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Maelstrom
Your weapon shots reduce the Cooldown of Shock Pulse by 0.5s and Shock Pulse chains 4 additional times.
Shock Pulse
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Arc Lightning
Increase the Chain range of Shock Pulse by 8-40%.
Shock Pulse
4
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Lightning Rod
Heal for 30-150 for each enemy hit with Shock Pulse.
Shock Pulse
5
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Spirit's Grace
Allies inside your Healing Totem gain 6-30% increased Movement Speed for 1s.
Healing Totem
4
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Thunderlord
Increase your maximum Ammo by 10-50%.
Weapon
1
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Thunderstruck
Generate 6-30% of your Ammo for each unique enemy hit by Shock Pulse.
Shock Pulse
1
Guide
Build taken from GM Yiuii, who took the build originally from a Japanese player, I think. I find this to be the most consistently well-performing and reliable maelstrom build.
Details:
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> Arc Lighting at 4 points is the sweet spot. Running at 5 is reasonable on Shattered Desert.
> Lighting Rod 5... once you try it, sucks to run it at lower cost. Running this card at 4 is fine. Though, after always having the card at 4 in my deck, playing it now at 5 feels like a massive advantage and enables more ballsy ego-ish plays on point.
> Spirit's Grace is better than Conduit because it is (1) reliable, meaning you receive a speed boost off cooldown, rather than depending on the accuracy of your maelstrom (playing into shields like Nando's will further degrade Conduit's value); (2) The speed boost applies to your teammates as well.
> Thunderlord + Thunderstruck maintain your momentmum. Running out of ammo while W-keying into an enemy is like suddenly looking down mid-fight to see your willy hanging out in the wind. You miss one shock pulse, lose out on a kill confirmation, break your team's pressure, and then run for your life in what is a doomed retreat.
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