Gyre Prime
The Charged Rotor
An active-tap shield-gate weapon platform, no written notes
CONFIGURATION
Customize to edit modsMOD CAPACITY
74 / 740 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Gyre PrimePASSIVE Gyre's abilities have a 10% chance to deal critical damage for each Electrical status that affects the enemy.
Arcsphere
Launch a Gyratory Sphere that will deal high damage on impact and periodically deal electrical shocks to nearby enemies. Hit multiple enemies at once with the initial launch to enhance damage.
Coil Horizon
Throw forward a Gyratory Sphere that will implode after a few seconds or can be manually triggered.
Cathode Grace
Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown.
Rotorswell
Gyre's mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. Tap the first ability to gate, roll for i-frames, and let Cathode Grace and Archon Stretch pay the energy back. Arcane Rage keeps the gun's crit and damage up on kills.
How it works
Same loop as the other Gyre gun stands: cheap first ability plus Catalyzing Shields and a low pool for a clean gate, Cathode Grace and Archon Stretch refunding energy on electric procs.
Arcane Rage swaps the defensive arcane for weapon crit and damage on kill.
Helminth
None slotted; a defensive subsume over Coil Horizon is fine.
Where it struggles
No ability damage.
Arcane Rage trades away some survivability.
Variants
The Fed Sphere (#150) and The Idle Coil (#152) are the Nourish Gyre platforms; The Gloom Rotor (#177) is the persistence tank.
Who runs this
Players who want a more aggressive Gyre gun stand.