This build focuses on more of a “jack-of-all-trades” approach to Mag. While she may not be fully maximizing everything in her kit, she can make great use of all of her kit. We’ll be more focused on Magnetize and Polarize specifically for the intentions of this build.
The main priorities for this build are to group/disable enemies with Magnetize then to Polarize away their shields and armor for easy kills. If you’re playing a round of defence in a group; you can also just Polarize, then Crush enemies for mass killing.
This build works for most stages of the game, though near end-game it will fall off against heavily armored enemies like Bombards and Heavy Gunners. It’s designed primarily for use against Corpus and Grineer, and should not be considered for Infested Units.
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Energy Siphon – This build uses a fair amount of energy. Having the natural regen is incredibly useful.
Power Drift – Gives us an nice even 100% power strength bonus alongside Transient Fortitude and Intensify.
Intensify / Transient Fortitude – Let’s us hit 100 Power Strength to double the damage bonus granted by Magnetize and enhances Polarize’s Armor/Shield shredding.
Primed Continuity – We need some duration to counter Fleeting Expertise and Transient Fortitude’s duration losses. This is so Magnetize last a fair amount of time, but not short enough to be totally useless. This also keeps Polarize from having lowered range.
Fleeting Expertise (3/5) / Streamline – This brings us to nearly capped efficiency so we can cast frequently. Fleeting Expertise is Left at Rank 3 to allow us to keep the extra 20% duration it would take away by maxing it.
Redirection – Your defensive mod. This give you a good boost to shields to help you take a few hits.
Primed Flow – Boosts our energy pool to allow for more casting.
Stretch – Boosts our range for Magnetize to draw together more enemies to be Polarized/Crushed.
Overextended – An option instead of Primed Flow, if you plan to just use Magnetize for the crowd Control it offers.
Constitution – Another option instead of Primed Flow, If you want additional duration for Magnetize
Fracturing Crush – A possible solution for Heavy units, will provide a VERY temporary armor removal and root. The root and armor removal will last only about 6 second.
- High shields.
- Good against the two most often fought factions.
- Scales decently well into the end game for everything but heavily armored targets.
- Magnetize is solid CC and can be used offensively and defensively due to it’s mechanics.
- You are very susceptible to Toxin Procs, making Infested a nightmare to fight as Mag.
- Low Health and Armor, meaning you can and will die easily without proper use of Magnetize.