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  • About Stone_Swan | AmaraBuilds.com

    About Stone_Swan, creator of countless off-meta Amara builds. About Hi! I'm Stone Swan. I'm an Amara build crafter, making builds since around February 2020. I was originally inspired by Moxsy, and tried to differentiate myself by making off-meta builds. I made a green and blue tree gun build . I made the first Amara slam build with the Spark Plug. I had the goal of making true melee viable in Mayhem 4, which back then was the highest difficulty. I accomplished that goal within a couple months with the original Black Swan build , and thought I was done. Mayhem 2.0 rolled around, and I couldn't make anything off-meta work until Gearbox did a couple major balance changes and introduced mayhem scaling. Soon, the builds started flowing again. A generalist gun/melee/action skill build . A Downfall build that was later converted to Phaseslam and Phasecast to participate in the two End Game Rush community challenges (and got 2nd place for the second EGR ). Old builds were updated, purple tree builds were made , Nimbus was used somewhat successfully . I discovered how the Ice Spiker artifact was tied to Amara's action skills and made my second slam build type . Making full-length build videos was fun and very rewarding, but I continued to have less and less time to dedicate to them. I decided to go out with a bang and put out 9 builds at the same time, covering three of them in depth in my Whiteness of Swans video. That was the end of my YouTube builds, but not the end of build making in general; DLC 6 and level 72 were yet to come. I continued making builds but not making videos for them, only showing them on stream. I made more true melee builds. I got Amara to deal damage over time (dots) from guns (NOT Unleash the Dragon) on a level that erases raid bosses extremely quickly. I discovered that the Victory Rush artifact wasn't working properly, and the community responded loudly enough that Gearbox fixed it. I figured out the radsplosion damage formula , and made countless other small discoveries. I made grenade builds , more slam build types , a Hellfire build , builds using nearly every legendary class mod, and even a couple purple ones. A sniper build. A launcher build. Even builds where you can shoot the Guardian Angel effectively. You name it, I've probably tried it. I accomplished my final goal: a true melee Amara that can punch to death True Guardian Takedown enemies without overly relying on action skill damage (Phaseflare, Ties That Bind) or Unleash The Dragon or other forms of melee damage, while also using tropes from the Mayhem 3 days: Phaseslam, Blitz, Brawler Ward shield. Once that was done, I knew it was time to make this site and share everything. Since this site's launch, I've figured out how Zane's Our Man Flynt skill actually works , eventually leading it to be one of the strongest skills in the entire game . More builds have been added to the site, starting with the resurrection of the White Elephant on true melee builds , making true melee capable of raid bossing . I performed the first Graveward one-punch and the first Mayhem 11 boss kill with the Binary Operator . Shoutout to my friends, acquaintances, and inspirations along my build-making journey, in no particular order: Moxsy, CZ47, Puptea, MadGlenny, lesshandsomejack, tbj_quag, soccerchickTV, LazyData, SomeOldGuyInHawaii, Skkra, Ancient_Rune, xEternalDragonx, Lonemasterino, nino_salvaje, Oh yes 10 FPS, and I'm sure many more I'm forgetting... Much love, Stone_Swan

  • Amara Builds by Stone Swan | AmaraBuilds.com

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

  • Agent Amara | AmaraBuilds.com

    A Jakobs Amara, except it also uses a select few other manufacturers. Agent Amara SYNOPSIS A Jakobs Amara, except it also uses a select few other manufacturers. No "Sheriff" or "Deputy", just "Agent". INTRO This build is not for you. It requires extreme care and discipline. It is punishing, if you don't play it correctly. And even sometimes if you do. It's also quite gear specific. You have been warned. ... With that out of the way, this build is the result of putting the Infernal Wish on an Amara gun build. It actively kills you, but rewards you with high damage and the ability to use some weaker weapons. (And the inability to use a lot of regular weapons.) GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is a very interesting setup. Sustainment is two points away, but obtaining it requires losing Blight Tiger, Avatar, or 30% elemental/kinetic damage from Burn Both Ends. Blight Tiger is hugely important for infusing Jakobs weapons with corrosive. Losing Avatar is simply not an option; this is a Kensei build, and Avater gives you twice the Kensei damage uptime. And Burn Both Ends synergizes very well with both non-elemental weapons and the Infernal Wish. None of these things can be lost. Which is fine, because Sustainment actually doesn't help very much. Basically, if you have a Wish dot and something healthgates you, you will go down immediately, even with Sustainment. So yes, this build has no life steal and actively tries to kill you. The Wish dot, coupled with an active bonus element (from your shield and grenade anointments), will self-stack Burn Both Ends. Normally, self damage such as the Wish dot does not stack BBE, but the bonus element "ticking on top of it" as a hidden damage instance will stack it. Just through regular action skill usage and gun shooting, BBE will give you damage without having to worry about being damaged by enemies. ACTION SKILL Ties That Bind. Phasecast coupled with 250% Phasecast gun damage anointment for bossing. ACTION SKILL ELEMENT Whatever is suited to the content you are facing. This is a Kensei build, and it also has Infusion at 40%. This is so you can add lots of elemental damage to your non-elemental weapons for better element matchups. Choose your action skill element wisely, as it will greatly impact your damage. CLASS MOD Kensei, with as many points into Joyful Freedom or No Mistakes In Nature as possible, and with one of the four possible manufacturer crit passives: Jakobs, Dahl, Hyperion, and Atlas. This crit passive is a whopping 64% at level 72. And this is why the build is not just restricted to Jakobs weapons. Other recommended passives: weapon damage, action skill cooldown rate, splash damage radius, weapon type damage, weapon crit damage, melee damage, shield recharge rate, incendiary resistance (works against the Wish dot). JAKOBS GUNS This build uses lots of Jakobs guns well, because they tend to pack a stronger punch per trigger pull, and pulling the trigger fewer times is beneifical because you don't want the Wish dot stacking too high. Bekah, Rowan's Call, King's/Queen's Call, Hellwalker, Clairvoyance (single projectile), Love Drill, Trickshot, Bird of Prey. You can even use overlooked or less powerful guns, although some may only work against non-True Takedown-level enemies: Dead Chamber, Companion, Maggie, Quickdraw (have 2 so you can swap between them), Seventh Sense. Some of these guns are normally fired rapidly, such as the Rowan's Call. Exercise trigger discipline and only fire as many times as it takes to kill the enemy. The damage output of this build is designed to require fewer trigger pulls. The Trickshot fires rapidly automatically, but whatever you're aiming at should be dead after 1-2 trigger pulls anyway. All guns with the Consecutive Hits anointment. Killstack would be a contender, but you lose Killstacks when you enter FFYL, and this build definitely enters FFYL. For a bit of nostalgic fun, use a Wedding Invitation with Next 2 Mags Cryo anointment, with an ASE 50% cryo bonus element, and cryo action skill element. You might be surprised how strong it is. The Wedding Invitation, when it crits or hits an enemy with a ricochet projectile, stacks a debuff to both fire and cryo damage, the former up to 100% and the latter up to 200%. Credit to Lonemasterino for this discovery. So cryo damage is very strong with this gun. DAHL GUNS Soulrender, Kaoson (x1), Sand Hawk, with Consecutive Hits anointments. These weapons synergize with the Wish because they allow you to restrict your trigger pulls. The Soulrender can be fired in bursts until a couple skulls appear, at which point you can let off and let the skulls destroy enemies. The Kaoson has extra damage from the stickies exploding, allowing you to stop firing before an enemy is dead. The Sand Hawk, in semi-auto mode and when aimed at a crit spot, kills just about anything in a few shots anyway. HYPERION GUNS Guardian Angel, Masterwork Crossbow, Heart Breaker (x8), Smog, Reflux (x7), Convergence (x3 or x4), all with Consecutive Hits. Exercise trigger discipline and these guns will take you a long way. The Crossbow is especially powerful when you get used to aiming it. The Guardian Angel with Indiscriminate will wipe out a whole group quite easily. ATLAS GUNS Multi-tap and OPQ System, with Conseutive Hits anointments. Trigger discipline required. OTHER GUNS This build can make use of some other guns, in which case you can ditch the manufacturer crit passive on your class mod and use a Splash Damage passive: Anarchy, Contained Blast, Prompt Critical, Backburner. With Consecutive Hits. FFYL GUNS Each manufacturer listed above has a good FFYL option: Hellwalker, Soulrender or Sand Hawk, Guardian Angel, OPQ System. However, it may also be wise to have a separate FFYL gun that will work in all situations, such as the Free Radical or Plasma Coil, with Consecutive Hits anointment. BOSSING GUNS Some of the stronger guns listed above should be equipped with a 250% Phasecast gun damage anointment and be used for bossing: Bekah, Trickshot, Hellwalker, Bird of Prey, Sand Hawk, Soulrender, Anarchy, Contained Blast. SHIELD Infernal Wish, with a highly recommended shield charge part or two. With ASE 50% bonus element anointment. The shield charges are very important for survivability, as the Wish dot will do much less damage to its own shield than to your health bar. A strong dot can be chunking at your health, and picking up a shield charge will suddenly make it much less likely to kill you. Avoid the following augments, which disable the Wish's extra projectile effect: Adrenaline, Capacity, Delay, Recharge, Reflect, Trigger Happy, Turtle. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. ARTIFACT An appropriate well-rolled Company Man or Pearl of Ineffable Knowledge with a mag size passive. Passives for Company Man: elemental damage, area of effect damage, melee damage, shield recharge rate, action skill cooldown rate, move speed, incendiary resistance (works against the Wish dot). GRENADE Hyperion Quasar (non sticky) or Mesmer, with ASE 50% bonus element anointment. Both of these are great for crowd control, which may be necessary more often than you expect. Throw these for utility whenever there's a hint of danger. GAMEPLAY LOOP Activate your action skill and start shooting, but exercise great trigger discipline. Only shoot as often as necessary to kill. If needed, wait for your action skill to come back before continuing firing, so that your trigger pulls are more powerful with Kensei damage. If there's trouble brewing, throw your crowd control grenade. Aim for crits. This build will often play like a Deathless build, in that getting health-gated means you instantly go down anyway, because your Wish dot takes out the rest of your HP. But as long as you have a good FFYL gun, this is no problem. Going down resets the severity of the Wish dot. You're just going to have to rewire yourself to not get frustrated by going into FFYL. At the end of combat, or with one enemy left, keep an eye on how strong your Wish dot is. You don't want to go down with no enemies left. If it looks like you might go down, look around for health vials and shield boosters. Health vials, in general, are going to be something you should pay attention to at all times with this build. NOTES - ANATHEMA FIGHT There is a dumb mechanic to this fight where if you pass close to a Guardian mob, you are health-gated just by touching them. This can mean an instant down if you have a Wish dot active. Do your best to avoid the mobs walking around, especially when taking a jump pad back to the arena or when they're doing a pole-vault-front-flip at you. NOTES - RAID BOSSING When referring to bosses like Hemo, Seer, or the True Trials bosses, this build cannot raid boss well at all, unfortunately. If you want to try, equip a Re-Volter with Action Skill Start and use something like a 250% Phasecast gun damage Free Radical.

  • Inferno Amara | AmaraBuilds.com

    Hellfire-only build. It's only half a joke. Inferno Amara SYNOPSIS Hellfire build. It's actually pretty good! INTRO This build started as a meme, a proof of concept, the concept being just how far theorycrafting and optimizing can take you. The Hellfire is widely considered to be a very weak, very terrible gun. But it can still be built around to make it kill True Guardian Takedown enemies, even without Ties That Bind. It's also, actually, a pretty fun build, because the Hellfire has a great feel to it, as do most Dahl SMGs. The core interactions that make this build work are down toward the bottom in the "Notes - Hellfire Advantages" section. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Note no Sustainment. Samsara is your sustain. Unweave the Rainbow is your damage. Violent Tapestry allows you to access that damage. ACTION SKILL Reverberation, usually. Tandava can also be used, but beware the longer cooldown. ACTION SKILL ELEMENT Almost always cryo, but you can experiment with matching your element to your content. Even against Guardians in the True Guardian Takedown, I tend to stick to cryo for the faster freezing, even though shock makes for much stronger Unweave damage. When bossing with Reverberation, element match the boss (cryo can often be used in place of corrosive, unless you're fighting Wotan). GUN Hellfire, with Phasecast 250. I recommend going for max dot damage, single projectile. Get as low of a mag size as possible, because mag size passives are preferred on your artifact to make up for this. FFYL GUN Free Radical with Consecutive Hits anointment. Even though you can often get up from FFYL with the Hellfire on this build, sometimes it just isn't enough to cut it. UTILITY / BOSSING GUN Guardian Angel with 200% Astral Projection anointment. This is for big bossing Reverb/Tandava damage. CLASS MOD Phasezerker. Skill points aren't too important, but lots of points into Clarity does help your survivability. This, and also the artifact, are where optimization really goes a long way toward raising up the Hellfire. Passives such as SMG Damage, Action Skill Damage, and Dahl Weapon Critical Damage, Weapon Damage, and Mag Size really make a difference. Splash Damage Radius is very helpful for Hollowpoints, which greatly help with area clear. Action Skill Cooldown Rate is also not a bad passive. SHIELD Re-Volter, with Action Skill Start anointment. ARTIFACT Dahl Company Man, with damage, crit damage, and mag size top passives. Good passives for the bottom: mag size, action skill cooldown rate, area of effect damage, cryo damage, cryo efficiency. Mag size passives are highly preferred because you don't want to spend precious time reloading while an enemy is frozen. Backup artifact, until you get a good Company Man, would be a Pearl of Ineffable Knowledge with a mag size passive. GRENADE Whatever grenade you want, with ASE 50% bonus cryo damage anointment. It's Piss, Mesmer, Hyperion Quasar are all good utility. Fish Slap if you want to incorporate it into your bossing strategy. GAMEPLAY LOOP Cast Reverb at enemies, then shoot them in the face. That's the basics. Always be casting as soon as you can, because the more you cast, the more Violent Tapestry and Do Harms stacks you build (because of the Phasezerker's Rush stacking method). I often cast twice in a row whenever it's available. See the "Notes - Hellfire Advantages" section to learn why both Do Harm and Violent Tapestry are critical to this build. Always be aiming for crit spots. Unweave the Rainbow can crit, making it obscenely effective. A nice bonus to killing with Unweave critical hits is more Hollowpoints. NOTES - HELLFIRE ADVANTAGES So how does Amara make the Hellfire kill True Guardian Takedown enemies? By dealing damage to them via Unweave The Rainbow. Unweave The Rainbow is a form of action skill damage, and it gets mayhem scaling and is increased by Do Harm stacks. UTR requires two things: splash or melee damage, and for the enemy to be frozen. The Hellfire is actually a splash gun. But why does this build go this route for damage when the gun is fire-locked? Because the Hellfire has a very high cryo efficiency. A gun's dot damage listed on the card divided by its projectile damage listed on the card is its cryo efficiency. You can confirm this if you have two versions of a gun, one cryo and one of a different element. The Hellfire has an extremely high listed dot damage relative to its projectile damage. The one in this save file lists 90,786 dmg/second with a projectile damage of 7,205. If this gun were cryo, it would have over 1,200% cryo efficiency! So how about we just add some cryo? And Amara can make any gun cryo, through Infusion. It's only 40% of the damage at 5/5 points, but that still makes for an effective cryo efficiency of about 500%. The 50% Cryo ASE bonus element also inherits the Hellfire's efficiency. The Hellfire freezes very fast for as little damage as it does. And when the freezing occurs, Unweave The Rainbow kicks in to finish the enemy off. This is why constantly Phasecasting is recommended in the "Gameplay Loop" section above. More stacks of Violent Tapestry means greater cryo efficiency and faster freezing. More stacks of Do Harm means stronger Unweave The Rainbow damage. Beware that going into FFYL makes you lose all stacks for both of those skills. So don't act like you're invincible or anything. Remember: no Sustainment. NOTES - BOSSING The Hellfire is not a bossing gun, even with this build, because bosses cannot be frozen. That's why we have the Guardian Angel and use powerful action skills like Reverberation (learn more about Phasecasting technique here ) and Tandava. Add on the Fish Slap if you want. You can even get an Orb Damage anointed Guardian Angel and use the Shooting Star variant of Phaseflare. Equip a Snowdrift when bossing, if you like, because it's not like a Dahl Company Man or Pearl are going to help your action skill damage.

  • Sorceress Queen | AmaraBuilds.com

    Simple yet very effective Phasecast-centered build. Sorceress Queen SYNOPSIS Simple yet very effective Phasecast-centered build. INTRO This was the build, years ago, that resulted from my discovery of the Reverberation technique. After DLC6 gear, level 72, and Expedite fix, it's quite a bit more effective and easier to play. The Reverb technique is now only needed for bossing, as Tandava is strong enough to be used for quicker mobbing. This build's damage is entirely cast-centric, and it gets recycled through Groundbreaker and Remnant. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES This is basically blue tree carrying, with a little support from each of the other trees. There's some cryo-related skills for use when your action skill element is cryo. ACTION SKILL Tandava. Reverberation for bossing, with the Reverb technique. ACTION SKILL ELEMENT Whatever element is suited to the content you are facing. MAIN GUN Guardian Angel, with Astral Projection anointment. There is a Urad version of this build, in which case, also have a Guardian Angel with Urad anointment. SECONDARY GUN Face Puncher, x7 simply for less reloading, with 150/90 anointment. This is your tool for delivering Groundbreaker after you cast and again after Remnant lands. The 150/90 anointment helps assure enemies are 1 shot with Groundbreaker. For the Urad setup, another Face Puncher with Urad anointment. FFYL GUNS Because you can't cast while in FFYL, and Groundbreaker and Remnant might not be available, you have room for a couple FFYL guns, all with Urad anointment: Free Radical, Backburner, Plaguebearer, Plasma Coil. CLASS MOD Phasezerker, preferably with points into Clarity. The most important passive is Splash Damage Radius, to make your Tandava explosion larger. Other recommended passives: action skill damage, splash damage, action skill cooldown rate. SHIELD Re-Volter, with Action Skill Start anointment. This massive shock bonus element will not only apply to your casts, but also to your Groundbreaker. Groundbreaker is at 40% effectiveness relative to its power when this build was made, and this bonus element helps make up for it. Frozen Heart with Action Skill Start anointment is a good option for the Deathless/Urad version of the build, where crowd control may be necessary. This will also allow Unweave The Rainbow to give you a bit more damage, as well. The original shield option is still viable: Band of Sitorak, this time with ASE 50% Cooldown anointment. The Band of Sitorak has an extremely short recharge delay and an extremely fast recharge rate, making it the optimal shield for Topped Off uptime. So while this shield won't give you more direct damage, it will allow for more casts overall. ARTIFACT Snowdrift Victory Rush, most preferably with an Area Of Effect passive in the 2nd or 3rd slot, which will also increase area radius. The Snowdrift is important for mobility and avoiding damage, so that your shield can remain undamaged for Topped Off uptime. It can be swapped out for a Last Stand if you feel you need more survivability, or an Ice Breaker if you're running cryo action skill element. If using the Urad loadout, this can be a Snowdrift or Ice Breaker or Last Stand Deathless. Other recommended passives: action skill cooldown rate, move speed, elemental damage, health regen. GRENADE Hyperion Quasar (non sticky) or Mesmer, with ASE 50% radiation bonus element. This bonus element will apply to Groundbreaker, and the radiation dots, in tandem with Violent Tapestry, will keep your Rush stacks topped up. If you want to throw a grenade for damage, even though it's not the theme of this build, you can use a Fish Slap. GAMEPLAY LOOP The basic loop is to cast, shoot for Groundbreaker, let Remnant hit something, shoot for Groundbreaker again, and then repeat all of those steps. Then await your cooldown by either stunning enemies with the Face Puncher's melee, throwing a crowd control grenade at them, or simply dodging out of the way with your Snowdrift. Once you are familiar with this build, you should start aiming your Groundbreaker more deliberately. If you cast, then shoot your Groundbreaker at the same enemy that Remnant is going for, then you effectively lose two attacks. Remnant will always go toward the enemy closest to you, so get in the habit of aiming for mid-to-far enemies. You can then stun the enemy closest to you while Remnant closes the gap. NOTES - HEMOVOROUS FIGHT Phasecast, any variant of it, will not make contact with Hemo or Vermi's hitboxes. Use Tandava to splash the ground below/next to them, and then shoot them with the Face Puncher. Usually, Remnant or the Groundbreaker damage after Remnant are the things that end up finishing the fight for you. NOTES - NON-DLC LOADOUT This build can be made without DLC, and it will only be slightly less powerful. Hold the 150/90 Face Puncher at all times (or the Urad one, if going Urad), except in FFYL, and use the Frozen Heart or Band of Sitorak. Use this skill tree and pick any augment between Revelation, Soul Sap, and Glamour. You may have to use the Reverb technique against tougher content such as True Guardian Takedown.

  • Unreal Amara | AmaraBuilds.com

    A Driver, Deathless, Infernal Wish, Light Fantastic (but can use any action skill), Terror, Urad, Dark Army build. I'm sure this combination breaks some cosmic rule somewhere. I can't believe this build exists. Unreal Amara SYNOPSIS A Driver, Deathless, Infernal Wish, Light Fantastic (but can use any action skill), Terror, Urad, Dark Army build. I'm sure this combination breaks some cosmic rule somewhere. I can't believe this build exists. INTRO Probably the most wild build on this site. It's the demented cousin of Nightmare Amara. The Dark Army allows for some crazy build concepts, and this build has all of them in one. It will get you killed, but it will kill other things way more effectively. All it requires is a little bit of setup and upkeep in some situations. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Nothing crazy in the skill tree. Fairly standard gun stuff with concessions made for Deathless (no Clarity, Samsara, or Sustainment) and Driver (going far enough into green for Mindfulness). Of note, however, is Burn Both Ends. When you are self-dotted by any means, and if you also have a bonus element active, that bonus element "ticking on top of" your self-dot will stack Burn Both Ends for you, without you having to take damage from enemies. You are self-dotted in this build through both the Spiritual Driver and the Infernal Wish. And you always have a bonus element active in the form of Urad. ACTION SKILL Light Fantastic, but literally anything. Some action skills, of course, will be stronger than others. Light Fantastic is.... fantastic in the Guardian Takedown. Reverberation, Tandava, Phaseslam, and Fracture are all good. There's no reason to use a Grasp skill, but it won't hurt. You don't even have to use your action skill but once every now and then to proc your Terror anoints. ACTION SKILL ELEMENT Whatever is suited to your content, yes even including cryo on a Driver build. You don't need to be moving fast while in combat. See the next section. Your action skill element also does not need to match your gun's element. SETTING UP THE DARK ARMY 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 this interaction. To prebuff the Dark Army drones before combat: make sure you are not on the specific Dark Army you want. Fire your gun until the Infernal Wish dots you. Wait for your Mindfulness stacks to get up to 25. At max Mindfulness, run and slide and, at the beginning of the slide when you are moving fastest, swap to the Dark Army you want. Now those newly-summoned drones have Driver's movespeed gun damage permanently, or at least until you die, fast travel, or teleport. If any of those things happen, just repeat the process. GUNS Dark Armies in all elements except Radiation, all with the Urad anointment. FFYL GUN The Dark Army drones will get you out of FFYL. However, there is a tiny, tiny amount of situations where they won't do anything for you, such as if you are in FFYL and get teleported during the Scourge fight. In such a case, carry something like a Free Radical with Urad anointment. Note that the Dark Army you hold in your hand is only a small percentage of your damage output. The vast majority comes from your drones and Light Fantastic if you're using it. CLASS MOD Spiritual Driver, with as many points into Mindfulness as possible. This is the core item that will give your drones their permanent power. Recommended passives: action skill cooldown rate, splash damage, splash damage radius, SMG damage, weapon damage, action skill damage. Avoid mag size passives. SHIELD Infernal Wish, with ASE Apply Terror anointment. The Wish does not add a projectile to your Dark Army drones. It is simply there to buff your own gun by a little bit and to allow for easy self-dotting outside of action skill usage. The Driver takes care of dotting you when you use your action skill, but Phaseflare-type action skills do not get activated very frequently. ARTIFACT Snowdrift Deathless. This will greatly increase your slide speed when you are pre-buffing the Dark Army drones. Recommended passives: SMG damage, action skill cooldown rate, area of effect damage in the 2nd or 3rd slot (which will also increase area radius), elemental damage, movespeed. GRENADE Whatever you like, with Terror Dmg/Fire Rate anointment. The Hyperion Quasar (non sticky) is very good for grouping up enemies so your Dark Army drones can shoot 'em all at once, and your Light Fantastic can blow all of them up at once. GAMEPLAY LOOP After pre-buffing your Dark Army drones, all you need to do is fire the Dark Army in your hand a little bit. You don't even need to hit anything with it. The purpose is 1. to empty the mag and force a reload, which makes the drones deal elemental damage (according to the gun's element) for a short time. And 2. to proc the Infernal Wish dot on yourself, which will keep Burn Both Ends stacks up. You can stand still, even cryo yourself with a cryo action skill with the Driver; your drones are still buffed, and your handheld gun's damage doesn't matter. However, this being a Deathless build that also procs the Wish on itself, you will get put into FFYL as part of the normal gameplay. But don't let that stop you; this build is a freight train. Your Dark Army drones will get you back up in short order. The only thing to watch out for is if you're going to go down, you're dotted, and the last enemy is about to die. You can't get up from FFYL if there are no enemies left. In that case, stop shooting and let that enemy down you before killing them.

  • Sapphire Swan | AmaraBuilds.com

    True melee and action skill hybrid build. Sapphire Swan SYNOPSIS True melee and action skill hybrid build. INTRO Sapphire Swan, along with Ruby Swan and Emerald Swan , is one of my "jewels" of true melee builds. This one is the "blue jewel", designated as such because it uses a blue tree action skill, Tandava. It is the simplest of the three, currently, although I do have an update planned that slightly increases its complexity and greatly increases its power. The philosophy of this build is to supplement your punches with action skill damage, Groundbreaker, and the melee damage bonus vs frozen targets. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Blue and purple trees synergize very well with a melee and action skill focus. However, you can't cap both of them and also pick up Sustainment, and this build currently needs Sustainment. It also needs Find Your Center, but you'll get that from the class mod. There's some reload speed taken in blue tree, and that's because there is a strategy for shooting your gun occasionally. ACTION SKILL Tandava. Optionally, Reverberation for bossing or better single target damage, especially with the special Reverberation technique. ACTION SKILL ELEMENT Freezing enemies through punching is a core mechanic of this build, so always cryo. Even against Wotan. (There's no points in green tree for corrosive anyway.) PUNCHING GUN Psycho Stabber, with Terror Dmg/Fire Rate anointment. CASTING / UTILITY / PUNCHING GUN Guardian Angel, with Terror Dmg/Fire Rate anointment. Swap to this to cast Reverb or Tandava for more damage. In areas where mobs are weaker, like trials or Slaughterstar, you can get away with casting while holding the Psycho Stabber, if you like. You can also shoot the Guardian Angel at enemies for a couple of benefits. First, it will grant you healing th rough Sustainment. Second, when the projectiles ricochet through Indiscriminate, they will double dip the Guardian Angel bonus. When those ricocheted projectiles hit enemies, they will either kill them or at the very least give you good Groundbreaker damage. Because of that, this is the recommended punching gun against Guardians in the True Guardian Takedown. When you're not Phasecasting, alternate between shooting the Guardians and punching them. FFYL / BACKUP GUNS Face Puncher and Blade Fury (masher preferred) with Terror Dmg/Fire Rate anointments. The Face puncher is for killing enemies out of reach or to help with bossing. It will also get you out of FFYL if you still have Body & Mind active. The Blade Fury is a backup FFYL gun for when Body & Mind runs out and you're still not back up. CLASS MOD Breaker, with a required point into Find Your Center. True melee builds don't function well at all without FYC. The remaining points should go to Jab Cross, which adds action skill damage to your attacks. The most important passive is Splash Damage Radius. Other recommended passives: action skill damage, action skill cooldown rate, splash damage, melee damage. SHIELD Re-Volter, with Action Skill Start anointment. This adds tons of shock damage to all of your attacks, allowing you to keep cryo as your action skill element, even against blue HP bar bosses. Defensive augments are recommended, such as absorb, health charge, shield charge, turtle. ARTIFACT Cryo Stone Static Charge. The Cryo Stone further helps your punches freeze enemies. The Static Charge is the best all-around artifact suffix for melee. The most important passive is Area of Effect in the 2nd or 3rd slot, which will also increase area radius. Other recommended passives: elemental damage, action skill cooldown rate, melee damage, movement speed. GRENADE Mesmer or Hyperion Quasar (non sticky) or radiation Fish Slap (for immune Maliwan Heavies; see "Notes - Immune Maliwan Heavies" below), with ASE Apply Terror anointment. GAMEPLAY LOOP Phasecast at something to get your kill skills and anointments rolling. Throw a few punches, then repeat. Try to kill lots of enemies with your cast, to get more stacks of Expedite. If you fail, you still have other skills that will proc Expedite for you: Remnant, Unweave The Rainbow, Free The Soul, Body & Mind. There's also Combo Breaker, which comes in clutch every so often. Beware of the timing between your casts. Sometimes you don't want to cast twice in immediate succession. Since this is not a Phasezerker build, Rush stacks will need to be accrued manually. This isn't hard, but it's something to keep in mind. If you have 20 Rush stacks that are converted to Do Harm stacks when you cast, and your cast kills something, Avatar will refund you 10 Rush stacks. Then you can build up another 10 to get back to 20 before casting again. For bossing and tankier enemies, you will be relying more on your Reverbs and Tandavas than you will on your punches, but you can still punch down even the toughest mobs if you desire. For raid bosses, you can use a Phaseflare variant such as Shooting Star. During the Wotan fight, keep using cryo Tandava, and wait for some mobs to spawn. Tandava hitting Wotan and also killing those mobs will either 1. make Free The Soul and Remnant target Wotan or 2. give you enough Groundbreaker to shoot Wotan with the Face Puncher or Blade Fury. NOTES - IMMUNE MALIWAN HEAVIES The two elemental damage types you deal with this build are cryo and shock. There are no others. That means both Cryo and Shock immune Heavies in the Maliwan Takedown pose a problem. For Cryo heavies, your punch will essentially have zero effect, not even for delivering Groundbreaker. Cast at them with Reverb or Tandava and let the Re-Volter damage kill them. If it doesn't, ground slam at them to deliver Groundbreaker. You can also deliver Groundbreaker this way from damage you dealt to other enemies. Shock heavies are less of a problem. Your attacks will do significantly less damage to them, but it's still enough. They can be punched directly to deliver Groundbreaker. They can also be frozen. NOTES - MAYHEM 10/11 Most of the time, true melee builds should play on Mayhem 10 take advantage of Speed Demon, and this is one of those times. Other benign Mayhem 10 modifiers: Medium - Healy Avenger, Hard - Drone Ranger or Ticked Off, Very Hard - Not The Face.

  • Teslamara | AmaraBuilds.com

    A very strong Spark Plug slam build. Teslamara SYNOP SIS A very strong Spark Plug slam build. INTRO The ultimate evolution of the original Amara Spark Plug build , it has grown almost too strong. It can speed through nearly any content. And it's very simple to play. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES There are some gun-related skills for your the Face Puncher, your FFYL weapon, or shooting the Guardian Angel (see "Notes - Shooting the Guardian Angel" section at the bottom). Transcend also is beneficial for the Spark Plug, because the Spark Plug can crit. Burn Both Ends can be self-stacked by the Spiritual Driver self-dot and an active bonus element (Terror Cryo). Normally, self damage does not stack Burn Both Ends, but a bonus element "ticking on top of" a self-dot will. ACTION SKILL Ties That Bind. Optionally base Phasegrasp for bosses for the lack of duration and shorter cooldown. You can actually use any action skill you want, just be aware that waiting too long between activations will make you lose damage. ACTION SKILL ELEMENT Always corrosive. Nothing of importance changes if you change your action skill element, so corrosive is chosen for the longest dot length. The longer the dot is on you, the longer you have Mindfulness movement speed and the longer you have Burn Both Ends damage. MAIN GUN Guardian Angel, with Terror Cryo anointment. Hold this, slam, and move away for increased Spark Plug damage. FFYL GUN If you have any still going, your Spark Plugs will get you up from FFYL most of the time, but it may be wise to carry something like a Free Radical or other strong gun. Anointment possibilities: Consecutive Hits, Terror Cryo, Terror Crit. BACKUP GUN Face Puncher, preferably x14, with Terror Cryo anointment. With Body & Mind active, this gun can help you quickly take out distant flying enemies or get you up from FFYL. CLASS MOD Spiritual Driver, with as many points into Mindfulness as possible. Movement speed is quite important for slam builds. Otherwise, it's used to self-stack Burn Both Ends, in conjuction with an active bonus element. The most important passive is Splash Damage Radius, as that will increase the radius of your slams, and thus increase the area over which you can apply Groundbreaker. Other passives: action skill cooldown rate, splash damage, action skill damage. SHIELD Re-Volter, with ASE Apply Terror. Your Re-Volter will break naturally, and reproc every time you kill an enemy, via the Shield Reboot Guardian Rank perk. This frees up an anoint slot instead of using Action Skill Start. Another favorite of mine with this build is a corrosive Messy Breakup, with the same ASE Apply Terror anoint. Like the Re-Volter, this shield can re-break over and over again with Shield Reboot, giving you lots of drones. The drones are very helpful for bossing, distant enemies, and shock-immune enemies. ARTIFACT Spark Plug Static Charge. The Static Charge bonus element applies to the Spark Plug. The most important passive is Area Of Effect in the 2nd or 3rd slot, as that will also increase your splash radius and the radius of your slams. Other passives: action skill cooldown rate, shock damage, cryo damage, movement speed. GRENADE Fish Slap in various elements, with Terror Dmg/Fire Rate anointment. Use the Fish if you want to more quickly deal with immune shock heavies or dispatch a boss. GAMEPLAY LOOP Grasp immediately when it's available, then slam with reckless abandon. Move away from your Spark Plugs to increase damage from Guadian Angel. When out of combat, get into the habit of swapping away from your Guardian Angel, perhaps to something like the EMP5. The Guardian Angel increases all self-damage by 6x, so with the Driver self-dot active, you can actually down yourself while running between fights with no enemies around. NOTES - SHOOTING THE GUARDIAN ANGEL Guardian Angel with Indiscriminate makes the Indiscriminate ricochets double-dip the Guardian Angel bonus damage. The ricochets are very powerful. Randomly shooting the Guardian Angel at an enemy will sometimes clear all of the enemies around you and give you huge Groundbreaker damage for your next slam. This is a great technique for speeding up the Anthema fight: as you approach Anathema to slam a Spark Plug, shoot the Guardian Angel at his face. The bullets will ricochet and kill the mobs all around the arena, and your next slam will take a huge chunk out of Anathema. NOTES - SPECIFIC BOSSES The Spark Plug can completely meme on some bosses: Scourge, Rampager, Tyrant of Instinct (even the True version). Try and and see for yourself. Beware that during the Scourge fight, slamming a Spark Plug too close to the center of the arena can automatically chain-kill the Diadems that he spawns. Instead, place the Spark Plugs near the top of the center diamond on the side you enter the arena. The Spark Plug does not work at all against Hemo and Vermi. For that fight, equip an Elemental Projector Static Charge, and corrosive Fish Slap, and just Fish them to death. This build has a great damage formula, and this will make very quick work of the fight.

  • Phasecasting Tips | AmaraBuilds.com

    Tips for getting the most damage out of your Phasecast and its variants. Phasecasting There is a special technique to getting more damage out of your Phasecasts, more specifically Reverberation. This does not work with Tandava. When you cast at a surface, your Phasecast "splats" against it, whether it's a wall or floor. This is a separate instance of damage from the cast itself, and it deals splash damage. So if an enemy is backed up against a wall and you cast at them, they will take two instances of damage: the first when the Phasecast passes through them, and again when it splats against the wall behind them. This can be done to an enemy that doesn't have a wall behind them, as long as the enemy is on the ground. You can splat the ground just under their toes, and force the enemy to get hit twice. This is especially important for Reverberation, because Reverb's inherent ability is that it gains damage as it passes through enemies. So that second instance, the splat on the ground, will be stronger not only because of splash damage, but because the Reverb buffed itself. This is on top of Reverb's base damage being much higher than the other Phasecast action skills. Watch as a normal Reverb cast is compared to this special Reverb technique: This is especially useful for casting builds vs bosses. Tandava is great for mobbing, but falls far short on single target damage vs Reverberation with this technique. TANDAVA Tandava does have its own special ability, though (along with Phaseslam). Its ability to wrap around or penetrate hit boxes allows you to hit enemies behind cover. This ability also allows it to multi-hit a couple of bosses that have multiple hit boxes. Wotan's bottom half actually has 5 hit boxes: one for Wotan himself, and one for each of his legs. Tandava's ability to penetrate hit boxes allows it to hit Wotan for 5 times the damage. Check out this screenshot: This is a single Tandava cast at Wotan. Note the four damage numbers up top, one for each leg. There's also an obscured one in the middle near the bottom. Another boss that has multiple hit boxes that can be exploited by Tandava is Blue Fire at the end of Slaughterstar 3000. There may be more. HEMOVOROUS & VERMIVOROUS Unfortunately, Gearbox coded Hemo and Vermi in a way that no form of Phasecast makes direct contact with them. If you send a Phasecast at them, it will simply pass on through as if they weren't there. The only way to damage them is to splash Tandava on the ground near them, and hope they are within the damage radius. This can be tricky when they are in their flying stages.

  • Cold Hearted | AmaraBuilds.com

    A close-quarters, chaotic Driver gun build. Cold Hearted SYNOPSIS A close-quarters, chaotic Driver gun build. INTRO This build makes use of the anointment, "While Phasegrasp is active, Amara constantly triggers novas that deal 24756 damage." When you put this anointment on the Frozen Heart, these novas take on properties of that shield, in that they freeze and heal you. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES Unweave The Rainbow is the star of the show, as it will greatly increase your damage against frozen enemies, provided you're using a splash gun. Unweave is boosted by action skill damage, so maxing blue tree is a necessity. ACTION SKILL Eternal Fist, for potentially the longest grasp time, for more nova destruction. It's also one of the grasp variants that begins and ends immediately when grasping a non-graspable target, and begins cooling down. This is useful because, for the most part, targets that cannot be lifted also cannot be frozen. With Expedite, every enemy that gets grasped and kills gives you a stack, and any enemy that gets killed by Unweave The Rainbow also gives you a stack. ACTION SKILL ELEMENT Whatever element is suited to your content. Unweave The Rainbow will be that element, as will your "constant novas", even though those novas still have the ability to freeze enemies. You should also match this element to the gun you're using. GUNS Anything decent that does splash damage, in fire, shock, and corrosive. Anointments: Killstack, Consecutive Hits, or ASE 125% Splash if applicable. Suggested guns: Plaguebearer, Backburner, Beacon, Sand Hawk, Free Radical, Major Kong, Guardian Angel (yes, as a gun to shoot), Kaoson, Prompt Critical. Try the Firecracker for a bit of fun. CLASS MOD Spiritual Driver, with as many points into Mindfulness as possible, and also with a recommended Splash Damage Radius roll. Other recommended passives: action skill damage, splash damage, action skill cooldown rate, weapon type 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 Frozen Heart, with the anointment, "While Phasegrasp is active, Amara constantly triggers novas that deal 24756 damage." As mentioned at the top, these novas on this shield makes every nova have the freezing and healing properties of the Frozen Heart. They'll freeze everything around you while Eternal Fist is doing its thing. ARTIFACT Elemental Projector Victory Rush, with an Area of Effect Damage roll in the 2nd or 3rd slot, which will increase the radius of your novas. The Elemental Projector means your action skill element needs to match your gun's element. Other recommended passives: weapon type damage, action skill cooldown rate, movement speed, elemental damage. GRENADE Anything useful, with an ASE 50% radiation bonus element. The radsplosions will help obliterate frozen enemies. For utility, It's Piss, Hyperion Quasar (non sticky), Mesmer. Something like the Lightspeed can also deal decent damage with Unweave on frozen enemies, especially if it matches along with Elemental Projector. GAMEPLAY LOOP The novas from your shield anointment aren't as large as the regular Frozen Heart novas, so getting good damage with the Driver usually means staying close and strafing around a grasped, frozen enemy. Once that enemy is dead, everything around you will also be frozen, and you can finish them off, then go looking for the next enemy that Eternal Fist found. Generally, like any Driver gun build, move quickly and shoot. Because this is a fairly close-quarters build, the only thing you have to look out for is splashing yourself in the face. NOTES - IMMUNE MALIWAN HEAVIES Because of Elemental Projector, nearly all of your damage is stacked on one element, which can create problems with immune heavies in the Maliwan Takedown. Either punch/ground slam to deliver Groundbreaker to kill them, use a different element gun, or briefly swap action skill elements. NOTES - RAID BOSSING This build has the old Amara-bossing-with-guns problem, at least when it comes to raid bossing. To overcome this, change over to a regular Driver build by swapping your Frozen Heart out for an Action Skill Start Re-Volter and move fast while shooting strong gun. If you wanna get really strong, put your action skill element on shock, swap to Phasecast, and use a 250% Phasecast Free Radical.

  • 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.

  • Amara's Green Tree Tips | AmaraBuilds.com

    Tips for understanding and building with Amara's Green Tree at endgame. Green 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 green (Brawl) tree. ROOT TO RISE Mostly useless. Is sometimes taken just to get to the next tier after maxing Personal Space on a Deathless build, because while Clarity is also useless on a Deathless build, at least Root To Rise doesn't take up a buff bar slot. In the rare instance that you have lots of points to spend in green tree, the trifecta of Root To Rise, Samsara, and Helping Hands makes for noticeble tankiness increase. PERSONAL SPACE 54% V2 damage that only applies to guns/bullets, with quite a forgiving range. Very valuable skill for gun builds. Note that this does not apply to the Face Puncher. It does apply to ASE 50% bonus elements on shield or grenade, because those are technically a bullet damage source, no matter how they are applied. CLARITY Good general health regen. Worth taking if you have the points, and very strong at 10/5. Not only is there a bonus for using your action skill, but it can stack twice if you've also specced Avatar. The recommended choice for moving down the tree on non gun builds. ARMS DEAL Decent amount of splash damage. The damage reduction is negligible. SAMSARA Very strong healing and a little bit of gun damage. This is specced for its healing. Note that it recovers missing health as opposed max health like it says in game. It is still very good, though. It does not proc with Phasegrasp, Eternal Fist, or Ties That Bind. It does proc with the Ice Spiker artifact, however, because the Ice Spiker is basically another Amara action skill. The Ice Spiker can be a way to get Samsara stacks on a Ties That Bind build, if you were so inclined. HELPING HANDS Minimally impactful damage reduction, it's not a bad take if you have leftover points or need to get further down the tree and don't need the splash damage from Arms Deal. MINDFULNESS Very useful skill, mostly for the movement speed, which is survivability and, if you're using a Spiritual Driver class mod, damage. The shield recharge delay aspect of it can help with Topped Off uptime. FIND YOUR CENTER A very good boost to melee damage, and a required take for true melee builds. Trying to punch things as a main form of attack can be very frustrating without Find Your Center. VIGOR This kill skill stacks, and it procs from any kill, not just action skill kills. Useful for builds that need a lot of speed, and a good take if you need to get further down the tree. ONE WITH NATURE Mostly useless. Not even in a good place to get down the tree, because there are better skills above it you can fill out if you need to go down further. DO UNTO OTHERS Very weak skill. At most it can be a source for Sustainment healing once every 8 seconds. JAB CROSS Very good skill for increasing action skill damage, very bad skill for increasing gun damage. Good synergy on a melee build that also has Body & Mind in the purple tree. GUARDIAN ANGEL Self explanatory, excellent defensive skill. BLITZ Wonderful and powerful skill for true melee, when it works. Not only is it a good melee damage increase at all times (100%), but when it procs it is a fresh 83% increase (at level 72) to your base melee damage. It can be buggy and fail to connect to enemies. It can also make you fly through your Phaseflare when trying to punch it at an enemy. But it can also allow you to fly up and punch airborne enemies, which is very fun.

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