We're all subject to our own opinions but I've kept his 2nd in since it's still strong in its own right, it's just the Overguard that is the issue, the power itself isn't bad, it still heals a good chunk of your HP (if modded correctly) and it's gonna get "Fixed" (rather the Overguard, not the power itself). To be fair any melee with life strike can replace his 2. I either replace his 2 or his 4 with a subsume, if the ability also has some healing I replace his 2, if it has nothing defensive I replace his 4. I have used kullervo quite a bit and I have settled on the vanilla kit for now as I like it and doesn't feel that it's lacking anything per se ,īut in my experimentation I have found the following to be very useful.ġ) Lycaths hunt - pair with health conversion and equilibrium and we got a very effective health tank that can spam (almost) non stop.Ģ) Gloom works too, but then you need to focus on the energy economy quite a bit, which takes away from his berserker like quality.ģ) fracturing blast - same as lycaths hunt ,Ĥ) Tharos strike/terrify - not bad, but i have yet to encounter enemies that will stay alive long enough to justify the cast time of a different ability rather than just attacking, i recommend Tharos strike as it also heals and is front facing just like most of his abilities.īeing a health tank, kullervo does very well with companions (2k Armor and 5k health average) and I am enjoying using hounds with the precept that steals eximus auras. The 1 paired with a decent melee weapon is pretty much all the damage you'd ever need. I am also a little pensive on dumping it due to the expected buff it is going to get in the echoes of duviri patch. Yeah it was a hard choice to pick the 3 over the 2 but at the end of the day with my setup the 3 hasn't been that useful with how I use the 1 and 4. I do like amber shards on Kullervo though, casting speed helps his 3/4, and parkour is a lot faster than using his 1 to teleport. I'm a bit low on duration so the usual buffs (Roar, Nourish, Eclipse) are annoying to maintain, but I guess they'd be valid options for short spikes or with enough red shards. I run with Spellbind at the moment, since I like status cleanse and don't have room for rolling guard. Spellbind gives on-demand status cleanse/immunity, applies to nearby squadmates, and comes with a bit of cc should it be needed. Blood Altar is meh, but paired with Venka Prime, it turns you into a funny variant of Garuda. Larva followed by 1 was ok, but not as fun as I thought, since ultimately 3-1 or 4-3 does the same job for mass aoe. But it's boring and with melee in mind, I kinda prefer mobs to run in fast rather than be static and spread out. It's stupidly strong like on every other frame. For a start, I'm shocked that you helminthed over anything else than the 2.
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