Gyre Prime
The Gloom Rotor
A Gloom slow plus Arcane Persistence immortal tank
CONFIGURATION
Customize to edit modsMOD CAPACITY
71 / 743 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. Three Tauforged armour shards push Gyre past 700, capping Arcane Persistence health loss. Gloom slows everything around you so the incoming damage is trivial to out-heal.
How it works
Gloom (Helminth) slows enemies in a radius and heals you on kills.
Above 700 armour, Arcane Persistence caps health loss, and the Gloom slow plus Arcane Blessing means the two rates never catch up to you.
Hunter Adrenaline funds Gloom's drain from the hits you still take.
Helminth
Gloom over Coil Horizon.
Where it struggles
Needs the armour threshold and the shard investment.
Nullifiers turn Gloom and Persistence off.
Variants
The Charged Rotor (#176) and The Fed Sphere (#150) are the shield-gate Gyre platforms.
Who runs this
Players who want an unkillable Gyre that also slows the room.