Agony
Rend Soul now applies a 1.5s stun to the victim when they are afflicted with 4 Soul Charges.
Rend Soul
Wickedness
Reduce the Cooldown of Rend Soul by 0.5-2.5s.
Rend Soul
5
Soul Forge
Reduce the Cooldown of Restore Soul by 0.5-2.5s.
Restore Soul
4
Blood Pact
While channeling Restore Soul you heal yourself for 70-350 Health per second.
Restore Soul
3
Dark Sight
Activating Rend Soul restores 2-10 ammunition
Rend Soul
2
Veil
Reduce the cast time of Shadow Travel by 15-75%
Shadow Travel
1
Guide
I main Seris, and this is the main deck I use for almost any situation. It has amazing, fast heals (that heal you in the process) and has the potential to take down any flanker trying to pick you off.
Let me break it all down, her soul orb does 210 damage every .3 seconds, passes through enemies, does not have drop off range, and stacks a soul orb on enemies hit up to 4 stacks. Assuming a flank is approaching you, if you hit them 4 times exactly thats 840 damage. Then you activate Rend Soul to not only heal yourself for any damage the flank may have done, but do an extra 400 damage, now totaling 1240 damage. With Agony, they get stunned for 1.5 second, which you should get a free 5 hits off (.3 seconds to shoot, 1.5 stun, 1.5 / .3 = 5 so five free shots AT LEAST) which is a grand total of 2290 damage. just throw in a couple more shots for those pesky 2300 flanks (Buck...looking at you you bastard) and boom, your as effective as a flanker.
Now I will discuss how the cards help exactly
Wickedness (5): If youre trying to get good damage output I would put this card at at least 4. With Agony, Rend Soul will stun, it heals, it does damage, you very much need this ability as much as you can get it.
Soul Forge (4): This is where the "heal" part of damage/heal kicks in. As of 2.1, Seris now heals people in a 50ft radius for 30% of the healing done to the person you target. It used to be a legendary card, but now its just built into Restore Soul. With this card at 4, your cooldown is only 2 seconds. Thats crazy, must have.
Blood Pact (3): this will heal you for 210 health (at level three) per second every time you use restore soul. Very useful to heal an ally and yourself, win-win.
Dark Sight (2): In the spiel above, I mentioned a "combo" to take out flanks. This card ensures you have at least 4 shots to hit you opponent with after stunning them. I couldnt tell you the amount of times I used to get stuck reloading while they were stunned, effectively wasting my stun. In a full damage build, this card is at 3 and I also set my ammo count at 18. Thats really the only difference between a dmg/heal and a full damage. This deck just makes it so people stop the "NEED HEALING"...
Veil (1): We cant win them all, and luckily with Seris you can just dip out of those situations, this will just help you get out of them just a tad faster. If you find yourself dying a lot, take a point out of wickedness and put it into this. Youll notice the difference of how fast you can f quite a bit.
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