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- SPRINT SPEED
- DAMAGE REDUCTION
- EFFECTIVE HIT POINTS
+30% Ability Strength
+25% Ability Efficiency
+45% Ability Range
Inferno Augment: Enemies killed while under the effect of Inferno have a ?% chance to drop an energy orb.
+50% Ability Efficiency
-50% Ability Duration
+55% Ability Strength
-27.5% Ability Duration
+55% Ability Duration
Applying Status Effects with weapons increase Ability Strength by 25% for 6s.
+15% Ability Strength
+30% Chance to Resist Knockdown
Ember Prime - Firequake
- Must be fun to use!
- Provide passable survivability
- Maximize use of Ember's World on Fire using Firequake
- As Firequake is a channeled ability, provide decent Efficiency
- Have enough damage to beat everything in the Star Chart
Firequake modifies World on Fire to have a 100% chance to knockdown enemies when procced. This provides decent CC against higher level enemies, (considering that lower level enemies will probably die due to the damage of WoF), causing them to be vulnerable to Finshers. Also consider that Firequake can affect an enemy multiple times whenever WoF decides to pick on that one enemy.
Streamline and Fleeting Expertise
The goal here is to get your Efficiency to the maximum of 175%. The Arsenal will not display an Ability Efficiency above 175% because abilities cannot consume less than 25% of their base costs. Streamline rank 4 and Fleeting Expertise rank 4 will get you there (25+50) without slamming another 10% off your Duration.
Primed Continuity and Transient Fortitude
Primed Continuity is a good all-around mod for all caster frames. Even if Duration isn't important, it passively increases your Efficiency, making your spells (channeled or otherwise) cheaper. A maxxed Primed Continuity provides +55% Duration which we can leverage to take away 28% away from for Transient Fortitude, giving us +55% to Power Strength instead.
Growing Power and Steel Charge
A Madurai () slot for your Aura is ideal here for transitioning to end-game, as we'll want to switch it out with Steel Charge, however, Growing Power in itself is still a good mod for Ember: Channeled Abilities (World on Fire) which are activated while the Ability Strength buff is active will keep the bonus as long as they're kept active, even if the buff duration is finished. So, tap someone with your gun until you procc the Growing Power and activate World on Fire for that free 25% bonus Ability Strength while you still have energy.
Hey, do you see that Nullifier Eximus over yonder? Guess what: Your World on Fire can hit the drone holding up the bubble.
Vitality and Intensify
These are flat stat bonuses to your health and Ability Strength. Moving to the Umbral mods not only gives you a happier stat buff, but throws in 30% reduced damage from Tau energy!
Arcane Energize provides you with more energy per energy pickup that you receive. Running around with a Drop Chance booster and Arcane Energize guarantees that you don't ever drain out
Arcane Grace and Arcane Guardian
Arcane Grace and Arcane Guardian throws in survivability, either healing you when hit or giving you bonus armor.
Arcane Eruption will trigger a knockdown when you are hit! Just imagine all of your enemies stumbling down because of Firequake, then stumbling again after successfully landing a shot on you.
Consider energy replenishing weapons such as the Supra Vandal with the Augment Entropy Burst, providing you with 25% of your energy back.
Essentially, anything provided by the Cephalon Suda Faction or the Red Veil faction.