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This build can be summarized in one sentence: **You shall not pass!** Ideal in **objective defense situations**, or simply **against large groups of enemies**, the **Disperser Compound** Overclock **greatly increases the number and power of fragments** generated during a charged shot, covering a larger area. The idea is to use your shots as **gooey fragmentation grenades**, decimating insects unfortunate enough to be in your way. The selected mods follow this logic: **more fragments (T2B) and slow (T5A).** Since you will mainly be using **charged shots**, you might as well **make the most of it with more ammo (T1A and T3B)** But what if that wasn't enough? What if you had to add even more **damage over time (DOT)**? That's where your **"magic wand"** comes into play: the **Experimental Plasma Charger.** Its power can be summed up in 3 words: **Thin Containment Field (T5B)**. Therefore, the build aims to **make the most of this mod**, which creates a **plasma implosion** when you **shoot a charged projectile in midair.** **Ammo (T1B and T4B)** and **Charge Speed (T3B)** are essential for **good economy** and **responsiveness in combat**, while **Heat Shield (T2A)** makes it easier to **chain together multiple TCF shots.** Finally, the **Persistent Plasma** Overclock adds the final touch to this build, producing a **continuous field of plasma** at the point of implosion, which **harms and slows enemies within it.** Add **Neurotoxin Grenades** and some **Satchel Charges** to the mix, to **finish off the bigger bugs** caught in your slimy trap, and you'll be like an **impenetrable wall** to glyphids. (You may switch to Impact Axes if you feel the need for more direct damage).
This build can be summarized in one sentence: You shall not pass!
Ideal in objective defense situations, or simply against large groups of enemies, the Disperser Compound Overclock greatly increases the number and power of fragments generated during a charged shot, covering a larger area.
The idea is to use your shots as gooey fragmentation grenades, decimating insects unfortunate enough to be in your way. The selected mods follow this logic: more fragments (T2B) and slow (T5A).
Since you will mainly be using charged shots, you might as well make the most of it with more ammo (T1A and T3B)
But what if that wasn’t enough? What if you had to add even more damage over time (DOT)? That’s where your “magic wand” comes into play: the Experimental Plasma Charger.
Its power can be summed up in 3 words: Thin Containment Field (T5B). Therefore, the build aims to make the most of this mod, which creates a plasma implosion when you shoot a charged projectile in midair.
Ammo (T1B and T4B) and Charge Speed (T3B) are essential for good economy and responsiveness in combat, while Heat Shield (T2A) makes it easier to chain together multiple TCF shots.
Finally, the Persistent Plasma Overclock adds the final touch to this build, producing a continuous field of plasma at the point of implosion, which harms and slows enemies within it.
Add Neurotoxin Grenades and some Satchel Charges to the mix, to finish off the bigger bugs caught in your slimy trap, and you’ll be like an impenetrable wall to glyphids.
(You may switch to Impact Axes if you feel the need for more direct damage).