Gyre
The Idle Coil
A Nourish gate build tuned for the least possible input
CONFIGURATION
Customize to edit modsMOD CAPACITY
71 / 743 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
GyrePASSIVE 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. The comfort version of the Gyre gun stand: Nourish over the second ability, Fast Deflection and Vigilante Vigor padding the gate, and enough passive shield recovery that you barely touch the keyboard.
How it works
Fast Deflection plus Vigilante Vigor and Arcane Aegis rebuild shields fast enough that the gate is almost always available without spamming the first ability.
Nourish (subsumed over the second ability) gives viral and an energy return.
Rolling Guard is the panic button.
Helminth
Omamori over the second ability, for the flat damage reduction; or Nourish if you prefer the viral.
Where it struggles
Slower gate recovery than the active-tap version.
No ability damage.
Variants
The Fed Sphere (#150) is the active-tap Nourish Gyre; The Second Current (#118) is the Mecha DPS variant.
Who runs this
Players who want a Gyre gun platform they can run half-asleep.