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Valkyr Prime

Kitty of the Circuit (Steel Path Solo)

by last updated a year ago

30

A proud fighter emerges unscarred by time or malice. Featuring altered mod polarities allow for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
185
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
735
Damage Reduction
71%
EFFECTIVE HIT POINTS
1,523
Guide
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Valkyr Prime builds
Builds by OverKhan

Kitty of the Circuit (Steel Path Solo)

Heya!

Circuit treating you bad with all the [Stubba] and the [Javlok] and the [Jaw Sword] RNG equipment in Steel Path? Well, [Valkyr] doesn't need any weapon at all; run with [Sydon] or [Bolto] or whatever and she will deliver with good DPS. Problem is, Hysteria eats Energy like a mofo so she's not really the Queen of Rawr 100% of the time...

...or is she?

I BRING TO YOU: THE KITTY OF THE CIRCUIT

THE BUILD

This build solves the problem of Energy management in Circuit Steel Path. Although Rank 5 Energize is trivial considering the map has a bunch of mobs and Energy Orbs scattered about, this build ensures that you don't need to tryhard manage the Energy economy like it's Lemonade Tycoon. Nourish is an absolute BOMB as it affects most Energy sources (including Emergence Dissipate).

ARCHON SHARDS

Crimson Shards with +Melee Critical Damage are the best for [Valkyr]'s Hysteria. +Ability Strength is only a good option if you use something like Eclipse or Roar

ALTERNATIVES AND ADJUSTMENTS

  1. "ACKCHUALLY, [Valkyr] is ez to manage with Arcane Energize R5 and the Drifter Intrinsic upgrade to restore energy for every decree"
    - True, but players who run solo still have the issue of running out of Energy since there is less Arcane Energize procs and more time is required to focus on objectives such as hunting for Decree Fragments, Excavator Power Cells, and Void Flood ballz which overall reduces your time killing mobs and hunting for Energy Orbs (not to mention the EXPENSIVE AF requirement of having an R5 Energize)

  2. Why Nourish and not (insert DMG buff or Armor Strip Subsume here)?
    - Round 11-12 already has 2k+ levelled Thrax and Dax which are great dangers to Defense rounds without [Limbo] or [Frost] in your squad. I tested this build up to Round 12 without running into TTK issues thanks to the Melee Decrees (I had to extract since Round 13 was Defense and I didn't want to risk losing rewards :D)

  3. Coaction vs Power Drift?
    - Coaction gives marginally more damage as long as you're using [Steel Charge] since it activates twice ((1 + 15%) ^ 2 = 1.3225x) for yourself.

  4. Why replace Rip Line instead of Paralysis?
    - This opens up a CC option for Defense or Excavation objectives, but the Ability Range is ass so both are interchangeable (unless you run Overextended or Stretch over Eternal War)

  5. Flex Slot?
    - There are plenty of Attack Speed Decrees, so Eternal War is the flexible mod here

  6. Alternate Arcanes?
    - Arcane Strike or any Charger Arcanes can work over Molt Efficiency.

  7. I don't have Emergence Dissipate, wat do?
    - Put Cold Damage on your Valkyr Prime Talons and slap on Archon Flow (but do not pick up Venomous Touch or Smoldering Strike)
    - Emergence Dissipate is not necessary
    - Does not work on Critical Frost Decree

DECREE PRIORITIES

  1. Rising Agony (Critical melee hits grant +50/100/150% Critical Damage for 7 seconds)
  2. Dueler's Outburst (On Critical Hit, gain +30/60/90% melee attack speed for 3 seconds)
  3. Venomous Touch (Toxin on every third melee hit) - if you run Viral+Electric on your Talons
    OR
  4. Smoldering Strike (Heat on melee attacks) - if you run Corrosive or Viral Talons
    --> Do not take both or it will turn into Gas Damage
    --> I recommend Smoldering Strike for a bit of Armor Strip and stronk Heat ticks

bye and ty :]