to 8 targets for 12 seconds. In solo and duo gameplay, the first cast of Cryo-Foam will apply a rooting control effect. Multiple consecutive casts may generate ice encasements. As a mobile power, the player can move while casting the Cryo-Foam. This can is useful for repositioning.

    Sticky Bomb
    Sticky Bomb is a medium-cost ranged ability. It can be used when Paralyzing Dart is on cooldown. It also provides access to a ranged knockdown. Sticky Bomb can take advantage of the Frostbitten power interaction setup by Cryo-Foam to inflict extra damage. An an Encasement Breaker, Sticky Bomb can be used to immediately destroy any Cryo-Foam encasements.

    Gauss Grenade
    Gauss Grenade is a low-cost ranged ability that can take advantage of the Frostbitten power interaction. Gauss Grenade should be used if the player is low on Power or other abilities are on cooldown. With its low cooldown and cost, Gauss Grenade can easily be spammed. Players may find the result damage output disappointing though because of Gauss Grenade's low base damage.

    Paralyzing Dart
    Paralyzing Dart is high-cost ranged ability. It can take advantage of the Frostbitten power interaction and inflicts the most damage of any ranged Gadgets group ability. Players should be mindful of their power consumption when using this ability.

    Distract
    Distract is a low-cost defensive ability that detaunts, gives crowd-control immunity, and provides a temporary shield. If used in conjunction with a Pet Trinket, Distract can be used to shift aggro from the player to the pet. This is useful for buying time or giving the player an opportunity attack.

    Bunker Buster
    Bunker Buster is a ranged Supercharge. It does the most damage of any Gadgets Supercharge. However, players may find it difficult to use with this loadout. The Play from the Tray playstyle generally generates less Supercharge than other playstyles. With the highest Supercharge bar cost, this makes Bunker Buster a strategic ability with a long recharge time. Players may want to Taser Pull or Photon Blast instead. Taser Pull is a low-cost single-target ability with a low cooldown. It is useful for damaging specific enemies and finishing off dangerous low-health targets. Photon Blast is Gadgets single-target Finisher ability and is best used against low-health targets.

    Weapon
    Even though this is a Play from the Tray loadout, players should always be mindful of their weapon choice. Weapons are still needed to counter enemies and reposition. An example of repositioning would be using lunge to close the distance with an enemy or escape a damage pool. Weapons with fast lunges are very useful in these situations.

    Rotation
    Ideally, most encounters will follow this plan:
    1. Use Cryo-Foam to inflict the Frostbitten power interaction for 12 seconds.
    2. Use Sticky Bomb
    3. Use Gauss Grenade
    4. Use Paralyzing Dart
    5. Return to Step #1.
    If Power is an issue, the player may want to consider dropping Paralyzing Dart from the rotation. Instead, the player would repeatedly cast Cryo-Foam, Sticky Bomb, and Gauss Grenade in rotation. Distract should be used as necessary to detaunt or rally a teammate.
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    Weapon Heavy - Melee
    The Weapons Heavy playstyle focuses on using long weapon combos. Abilities are used to provide supplemental damage and enhance the player's survivability. Players that utilize this playstyle should select the "Weapons Expert Focus" and spec into Weapon Mastery attacks. "Weapon Expert Focus" players receive a 10% weapons damage damage and weapon attacks help to regenerate Power. However, there is a 25% reduction to the player's Passive Power Regeneration. This example will consider a melee Weapons Heavy build:

    Weapon and Loadout Selection
    Weapon
    Two-Handed
    Primary Weapon Attack
    Spinning Punch Mastery (4x tap melee, hold melee)
    Loadout
    • Gauss Grenade
    • Cryo-Field
    • Battle Display
    • Suppressor Turret
    • Holographic Decoy or Distract
    • Neo-Venom Boost
    Slots
    • Soda
    • Supply Drop
    • Orbital Strike
    • Stat Boosting Trinket
    • Pet Trinket

    Loadout Overview
    Gauss Grenade
    Gauss Grenade is a low-cost ranged power. Its primary purpose in this loadout is to setup the Electrified power interaction for Cryo-Field.

    Cryo-Field
    Cryo-Field is an efficient high-cost close-range damage ability. Cryo-Field sets up a 12 second damage aura on the player. Anything within 5 meters of the player will take damage during this time period. While the individual damage ticks are small, the cumulative damage for a full cycle adds up. If all the damage ticks connect, Cryo-Field does higher average damage than EMP Pulse. Also, Cryo-Field will receive a damage boost from the Electrified power interaction that is setup by Gauss Grenade. Finally, Cryo-Field will root nearby enemies when it is first cast and sets up the Frostbitten power interaction.

    Battle Display
    Battle Display is a 20 second weapon buff and is an essential power for a Weapons Heavy playstyle. Battle Display is a good compliment to Cryo-Field since both have the same cooldown timer. If a player clips Cryo-Field with Battle Display, both will come off cooldown at the same time.

    Suppressor Turret
    Suppressor Turret is a temporary pet that primarily provides supplemental damage. The special attacks for Suppressor Turret can take advantage of the power interactions setup by Gauss Grenade and Cryo-Field. If paired with Distract, the player can temporarily direct enemy aggro to Suppressor Turret. The only requirement is that Suppressor Turret has to inflict damage on the enemy before the player casts Distract. The one downside to using Suppressor Turret is that the player's Passive Power Regeneration ability is reduced. This can be a significant issue depending on the player's ability to regenerate Power.

    Suppressor Turret is destroyed when the player holds the summon button for 3 seconds, the pet's health pool is exhausted, or after the player has been out of combat for 15 seconds.

    Holographic Decoy
    Holographic Decoy is a temporary pet that taunts nearby enemies for 15 seconds. On a melee build, Holographic Decoy will draw aggro and allow the player to perform several long weapon combos without being interrupted. This can be an invaluable ability if no tank is present in the group. If there is a tank in the group, the player may want to swap Holographic Decoy with Distract. Distract is a low-cost defensive ability that detaunts, gives crowd-control immunity, and provides a temporary shield.

    Neo-Venom Boost
    Neo-Venom Boost is a Supercharge that provides a 90% base Defense bonus and 40% damage output boost for 15 seconds. As a beneficial ability, Neo-Venom Boost can be used to clip other abilities.

    Weapon Attack
    Spinning Punch Mastery is used as the primary weapon attack due to ability cooldowns. It takes approximately 12 seconds to complete three full Spinning Punch Mastery combos. Since Cryo-Field and Battle Display have 12 second cooldowns, every third Spinning Punch combo can be clipped with these abilities. When clipping Weapon Mastery combos like Spinning Punch Mastery, the player should wait for the weapon damage to be displayed before initiating the clip. Clipping too early will abort a Weapon Mastery attack.

    Rotation
    Ideally, most encounters will follow this plan:
    1. Summon Suppressor Turret
    2. Lunge the target if at range. Use Holographic Decoy if necessary
    3. Use Cryo-Field clipped with Battle Display to setup a 12 second DoT and weapon buff
    4. Use Spinning Punch Mastery clipped with Gauss Grenade. This will setup the Electrified power interaction to give boosted damage to Cryo-Field.
    5. Use Spinning Punch Mastery
    6. Use Spinning Punch Mastery clipped with Cryo-Field. Clip Cryo-Field with Battle Display.
    7. Return to Step #4
    If Distract is slotted instead of Holographic Decoy, Distract should be used immediately if the player is countered. Neo-Venom Boost can be used to clip Battle Display when necessary. This leads to a double clip with Cryo-Field being clipped with Battle Display and Battle Display being clipped with Neo-Venom Boost.
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