Jenos loadout POST gen:LOCK Update

by TheStreetCat
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Luminary
Allies affected by your Astral Mark deal 10% increased weapon damage.
Astral Mark
Retrograde
Reduce the Cooldown of Astral Mark by 0.4-2s.
Astral Mark
5
Relativity
Heal for 40-200 every 1s for 10s after applying Astral Mark.
Astral Mark
1
Heavenly Pull
Increase the range at which you can use Void Grip by 10-50%.
Void Grip
4
Astral Cycle
Increase the duration of Astral Mark by 0.4-2s.
Astral Mark
4
Lightyears
Increase the range of Astral Mark by 4-20%.
Astral Mark
1

Guide

Sorry for the poor english With the new update Jenos played as a healer could be workable in a competitive set as an main healer in a double healer composition or with a double flank comp. The pocket value granted with the new effect of luminary are really good even tho cauterize's buff and can actually be enough to sustain all the team members (except the point tank). I'll now explain each individual card: -Retrograde: you're playing as the main healer, you need to cycle and spam the heal (duh) -Relativity: Usally Jenos is played with another healer in team and it's never alone (except with binary star) so you don't actually need a whole lot of self healing. If you're not confident you can bump up this card to lv 2 max -Heavenly Pull: This seems a bit sus as a lv 4 card but it's actually really good, usually you're not playing anymore as a defensive backliner (like when celestial touch was a thing) but more as a aggressive backliner, so the grip range can help the team to control points, close kills and neutralize flankes. You can down this card to lv 3 if you want, but not lower then lv 2 -Astral Cycle IV: long pocket heals are the best heals -Lightyears I: this is a filler that i really like even tho is not that usefull, it helps to reach people who are in higround. You can change that with falling star no problem