PLAYSTYLE
MAKE SURE BEFORE YOU START THE MISSION, THE EMISSIVE IS SET TO A BRIGHT COLOUR FOR DAY MODE.
1. Activate [Maim] (tap 4) then kill enemies with a weapon to 'store' damage for [Maim] (displays in top right of screen).
2. Once you build up enough damage, cast Terrify (tap 1) immediately followed by deactivating [Maim] (tap 4), then immediately reactivate [Maim].
3. After getting 250 kills, keep 3 active at all times to boost strength to allow terrify to full strip in a single cast.
4. Optionally, you can cast [Rage] at enemies to increase the damage they take from all sources including [Maim]
The amount of damage stored by [Maim] is equal to 75% of the amount of health and shields LOST by the enemy (rather than the total damage you actually display). This means if you deal 200 million damage to an enemy with 1 million health and maximum armor (so 10 million ehp), you only store 750k damage. If you then release this damage against another fully armored enemy with 1 million health standing right next to you, you will only be dealing 750k damage out of their 10 million ehp (i.e. 7.5% of their health bar). [Maim] also has linear falloff to 0% damage at 50m. If you full strip with Terrify first, then you are dealing 75% of their health bar to an enemy standing right next to you but only 16% health bar to the same enemy standing 40m away. In order to consistently oneshot enemies at the very edge of terrify radius, you will therefore need to store at LEAST the health of 7 identical enemies to kill that same enemy at 40m. Since enemies do not all have the same health, you will probably want to try to store the health of about 10 to 20 enemies to be safe before releasing [Maim]. Since enemy health increases with level, the number shown on the UI will not be a reliable indicator of when you need to release unless you memorise a few rough benchmark numbers to hit.
if we assume the health of a steel path corrupted heavy gunner, these are the rough values needed to kill them at 40m.
Level 150: 561,605 health, needs about 3 mil stored [Maim] damage
Level 500: 1,313,210 health, needs 7 mil stored [Maim] damage
Level 1000: 2,121,915 health, needs 11 mil stored [Maim] damage
Level 9999: 10,317,272 health, needs 52 mil stored [Maim] damage
SURVIVABILITY
Survivability is via active shield gating, crowd control from Terrify and quickly killing enemies with weapons + [Maim]. Currently, [Catalyzing Shields] is bugged to give the full 1.33s shield gate after regenerating ANY Amount of shield, meaning a single [Augur Reach] while at max efficiency is enough to provide full gate after a cast of any ability e.g. Terrify. You want to be pressing Terrify and [Maim] very often to shield gate. Arcane Aegis is a flexible arcane that can provide backup survivability. Rolling Guard is a final layer of backup survivability, giving i-frames and status cleanse with cooldown.
STAT BREAKDOWN
Duration
Both Terrify and Rest & [Rage] have long base durations, meaning you still have around 8 to 10s to kill something before they wear off which is long enough.
Duration has no effect on Pacify and Provoke. Duration does affect the drain of channeling abilities like [Maim] but if you maximise efficiency to 190%, you still minimise drain to 25% of normal even at 40% duration.
Efficiency and Energy Economy
At 40% duration, drain of channelling is minimised at 190% efficiency which requires rank 5 [Fleeting Expertise] PLUS either rank 5 [Streamline] or [Seismic Bond]. Having [Seismic Bond] means you can free up a slot.
Range
Maximising range gives [Maim] the highest possible coverage. Note, [Maim] has falloff that scales linearly with distance, meaning at about 50m (assuming 280% range), you deal 0 damage, while at 40m which is roughly the range of Terrify, you deal 21% of the stored damage. This means to consistently kill an enemy at the furthest range of terrify and assuming a map full of identical armored enemies, you need to kill about 7 to 8 enemies worth on average before releasing the [Maim].
Strength
Strength does NOT affect how much damage is stored by [Maim] or multiple how much damage is released when [Maim] ends. It only boosts the tiny slash procs that get created when you first cast [Maim]. Strength also boosts the damage vulnerability of [Rage].
Terrify now full strips at just 167% ability strength with a base duration of 25s. Adding [Corrosive Projection] lowers this even further to 137%. After getting 250 kills with molt augmented and a single tauforged strength shard, we have a strength of 115%. Casting Pacify and Provoke gives 20%x1.15 = 23% strength, for a final strength of 115% + 23% = 138% strength, exactly enough to full strip with terrify in a single cast.
Aura
[Corrosive Projection] is required to reduce strength requirement of terrify to full strip
Exilus
[Cunning Drift] maximises range
[Primed Sure Footed] if using AOE guns to prevent knockdown
FLEXIBLE SLOTS
[Primed Flow] is flexible for something else if you don't feel like energy is an issue.
ARCHON SHARDS
TWO Tauforged Cast Speed Shards to speed up animations
ONE Tauforged Strength Shard to hit full strip with terrify in a single cast
TWO Tauforged Parkour Velocity shards for mobility/quality of life
HELMINTH
TERRIFY has a radius that nearly matches Maim (42m vs 50m) and also ignores line of sight like Maim. As a bonus Terrify crowd controls and stops non-overguarded non-immune enemies from shooting you.
PILLAGE has line of sight and requires multiple casts for full strip, cleanses status and also returns shields for a big shield gate (up to 2.5s currently at over 1150 overshield).
FIREBLAST requires two casts and is line of sight
ARSENAL
You want to use strong AOE weapons that can collect lots of enemy health quickly in order to build up maim and therefore release quicker.
Slam melees have high AOE and damage to oneshot enemies
Some incarnon primaries can clear trash well:
Torid Incarnon: https://overframe.gg/build/472389/
Strun Incarnon: https://overframe.gg/build/465699/
Boar Incarnon: https://overframe.gg/build/546897/
Any good influence melee can kill enemies in 20m quickly:
COMPANION
Dethcube with Tazicor equipped to tag enemies for:
- Synth Deconstruct: drops health orbs with 25% chance, which is converted to 55 energy by equilibrium
- Energy Generator: drops energy orb after 10 kills, giving 25 energy every 10 kills of tagged enemies
- Seismic Bond: gives free 30% efficiency while 4 is active, giving minimised ability drain
- Viral status: boosts all damage by up to 4.25x at 10 viral
- Magnetic status: boosts damage to shield and overguard by up to 4.25x at 10 magnetic
Other companions like [Wyrm Prime] with [Tazicor], [Diriga] with [Burst Laser Prime] or Panzer can also run [Synth Deconstruct] and [Seismic Bond] while priming viral.