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  • Amara Builds Index | AmaraBuilds.com

    The big list. The Builds READ OR DIE. Well, kind of. A lot of these builds require lengthy explanations in order to be properly understood and played. Playing a build improperly may result in a bad time. Most of these builds require intermediate to expert level experience with the Borderlands 3 endgame. If you're not quite at that point, perhaps head over to the Tips section for help. It is assumed that you know how the anointments function, that you have all Guardian Rank perks unlocked, and have a basic understanding of the damage formula. All gameplay footage of Takedowns are in True Takedown mode. Gun Builds Acidwolf Hidden Tiger Queen Mida s Inferno Amara Nightmare Amara Leeloo Dallas Multi-tap Amara Dot Gun Amara Dot Crit Barbie Dahl Phasewalker Cold Hearted Ragebow Beeg Badaboom Agent Amara Mother Chuckin' Amara Action Skill Builds Supernatural Amara Meteor Amara Sorceress Queen Hybrid Builds Fission Amara Oblivion Amara Lame Faker Amara True Melee Builds Emerald Swan Ruby Swan Sapphire Swan Golden Swan Sulphur Swan Steel Swan Amber Swan Antimatter Swan Stone Swan Slam Builds Gone Fission Amara Icicle Amara Magmamara Teslamara Other Builds Phase Yeet Boomfist Amara Dot Com Unreal Amara

  • 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 Formerly the peak single-target true melee (since eclipsed by Steel Swan ). 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 did it give all the other true melee builds a run for their money. 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 most other true melee builds on the site have left: it has radsplosions. Lots of them. (Although Golden Swan is now part of that club.) And it has 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.

  • 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.

  • Meteor Amara | AmaraBuilds.com

    Phaseflare, specifically Shooting Star, build. It also uses the Blade Fury for some filler. Meteor Amara SYNOPSIS Phaseflare, specifically Shooting Star, build. It also uses the Blade Fury for some filler. INTRO Phaseflare and its variants are definitely the hardest action skills to use. Besides its clunkiness with respect to terrain, two of the biggest issues with it are losing it when going into FFYL and directing it around without literally punching it to death. This build solves both of those problems to the best of its ability. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES For daily driving Phaseflare through all content, it can be a mistake to invest heavily into purple tree. The only things of direct value to Phaseflare later in the tree are Burn Both Ends and Clear The Mind. For the most part, Phaseflare does not need help from Clear The Mind. And Burn Both Ends greatly increases the chance that you go into FFYL and lose Phaseflare altogether. Green tree is much more valuable for increasing your QoL when using Phaseflare. The melee damage in the tree works well for supplementing your damage with the Blade Fury. ACTION SKILL Shooting Star. This variant of Phaseflare allows you to be more imprecise, as it can damage enemies at a distance. ACTION SKILL ELEMENT Whatever is suited to the content you are facing. Corrosive is a good choice for True Takedowns. GEARING NOTES There are several ways to acquire damage through gear for the Shooting Star and your Blade Fury. There's variation in your bonus elements, your survivability, and your Blade Fury damage. Shooting Star itself doesn't much care - it will be strong no matter what. This is more of a playstyle choice you'll be making. MAIN GUN 1 Guardian Angels, one with Terror Cryo anointment and one with Urad anointment. Which one you use depends on your artifact of choice. The Guardian Angel will help Shooting Star melt bosses, and quickly ramp up its damage for mobbing. MAIN GUN 2 Blade Furies, single projectile, one with Terror Cryo anointment and one with Urad anointment, just like the Guardian Angel. At the very least, the Blade Fury is for delivering Groundbreaker at a distance and for dealing with flying enemies. But it can also be made to deal strong damage all by itself, depending on your class mod and artifact. CLASS MOD 1 Stone, with as many points into Awakening as possible, and then hopefully the remainder into Do Harm. The Stone's damage reduction is very effective with 25 Rush stacks and 6/3 Awakening. This class mod will not only make your Shooting Star stronger, but it will help you avoid FFYL and losing your action skill. Class mod passives: highly, highly recommend a splash damage radius passives, as that will increase the effective area of your Shooting Star. Other passives: splash damage, action skill damage, action skill cooldown rate, health regen. CLASS MOD 2 Spiritual Driver, preferably with as many points into Mindfulness as possible. This class mod gives much less survivability than the Stone, but it increases your Blade Fury damage, and when paired with Elemental Projector, will give you a strong initial boost to your Shooting Star's damage. ARTIFACT OPTIONS There are three prefixes and two suffixes to choose from. The prefixes: Snowdrift, Elemental Stone, Elemental Projector. The Snowdrift is used for maneuvering around the field and dragging your Shooting Star after you. You can begin a slide and at the same time call the orb to you, and it will follow you all along your slide, killing any enemies it touches along the way. The Elemental Stone is for increasing your Blade Fury damage. Cryo Stone is recommended for freezing enemies. The Elemental Projector is for increasing your initial Shooting Star damage when using the Spiritual Driver class mod. The two suffixes: Otto Idol and Deathless. Otto Idol is great for survivability, and keeps you from losing Shooting Star by going into FFYL. The Deathless is for when you want to use the Urad anointed guns. Artifact passives: it's very important that you get an area of effect passive in the 2nd or 3rd slot, as that will also increase the effective radius of your orb. Other passives: action skill cooldown rate, melee damage, elemental damage, health regen, movespeed. SHIELD OPTIONS There are three main shields you can use with this build: Mana Well, Transformer, and Infernal Wish. The Mana Well, when you slam, will give you a strong 100% shock bonus element and 90% damage reduction until the shield drains. Look for a Safe Space part on this shield to increase survivability. Anointment: ASE Apply Terror. The Transformer is all around a great survivability shield. Anointment: ASE Apply Terror or Melee Apply Terror. Infernal Wish is for increasing your Blade Fury damage and decreasing your survivability. Anointment: Melee Apply Terror. Bonus shield option: Mana Well with three Roid parts, so you can slam for bonus shock and damage reduction, then when it's drained you'll have greatly increased Blade Fury damage. Anointment: Melee Apply Terror. Disable Shield Reboot and Emergency Response if using this option. GRENADE Fish Slap, with Terror Dmg/Fire Rate. This is also used as filler damage, for taking out annoying enemies, for moving your Shooting Star around at a distance, or whatever other use you find. Possibly consider matching your Fish's element with your action skill element when using Driver/Elemental Projector. GAMEPLAY LOOP Your gameplay loop will vary depending on your loadout. For example, using the Terror Cryo anoint, Stone class mod, Mana Well shield, and Snowdrift is a loadout more focused on Shooting Star damage, and will not have much Blade Fury damage. The Blade Fury will mostly be for delivering Groundbreaker. With this loadout, you would want to hold the Guardian Angel, summon the Orb, punch it a couple times to ramp up its damage, and then Snowdrift around the area, dragging it behind you. This technique is probably the most painless way to use Phaseflare during any content. Continuously punching your Shooting Star to direct it around will kill it prematurely. The best option is always call it to you after you've initially ramped up its damage. In the gameplay footage above, you can see how you can slide with the Snowdrift and perform the recall action early in the slide, allowing you to effectively drag the Shooting Star over a long distance, killing everything in its path. Another example loadout would be Urad anoint, Driver class mod, Infernal Wish or Transformer, and Elemental Stone Deathless artifact. This loadout is more focused on Blade Fury damage, so your gameplay loop will be holding the Blade Fury, summoning the Orb, punching it a couple times, and then running around real fast shooting things and dragging the Orb behind you. There's no "slide and recall" like there is with the Snowdrift, but the same principle applies: move fast and cover a large distance while dragging the Shooting Star on a long, destructive path. Mix and match the items in your loadout as you see fit, and adjust your gameplay accordingly. Just be wary of what you're doing. For example, using the Deathless with a Mana Well is counterproductive, because putting the Mana Well to use means draining your shield. NOTES - PUNCHING THE ORB Two things to know about punching the Shooting Star (or any punchable variation of Phaseflare). The first is that your raw melee damage does not matter for increasing orb damage. That is, hitting it with a Fish Slap or Stinger doesn't make it stronger than just punching it. However, increases to melee damage do make Phaseflare stronger, as long as you punch it at least once after summoning. The second is that the orb dies after a certain amount of melee instances. This matters because of your bonus elements. Your punch is one melee instance, and any bonus elements that also scale with melee damage are separate instances. Elemental Stone, Mana Well shock, Terror Cryo, and Urad all count as instances. So the more of these you have active, the fewer times you can punch the orb before it dies. But since each instance makes the orb stronger, the more of those instances you have, the fewer punches you need to make it strong. You'll just have to figure out what the limit is for whatever loadout you're running. Sometimes you'll notice Amara punching through the orb and going for enemies instead, if there's an enemy just on the other side. That can be very frustrating. However, since your gameplay loop involves dragging the orb around, simply rotate around the orb and punch it away from the enemy and then drag it back to kill them.

  • Ragebow | AmaraBuilds.com

    A thematic Blade Fury build. Ragebow SYNOPSIS A thematic Blade Fury build. INTRO The goal for this build is to deal every type and element of damage possible for Amara. Literally, there are damage types in this game, and it's the reason why, for example, grenade damage doesn't increase the damage of the Fish Slap. Despite the adherence to this theme, this build is not weak at all. It's a simple, set-it-and-forget-it, point-and-shoot build. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES It's kind of all over the place, but this build could make use of so many skills that choices had to be made, and some things had to be left out. Burn Both Ends normally does not proc on self-damage or self-dots. However, if you have an active bonus element while self-dotted, that bonus element "ticking on top of" your dot (it doesn't actually deal extra damage to you, but it's there) will stack Burn Both Ends for you. That way, you don't need to always be taking damage to benefit from Burn Both Ends. This build self-dots through the Infernal Wish, and one of your bonus element anointments will almost always be active. It's also notable that Body & Mind is action skill damage, along with being splash damage. These are your first two damage types. ACTION SKILL Ties That Bind. Optionally Phasecast for using an appropriately anointed Blade Fury. ACTION SKILL ELEMENT Cryo. This is element #1. GUNS Blade Fury, single projectile, with Consecutive Hits, Killstack, and/or 250% Phasecast gun damage anointments. The Blade Fury deals both gun (or "projectile") damage and melee damage, giving you damage types 3 and 4. It is also non-elemental: "element" #2. CLASS MOD Muse, with as many points into Laid Bare as possible, and hopefully also an Illuminated Fist point. The Muse orb is grenade damage, believe it or not. Damage type #5. Recommended passives: grenade damage, action skill cooldown rate, melee damage, weapon damage, assault rifle damage, mag size. SHIELD Infernal Wish, with ASE 50% Incendiary bonus element anointment. These ASE 50% anointments are technically "bullet damage", and yes, that's a thing in the code, separate from the damage type that comes from your gun. Damage type 6, and element 3. ARTIFACT Corrosive Stone Static Charge. Elements 4 and 5. Note that the corrosive here, the fire on your shield anoint, and your cryo action skill element all can be swapped around. But in order to keep the theme of the build, they all must be separate elements. Shock is always taken care of by the static charge. Recommended passives: assault rifle damage, area of effect damage, action skill cooldown rate, melee damage, elemental damage. GRENADE Anything you like, with an ASE 50% Radiation bonus element. Element #6. Fish Slap does decent work. If you want to make things really interesting, a Moxxi's Bouncing Pair could be put to use. It will regen your Infernal Wish if it damages shielded enemies. However, the explosions are huge, and it'll likely kill you. GAMEPLAY LOOP Activate your action skill and start shooting. Beware that the Infernal Wish dot will grow in strength as you play. Just don't kill the last enemy in the room with a strong dot on yourself. Remember that going down resets the Wish, so you can always just let it happen before killing that last enemy. Don't be afraid of FFYL; the Blade Fury is very strong. Or if there's no enemies left and you're about to burn alive, look around for health vials. For bossing, a 250% Phasecast gun damage anointed Blade Fury is strongly recommended. Consecutive Hits is your reliable mainstay. Killstack is for less dangerous areas, as going into FFYL will make you lose Killstacks. Gun damage, bullet damage, grenade damage, action skill damage, melee damage, splash damage, non-elemental, fire, shock, corrosive, rad, and cryo. All in one very simple package.

  • Emerald Swan | AmaraBuilds.com

    The hardest hitting true melee build I've ever made. This one is for the purists. Emerald Swan SYNOPSIS Formerly the hardest hitting true melee build I've ever made (since eclipsed by Sulphur Swan and then Steel Swan ). This one is for the purists. INTRO Emerald Swan, along with Sapphire Swan and Ruby Swan , is one of my "jewels" of true melee builds. This one is the "green jewel", designated as such because it uses a green action skill, Phaseslam. This was my magnum opus, so to speak, and the final inspiration to make this site. I say "was" because Steel Swan, made long after this build, is probably my greatest true melee build. I've always wanted to make a true melee build that plays like they did when the game launched: using Phaseslam, the Brawler Ward shield, and speccing down to Blitz. Back then, Phaseslam didn't even kill things most of the time - it was all about punching hard, and Phaseslam only facilitated that. There weren't overpowered melee items like the Stinger and the Fish Slap, and we don't rely on those here. Beware: this principled true melee style will make apparent just how frustrating true melee can be to play , especially in places like the True Maliwan Takedown. You must be very deft with your movement and decision making. This build is very challenging, but also very rewarding. Blitz chaining might be the coolest thing in this game. There are items and skills available to make life easier, even though the build isn't meant for them. Do not feel ashamed of using them. GAMEPLAY VIDEO SKILL TREE SKILL TREE NOTES There are no wasted skill points here - everything about this spec is important and has a use. ACTION SKILL Phaseslam. Optionally, to make harder areas or bosses easier, you can use a Phaseflare variant. I would recommend Light Fantastic or Shooting Star. When you dot yourself (see "Swap Gun" below), Light Fantastic will "attach" to you, which is quite convenient, if a bit weird looking. Ties That Bind is available, but that strays too far from the principle of the build. But Phaseslam is recommended in most cases because of ease of stacking Samsara and keeping uptime on Find Your Center and your Terror anointments. It will occasionally kill some enemies; more if you decide to swap to the Guardian Angel when slamming. Glamour is an optional augment, if you need some aggro relief at the expense of a longer cooldown. ACTION SKILL ELEMENT Fire, shock, or corrosive depending on the content you are facing. Do not choose cryo. PUNCHING GUN Psycho Stabber with Terror Cryo anointment. The cryo will occasionally freeze some enemies, but at all times it is a great damage boost. SWAP GUN Low level Sellout pistol. Anointment not necessary. This gun is for shooting your foot to place a dot on yourself in order to proc the Elemental Projector artifact, giving you a huge increase to elemental damage. You only need to shoot once and then swap back to the Psycho Stabber. Each of the three projectiles from the Sellout has a 72% chance to dot you, so it's basically guaranteed. When you swap back to the Psycho Stabber with Terror Cryo, that cryo bonus element will start "ticking" on the dot you placed on yourself. It won't actually cryo you - it's sort of a hidden damage instance. But that bonus element ticking on a self-dot will stack Burn Both Ends for you, giving you even more elemental damage. Otherwise, self-damage and self-dots would not stack BBE. Since you can use an Ascetic class mod with up to +5 in Burn Both Ends, that combined with Tempest and the Elemental Projector means this build gets up to +309% increased elemental damage! See the "Notes - Low Level Sellout" section below for obtaining the lowest level Sellout possible. Protip: turn dialog volume all the way down if you do not wish to hear Amara screaming from self-dots all of the time. ALTERNATIVE PUNCHING GUN Ionic Disruptor with Terror Cryo anointment. Swapping to this gun and punching with it will convert your punch to shock damage, even if you have it set to a different element via Illuminated Fist. This is convenient for punching an immune Maliwan Heavy, as opposed to switching your action skill element. This can also be a primary punching gun if you choose shock as your action skill element. The shock dot that this gun leaves on enemies will heal you through Sustainment. PHASESLAM / PUNCHING GUN Guardian Angel with Terror Cryo anointment. Swap to this after the Sellout but before the Stabber if you want Phaseslam to kill things more reliably. When your action skill element is set to shock, this is also a great punching gun for mobbing, as your Static Charge chains will become very powerful. But beware, holding this also increases the strength of your self-dot by 6x. You can also shoot this gun at enemies between punches, which, if you land the shot, has 4 possible effects: 1. You can stun them by landing a crit. 2. You can knock them back with high-pellet-count shotgun physics. 3. You get lifesteal to keep yourself alive. 4. You can build up a lot of Groundbreaker and even kill nearby enemies - the Guardian Angel does some wild stuff with Indisciminate. FFYL / FLYING ENEMY GUN Face Puncher or Blade Fury, with Consecutive Hits anointment. Blade Fury can take out multiple flying enemies at once with Indiscriminate, making life a bit easier. As punch-themed as this build is, these guns are still necessary to get rid of things out of reach and for some bosses. CLASS MOD Ascetic (spelled incorrectly on the item card by Gearbox as "Acsetic") class mod with as many points into Burn Both Ends as possible. This purple class mod can only drop with 1 passive but that's fine. Recommended passives: melee damage, splash damage, splash damage radius, action skill cooldown rate, reload speed. Alternatively, until you can get a nice Ascetic, you can use a Muse class mod with 1 point in Illuminated Fist and as many points into Laid Bare as possible. Same recommended passives as above. SHIELD Brawler Ward with ASE Apply Terror anointment. A low level one is recommended, but not necessary. There are a couple other fun options: the Messy Breakup and the Shooting Star (if you use the Shooting Star Fix Mod ). Make sure to match the element of these shields to your action skill element (which means don't use Messy Breakup if you're using fire action skill element, because it only comes in shock or corrosive). Same ASE Apply Terror anointment. The Re-Volter will also be very strong, even though it strays from the OG Mayhem 3 vibes. ARTIFACT Elemental Projector Static Charge. The Elemental Projector will be procced by your Sellout pistol, granting you lots of damage. The Static Charge is not only a nice bonus element for your punches, but the chains will be very strong. The chains will double dip your massive elemental damage stat, and get the Terror Cryo bonus element on top of that. They will kill or freeze enemies and also give you lots of Groundbreaker damage for your punches. An Unleash the Dragon artifact works well with this build, even though the build isn't meant for it. That's Amber Swan's specialty. GRENADE Mesmer, It's Piss, or Hyperion Quasar (non sticky) with Terror Dmg/Fire Rate anointment. These are great utility grenades. You can use a Fish Slap if you want to have an easier time with bosses. GAMEPLAY LOOP Set your Sellout pistol to corrosive. This will do less damage to your health bar. You don't need to worry about element matching for Elemental Projector and Illuminated Fist - Infusion will make sure that you're always dotted with your action skill element. Swap to the Psycho Stabber or Guardian Angel and use your Phaseslam. Then start punching with the Stabber. Every several seconds, swap back to the Sellout to keep yourself dotted. Repeat, dotting yourself again before Phaseslamming again. This might seem like a lot of swapping that you don't have time for, but Amara has tons of swap speed. Even though you have a Brawler Ward that you want depleted, keep your Shield Reboot Guardian Rank perk enabled, so when you kill an enemy it begins recharging. It will deplete again immediately because you have dotted yourself. This re-depletion-upon-kill keeps Trust In Yourself stacked, giving you lots of swap speed. In dangerous places like the Maliwan Takedown or Slaughtershaft, you may find that enemies down you before you can reach them. You either need to dodge better or use one of the extra tools available to you: Quasar, Mesmer, Fish Slap, Face Puncher, Blade Fury. This is the pain of the true melee build. But you will have lots of movement speed, and you should use it your advantage. A good general tactic is to punch and then immediately back off a little bit and throw some lateral movement around before coming back in for another punch. This throws off the aim of distant enemies. You can also circle around an enemy bit by bit as you punch, forcing them to turn and delaying their attack. Shooting Star (action skill) and Light Fantastic are always there for you, even if they are a bit too strong and take away from the pure punching nature of this build. Blitz, when it works, is extremely useful for hitting flying enemies or enemies perched on top of boxes/terrain. NOTES - LOW LEVEL SELLOUT A lower level Sellout means less chance of being downed by your own self-dot. Normally, completing the Sellout mission nets you a level 26 unanointed Sellout. There's a few ways to get an even lower one. First, before completing the mission, have a friend join you in the Ambermire with a fresh level 1 character. When you complete the quest, they will receive a level 8 unanointed Sellout in the mail. Second, after completing the mission, the Sellout appears as a mission reward in Earl's Vendor on Sanctuary. Have a friend join you with a level 10 character and shop the item from the machine for you. Level 10 is the lowest level it will appear for them. Third, after completing the mission and receiving your level 26 Sellout, discard it and shop for the item in Earl's Vendor yourself, where it will be your level. You can reasonably get one at level 21, if you go through the story up until that point killing as few enemies as possible.

  • 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.

  • Grenade Tips | AmaraBuilds.com

    Tips for how to best utilize powerful and underrated grenades at endgame. Grenades Grenades are an often overlooked form of attack, at least on Amara. I will cover some useful grendes here, dividing them up into damaging grenades and utility grenades. DAMAGING GRENADES Check out the Phase Yeet build to see what Amara can do with grenades. With the right build, she can make use of the Fastball, Whispering Ice, Hex, Porcelain Pipe Bomb, Ghast Call, Core Buster, Doc Hina's Miracle Bomb, Lightspeed, and purple grenades with 2 or 3 Sticky parts. These are of varying strength, but the top tier of them can defeat raid bosses rather handily. The Fish Slap, of course, can be used to wipe out anything. It's the most powerful item in the game. Spec a few melee skills, a few splash skills, a few elemental skills, and grab a Guardian Angel and your Fish is now a destroyer of worlds. I tend to avoid that, however, because it almost completely removes the need to have a build. UTILITY GRENADES More often, though, I recommend grenades for utility on Amara. Two grenades in particular are great for crowd control: Mesmer and Hyperion Quasar (non sticky). Both of them, when used well, can make an off-meta build go from barely playable to breezing through content. Proper grenade usage increases build diversity for you. A simple Hex grenade can also help keep you out of FFYL, if you're specced Sustainment. Sustainment is not a cheat code; Amara does get put into FFYL, and it's often while she's reloading. However, if you're throwing Hex grenades (or any grenade that deals many instances of elemental damage) every now and then, they can Sustain you while you reload and find your next target.

  • 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.

  • Modding | AmaraBuilds.com

    Information about quality-of-life hotfixes and other mods for playing Amara at end game. Modding If you're on PC, we can fix a thing or two to increase your quality of life while playing Borderlands 3. Examples include making the Sleeping Giant always roll all of its buffs, or making the Shooting Star shield work on every map. Below, I will direct you to resources for setting up mods, and share what I consider to be essential mods. Open Hotfix Loader (OHL) There are a few kinds of mods. The most common kind is known as "custom hotfixes". To set up custom hotfix mods, you will need to download and correctly place a few files. Go to this website and scroll down to the "Installation" section, and follow the instructions. Essentially, after OHL is set up, you will have a folder into which you place your hotfix files, and when Borderlands 3 is launched, your custom hotfixes are automatically loaded and applied. To add hotfixes to an already launched game, add the new hotfix to the folder, quit to Title Screen, and re-sign in. There is no need to quit to desktop to add hotfixes. On the other hand, if you want to remove hotfixes, you need to quit to desktop, remove the hotfixes from the folder (or place them in another folder within your 'ohl-mods' folder), and relaunch the game. Essential Hotfixes DJIRA BALL! , by CZ47. Do yourself a favor and hop on over to the dedicated page for this , and introduce yourself to the coolest esport within your favorite game :) Note that the Guardian Takedown will not play normally with this hotfix enabled. VENDOR CRASH FIX , by CZ47. You know how sometimes in the Maliwan Takedown (or anywhere, really) your whole game can crash when you approach a vendor to refill your ammo? This mod will fix that basically 100% of the time. REALLY LUCKY 7 , by CZ47. Allows you to use the Lucky 7 pistol at maximum power without spending 25 minutes reloading it. FYI, it is considered in poor taste to run out the magazine with this mod enabled and continue to use the Lucky 7 for the activity you're currently running. It should be treated as if you rolled all of the modifiers yourself and have ammo regeneration tactics to keep it from being depleted. SLEEPING GIANT 100% , by CZ47 (direct link, right click > save as) . Like the Lucky 7 mod above, this mod makes the Sleeping Giant always roll all of its buffs after the first reload. The same etiquette also applies here. SHOOTING STAR SHIELD FIX , by CZ47 and Lonemasterino (direct link, right click > save as) . If only Gearbox fixed this shield, we would have it as a very strong avenue of attack for Amara's gun and true melee builds. Thankfully, we have this hotfix, which also includes a fix to the Hot Drop artifact so that it works in low gravity, like in the Guardian Takedown. PHOTO MODE UNLOCK , by Apocalyptech. Removes the boundaries of the photomode camera and increases its movement speed. Get closer to damage numbers, or simply look around at the beautiful maps Gearbox has created. TERROR NO EFFECTS , by Bra2ha and CZ47. If you are annoyed by the visual and audio pollution created by the terror status, this removes both of them for you. Terror anoints are absolutely wonderful, so I would hate for people to avoid them because of aesthetic reasons. THE FULL LIST of mods for Borderlands 3. Feel free to browse and see if anything interesting or fun catches your eye! SDK Mods A second kind of mod is called an SDK mod. These are much less common but much more capable than hotfix mods. To get SDK mods installed, go to this web page and follow the instructions. Then add whichever SDK mods seem appealing to you. The one that appeals to me the most, however, won't be found on that site. As of right now, it can only be found here. Thanks to the genius modder OhYes10fps, we have an SDK mod that reverts the projectile nerf and brings back the original glory days of the Projectile Recursion and other weapons. Check it out: Download it here. Download the build I used in this video here. Beware: this interaction always resulted in frame drops, and can even potentially crash your game. I would not recommend firing a recursion when there are two immune enemies in close proximity. Examples include first phase of the Valkyrie fight, when they all drop down at the beginning, and Diadems in the Guardian Takedown. Most PCs will be severely lagged or crashed by something like this happening: Save Editor We all know farming in this game can be a pain. On PC, you can save edit your gear with the ZakisM save editor . I urge caution, however. If you don't know how to make legitimate gear, I would stick to changing things like the element or anointment of an item you already found.

  • 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.

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