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Gyre

Gyre | Shock Tap

by last updated 4 months ago

50

Annihilate enemies with the conductivity of coils and transmitters. Gyre’s electric attacks provide crowd control. She is the embodiment of elegant theory.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
240
HEALTH
370
SHIELD
650
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
105
Damage Reduction
25.9%
EFFECTIVE HIT POINTS
1,366
Guide
0 Comments
Gyre builds
Builds by Speed547

Gyre | Shock Tap

Rotorswell DPS build. One of the most comfortable builds you will ever play with infinite energy regeneration, no need to refresh abilities, and DPS hitting targets you don't even see automatically.

The Pillage subsume is the key to making this build work. With Veilbreaker update, all armor strip calculations are based off of original enemy armor and not current armor, which means that since this build is over 200% Strength, only 2 casts of this ability will remove all armor and shields (50+50=100). This helps [Gyre]'s electricity centric kit scale much better into late game.

The main DPS component is her 4th which discharges electric damage upon hitting an enemy with your gun, or melee, or coming into proximity. With 235% range the range is 23.5 meters, and you will commonly shock things you don't even see. This electric damage chains with its own tesla proc, doing more damage than it says on the card, and acts as soft crowd control. It's not uncommon to start her 3rd ability and then the 4th just chains over walls to enemies you don't see and maxes out the 3rd's timer, which helps energy economy. If you are properly casting Pillage every time it is off cooldown for the armor stripping, it is not uncommon to see 10-20k Electric DoT procs, higher if you cast again to fully remove armor and even higher if you clump enemies together with her 2nd ability (which has a 28 meter succ range) so the telsa proc can properly chain and hit multiple enemies, effectively exponentially increasing your damage.

With Zenurik's passive comboing with Archon Stretch (which is just free 2 energy/sec with a kit like [Gyre]'s) and Cathode Grace, you shouldn't have any energy problems. Especially once you max Molt Augmented. Once Molt Augmented is maxed, jump off the map somewhere to wipe her 3rds buff and cast Zenurik's 1st ability (Wellspring) twice to give yourself +20% power strength. This should give you 299% Strength which will let Cathode Grace give you 4.48 energy a second. Combined with [Archon Stretch] always running you have 6.56 energy a second before we start considering Zenurik's Energy Pulse perk, or if you really get down on energy, Wellspring.

BUT with the [Cathode Current] Augment you shouldn't ever really need to spend anywhere near an amount that overcomes that energy income. This excellent mod saves you from building into both Duration (since both 3rd and 4th increase with each kill, capping out at 60 seconds) and Efficiency (since you never have to recast). You should instead be just running around spamming Pillage and Coil Horizon to strip armor and clump enemies for optimal tesla chaining.

[Adaptation] is arguably not needed with [Rolling Guard] and Pillage restoring shield gate, but it's a nice buffer. You can opt for even more strength if you wish from [Energy Conversion] to increase the power of 3 and 4. But with how spammy she is such a mod would not benefit Pillage or her 2nd much. Or you can squeeze [Umbral Intensify] on.

Pair with whatever weapon you want, I use a [Fulmin] and [Sancti Castanas] for the electric theming.

Molt Efficiency is just there for the free buff because Pillage and it helps get the initial kills and the ball rolling. But you could consider Molt [Vigor], Energized, Arcane Steadfast, or Arcane Aegis potentially.