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Maxitrac's Avatar


Maxitrac
12.01.2018 , 03:00 PM | #11
Quote: Originally Posted by mrphstar View Post
yeah right, but you only can use both in one sequence when vent heat is ready.
False, assuming you’ve done you’re rotation correctly you will be able to do it in 3 or 4 blocks (from when u use TSO to one block after vent heat)
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mrphstar's Avatar


mrphstar
12.01.2018 , 04:28 PM | #12
Quote: Originally Posted by Maxitrac View Post
False, assuming you’ve done you’re rotation correctly you will be able to do it in 3 or 4 blocks (from when u use TSO to one block after vent heat)
false, you cant use 2 15 heat consuming skills as fillers unless right befor and right after vent heat which is exactly block 3 and 4 (and block 1, but one filler slot is blocked for electro net anyway, and you better not skip that).
i mean, you can, but you better hope the fight is over before you start your next cycle.

thats the whole point of switching between PS and RS, otherwise you could use PS all the time.

Hoppinswtor's Avatar


Hoppinswtor
12.07.2018 , 06:01 PM | #13
Mhm. After your last use of supercharge, fusion missile takes priority over power shot in the sub-30 window.
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Machricar's Avatar


Machricar
01.02.2019 , 12:37 PM | #14
You should be able to use Missile Blast and Fusion Missile for at least 3/6 rotation blocks in execute. It's also possible to throw in an extra Missile Blast or 2 when not heat ramping since it only costs 10 heat. Fusion Missile does a bit more damage than Missile Blast but Missile Blast is more heat efficient due to costing 10 heat so I prefer to prioritize Missile Blast. Pre-execute Fusion Missile is about break-even compared to Power Shot (with all debuffs), but it can be useful to manipulate Supercharge stacks.
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