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Volt Prime

Full Strip ESO Volt

by last updated 8 months ago

20

A glorious warrior from the past, Volt Prime features the same abilities as Volt but with unique mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
555
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,277
Guide
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Volt Prime builds
Builds by Litus

Full Strip ESO Volt

OUTLINE

This build makes the first 8 zones of ESO a breeze, though it does fall off (much) later when one cast of Discharge isn't enough to get kills on fully stripped enemies. I rarely go past 8 as most people leave by then, so the spawn rate is reduced.

I bring a kitgun equipped with Pax Bolt. I like the [Gaze] secondary as getting headshot kills on 80% slowed, armour stripped enemies is trivial. This provides a nice damage and efficiency boost for casting your 4, but isn't strictly necessary.

GAMEPLAY

In the first zone your goal is to get 250 kills. As you'll outpace all other frames this shouldn't be hard. If you're struggling to be kill leader you may need to time your casts better. Watch the map to see when enemies spawn, and cast your skills immediately.

  • Cast Terrify (1) to slow all enemies and strip all of their armour (this is only a partial strip on the very first cast of Terrify in your ESO run, due to your arcanes needing time to build up)
  • Get a headshot kill with your kitgun to get the Pax Bolt effect giving 30 strength and 30 efficiency on your next cast
  • Cast Discharge (4) to nuke the whole map nearly instantly
  • Reposition to be able to hit as many enemies as possible on your second cast, right before the cooldown of your 4 is up
  • Repeat above steps until you have 250x on your Molt Augmented

DETAILS

You start every zone with 290 energy and if you follow the above order you only spend 92.5 energy for a full cycle. This means you only need a energy orbs in order to cast your skills the fourth time. Since you can't cast your 4 more than once per 10 seconds, and Convergence Orbs last 45 seconds this is all you need for maximum performance. This means that you have 30 seconds to find 3 energy orbs. Once the focus pop-up shows you the Convergence Orb has expired you can even switch to just casting Terrify to crowd control if you find yourself unable to [Recover] energy quickly enough. This shouldn't happen with the full build though.

Your Terrify will be doing 80% slow and 100% armour strip, meaning your Discharge will be killing all enemies except those protected by nullifiers very quickly. You should pop their bubbles with your kitgun, which will cause them to take damage from nearby shocked enemies.

Try to keep switching back and forth between your Terrify and Discharge to maximize the effectiveness of Arcane Power Ramp. 36 strength may not seem like much but it's an additional ~16% damage on this build.

After the arcanes have built up your 4 will have 265% power strength, 127.5% duration, and 60% efficiency. This makes duration the best stat to try to get more out of Discharge.

FOCUS SCHOOL

This is entirely up to you, but I like Madurai. It provides more casting speed, strength, and repetitive stress injury! You can alternatively get casting speed from two Amber Shards (or just one Tau-forged). Casting speed feels good but isn't necessary.

Zenurik is a common pick for easier energy management, a bit of strength, and a headshot damage boost, but as outlined above none of these are needed for this build.

OPTIONAL BUILD COMPONENTS

I use a [Panzer Vulpaphyla] for spreading viral. It's an immortal companion which spreads the most useful status effect, generates health orbs, and can even revive you.

If you want proper shield gating switch your [Streamline] for [Primed Flow]. With an equipped Decaying Dragon key each cast of your 1 or 4 will max out your shields. However you'll find your energy economy isn't as robust towards the end of a zone.

You don't need both arcanes, but at least one of them, the Arcane Storm helmet, or sufficient Crimson Shards are necessary to hit 167% strength for full armour strip. You shouldn't rely on Pax Bolt for this as it will definitely slow you down. Discharge's damage is severely reduced against armoured targets, even if they only have a sliver of armour left due to how damage types interact. This matters against Corrupted or Grineer enemies in later zones.

FINAL NOTES

There's a lot of redundancy so you don't need to play perfectly. If you're willing to jump through hoops you can eek out more performance by pushing duration or strength even higher. You could drop a mod for [Rolling Guard], though I find it unnecessary with all the crowd control and the ability to switch to operator. You could also fit [Primed Sure Footed] and get the [Preparation] effect through an Amber Shard.

You don't need [Growing Power] nor [Corrosive Projection] with how effective Terrify is. However [Steel Charge] will make it easier to fit everything while you're formaing, and the shield gating isn't strictly necessary.

I wouldn't drop [Creeping Terrify] as it keeps enemies from running (so it doesn't make your allies angry) and makes for much easier headshots.

Range and duration pull double duty, boosting crowd control and damage, so keep them as high as possible. Duration of your 4 will ideally be just over a 0.5 second increment (6.5, 7.0, 7.5, etc.) to get the most damage out of it, as it deals damage in half-second increments.

Please leave comments if you have questions or suggestions, and leave a like if you enjoyed the build or learned something.