I’m editing this for what I found in game
- With the new buff to solar wind (43% more base damage) is what is listed on the official website accurate? 84 DPS or 252 total damage to a single target?
A) I didn’t look at total damage but RoR is my default after this weekend. It deals enough damage with just one slam and the DoT from right helix level 1 that the second slam is just gravy. I don’t have to chase or aim or turn to get full damage.
- If you take the mutation Ritual of Repulsion (slams), do you get the full damage out of “solar wind” i.e. if you hit with both strikes do you deal 252 total damage?
A) I’m pretty sure this is the case, and if not, it is damn close.
- Does level Illumination (Reveal + 121 damage over 3 sec) add a DoT component to Ritual of Repulsion (slams)?
A) Yes, yes it does. I loved being on Pendles duty.
- Does Howling WInd (Increase solar wind radius +40%) affect Ritual of Repulsion (slam)? Adding 40% to this seems really useful.
A) It absolutely does. It makes a huge difference.
I’m trying to decide whether or not it is wise to build around the mutation or just keep Solar Wind the way it normally is…
Thanks for any help.
My Helix is as follows for PvP:
1R: Add reveal and 133 dmg DoT to Solar Wind/ROR
2L: 30% increased healing to sunspots
3M: Heal your sunspots
5L: 30% speed to fire shield
7R: 50% sunspot health
9L: 40% radius to Solar Wind/RoR
10L: 2 second stun to Extinction event
1: I had been taking the L originally for the 16% extra damage for 4 seconds but then I realized you need to do 1000 damage to surpass what I am getting with the R on a single target. This might be useful on the sentry in Incursion but for minion waves if I just spray them with SW/RoR everything hit is going to to take a 133 DoT minimum. Add on to that reveal for Pendles nonsense and it seems like a no-brainer to me.
2: I like to heal.
3: I’ve never tried L but I heard it can mess up and heal enemies and it makes targeting enemies/team mates equally as clumsy in a crowd. R is meh… It’s not added damage, it’s just a few extra healing to you. With the middle option I can set up a healing station that can support one or two people right in the middle of the playing field in Incursion. One game last night I healed over 95K by setting up spots and keeping our pushes supplied and augmented. If you are fueling just one spot to heal a single person you can actually drop two and keep them both up in case more people come along and need heals.
You can also drop a spot when you are low health and heal to full off that spot by fueling it.
4: Makes life so much easier by dealing burst damage without aiming, pushes enemies away and still gets the damage and you are guaranteed to reveal Pendles if he is in the radius and you took 1R.
5: Self explanatory, if your flame shield is coming out, you don’t want to be near enemies when it expires…
6: I prefer the 50% radius for heals/damage and revealing Pendles.
7: If you like to get up close and personal I’d say take L, I personally love M because I use her legendary. I will actually skip over this upgrade unless I have activated her legendary already because I love busting up minion parties with her normal secondary. I will never take R because I use her legendary. It adds a spin up time if you have heat, and you always have heat with her legendary. Basically you will spin up even if you aren’t doing much, if any bonus damage.
8: 50% health to sustain pushes/deal more damage. Cooldown doesn’t seem to be a problem with the ability to heal spots.
9: Get both hits of slam if they are close to you, get people from much further away regardless. Utility wins out over damage for me.
10: stun, pvp.
Gear: Ambra Legendary, Epic Heal gear with secondary healing received, 0 cost wrench