A teoria
This is essentially just what I found to be the most effective build for Ur-Sek. He is my favorite species of voidling, so I made it a point to use it consistently. The idea is pretty simple: be super tanky, and do a lot of damage. The sustainability from Abyssal Grasp combined with the damage from Cursed Pact works to provide strong survival. You can ultimately use whichever third perk you prefer, however, I went with Super Speed as I prefer fast gameplay. But it would be interesting to see how far this build could go with some kind of revival perk.
I have found this build combination to be the most successful. I've pushed this build to around Abyss Level 60. I imagine you could bring this build to the moon with consistency, and a solid third perk. The trick is maximizing your combat time to limit any health loss from damage intake. As long as you are swinging, you will also be healing. I also suggest switching to Ur once you hit around level 50 for more survivability.
Enjoy!
Modules
Abilities
Efeitos de estado
Até 5 stacks sem dano ao longo do tempo; cada stack além de 5 desencadeia um overflow de Plasma com dano massivo.
Inimigos em flutuação pairam no ar durante alguns segundos antes de cair.
Ur roars, emitting a cone-shaped sound wave that applies Damage Reduction. Sek screeches and applies Armor Reduction in a wide area.
Ur and Sek rush down the field with a defensive barrier that stops incoming projectiles.
Toggle between controlling Ur and Sek, each with a different ability set. First, Ur lunges, deals damage and applies Stun to nearby enemies. Then, Sek takes over, lunges and unleashes a swarm of locusts that damages nearby enemies, then Ur takes over.
Chain electricity to nearby enemies and apply Elemental Status.
Efeitos de estado
Até 5 stacks sem dano ao longo do tempo; cada stack além de 5 desencadeia um overflow de Plasma com dano massivo.
Inimigos em flutuação pairam no ar durante alguns segundos antes de cair.
Sek unleashes 10 hivelings that life-leech enemies.
Efeitos de estado
Até 5 stacks sem dano ao longo do tempo; cada stack além de 5 desencadeia um overflow de Plasma com dano massivo.
Inimigos em flutuação pairam no ar durante alguns segundos antes de cair.
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