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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Guided builds and synergies

Guided builds are editable examples, not classes or locked presets. Their recipes come from GuidedBuildCatalog; the host still validates the completed loadout and availability.

Mobile marksman

Loop: reposition with Slipstream Step, expose targets with Scan Pulse, then spend Focus Window/Rail Surge triggers on gun bursts.

Slot Choice
Passives Aerostep, Overcharge
Normal actives Slipstream Step, Scan Pulse, Focus Window
Ultimate / melee Rail Surge, Strike

Aerostep trades HP/gun damage for movement/extra jump; Overcharge trades movement for gun damage. Enhanced triggers are consumed even on misses. Marked Rounds, Weakpoint Lens, movement cores and carefully aimed high-damage triggers support the loop, but positional/precision requirements remain.

Field support

Loop: hold a useful position, replenish team shields and control nearby pressure.

Slot Choice
Passives Bulwark, Tactician
Normal actives Ward Beacon, Shield Pulse, Gravity Snare
Ultimate / melee Aegis Surge, Strike

Normal slots provide no direct damage. The recipe sacrifices movement/gun output for support/control. Fields require living recipients and line of sight; overlapping Ward Beacons do not add rates. Shared Shelter can become eligible, while Field Battery/Pulse Engine need a damaging normal ability absent from this recipe.

Ability striker

Loop: aim precision gun hits for Catalyst recovery, pressure lines with Arc Lance, then punish clusters with Arc Anchor, Shard Grenade and Starfall.

Slot Choice
Passives Catalyst, Channeler
Normal actives Arc Lance, Shard Grenade, Arc Anchor
Ultimate / melee Starfall, Strike

Lower HP/gun output is a real trade-off. Ability damage does not improve fixed healing/shield grants. Echo can support the normal damaging effects without repeating genuine cast/passive/proc events. Catalyst still needs accepted precision and obeys its one-second refund interval.

Comparing builds

Compare equal reward budgets and explicit target counts. Full exposed-target theory omits aim error, movement, casting downtime, obstruction, overkill, range and enemy resistance. A theoretical advantage alone does not justify a balance change.

Source: guided recipes, historical balance assumptions, build validation.