
Sethos
ElectroBowMain DamageTL;DR
Sethos stands still and fires fully charged arrows that punch through everything in a line. The clever bit is that his Energy is what makes them charge quickly. Each shot spends it. His Skill hands Energy back whenever it sets off a reaction, so the loop is Skill, then shoot until you are empty. His Burst is a different way to play him that wants the same Energy, so you pick one.
Rotation
- Skill (E) into enemies that already have another element on them. The reaction pays him Energy back.
- Hold the Charged Attack to full and let go. The arrow pierces everything in the line.
- Fire three more of them. His passive bonus covers four shots.
- Skill (E) again when it comes back, every 8 seconds, then go round again.
Abilities
| Charged Attack | Hold to aim. Let go early for an ordinary Electro arrow. Hold to full for the piercing shot, which goes through every enemy in its path. He cannot move once it is fully charged. |
|---|---|
| Skill (E) | Electro damage in front of him and a hop backwards, on an 8 second cooldown. If it triggers a reaction he gets Energy back, which is what pays for the next few shots. |
| Burst (Q) | Costs 60 Energy, 15 second cooldown. For 8 seconds his Normal Attacks turn into piercing bolts that scale off his Elemental Mastery and count as Charged Attack damage. He cannot aim at all during it. |
The one mechanic to understand
Energy is his charge speed.
Every point of Energy Sethos is holding shortens the charge time, counting up to 20 points, which brings a full charge down to about a third of a second. Firing the shot spends what it counted, or half of it on an early release. That means Energy is not a resource he saves, it is the thing he spends to shoot quickly. His Skill exists to top it back up off a reaction. It also means his Burst is competing with his own arrows for the same 60 Energy. Fire the arrows and skip the Burst, or hold the Energy for the Burst and accept slow shots in between. Trying to do both leaves you doing neither well.
What actually matters
- Elemental Mastery. His passive adds a big chunk of it to every piercing shot and the Burst bolts scale off it too. It beats Attack on him twice over.
- The Skill has to hit an element. Electro-Charged, Quicken, Overloaded, Hyperbloom or an Electro Swirl all pay him. On a bare enemy he gets nothing back and his shots crawl.
- Four shots per window. His passive adds a big chunk of Elemental Mastery to piercing shots, but it drops after the fourth one lands and takes 15 seconds to come back. A fifth shot inside the window is a much smaller hit.
Gear
| Weapon | Elemental Mastery first, Crit second. Slingshot is a 3-star with Crit Rate on it and a bonus that pays out when the arrow hits something close in front of him, which is where his piercing line starts anyway. |
|---|---|
| Artifacts | 4-piece Wanderer's Troupe, since everything he fires counts as Charged Attack damage and the set adds Elemental Mastery on top. It has no domain of its own, so 4-piece Gilded Dreams is the farmable route to most of the same thing. |
| Sands | Goblet | Circlet | Substats |
|---|---|---|---|
| EM / ER | Electro DMG | Crit | Crit / EM |
Energy Recharge sands instead if his shots feel slow, since Energy is charge speed here and more of it means more shots.
Don't bother
- Normal Attacks outside the Burst. They are ordinary bow shots and they do not pierce.
- Releasing an aimed shot early. Half charge fires a plain arrow that misses out on the piercing and the passive bonus.
- Attack stats. Elemental Mastery does the same job better on him.
- Levelling his Skill talent much. It is in the rotation for the Energy rather than the damage, so the Normal Attack talent is where the levels go.
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