|“||The Rush Beam is a medium range beam weapon that deals Energy damage. Featuring overcharge, it deals more damage the longer it fires making it great at taking down enemies with high defense and health.||”|
|— In-Game Description|
Stats[edit | edit source]
|Mass||3,000 t||3,715 t||5,000 t|
|Firing Cycle||C: 2.0 / F: 2.0 / R: 2.0 / N: 10|
|Overcharge Amount||+20% DPS||+30% DPS||+40% DPS|
|Overcharge Delay||1 s|
|Overcharge Max||+100% DPS||+150% DPS||+200% DPS|
|Overcharge Duration||5 s|
|Traits||Beam, Pass Through|
|Restricted to||Tier 9|
|Hull XP||61,287 XP||70,400 XP||80,868 XP|
|Arms Lab Required||XI||XII||N/A|
|Arms Lab Required||N/A||N/A||XII|
|Time||6h 00m||9h 00m||13h 00m|
General[edit | edit source]
The Rush Beam sustains a powerful Energy blast that deals more damage the longer it remains locked on.
Strategy and Setup[edit | edit source]
Advantages[edit | edit source]
The Rush Beam can deal immense damage over a long period of time, particular on the Caustic as it can further boost the duration of Overcharge. As such, it is best used against targets with a large amount of health, so that the Overcharge portion of the beam is not wasted due to destroying the target too early on.
It has the same maximum range as the Slug Torpedo and cannot miss. Moreover, it has no minimum range, making it useful even on shorter-ranged ships such as the Switch.
Disadvantages[edit | edit source]
As with other beams, the Rush Beam has a charge time which enables enemies to get the first shot, or duck in and out of the firing arc before the beam begins to fire.
Moreover, it has low damage per shot due to its nature of dealing continuous damage, making it less ideal for hit-and-run scenarios where weapons with high damage per shot can reload while the ships are turning away.
Its long firing time makes it especially vulnerable to the Weapon Disrupted debuff, instantly ending the beam and forcing it to reload.
Trivia[edit | edit source]
- This is the first weapon in Tier 9 that has Overcharge.
Gallery[edit | edit source]