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  • Amara Dot Gun | AmaraBuilds.com

    One shot basically anything in the game with damage over time from your guns. Amara Dot Gun SYNOPSIS One shot basically anything in the game with damage over time from your guns. INTRO The ultimate evolution of Amara Dot Com , this build focuses on damage over time (dots) applied with high dot damage guns. This build can one shot anything in the game, if you allow some tech to accelerate the dots after the shot is fired. But it also allows you to use some overlooked weapons for regular gameplay. This build is somewhat complicated to set up and play correctly, though, so pay attention. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is somewhat atypical of a red/blue Ties That Bind gun build. Skills like Personal Space and Transcend do not affect dot damage. Nor does splash damage, so Heavy Rain is more about the projectile speed for use with some weapons. Five points go to Do Harm to make sure Ties kills linked enemies, giving you Overkill even at the start of combat with no Overkill or anointments active. ACTION SKILL Ties That Bind. There is a bonus loadout that uses Reverberation, see "Notes - Radiation Loadout" at the end. Stillness of Mind is important for preventing enemies from damaging your shield. It also allows the Recursion to ping around and hit more enemies while they're stationary. ACTION SKILL ELEMENT Whatever element matches the gun in your hand. Your main gun will apply the largest dot, and when your AS element matches it, Anima provides an extra boost to that element's dot damage. DOT SCIENCE AND ON-SHOT VS ON-HIT Gun dots are increased by gun damage, any form of amp, the charge mult on certain weapons (such as Major Kong or Kickcharger), Overkill (Guardian Rank perk), and most global on-hit modifiers such as elemental damage, V1, and Guardian Angel bonus. Gun dots are not affected by crit damage, splash damage, weapon type damage, or Personal Space, because all of those are non-global on-hit modifiers. What does that mean? Let's go on a tangent. There are certain things that occur "on shot", when you fire a projectile, and others that occur "on hit", when the damage actually occurs on the enemy. Gun damage, for example, is on shot; if you were to fire a projectile with bonus gun damage, then removed those bonuses before the projectile hit, it will still do damage according to the gun damage you had when you shot it. Same goes for amp, the charge mult on certain weapons, and Overkill. These on-shot modifiers are essentially an increase to the card damage of your gun, and therefore they increase the applied dot. Something like crit occurs on hit, because how can the game know you actually landed a crit until it hits? If you were to remove your crit bonuses before the projectile lands, it would deal less damage. But this also is why crit swapping exists. Weapon type damage is on-hit, and this is the reason why "Shotgun Damage" does not apply to the Face Puncher. The Face Puncher is a shotgun and uses shotgun ammo, but its bullets land (on hit) as melee damage. Thus, the on-hit modifier "Shotgun Damage" won't apply. And it's why it won't increase yours dots; your dots are "hitting" as "status effect damage", not any sort of weapon type. Similarly, splash damage is a global on-hit modifier that applies to all things splash, but dots are not splash. They are not "gun", so Personal Space doesn't apply. They are status effect damage, so the only on-hit modifiers that will increase them are the ones that increase *all kinds* of damage: V1, Guardian Angel, and elemental damage (dots are an element). Dots can be applied one per element per damage source. So your gun's main element must be different from your bonus element anointments, in order to apply as many dots as possible and get the most damage. GUNS Anything that can be shot a single time with a high listed dot damage, with ASE Status Chance/Damage anointment. That anointment says 75%, but it's actually 40% increased status effect damage. Regardless, it's multiplicative with Anima's status effect damage, so it's still very strong. The increased chance also makes your dots much more reliable. Good guns for this build: Moonfire, Recursion, Storm, Major Kong, Kickcharger, Slow Hand, x4 Fearmonger . All of these must be fire, shock, and/or corrosive. Do not choose radiation weapons (outside of the Radiation Loadout), and do not choose cryo weapons. Radiation is much more effective as a bonus element, and cryo does not have a dot. The Major Kong is fucking crazy with this build. That's all that needs to be said. It is possible to use non-elemental guns, such as the Bird of Prey seen in the gameplay video. That gun is anointed with a Next Two Mags anointment, essentially making it an elemental weapon. It does lose the consistency of the ASE Status Chance/Damage anointment, though. SWAP GUN Guardian Angel, with Killstack anointment. Swap to this to increase the damage of the dots you applied with your main gun. Beware that swapping makes you lose your ASE Status Chance/Damage anointment on your main gun. The Killstack anointment, however, attaches to the player, so if enemies die while you're holding the Guardian Angel, that gun damage will still be there when you swap back to your main gun. Dots are increased with gun damage. For quicker raid bossing, you can take advantage of a Guardian Angel with the Elemental Critical Hit anointment. You can trigger this anointment with a grenade that matches your main gun's element or one of your bonus elements. CLASS MOD Phasezerker, with as many points into Anima as possible. Anima is hugely important to this build. Recommended passives: weapon charge speed, action skill cooldown rate, weapon damage, splash damage radius (for larger radsplosions). Weapon charge speed can be very useful for guns like the Recursion and the Major Kong. The Kong normally takes 5 seconds of charging to reach its maximum damage, but with a passive on your Phasezerker, it reduces it down to about 2.5 seconds. SHIELD Amp shield, with ASE 50% bonus radiation anointment. The recommended one is a triple amp purple Pangolin shield, called a One-Shotter. It amps for 100% damage, and has a pretty quick delay and recharge rate, allowing you more amp shots faster. A 0.m amps for more damage, but it takes significantly longer to refill. If you want to use the Major Kong regularly, a double-amp Big Boom Blaster would help you recover some ammo, at the cost of some amp power. ARTIFACT Toboggan. Recommended passives: elemental damage, action skill cooldown rate, area of effect damage in the 2nd or 3rd slot. This amp multiplies with your shield amp to even further increase dot damage. This means you must slide between each shot. Don't worry, though, if you play correctly, every shot does a lot of work. You can carry a Cutpurse Launchpad to help keep up your launcher ammo, in case you get addicted to the Major Kong. GRENADE Any grenade that can be used for crowd control, such as the Mesmer or Hyperion Quasar (non sticky). Alternatively, if you're trying to Ele Crit a raid boss with your Ele Crit Guardian Angel, a grena de that can crit such as the Lightspeed, Hex, or Hunter Seeker, matching the element of the dot you want to explode. The anointment is important here. It must be a shock, fire, or corrosive ASE 50% bonus element, but it must be suited to your content, and be different from your main gun's element. Radiation is always a bonus element you want, but that's covered with your shield anointment. The element here must be the "2nd or 3rd best" for your content. GAMEPLAY LOOP Make sure your loadout is correct, with differing elements for your gun and your bonus elements. Make sure your grenade is of the appropriate element if you want to Ele Crit a boss. Grasp, slide, shoot, or slide, grasp, shoot. Your first grasp in combat won't have bonus elements, because your action skill hasn't ended yet. It will be a little weaker. You also won't have Overkill. Overkill is a huge increase to dot damage. Any damage can build Overkill, not just a gun shot. An enemy dying to a heavy dot will give you good Overkill. Miss your shot, but you still have Groundbreaker built up? Melee kill an enemy to get Overkill again. Miss your shot, but Remnant is going after an enemy? Let it land and get you Overkill. You shoot the grasped enemy, it doesn't die because you don't have Overkill, but a linked enemy died? Now you have Overkill, try shooting the grasped enemy again (make sure to slide again beforehand). You must be aware of your buffs for every shot you take. Did you slide before the shot? Is your amp shield full? Do you have Overkill? Are your bonus elements still active? Are enemies going to shoot you and damage your shield? Master the flow and pay attention to what's going on and this build will destroy everything. NOTES - RADIATION LOADOUT For a change of pace, for a more carefree, fast-firing, run-and-gun style, and yet still get big radsplosions and strong dots, ignore most of the normal loadout recommended above. Get a good radiation weapon such as the Beacon, Trevonator, Plasma Coil, RYNAH, or just a radiation version of one of the normal guns. Put a 250% Phasecast gun damage anointment on it. Switch to Reverberation. Equip a Re-Volter with Action Skill Start anointment. Equip an Atom Balm Victory Rush. Put ASE 50% fire or corrosive anointment on your grenade. And shoot away, no worrying about an amp shield or sliding for Toboggan. The 400-level/AP course for this build: use the radiation loadout but instead put ASE 50% radiation on your grenade and use the Hellfire or DNA, with 250% Phasecast anointment.

  • Oblivion Amara | AmaraBuilds.com

    Phasecast and gun-based cryo build that creates all sorts of chaos. Oblivion Amara SYNOPSIS Phasecast and gun-based cryo build that creates all sorts of chaos. INTRO Oblivion Amara is one of the two builds I originally made in 2020 after the purple tree came out, along with its sister build Fission Amara. Here it is updated for level 72, and it's very strong. This is a cryo gun and Phasecast build, and has the potential to create some very fun, very destructive shenanigans. Sometimes you might find yourself suddenly wondering where your nearby enemies went and how they died. GAMEPLAY VIDEO SKILL TREE ACTION SKILL Tandava for general usage, Reverberation for bossing, with the special Reverberation technique. ACTION SKILL ELEMENT Always cryo, with a few exceptions. You can stick with cryo vs many armor bars, but you much switch to corrosive vs Wotan. You can also switch to better match harder content, such as fire vs Guardian Takedown creatures and shock vs Guardian Takedown Guardians. Your action skill element greatly affects your guns' power, as that is the element Unweave The Rainbow procs as. PHASECASTING GUN Guardian Angel, with either the Killstack or 200% Astral Projection anointment. Killstack is the only anointment that is attached to the player, not the gun, so if you get some Tandava/Reverberation kills while holding a Killstack Guardian Angel, that damage and reload speed will transfer when you swap back to your shooting gun. 200% Astral Projection is great for Reverberation vs bosses. SHOOTING GUNS Anything cryo and splash. Even though you can change your action skill element as mentioned above, do not deviate from cryo weapons (exception: "Notes - Frozen Heart" below) My favorites: Beacon, Recursion, Kaoson, Sand Hawk, Flipper, Plaguebearer, Anarchy, Trevonator. The reason we want to stick with cryo is because shooting and freezing enemies and then hitting them with Unweave The Rainbow is a very strong mobbing strategy, especially when coupled with radsplosions and Free The Soul. The anointment varies based on your preferred playstyle. If you want to swap to the Guardian Angel for your casts, put Consecutive hits or 150/90 on your guns. If you don't want to swap, you can put 250% Phasecast on your guns to get more gun damage. Swapping is not necessary; Tandava won't kill as often without the Guardian Angel, but it will definitely freeze enemies, allowing you to kill them easily with the aid of Unweave. Reverb will still kill if you aim it correctly. FFYL GUN My favorite FFYL strategy is to use my cryo gun to freeze a nearby enemy and get up when Unweave finishes them off. But if you're using a less powerful gun for your shooting, it may not be strong enough to freeze, so carrying something like a Consecutive Hits Free Radical or Plasma Coil may be wise. CLASS MOD Phasezerker, with points into Clarity. This class mod will allow you to automatically stack Rush and Do Harm, leading to more powerful Phasecasts and other action skill effects such as Unweave The Rainbow, Free The Soul, and Remnant. Further, it increases your cooldown and gun damage. Because of the way the Phasezerker works, you should generally cast Tandava or Reverb twice in a row for maximum Do Harm and maximum damage. Recommended passives: weapon damage, action skill cooldown rate, action skill damage, splash damage, splash damage radius, weapon crit damage, weapon type damage. SHIELD There are a few options, but the most important one is the Void Rift, with Action Skill Start anointment. It's the shield that was used for the original version of this build, and it both synergizes so well and helps create so much chaos. Upon break, it will suck nearby enemies towards you (and barrels - watch out) and then release a strong cryo nova. Further, when enemies shoot you and damage it, it responds by sending homing cryo projectiles back at them. Both of these types of damage are cryo splash, further helping us freeze things and finish them off with Unweave The Rainbow. Other options: Frozen Heart, cryo Stinger, Band of Sitorak, Plus Ultra. The Frozen Heart, with Action Skill Start anointment, is easy-mode for freezing enemies. Just cast and then shoot at whatever blocks of snow are laying around you. Unweave will take care of the rest. The cryo Stinger, with Action Skill Start anointment, is just a powerful punch in nova form. The Band of Sitorak or Plus Ultra, with ASE 50% bonus element anointment, is for when you don't want to swap to the Guardian Angel to cast. These shields provide great Topped Off uptime, especially the Band of Sitorak, which then leads to great 250% Phasecast uptime on your guns. The Band of Sitorak is especially fun with a Safe Space augment, able to send basically any enemy ragdolling. The Plus Ultra is a little slower to recharge than the Sitorak, but it doubles your health for better defense. ARTIFACT Ice Breaker Otto Idol. The most important passive is Area of Effect in the 2nd or 3rd slot, which will also increase area damage radius. Other recommended passives: action skill cooldown rate, movespeed, cryo damage, cryo efficiency, weapon type damage. There are a few other options for artifact prefixes: Snowdrift for moving around a boss arena. Last Stand for more survivability. Ice Spiker for another form of attack and another way to proc Samsara. GRENADE Unfortunately I have to recommend a Fish Slap, not in cryo, in order to deal with cryo immune Maliwan Heavies. Shock or radiation or fire, with an ASE 50% radiation bonus element for radsplosions. There's always the option to Groundbreaker an immune heavy with damage done to other enemies, but sometimes the timing for that can be too tight. If you don't have to worry about immunities, It's Piss or Hyperion Quasar (non sticky) or Mesmer, with ASE 50% radiation bonus element. Anything utility oriented like these works just fine. GAMEPLAY LOOP Figure out if you want to be swapping for your casts or not, and choose your weapon anoint and shield accordingly. Then you cast, you shoot, you destroy. If you're using the Void Rift and a Beacon, the OG loadout, there will be tons of things flying around, freezing, and exploding. Sometimes you have to play a game of "Are any of these blocks of ice still alive?". NOTES - FROZEN HEART An exception to using cryo-only guns is if you want to only freeze with the Frozen Heart, and use splash guns of other elements. With this setup, I would also recommend not swapping for Phasecasting, and use the 250% Phasecast anoint on your guns to keep their power up between freezes. You also would not need to use the Ice Breaker artifact. NOTES - RAID BOSSES Builds such as this have an inherent way to take out most raid bosses by Reverbing or Tandava-ing a mob and letting either Remnant hit the boss or letting it hit another mob and then you Groundbreaker the boss. Some of the weaker raid bosses can be Reverb'd directly.

  • Antimatter Swan | AmaraBuilds.com

    Giving love to the unloved, this true melee focused-build uses Fist Over Matter and the Dragon class mod. Antimatter Swan SYNOPSIS Giving love to the unloved, this true melee focused-build uses Fist Over Matter and the Dragon class mod. INTRO In my quest to find a use for the Fist Over Matter action skill, I got lucky and also ended up with true melee and the Dragon class mod. It doesn't get much further off-meta than that. This isn't the most powerful or efficient true melee build, but it is well-synergised, and it will steadily carry you through your content. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is heavily over-specced into purple tree, but it still picks up two true melee essentials: Sustainment and Find Your Center. It gets a third important skill from the class mod. ACTION SKILL Fist Over Matter. ACTION SKILL ELEMENT Any of the four, although there's some really nice cryo synergies in purple tree, so it's recommend to try staying on cryo. If you're fighting vs Guardians, for example, you can stay on cryo because you get shock damage from Re-Volter and Static Charge, and even Shock Stone if you're so inclined. PUNCHING GUN 1 Guardian Angel, with Terror Cryo anointment. This gun is necessary in order to get the most out of Fist Over Matter. You can punch with it while FOM is active, letting FOM kill all enemies in the vicinity while also giving you great Groundbreaker damage for your punches. PUNCHING GUN 2 Psycho Stabber, with Terror Cryo anointment. Swap to this when FOM is on cooldown. BACKUP GUN Face Puncher, with Terror Cryo anointment. Use this to take out flying enemies or whatever else may be annoying you from a distance. FFYL GUN A separate FFYL gun may not be necessary when you have the Face Puncher, but you have an extra weapon slot, so might as well. A Free Radical with Consecutive Hits anointment works well. CLASS MOD Dragon, with at least one required point into Remnant. Remnant is going to greatly help you in nearly all situations. Extra points into Do Harm are also highly recommended, as you have a lot of things that benefit from action skill damage: Remnant, Fist Over Matter, Unweave The Rainbow, Body & Mind, Free The Soul. Recommended passives: melee damage, action skill damage, action skill cooldown rate, splash damage, splash damage radius. The special effect of the Dragon class mod, where your augment is procced upon a melee kill, occurs only once with this build. Yes, unfortunately, the Dragon only procs Expedite on the first melee kill, not any subsequent melee kills. Still, it's basically a free 30% cooldown, and you'll get plenty more Expedite procs from all of your action skill damage skills. SHIELD Re-Volter, with ASE Apply Terror anointment. It will proc naturally, no need for the Action Skill Start anointment. After it breaks, killing an enemy will let it begin charging again via Shield Reboot, and taking another instance of damage will likely break it again. This loop keeps the Re-Volter effect going, without losing an anointment slot. ARTIFACT Elemental Stone Static Charge. Match the element prefix to the content you are facing. Recommended passives: melee damage, area of effect damage in the 2nd or 3rd slot, action skill cooldown rate, move speed, elemental damage. GRENADE It's Piss, with Terror Dmg/Fire Rate anointment. The extra damage you get from the debuff really helps Fist Over Matter, and even your punches for that... ...matter. Utility grenades are also an option, such as the Hyperion Quasar (non sticky) or Mesmer. You can put on a Fish Slap if you're a degenerate :) GAMEPLAY LOOP Select an action skill element and Elemental Stone suited for your content. First enemy you encounter, grasp them with Fist Over Matter and find something else to punch. The further away you are from Fist Over Matter, when holding the Guardian Angel, the more damage it will deal to the grasped enemy and any others near it. Keep an eye on your action skill active yellow icon, and when FOM is over, swap over to your Psycho Stabber and continue punching. When FOM is done cooling down, repeat the above. It's actually pretty straightforward. While FOM is active, it will grant you healing through Sustainment, making you pretty hard to kill. It will also spawn Remnant orbs from the enemies it kills, creating further destruction and giving you tons of Groundbreaker damage. NOTES - HEMOVOROUS Without recommending Fish Slap or Phaseflare, especially on a true melee build, you might wonder how a build like this can make it through a fight like Hemovorous. But trust in the chaos that Fist Over Matter and Remnant create. Hold the Guardian Angel, grasp at Hemo/Vermi, and run around shooting the Guardian Angel at them for lifesteal while you wait for Remnant to do something. Once you hear or see some Remnant action, slam or Face Puncher Hemo/Vermi to deliver all of that Groundbreaker. This is basically how it goes for all boss fights: wait for Remnant and capitalize on it. This is a slow and steady and patient build anyway, so it fits the playstyle. NOTES - MAYHEM 10/11 For nearly all true melee builds, it's recommended to play on Mayhem 10 for the Speed Demon modifier. You can roll Healy Avenger, Drone Ranger, and Not The Face for your other modifiers and have basically zero downsides.

  • Nightmare Amara | AmaraBuilds.com

    Dark Army-focused build. Nightmare Amara SYNOPSIS Dark Army-focused build. INTRO The Dark Army is one of the strongest guns on Amara, if properly set up and built around. The core interaction with this build is the fact that Dark Army drones, when summoned (i.e., when you swap to the gun), retain all of your gun damage bonuses you have at the moment of the swap and summoning. Coupled with the Spiritual Driver class mod and lots of movement speed, you can make the Dark Army drones permanently, hugely buffed. Credit to Skkra on the Borderlands 3 subreddit for informing me of this interaction. More details on setting this up are in the "Gameplay Loop" section below. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is a fairly basic Driver setup, with a couple notable omissions of Dread and Deep Well. You want to be reloading as quickly and easily as possible, and those two skills delay your reloads. ACTION SKILL Ties That Bind. ACTION SKILL ELEMENT Whatever element is suited to the content you are facing, which must also match the Dark Army in your hand. Fire, shock, or corrosive. No cryo - this is a Driver build. GUNS Dark Army in fire, shock, and corrosive, with Next 2 Mags anointment matching the element of the gun. Look for a low mag and high damage version. This is your main gun, your FFYL gun, your bossing gun, your everything. It will carry you. CLASS MOD Spiritual Driver, preferably with as many points in Mindfulness as possible. Recommended passives: SMG damage, splash damage, action skill cooldown rate, splash damage radius, weapon damage, reload speed, fire rate, crit damage. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. SHIELD Re-Volter, with ASE 50% Radiation damage anointment. Preferably a low level one, but it's not necessary. The Action Skill Start anointment is not necessary because it will break naturally as soon as enemies are engaging you. And you can let them engage you; nothing matters with the Dark Army at your side. ARTIFACT #1 Elemental Projector with Otto Idol or Victory Rush. Recommended passives: SMG damage, area of effect damage in the 2nd or 3rd slot, action skill cooldown rate, reload speed, movement speed. ARTIFACT #2 Snowdrift. Rarity or passives don't even matter. This is for pre-buffing the Dark Army drones by sliding very fast. See the "Gameplay Loop" section below for details. GRENADE It's Piss with ASE 50% Cryo damage anointment. With cryo and radiation as your bonus elements, you get 2 more stacks of Harmageddon, you slow enemies so that the Dark Armies can better aim at them, and you get some very strong radsplosions. GAMEPLAY LOOP To get maximum damage out of your Dark Army drones, you must pre-buff them after every fast travel or map load. As noted in the Intro, the Dark Army drones, when summoned (swapped to), retain all of your gun damage bonuses at the time of summoning. With the Spiritual Driver equipped, you can swap to your Dark Army of choice when moving very quickly, and the drones will retain all of that Driver gun damage. Here's how you prebuff: equip the Snowdrift, swap to Phasecast, and do *not* be holding the Dark Army you want to use. Cast at the ground. This dots you via the Spiritual Driver, and because your action skill ended, the anoints on your grenade/shield allow you to get 25 stacks of Mindfulness. Make sure you have plenty of space in front of you. At 25 Mindfulness stacks, run and slide. At the beginning of your slide when you are moving fastest, swap to your Dark Army of choice. Now your drones are permanently buffed, as long as you do not swap away from them. Change the Snowdrift out for the Elemental Projector and select Ties That Bind. Make sure your action skill element matches the Dark Army you are holding, and you're ready to obliterate things. If you need to swap or re-buff your drones in combat, you can get a slightly less powerful setup: after your grasp on an enemy ends, make sure you have 25 stacks, then simply run up to top speed and swap. Note that after you've buffed your drones, you do not need to keep moving fast. You can stand still, and they will still do massive damage. The Dark Army that's actually in your hand will do much, much less damage than your drones. There's two things you need to do while in combat. 1. Fire the Dark Army in your hand and reload it. It must be a full magazine depletion, not a manual reload with some ammo still in the mag. This makes the drones deal elemental damage for a short time, which is important because... 2. Always be using your Grasp in order to keep yourself dotted and keep Elemental Projector procced. This gives the drones a massive damage boost if they're firing elemental shots that match your action skill element. NOTES - GUARDIAN TAKEDOWN There are times you need to switch Dark Army elements between facing creatures, Guardians, armor phase of bosses, and shield phase of bosses. You will also need to re-buff your drones between each Scourge teleport, because they don't teleport with you. At nearly every point you need to swap, instead of redoing the whole gear change and slide setup, you can utilize the speed boost provided by a jump pad. Simply swap as soon as you hit the pad. Of course, you can choose to do the long setup if you prefer. Between the first room and the first Guardian encounter, there's a pad. There's no pad before Anathema, but you can use your falling speed to swap to corrosive. During the fight, you can switch from corrosive to shock on the jump pads. After the fight, you can still use the jump pads to switch to fire for creatures. After creatures, there's another jump pad before the second set of crystals. You will need to manually buff and swap after teleporting into Scourge's arena and before triggering the cutscene. In the first teleport area, there's a jump pad below where you spawn. When going back to Scourge's arena, there's a jump pad to go up and smash the crystal. You'll have to manually run and swap during the second teleport.

  • Amara Builds by Stone Swan | AmaraBuilds.com

    Your one-stop-shop for every kind of Amara build imagineable.

  • Questions & Comments | AmaraBuilds.com

    Get in touch with Stone_Swan about Amara builds. Questions or Comments? There's a lot of info on this site. I try my best to explain things thoroughly, but if something isn't clear, feel free to reach out: Catch me live streaming (albeit infrequently) on Twitch at: twitch.tv/stone_swan Join my Discord server and ask a question in the bl3-general channel . I or someone else in the community will do our best to answer.

  • Amara's Red Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Red Tree at endgame. Red Tree This guide will help you understand the quirks and uses of each of Amara's skills, so that perhaps you can do some build crafting of your own. In this section, we cover the red (Fist of the Elements) tree. ANIMA A skill with many uses. On builds that utilize damage over time (dots), this skill is invaluable. It's what makes Amara the strongest character with the Fish Slap grenade and Unleash The Dragon artifact. It has two often overlooked properties in that it further boosts status damage of your action skill element, and when attuned to shock it gives shock status damage an even longer duration increase. Even on gun builds that don't focus on damage over time, but still use guns with high damage over time (Free Radical, Kickcharger, Plasma Coil), investing into Anima means dots will help finish off enemies. And if you have radiation damage in your build, stronger radsplosions. A common class mod for gun builds, the Phasezerker, can roll extra points into Anima. When self dotting for various buffs, whether it's with the Spiritual Driver class mod or directly shooting your foot, Anima will keep that dot on you longer. Unfortunately, Anima breaks in all respects when your action skill element is set to cryo. It does not buff anything at all in this situation, as if you never specced it. STEADY HANDS Often taken for granted, I would recommend 3 points into this skill on nearly every build that shoots a gun. INFUSION Another skill with many uses. The most basic use is to fully invest in it so that you can diversify the elements of an element-locked gun (such as the Free Radical), non-elemental gun, or to tackle content where enemies have multiple HP bar types. For example, against creatures in the Guardian Takedown, which are armor and flesh, it can be used to infuse a corrosive gun with fire, or the other way around. Whatever percentage that you have Infusion convert, that percentage of your gun's damage becomes a bonus element, and bonus elements do not get increased by splash damage. So if you're using a splash gun and have any increased splash damage, that splash damage bonus is effectively reduced by the same percentage you have invested into Infusion. This is not necessarily a bad thing, because using Infusion for a better elemental matchup can result in more damage than what you've lost from your splash bonuses. The second use for Infusion is to put one point into it to create another damage instance for the Face Puncher, which, when specced into Body & Mind, doubles the amount of Body & Mind novas that get procced. And Body & Mind is a very strong skill when invested into. A third use for Infusion is another one point wonder when shooting your feet to dot yourself, which you may do for various reasons. For example, you want to proc Elemental Projector with a low level Sellout, but you want shock damage, and the Sellout only has fire and corrosive. Attuning yourself to shock and having 1 point into Infusion means a portion of those Sellout projectiles are shock and will shock dot you. You can also use Infusion to diversify the Sellout's dot on yourself, so that you get multiple dots and therefore multiple stacks when using the Golden Rule class mod. E.g., you're attacking with fire phasecasts, so you set the Sellout to corrosive and Infuse it with fire so that you get fire and corrosive dots when you shoot your foot, increasing the effectiveness of the Golden Rule. Infusion can also be used to change your gun's elemental output when you don't want to swap weapons, such as having a buffed Lucky 7 or Sleeping Giant or Anarchy. You can, for example, have a corrosive Lucky 7 that you Infuse with fire while fighting the creatures in the Guardian Takedown, and then you switch your action skill element over to shock when you move onto the Guardians. And then corrosive when you drop down to fight Anathema, and so on. Lastly, investment into Infusion can be useful for true melee builds. It's common to get knocked backwards, especially in the Guardian Takedown, and not be able to melee for lifesteal for a few seconds. Shooting an element-infused Psycho Stabber can allow for enough life steal to regain healthgate before closing the distance again. TEMPEST Very important elemental damage increase. Very hard to pass up. A requirement for nearly every build. ILLUMINATED FIST Extremely important for true melee builds, as it allows your punch to also be increased by elemental damage boosts and to Sustain you. Outside of that, it's just a flat 75% melee damage to all forms of melee damage. It can also be specced so that, even on non-melee builds, when you punch an enemy to deliver Groundbreaker you also get healed by Sustainment. Beware that attuning your punch to an element will make you unable to Sustain off of or deliver Groundbreaker to enemies that are immune to that element. This comes up most often in the Maliwan Takedown. (Use ground slam as an alternate method of Groundbreaker.) WILDFIRE Mostly a low value utility skill that can be specced to help spread around status effects, which, when also specced into Violent Tapestry, can help gain you Rush stacks. On a more dot-focused build, whether it's Unleash The Dragon or gun dots, this skill becomes much more valuable. It also has value on cryo-focused builds, because it can spread the frozen status effect from one enemy to another. It doesn't have the greatest range, though. DREAD Very useful skill on grasp gun builds, mostly for the mag refill upon killing a grasped enemy. It does not matter how the grasped enemy dies, you will get the mag refill. This aspect is very useful for managing the ammo in your mag on, for example, a Lucky 7 build. It is also a generally good DPS increase, because you can skip a reload. One odd situation where it is detrimental is if you're running Terror Ammo Regen and trying to sustain a Sand Hawk in semi-auto mode for a long activity, as Barbie Dahl can do. Dread pulls from reserves, so even with ammo regen, it will eventually run your sniper ammo stock dry. Other than that, it's a good skill. The gun damage aspect of it will also stack with each newly grasped enemy when using Eternal Fist. INDISCRIMINATE Very, very powerful skill, and most gun builds take it. Turns any gun into a multi-target gun, at least the guns that it works with (which is most of them). Also extremely useful for getting up from FFYL. The card says damage of ricochets is reduced, but on Mayhem 10 or 11, it also gets about a 5.5x mayhem multiplier, making your ricochets stronger than your original shot. DEEP WELL 1 point wonder for a slightly significant mag size boost. No reason not to take it on a gun build that goes this far down the tree. CATHARSIS Mostly bad for a few reasons: it has an unnecessary cooldown, it deals self damage, and it can be tough to get all of the investment needed for it to be any good, which is all 5 status effects and lots of action skill damage investment. The only case I've found for it is on a grenade build , as it helps increase area clear. You avoid the self-damage of it because you also want to be out of range of your own grenades, and going down blue tree to get Laid Bare and Avatar gives you plenty of points to dump into action skill damage. Because it's not like there's much else in the blue tree that benefits grenades. SUSTAINMENT Very valuable life steal skill. Not as necessary as most people believe, because of the power of Samsara and Clarity for healing. But still highly recommended, and required on almost all true melee builds on this site. CONFLUX Useful only as a way to get 1 or 2 more status effects for greater debuff from the Harmageddon Guardian Rank perk. FORCEFUL EXPRESSION Decent value increase for both guns and grenades. It can be hard to justify the extra points required to get here on some builds, though.

  • Amara's Purple Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Purple Tree at endgame. Purple Tree This guide will help you understand the quirks and uses of each of Amara's skills, so that perhaps you can do some build crafting of your own. In this section, we cover the purple (Enlightened Force) tree. TRUST IN YOURSELF Very effective boost for reload speed, swap speed, and charge speed. This skill can stack twice, and when using a shield with Action Skill Start, after activating that anointment, all you need to do is take damage against your shield for this skill to proc. When stacked twice, some of these speeds become almost comical. The swap speed in particular is useful for builds that do a lot of swapping, such as Emerald Swan. NO MISTAKES IN NATURE A basically always-on melee damage increase. Further down the tree is Joyful Freedom, which has a bit more melee damage and can be stacked by multiple action skill uses, however it cannot be activated while in FFYL, which is one benefit that this skill has. HEAVY RAIN Great splash damage increase, and the projectile speed increase is wonderful for many weapons. However, the speed can make some guns such as the Plaguebearer and the Nukem harder to use. GO WITH THE FLOW Minimal speed and gun damage increase. On a build that does a lot of freezing of enemies, this skill can be justified. Otherwise, it doesn't have much value. Note that it also procs on any cryo self damage. UNWEAVE THE RAINBOW Very good cryo synergy skill, whether you're using something like a Frozen Heart shield, or freezing enemies with your gun or melee attacks. It can be applied, for example, to Tandava in conjunction with an Action Skill Start Frozen Heart. Basically, if you're freezing things, you probably want this skill. It is increased by action skill damage. EBB AND FLOW Good but mostly redundant life steal skill. You can grab this if you're not getting Sustainment, but then you're probably attacking with the Stinger or Fish Slap or Blade Fury or Kensei, because true melee without Sustainment is asking for trouble. If you are specced Sustainement (or are using a Knife Drain), this skill is redundant, because your elemental melee damage that you used to kill the enemy will heal you to full anyway. COMBO BREAKER Not entirely reliable, but very helpful when it procs. This skill is somewhat bugged in that it doesn't reset your action skill correctly if its still active, such as when a grasp or Phaseflare is active. But it's not a waste if you have a decent form of melee damage on your build. Like Ebb and Flow, this skill can proc from Kensei damage. JOYFUL FREEDOM Stackable melee damage increase. It also works on fakegrasping, although it is rather inconvenient to do so and the stacks don't go too high before they decay. BURN BOTH ENDS This skill has its own section here. BODY & MIND Very strong skill, when invested into with action skill damage, both as a supplement for true melee damage and for the Face Puncher. The FP will proc a B&M nova for every pellet. It'll proc twice as many novas if you also have at least one point into Infusion. FREE THE SOUL With lots of action skill damage, this skill is like Remnant 2.0, but it can hit multiple enemies and it acts much faster. Of course, you have to be cryo focused to take advantage of it. However, despite what the skill says, an enemy doesn't need to be fully frozen when they die in order for this skill to proc. They only need to be 75% of the way to being completely frozen. ATMAN Decent flat action skill damage increase. If you're investing into action skill damage and this far down the tree, it's a great place to dump points. CLEAR THE MIND Very strong in some situations, however, its strengths are often devalued by the fact that you can often element match. Not every kind of attack can, though, and for those, Clear The Mind is valuable.

  • Sulphur Swan | AmaraBuilds.com

    Peak single-target true melee. High survivability (for a true melee build). Radsplosions. What else can you ask for? Sulphur Swan SYNOPSIS Peak single-target true melee. High survivability (for a true melee build). Radsplosions. What else can you ask for? INTRO Can true melee defeat a raid boss? Can the White Elephant hit for billions of damage after being applied by a punch? It's kinda surprising, but the answer to both of those questions is: kinda... yeah. Here we have the first build added to this site after the site's launch. And oh boy does it challenge all of the existing true melee builds. Perhaps it's not a crown jewel of my true melee builds, but instead the crown itself. (Although this is now contested with the creation of Steel Swan .) This build emerged when I tried to build around the Zheitsev's Eruption. The Eruption's reload debuff effect is extremely powerful. And being a debuff, it is a damage multiplier that is double-dipped by any double-dipping effect. Like, say, the White Elephant or the Static Charge. The White Elephant was heavily nerfed a long time ago, but if you throw enough damage formula at it, the double-dipping effect overcomes that nerf. The Static Charge has always been strong, and this build uses it very effectively, but its strength shines more in multi-target scenarios. Perhaps most importantly, this build fills in a gap that the other true melee builds on the site have left: it has radsplosions. Lots of them. And pretty great survivability. And it can boss, too, so what's the catch? Just a slightly odd gameplay loop as you work with the Eruption's effect. But don't worry, it'll only take a run or two to get used to. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Max Do Harm, one point into Infusion, but no Body & Mind? You don't need it, and it can even be detrimental if you're trying to see if your punch stuck a White Elephant bomb to your enemy. Personal Space on a melee build? Personal Space applies to guns/bullets, and the ASE 50% bonus element anointment that you'll have on your grenade always counts as a "bullet". ASE 50% bonus elements apply to Groundbreaker. With all of your buffs going, your total Groundbreaker damage (including the bonus element) is going to be 7+ times as strong as the damage that built it up in the first place. That's right, this build can take Groundbreaker from 10% of the initial damage to 700+%. So, very indirectly, Personal Space is actually quite a large damage increase for your punches. Do Harm is to buff Phaseslam a bit, and Infusion is for a little bit of lifesteal when using the Face Puncher. Max swap speed is important, but no extra reload speed beyond that (no Alacrity). You want to swap to and from your Eruption often, but you also don't want it to complete its reload animation. ACTION SKILL Phaseslam. Technically, any action skill can be used. But Phaseslam will be the most effective because it will: kickstart your damage, stack Samsara, immediately proc your bonus element anointment, keep your Terror anoints cycling, proc a bit of Expedite, and stagger/ragdoll enemies. ACTION SKILL ELEMENT Whatever is suited to the content you are facing, except Cryo. It's a Driver build. DEBUFFING GUN The Zheitsev's Eruption, in radiation only , with Terror Dmg/Fire Rate anointment. The work horse of the build. The Terror Dmg anointment will get double dipped by your White Elephant (and Static Charge). Upon starting its reload/repair animation, the Eruption sends out 8 homing splash projectiles at nearby enemies. Each projectile debuffs an enemy for 20% increased damage from all sources for 6 seconds. The animation can be cancelled by the typical means: meleeing, throwing a grenade, using your action skill, swapping, mantling, etc. When the animation begins again, the projectiles get sent out again, except if you cancelled it via melee. All other cancellation methods will reproc the projectiles. So the easiest and most consistent way to reproc the projectiles is by swapping to and away from the Eruption. This is totally fine, because then you get to swap to your punching gun... PUNCHING GUN The Guardian Angel, with Terror Dmg/Fire Rate anointment. No, not the Psycho Stabber, although it's not half bad. The Guardian Angel will add another multiplier for the White Elephant (and Static Charge) to double dip. It's also the gun you hold if you want Phaseslam to do some damage and get you Expedite stacks (you generally want this). FFYL /FLYING ENEMY GUN Face Puncher, with Terror Dmg/Fire Rate anointment. You can also shoot the Guardian Angel at enemies if you're down, and Indiscriminate will have a good chance of getting you back up. CLASS MOD Spiritual Driver, mostly for proccing Elemental Projector with your action skill element. Mindfulness points are also useful for maneuverability and closing the gap. Recommended passives: action skill cooldown, action skill damage, melee damage, splash damage, splash damage radius. Getting a large splash radius means Phaseslam hits more enemies and White Elephant stickies can hit more than just the enemy they're stuck to. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. You can actually run lots of other class mods, though they will be less effective than the Driver: Golden Rule with points into Laid Bare and Mindfulness for a bit of damage and faster cooldown, Stone with points into Awakening and Do Harm, Muse with any skill points, Breaker with Find Your Center and preferably no points into Personal Space, Dragon with a point into Remnant. All of the same recommended passives. SHIELD Red Suit, preferably with two Roid augments, with ASE Apply Terror anointment. The Eruption reload projectiles are splash, and would down you without this shield, especially since you're following the projectiles toward the enemy and ideally boosting splash radius. ARTIFACT Elemental Projector White Elephant. You can also use an Elemental Projector Static Charge for pretty similar results most of the time. However, the White Elephant is what's needed to take down big bosses. The Static Charge will provide more consistency in mobbing and for bosses with lots of adds (like Wotan). The only time the Static Charge truly outshines the White Elephant on this build is when mobbing with Guardians in the Guardian Takedown. Recommended passives: action skill cooldown, area-of-effect damage in the 2nd or 3rd slot (so it also increases area radius), melee damage, elemental damage, move speed. GRENADE Fish Slap, in radiation, with ASE 50% radiation damage anointment. Both aspects are pretty important. Radiation element Fish so that it gets boosted by Elemental Projector. You will almost always have a radiation dot on you (that won't damage you thanks to the Red Suit) from the Eruption projectiles. The Red Suit will also protect you from your Fish, as long as you have the White Elephant and not the Static Charge equipped. Your ASE 50% radiation bonus element will get added to your Groundbreaker when you punch, and it will be even further boosted by Elemental Projector. You're building Groundbreaker all the time via your Red Suit's aura, your White Elephant stickies (or Static Charge chains), Phaseslam, and the Eruption projectiles. This bonus element, when coupled with the Driver self-dot, will also stack Burn Both Ends for you. GAMEPLAY LOOP Before engaging in combat, shoot your Eruption until it overheats, then swap away to your Guardian Angel before the repair animation gets any further. Now it's primed for debuffing. Whenever you swap back to your overheated Eruption, a set of projectiles will get sent out and debuff enemies. (No projectiles will proc if there are no enemies around.) When entering combat, Phaseslam into some mobs while holding the Guardian Angel. Swap back to the Eruption briefly one or two times to send out one or two sets of debuffing projectiles. Then punch 1 or 3 enemies to death. Back to the Eruption again, then back to punching. Keep in mind, the debuff lasts 6 seconds, so you do need to be swapping back to the Eruption pretty often. Luckily, your relatively short window of actual punching will be very productive. Phaseslam with the Guardian Angel in your hand when it's available. Throw a Fish at enemies that are immune to your action skill element. Face Puncher annoying flying enemies. Feel free to follow your Eruption projectiles to the enemy. You want them to proc a radiation dot on you for your Elemental Projector. Standing directly next to an enemy and sending projectiles into them isn't the craziest idea. You have great survivability with the Red Suit aura and Eruption projectiles giving you steady healing with Sustainment. Samsara will pull its weight if you Phaseslammed effectively. You will sometimes get jostled around with this build. Both because you're true melee and because the Eruption projectile explosions can push you a little bit. Just persevere and punch when you can; you'll be fine. NOTES - GUARDIAN TAKEDOWN There are a few areas in the Guardian Takedown where piloting a true melee build can be very risky, for various reasons. For this build, during both crystal phases and during the last mobbing section before Scourge, take a break from the true melee for a while, lest you get overrun and/or knocked off. Instead, continually jump while alternating between reloading the Eruption and shooting the Guardian Angel at enemies. Phaseslam when available. Throw Fish if you feel like it. Maybe when you're on your last crystal you can start punching again, if you want. NOTES - RAID BOSSING The setup for raid bossing with the White Elephant is as follows. Set your action skill element appropriately and make sure the Eruption is overheated. Start with a volley of projectiles from the Eruption, then immediately follow it up with your action skill. You can use Phaseslam or base Phasecast or base Grasp. All you really need it to do is to proc your Elemental Projector and anoints. Once the Eruption is back in your hand, another set of projectiles will proc. Immediately swap to your Guardian Angel, punch 2 or 3 times, and step away. Hopefully, you attached a White Elephant sticky or two. If a sticky of a favorable element gets attached, there's potential for massive damage. If a sticky of massive damage procced, run back up again and punch for Groundbreaker. If not, or after you have punched for Groundbreaker, repeat the process, except your action skill is now on cooldown. Swap to the Eruption a couple times for a couple sets of projectiles, then punch 2 or 3 times again and back away. When your action skill is done cooling down, repeat the whole process. White Elephant is chance-based, of course, but this build is still able to take down raid bosses in a reasonable time frame, in my opinion. NOTES - HEMOVOROUS If you have patience, you can actually punch/White Elephant Hemo to death. Problem is, he's very hard to land a punch on. You have to go for his legs. Keep in mind he will move his legs to both face you and attack you as you approach. It's tough, but doable. You will need to Fish him during his flying phase, though.

  • Overkill Upkeep Tips | AmaraBuilds.com

    Tips for how to best utilize the Overkill Guardian Rank perk. Overkill Upkeep A few builds on this site greatly benefit from the Guardian Rank Perk Overkill. This perk basically increases the effective base damage of your gun by 5x for your next shot. If you miss the shot, you lose Overkill. If you land the shot and Overkill the enemy again, you keep Overkill. Here are some tips for maintaining Overkill. OVERKILL FROM ANY DAMAGE Even though Overkill only applies to you shooting your gun, you can gain Overkill for your gun from any form of attack. It doesn't matter if you Overkill with an action skill or Groundbreaker or Remnant or Hollowpoint. Each of these will give you extra damage for your next gun shot. This is important for informing your gameplay loop. Let's say you Overkill an enemy, and Remnant spawns. You have Overkill for your next shot, and Remnant is flying through the air, homing in on an enemy. You take aim at another enemy and shoot, but you miss. You have lost your Overkill, and your killing momentum has stalled... But then Remnant lands and erases the enemy it was targeting. Suddenly, you have Overkill again. You line up the shot, but miss again. Overkill lost. However, there's yet another enemy close by, and you're within 5 seconds of Remnant landing, you can quickly run over and Groundbreaker that nearby enemy. Overkill achieved again. You take aim for a third time, and finally land the shot, Overkilling the enemy, keeping your damage train going. All of this to say, if you're aware enough of your surroundings and cognizant of the fact that any damage can build Overkill, you can actually have more than once chance to shoot your Overkill shot. CHARGING WEAPONS Overkill is expended upon firing your gun, whether you land the shot or not. This means you can put yourself in a bind if you start charging a charge weapon and your original target is no longer available. Such charge weapons include the Major Kong or the Kickcharger. Let's say it was the last enemy in the area, and Remnant got to it before you could kill it with your Kickcharger, but you already began charging the Kickcharger. The easy way to get out of your commitment is to simply hit the melee button, and during your melee animation, let off of the trigger. Your gun will no longer be charging, no longer forcing you to expend your Overkill.

  • Hidden Tiger | AmaraBuilds.com

    An easy-going aggro-relieving amp-focused build made for snipers and launchers. Hidden Tiger SYNOPSIS An easy-going aggro-relieving amp-focused build made for snipers and launchers. INTRO A deep green tree gun build in order to pick up the Glamour augment. Glamour, when paired with Ties That Bind, will basically de-aggro the whole battlefield, and any enemies that aren't turned into allies will instead target other enemies. Free to approach the fight without any interference, you can carefully apply a few very strong damage buffs: amp shields, Toboggan, and Overkill. While this build can create leisurely gameplay, there's a lot to understand about it. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Going deep green tree for Glamour isn't actually that much of a loss for gun builds. We still get nearly all of the strong skills. Restless is maxed in blue tree because we are not using Expedite and because Glamour actually lengthens our cooldown. Restless is not a huge boost to cooldown but having Ties That Bind back that little bit faster is very nice. You can take a few points away from Heavy Rain and lose cryo as an action skill element and instead pick up Sustainment. Personally, I don't find Sustainment necessary. ACTION SKILL Ties That Bind. Optionally, base Phasegrasp for some bosses so you can double proc Transcend and so your action skill can begin cooling down while your anoints and other effects are still active. ACTION SKILL ELEMENT Whatever element complements your gun vs the content you're facing. Shock if using Spiritual Driver for bossing (see Notes - Bossing section below). GUNS Snipers and Rocket Launchers. My absolute favorite is the Bird of Prey - highly underrated and very effective, especially with Indiscriminate and Infernal Wish. Others that I use: Masterwork Crossbow, Love Drill, Hive, Major Kong, Hellwalker, Recursion, Yellowcake, Globetrottr, Backburner, Kickcharger, Sand Hawk (in semi-auto), Monocle, Ionic Disruptor. Other strong single-shot weapons such as the Kings/Queens call also work (I prefer the long scope so I can use them like snipers). The Lucky 7 can be made to work by having Dread refill your magazine. All guns either with a gun damage anointment (Killstack, Consec Hits, ASE 100, even Grasp Active 150%) or a Next 2 Mags anointment. 125 Splash can also be used on launchers. When bossing with Spiritual Driver, use N2M on a launcher where both the gun element and the N2M element match vs whatever boss you're facing. CLASS MOD Phasezerker and Spiritual Driver. For the Phasezerker, skills don't matter; instead look for good passives: action skill cooldown rate, sniper damage, heavy weapon damage, pistol damage, weapon damage, splash damage, splash radius, weapon crit damage, Jakobs weapon crit. Driver is recommended for bosses, especially raid level HP bosses. Look for +3 into Mindfulness, and similar passives to the Phasezerker, leaning more towards heavy weapon damage and splash damage. SHIELD Best-in-slot is a double-amp Infernal Wish. But even without amp parts, a Wish is recommended. One-Shotter shield would be recommended for multi-pellet weapons such as the Hellwalker or Globetrottr or Sand Hawk. A "poor-man's" shield would be the 0.m, but make sure you stick to 1-2 pellet weapons with that. Anointment: ASE 50% bonus element. ARTIFACT Toboggan, with ideal passives being weapon-type damage, action skill cooldown rate, and Area of Effect in the 2nd or 3rd slot. A well-rolled Company Man could be a good substitute, if you don't like sliding between shots. Keep a Cutpurse on hand in case you run out of rocket ammo. GRENADE Mesmer with ASE 50% bonus element. This grenade is great for aggro relief between grasps. GAMEPLAY LOOP To begin, grasp an enemy, and immediately all surrouding enemies will be linked and de-aggro to you. Make sure you've slid for Toboggan amp, and your amp shield is topped up. Fire at your grasped enemy. If that enemy didn't die, it's very likely a linked enemy did, granting you Overkill and triggering Shield Reboot so your amp shield is quickly filled for your next shot. Slide again and shoot again. Now your grasped enemy is dead, you have your ASE 50% bonus elements procced, and you have Overkill. Rinse and repeat. I'd recommend brushing up on your Overkill Upkeep if you aren't familiar. This meticulous playstyle is made possible because Glamour controls the field. There are some very weird Glamour interactions, though. Grenades do not make contact with Glamoured enemies. If a Hack Hound or Anointed Militant is Glamoured, your shots will pass right through them - you have to either kill them through a TTB link or splash a surface next to them. The flying Sera Guardians, when Glamoured, will fly very high up while fighting each other. You will also see some Indiscriminate projectiles come towards you. Don't worry, in almost all cases they can't hurt you. Just don't use the Headsplosion :) Glamour and Ties that Bind is strong enough that I've taken this build through the entire True Maliwan Takedown bridge area with the Monocle while taking zero damage from enemies. NOTES - BOSSING Equip the Spiritual Driver and switch your action skill element to shock. How does one use an amp shield with the Driver? By simply waiting 3 seconds for the shock dot to wear off, after which you have 5 seconds with your Mindfulness stacks to slide very fast and shoot a rocket launcher buffed by a ton of Driver gun damage, your Toboggan amp, your shield amp (or simply a second projectile from the Wish), and all of your anointments. ASE anointments are activated immediately upon grasping a boss. Yes, this forces you to have a small amount of shock Infusion (16%) against an armored or flesh HP boss, but that's worth the tradeoff for being able to get your shield amp. There are a couple scenarios where you want to switch your element to corrosive, and that's during boss fights where it's impossible to keep your shield topped up anyway. Notably, vs Hemovorous where there's so much being thrown at you, and vs Anathema where the radiation bubbles dot you. Switching to corrosive lets you keep up your Mindfulness stacks longer, because it's a longer dot. Use the Infernal Wish and you're set. As mentioned above, you may also want to consider switching to base Phasegrasp for some bosses so you can double proc Transcend and so your action skill can begin cooling down while your anoints and other effects are still active. The tradeoff is that any adds that spawn will be aggro to you, and may make it hard to keep your amp shield full.

  • Stone Swan | AmaraBuilds.com

    Non-DLC true-melee focused build. Stone Swan SYNOP SIS Non-DLC true-melee focused build. INTRO This build is meant to give the true melee experience to everybody, no DLC required. There's a lot of true melee tech with DLC items and the DLC skill tree, but there's still a lot of fun options with base game items. This build allows several different gameplay styles, some easier, some more challenging. It goes back to basics, calling on tech I've used throughout my time crafting true melee builds. It's the Stone Swan. Hey, that's me! Hopefully the name won't lead to any confusion... GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Typical green tree melee skills, red to Sustainment, and blue increases action skill damage and cryo efficiency. Remnant is a very helpful skill, but that will be picked up through your class mod. ACTION SKILL Phaseslam or Ties That Bind. Which of these you choose depends on how much challenge you want. Ties That Bind makes killing groups and controlling the field very simple, and is recommended for harder content such as true takedowns. Phaseslam is more thematic, and gives you Samsara stacks as a bonus. Either one of these action skills will proc Glamour on every enemy affected, allowing you to punch without much trouble. ACTION SKILL ELEMENT Whatever is suited to the content you are facing. PUNCHING GUN Psycho Stabber, with Terror Cryo anointment. The cryo bonus element will help freeze enemies through punching. It will also apply to Static Charge chains and your action skill (Phaseslam or Ties That Bind links). SHOOTING GUN Face Puncher, with Terror Cryo anointment. For flying enemies or anything else that seems out of reach or annoys you. This is a true-melee focused build, but do not feel bad about using tools such as the Face Puncher; true melee has a lot of obstacles. ALTERNATIVE PUNCHING GUN Psycho Stabber, with 150/90 anointment. This is for using with the Unleash The Dragon artifact. CLASS MOD Dragon, with at least one point into Remnant, and preferably the rest into Do Harm. Recommended passives: splash damage, splash damage radius, melee damage, action skill cooldown rate, action skill damage, weapon damage (for Face Puncher). Whenever you melee kill an enemy, all nearby enemies will have Glamour procced on them, basically taking all aggro off of you. The ability to get Remnant through this class mod is also very important. Remnant helps clear enemies and, after it lands, gives you lots of Groundbreaker damage for your next punch. Alternative class mod is the Phasezerker, with as many points into Anima as possible, for use with the Unleash The Dragon artifact. SHIELD There are a few options here, but the most important one is the Stinger, with ASE Apply Terror anointment. The Stinger is kind of a cop-out when it comes to true melee builds, but at least you're not using Action Skill Start on it. It will help you out when it breaks naturally, which occurs less often than you may think. Glamour controlling the battlefield means your Stinger is full, most of the time. The 50% melee damage increase that the Stinger gives while full is multiplicative with regular melee damage. Another option is the Nova Berner, preferably with Nova parts. The novas on this shield are quite strong, and when they go off they will either kill nearby enemies or at the very least give you lots of Groundbreaker damage. A third option is the Frozen Snowshoe. With this shield, you can slide into an enemy and proc a large nova, freezing enemies in the area. Not only is this a form of aggro relief and healing, it allows for a very powerful punch against those frozen enemies - great for pairing with the Unleash The Dragon artifact. The last option is the classic Brawler Ward. Pair with any artifact. Make sure to turn off Shield Reboot and Emergency Response when using this one. ARTIFACT Elemental Stone Static Charge. Cryo Stone is recommended, for more frequent freezing through punches, but you can also element match. Recommended passives: melee damage, action skill cooldown rate, area of effect damage (in the 2nd or 3rd slot), elemental damage, move speed. Alternative artifact would be the Unleash The Dragon. Use with the Phaseerker (that has Anima points) and a 150/90 Psycho Stabber for the greatest effect. Any of the shield options will work except the Nova Berner. GRENADE Fish Slap, with Terror Dmg/Fire Rate anointment. This is your bossing tool, or just something to throw at a lone badass you don't feel like punching several times. This build is meant to be easy-going; don't be afraid to Fish. GAMEPLAY LOOP Start off using your action skill and then punch whatever is the most convenient target. Enemies will be affected by Glamour for a while, allowing you to basically roam freely. Throw a fish at extra tanky enemies. If you're using a Stinger, occasionally it will go off, obliterating anything near you. Face Puncher flying enemies. Note that Glamour has some weird effects. Grenades do not make contact with Glamour'd enemies, so if you grasp one and try to throw a Fish at it, the Fish will just pass right through. Either splash a linked enemy on the ground, or wait for Grasp to end and splash the original enemy. Or just punch the grasped enemy. Glamour will also cause some flying enemies to initiate an aerial battle with each other, making them fly high up and far apart. You may have to use the Face Puncher to take them out.

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