ReaperSticks Posted September 28, 2014 Share Posted September 28, 2014 Ive heard many things about how to build zephyr, some people say duration is bad because it makes tornadoes last too long, and others say that duration is good because turbulence lasts longer how should i build zephyr? Link to comment Share on other sites More sharing options...
ClockworkSpectre Posted September 28, 2014 Share Posted September 28, 2014 (edited) Duration, continuity and constitution but not narrow minded, that will destroy Turbulences effectiveness, besides its not really needed. Tornado is not something you use often, its a oh S#&$ CC ability not for frequent use. Zephyr is pretty easy to build, and honestly she is really effective without even the use of any corrupted mods. Edited September 28, 2014 by ClockworkSpectre Link to comment Share on other sites More sharing options...
Airut Posted September 28, 2014 Share Posted September 28, 2014 not narrow minded, that will destroy Turbulences effectiveness Nope. Link to comment Share on other sites More sharing options...
agung.up Posted September 28, 2014 Share Posted September 28, 2014 Maxed the duration mods and fly longer with Tail Wind! WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE Link to comment Share on other sites More sharing options...
JohnProdman Posted September 28, 2014 Share Posted September 28, 2014 (edited) Nope. Nope what? That's true. Turbulence requires power range in order to block hitscan abilities damage. Edited September 28, 2014 by JohnProdman Link to comment Share on other sites More sharing options...
Airut Posted September 28, 2014 Share Posted September 28, 2014 Nope what? That's true. Turbulence requires power range in order to block hitscan abilities. Still doesn't have a guaranteed chance of blocking them, and I personally can't even see the difference between the base range and negative range. Link to comment Share on other sites More sharing options...
JohnProdman Posted September 28, 2014 Share Posted September 28, 2014 Still doesn't have a guaranteed chance of blocking them, and I personally can't even see the difference between the base range and negative range. If you don't understand the mechanics behind Turbulence then why did you bother to post? Link to comment Share on other sites More sharing options...
ClockworkSpectre Posted September 28, 2014 Share Posted September 28, 2014 Still doesn't have a guaranteed chance of blocking them, and I personally can't even see the difference between the base range and negative range. Then you don't play zephyr. Link to comment Share on other sites More sharing options...
Flatline22 Posted September 28, 2014 Share Posted September 28, 2014 I just have a maxed narrow mind with a max fleeting expertise to lower the huge boost in duration to a more manageable increase, I do this just cause I feel tailwinding with too great of a duration isn't as enjoyable, plus this allows me to use zephyr's abilities more often due to the lower energy cost. After that it's all up to you, shield and vitality mods are useful due to her high stats. Link to comment Share on other sites More sharing options...
[DE]Grzegorz Posted September 28, 2014 Share Posted September 28, 2014 (edited) Take max dura Zephyr and fix it with some Stretch/Overextended. You are going to be basically immune to ranged attacks. Turbulence 4life Edited September 28, 2014 by Mofixil Link to comment Share on other sites More sharing options...
Deidaku Posted September 28, 2014 Share Posted September 28, 2014 Go for more efficiency and a little more duration. Too much duration is usless since the maps aren't really big enough most of the time and it might become a problem. what if you want to recast tornado? But your skill lasts 30 secs... Link to comment Share on other sites More sharing options...
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ReaperSticks
Ive heard many things about how to build zephyr, some people say duration is bad because it makes tornadoes last too long, and others say that duration is good because turbulence lasts longer how should i build zephyr?
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