Where people fail to see the value in this build is you do not have to get the kill to get all these cool downs and since Lian can hit everyone with Valor Presence and her Ult she can get allot of extra cool downs from flanks finishing kills. The fact that grace will hit random people for kills and assist makes it even better. Of course if no one is being killed this build loses allot of value. The value of the dash distance to quickly round that corner to finish a finish a kill can not be over stated. But your escape and map rotation ability means you do not have to just side in the backline and fire away. Which is probably a bad way to play this deck.
Its not a flanking deck but flanking is not out of the equation either. You can cover massive amounts of space by dashing off high ground. You should spend your first few matches on every map testing out where you can dash to from high ground. There are some pretty good leaps you can make. Nimble works well with this as you are always moving around the map if played correctly.
Bright Marsh point stairs, you can dash off that high ground and land next to the far wall. Its a good place to dash across when no one is looking. If you can shoot someone enough to make them take cover you can slide across and be coming up the stairs while they are peeking the corner to see if your still on the high ground shooting. Presence them in the face and win.
Also dashing through people is really good. They think they have a good line on you. You dash through them and presence them as they are turning around. Great way to avoid all the damage you normally would take winding up a presence. This works really well as people are not prepared for the distance you can slide.
Drogoz is hard countered
Grover is so easy to hit the damage amp kills him with almost not effort or even skill its like shooting a barn
Maeve is pretty easy to hit and with the extra ammo you are not punished for missing a bunch.
Pips head hit box makes this a nightmare for him. You will shoot him twice and watch him bounce away or pop a heal.
Makoa has a huge head hit box as well
Buck with bounce house is pretty hard to deal with. But if you can wait out his jump you can dash out of its range... but what normally happens is you nets you you dash away to create space an he jumps on you and your dead
Koga can avoid allot of shots with all his dashing. You have to play very patiently once he starts his dashing around its really just a matter of understanding koga mechanics to win the trade. Not in your favor
Moji can avoid your burst at any time so you have to hold on to your presence till after she shields meaning that you need to shoot her early before she is up your butt your your screwed.
Talus just does so much damage, the dash can counter him pretty hard if your ready and you know where your sliding to before he jumps you
This is a mobility deck that has the ammo to really make precision shine. It takes 4 shots to get to 28% damage boost. 508 damage 762 head shots. Head shots make this borderline broken. 1524 every .9 seconds will take a tank down really quickly.
The movement and ammo together is the key to this deck. This is not a run in and use all your abilities deck like her presence decks. Those are used when you see an opening to make a play or when a flank jumps you. Flanks like to wait for the round to start and then jump you when everything is on cool down.
If a flank does not jump on you then you can use your large dash distance to slide in and use your burst skills to kill several low health targets hiding. Getting an eliminations gives you.
2 Seconds off Grace
3.2 Seconds off Valor
6 Seconds off Presence
Presence gets 1 second off for hitting in the build so worst case hitting one person for a kill gives you 7 seconds off.
Try not to use Valor randomly. This skill is so good for cashing in on other peoples eliminations. Save it for when you see someone winning a trade and add in a quick 400 easy damage to get credit for the assist helping cool down your presence.
Hitting an enemy with Heirloom Rifle increases your Heirloom Rifle damage against that enemy by 7% for 3s, stacking up to 4 times.
Increase the travel distance of Grace by 25 units.
Reduce your active Cooldowns by 40% after earning an Elimination.
Increase your maximum Ammo by 4.
Generate 1 Ammo for each enemy hit with Valor.
Hitting an enemy with Presence reduces its Cooldown by 1s.
Your weapon shots reduce the effect of healing on your target by 75% for 1.5s.
Gain 21% Movement Speed.