Amara Endgame Builds
Amara Endgame Builds
Amara Endgame Builds
Thank you to all the following contributors who made this doc possible:
SSpyR
LazyData
CZ47
Days_one
Prismatic
PINKaCHU
Stone_Swan
Overview: A good, strong, all round build that’s easy to play and build for, while also
having a very high peak clear rate for the character.
Skill Spec Differences: The main spec offers the best clear times in the majority of content,
and is the best at using off meta weapons. The vigor spec sacrifices some clear rate to gain
a nice combat movement speed boost, which is fun to play. And the 3 tree spec is for non
purple tree owners.
Action Skill: Ties that bind is recommended for mobbing. Phasecast with 250% gun
damage works too but is slower. We can also use Reverberation for killing targets outside of
True GTD when using the main, or 3 tree spec.
For bossing, Phasecast 250 or Slam 300 wins. If the boss has an open crit spot, activate
twice to maximize damage by stacking transcend (crit damage) twice.
Augment: Expedite! It’s fixed and it’s great! For the 3 tree spec use Soul sap.
Weapons:
This build is very versatile. Use any of the primary strong meta weapons or half decent guns
with Consecutive hits, 125 splash if applicable and 100% ele next 2 mags as the top anoints.
And 100ASE or 50% airborne if need be.
NoPewPew, Monarch, Butcher, Crit, Radical, Lightshow, Hellwalker, Harold, Plasma Coil,
Tizzy, Trevonator, OPQ, Flipper, Hellshock, Anarchy, Sandhawk, Kaos, Reflux, Kaoson, Star
Helix, Maggie, anything half decent with a damage anoint.
Class Mod:
Obviously the Phasezerker. Good passives take priority over skills.
Good passives: AS cooldown, weapon damage, specific weapon damage, crit, splash
damage.
Skills: As much Clarity/conflux as you can get. Avoid Anima if possible.
Grenade mod:
It's Piss or literally any grenade with a 50% elemental damage anoint.
Artifact:
Pearl for best damage, or a very well rolled Company man, Snowdrift Victory rush if you wish
to keep the fast slide or do not Own DLC 2.
Prefix: Snowdrift
Good Passives: AS Cooldown, mag size, specific weapon damage, specific element
damage, AoE.
Shield:
Revolter is the meta pick here, 200% bonus element and 50% fire rate boost with 100%
uptime. Otherwise Old god, plus ultra, all in, transformer, or any defensive option you like.
Anoint: Action skill start for revolter, or 50% elemental damage for any other shield.
The element on the anoint doesn't matter too much, just make an attempt to match the
weakness of the enemies you're fighting.
Playstyle:
Stay mobile and keep putting out damage when you can. Your only healing is soul sap and
sustainment, which both require you to be shooting your targets. Soul sap will work even
when you've grasped a boss so this healing alone can keep you alive most of the time, and
sustainment is a bonus on top. And while this is a 'Ties that bind' build. Nothing is stopping
you from using cast and slam for those powerful anoints. The build will still work fine.
Double Anarchy Phasecast
By: SSpyR & LazyData
Overview: A throwback and simple build for Amara that has a barebones core idea but
can get more and more advanced and rewarding depending upon how much the user
wants to put it. This version focuses more on certain weapons but can be utilized with
really any meta weapons as long as the anoints are correct. It is a little less versatile
than Hellzerker and isn't far behind in Weapon Damage while also having very strong
Action Skill Damage.
Action Skill:
Basic: Tandava, for general use this should be the go-to Phasecast Action Skill for anyone
wanting to start out using this build, high damage and splash, can't go wrong here.
Advanced: Reverberation, now when we want to optimize our playstyle more and lean a bit
more into Phasecast as a damage source for our gameplay loop when played correctly,
Reverberation can bring a lot of pain and the key lies in being able to line up your
Phasecasts to pass-through multiple enemies getting more and more powerful (I will refer to
these further as "Phase-Chains")
Augment: Expedite is a no brainer, more cooldown = more phasecasts. Win-win. For non
purple tree owners, use soul sap, as the healing lets you tank a bit more to support a well
rewarded aggressive playstyle.
(For non purple tree owners, spec arms deal for tandava, helping hands for reverberation,
then dumb the rest in vigor and samsara.)
Weapons:
While this build specifically focuses on using a couple of weapons due to how well they
perform, most meta weapons at any given time will perform well with this build. The main
anoint you are looking for is the 250% Weapon Damage on a cast of Phasecast. The
alternatives to this would be: 200% Splash ASE (sometimes better than 250% Phasecast),
Consecutive Hits, and 100% Bonus Ele Next 2 Mags ASE. As for the main weapons for this
specific build those would be:
Light Show (Kinetic, or whatever element that isn't filled by your other ASEs/what your Old
God buffs, I use Shock and Kinetic)
Monarch (Kinetic, or whatever element that isn't filled by your other ASEs/what your Old God
buffs, I use Shock and Kinetic)
Class Mod:
Basic: Phasezerker, for general use and effectiveness Phasezerker will always be a great
choice for Amara and the same applies here, skills don't matter too much here just focus on
Passive Stats like AS Cooldown, Weapon Damage, Weapon Type Damage (AR/Pistol
Damage), Splash Damage, Action Skill Damage. If you are want to focus on skills as well
then go for as much Clarity as possible
Advanced: While phasezerker i would suggest is the primary choice, Golden Rule also
shines, this is where the Phase-Chains start to matter and this Class Mod lets us focus more
on Phasecast as an actual great source of damage to our build especially with Reverb.
Unlike Phasezerker skills are the top priority here, you want as much Laid Bare as possible,
go for that +3 any Passive Stats you get are just a bonus and the same ones listed above
apply here.
Grenade Mod:
Basic: It's Piss or any Grenade with the 50% Bonus Ele Anoint (I default to Bonus Cryo),
pretty standard here
Advanced: Firestorm with a Singularity Roll, A Purple Singularity Grenade, Quasar. These
Grenades will help a lot when setting up our Phase-Chains, in terms of which one is best,
from personal use I found Firestorm with Singularity to be the one that actually consistently
controls the enemy somewhere instead of tossing them about but I listed the others in case
others find uses for the other Grenades. Same Anointment suggestion as above.
Artifact:
Pearl, its Pearl
Passives to Look For: Mag Size, Fire Rate
Shield:
Defensive: Transformer, Stop Gap, Re-Charger
Go for 50% Bonus Element on any of these (I default to Bonus Radiation) and for Old God I
recommend Absorb parts and bonus Shock Damage by default
Playstyle:
Basic: Pretty simple gameplay loop, cast Phasecast to proc Anoints and heal from Soul Sap,
then shoot to keep healing from Sustainment and killing everything, just remember to always
be doing one of these two things so that you stay alive because that is your sustain.
Advanced: This is where you can get really fun with things, mainly setting up great Laid Bare
debuffs and Phase-Chains. When running our whole advanced kit you want to focus on
dragging enemies in with your singularities or finding good lineups and using Reverberation
on as many targets in a path as possible (Quick Tip: Laser Fare Lasers work for this! They
are the only Mayhem Modifier that does, use this to your advantage!), once you cast you can
keep enemies bunched up with your nades while you shoot and the Phasecast Anoint + Laid
Bare (+ Its Piss, if you are running that instead) + your Bonus Elements makes for great
damage output, even on bosses provided they have trash mobs with them, if they don't just
use an Its Piss instead. Golden Rule helps with Cooldown Reduction similar to Phasezerker
but makes us play way more offensively as we want to be tanking things to keep lowering
our Cooldown more (Laser Fare Lasers help here too!) so don't be afraid to be taking some
damage, Sustainment and Soul Sap will keep you up just fine most of the time.
Melee Amara
(A.K.A. Assclap)
By: Byte
Overview: A high damage melee build focused on using your action skill as much as
possible
IMPORTANT NOTE: “Melee” via punching in this game is not very strong, it can be
pulled through endgame but isn’t clean, this build is here as a showcase on how to
maximise melee for those who want it. For maximising “melee items” like Fish slap,
stinger, and stinger, look at DOOMSDAY for more details on that.
Action Skill:
Phaseflare
Weapons:
150/90 and ASE melee Psychostabber(your main weapon)
Class Mod:
Muse
+3 Illuminated Fist +2 Laid Bare
Good passives: Melee damage, AS Damage, AS cooldown
Breaker
+1 Find Your Center, +4 Jab Cross
Good passives: Melee damage, AS Damage, AS cooldown
However the Muse No longer drops with +3 illuminated fist. The new best in slot is +1
illuminated fist and +3 in laid bare. This still beats out other class mods but ofc is weaker
overall compared to the older +3 illuminated fist coms.
Grenade Mod:
The anointments don't matter as much for this build, but it never hurts to have ase elements
Artifact:
Unleash the Dragon: Extremely high damage but sacrificing survivability.
Knife Drain Static Charge: For Mobbing.
Knife Drain White Elephant: For bosses where life steal is needed and UTD doesn’t cut it.
For passives: same as com, Melee(can double roll), AS cooldown (AS Damage isn't
available on Artifacts)
Shield:
Brawler ward, phaseslam melee (level doesn't matter for this, good for actual punching)
Stinger with ASS break/fill (Good if you just want a few more explosions)
Playstyle:
Melee, with some explosions and Ball for more damage. Use FP for flying enemies or
enemies out of reach, but the goal of this build is to get the most out of true melee and
actually punching things.
Extra Notes:
If you want to run terror with this build, swap out ASE melee on your psycho stabber for
terror cryo, then have melee terror and terror damage and fire rate on your grenade / shield.
This spec has sustainment so you can run stone prefixes on artifacts. And we use
phaseslam for 200% melee after phaseslam anoint / 300 90.
This build does work without purple tree, but purple is a very large boon for true melee.
Driver Amara
By: Days and LazyData
Overview: A high paced build with lots of cooldown management to get more Damage
for Bossing and Plenty of movement speed to get around mobbing encounters.
Augment: Expedite
Weapons:
Radical, butcher, harold, Crit, Lightshow, Hellwalker, Beacon, Plasma Coil, Flipper,
Hellshock, Anarchy, Sandhawk.
Preferred anoints are Slam or Phasecast Anoints, consecutive hits(200% gun damage fully
stacked), 200% Splash ASE. Other anoints that are serviceable would be Next two mags
100% bonus elemental damage ASE, 100% weapon damage ASE, or 200% ASA for only a
single gun in your loadout.
Class Mod:
Driver with 3 in mindfulness, the other points don't really matter to your survivability.
Grenade mod:
Anything with 50% bonus element on Action Skill End anoint. Fishslap or Its piss are
preferred.
Artifact:
Elemental Projector prefix on an artifact with good passives, such as AOE(Splash) damage,
Mag size, Weapon Type Damage(SMG .ETC), or elemental type damage.
Pearl of Ineffable Knowledge can be used as a stand in till a good Elemental Projector is
found.
Shield:
Revolter, Plus Ultra, Transformer, the All-in shield from dlc1, Loop of Angel or Stop-Gap all
with 50% bonus element on Action Skill End anoint.
Playstyle:
For cast you can throw one at your feet to get driver going immediately, and hold the Avatar
proc for when you are losing the driver stacks. Cast is the preferred option for most bossing
encounters as it can more often reach the boss to apply laid bare. Fracture is a bit harder to
use but its the best option to upkeep 300% slam anoints and apply laid bare.
Cast Stab
By: Quag
Overview: An action skill centric build that maximizes their damage and uses Body and
Mind as filler during downtime for an unconventional caster playstyle.
Weapons:
Guardian Angel - Provides up to a 500% global v2 damage multiplier depending on distance
from the target (capping out at 23.8 meters), which is normally completely inaccessible for
Amara's action skills outside of Ice Breaker and OGT 25% anoint. You'll want to be holding
this whenever you activate your action skill for significantly more damage. Urad is ideal here,
as the bonus element provided is one of the few that properly mayhem scale when applied
to sources that have scaling (most notably action skills and their x31 scaling at Mayhem
10/11).
Facepuncher - Triggers Body and Mind once for each projectile. This amount doubles if
Infusion has been specced, meaning a x14 Facepuncher will trigger Body and Mind 28 times
per shot. Stats and level of the item do not affect Body and Mind damage, meaning the 8
mag version wins out over the 6 mag. Urad is ideal, as Body and Mind receives the bonus
element and grants it the appropriate x31 scaling.
Bonus: A second Facepuncher with 25% chance to apply Terror on melee allows you
to select Terror damage/fire rate as your grenade anointment for a massive overall damage
increase. Shooting this Facepuncher will apply the Terror status and grant you the bonus, at
which point you're free to switch back to other weapons.
Crader's EMP5 - Utility, useful for movement when not using Snowdrift/Speed Demon.
Ember's Purge - Puddle does weird things that make things super dead. Second Wind
weapon for emergency situations where Body and Mind is not active.
Class Mod:
Phasezerker - Provides maximum cooldown while also giving easy access to the action skill
damage from Do Harm and the reload speed from Alacrity. If using Cryo, Violent Tapestry
access from Phasezerker greatly assists in freezing enemies. For the most part, skill rolls
don't matter (Clarity does nothing, Anima mostly detrimental, Conflux mildly beneficial)
Stone - Provides action skill damage through Do Harm and/or Awakening and mild
survivability via damage reduction. Worse than Phasezerker, but an alternate in case you
have a good one.
Ascetic (DLC5 nonlegendary class mod that drops in DLC6) - Can only get one passive, but
rolls with points in Body and Mind/Atman/Burn Both Ends
Grenade Mod:
It's Piss - Maximizes damage against high value targets. ASE 50% Cryo is best if you don't
have one with Terror damage/fire rate. The former allows access to Go With the Flow for
movement speed without the requirement of Cryo action skill element, the latter is much
greater overall damage.
Artifact:
Deathless - Enables urad without loss of the shield slot. Prefix options include:
Flesh Melter (maximum overall damage)
Ice Breaker (great if using Cryo element)
Snowdrift (movement)
Atom Balm (improved area clear on non-Tandava setups)
Berzerker (increased fire rate means more frequent Body and Mind)
Shield:
Re-volter - Provides a 200% shock bonus element that properly applies to mayhem scaled
sources of damage (same as urad) meaning it will inherit the x31 scaling on action skills and
Body and Mind, and the x5.5 scaling on Remnant. Also gives 50% fire rate, meaning faster
Body and Mind application. ASS anoint.
Playstyle:
Priority one is getting Body and Mind and Clear the Mind active and maintaining them. This
means that combat will generally open with your action skill from as close to maximum
Guardian Angel range as possible. Clear the Mind will allow you to ignore elemental
matchups as long as they are not outright immunities, greatly increasing the value of Flesh
Melter and ensuring your bonus elements are always dealing at least neutral damage.
Body and Mind is a flat instance of damage that triggers once per instance of melee damage
while it's active. This means that a x14 Facepuncher with the 1 point in Infusion we have
assigned will create 28 instances of Body and Mind assuming all projectiles land. Body and
Mind inherits your action skill element, gets x31 scaling, and receives the following bonuses:
Splash (Heavy Rain, Arms Deal)
Action Skill Damage (Do Harm, Atman)
Elemental Damage (Burn Both Ends, Flesh Melter)
Bonus Elements (urad, Re-volter)
Global bonuses (v1, v2, debuffs)
As such, while it's active it serves as your main filler in between action skill activations.
Overview: Unweave The Rainbow focused build maximising how eternal fist retriggers
shield action start anoints to spam shield effects.
Unweave the rainbow is a bonus element that is triggered by hitting a frozen enemy with
splash damage.
Action Skill:
Eternal Fist. Expedite.
Weapons
Splash weapons to trigger Unweave the Rainbow.
Anoints: Gun damage: Killstack, Consecutive hit, Phasecast 250% gun damage for bosses.
Element: As our shield can freeze targets, you can run any element you want to maximise
damage, however due to our large cryo efficiency, Cryo weapons will freeze very very fast if
the shield misses.
Unkempt Harold, Kaoson, Bloodstarved Beast, Flipper, Insider, Rebound, Beacon,
Trevonator, Anarchy, Slowhand, Baby maker, Prompt Critical, Boomsickle, Sandhawk,
Queen's Call.
Then for bosses, as they cannot be frozen we have to return to Phasecast with the after
activating gain 250% gun damage anoint and just melt the boss with traditional bossing
guns. Crit, Hellwalker, Free Radical etc.
Grenades
Utility here or whatever you fancy:
It's Piss. Mesmer.
Class mod
Phasezerker is the no brainer here. Max uptime on action skill and rush stacks for cryo
efficiency.
Recommended Artifacts
Ice Breaker Victory Rush for max Cryo efficiency.
Company man / Pearl for max weapon output damage.
Passives: Cooldown rate, elemental damage types, weapon damage types, move speed,
area of effect damage.
Shields
Frozen Heart. Void Rift.
Anoint: On action skill start, trigger on break/fill effects.
Playstyle
Spam Eternal fist off cooldown, freeze enemies with shield / gun, Insta melt target. Repeat.
Prioritise targets eternal fist picks up.
Doomsday
By: LazyData
Main spec uses Facepuncher, has high single target damage and high boss damage.
Alt spec is specific to Blade Fury, it has less damage per shot and worse boss damage, but
its still very good so worth a mention.
Weapons
For mobbing: Facepuncher. (Blade Fury with alt spec)
Bossing: Guardian Angel. (If no DLC 6, use psycho stabber).
Anoints:
Facepuncher 1: Create Terror Stacks with 25% chance to gain terror on melee.
Facepuncher 2: While under the effect of Terror, gain 75% cryo damage.
GA/Stabber: While enemies are above 90%, deal 150% bonus damage.
For non terror: While under 50% health, gain 100% rad damage.
Grenades
Utility here or whatever you fancy:
Fish Slap. Link parts > roider > other.
Class mod
For standard gunplay Phasezerker is the winner here. Though not as much as other builds.
Skills: Anima ideally.
Bossing: Nimbus is peak damage with tempest points. If you can't get a good tempest you
are safe with the Phasezerker.
Legacy lvl 65 Muses with 3 points in illuminated Fist still work. Not as good as the above
however.
Most importantly of all though, are passives, above the coms themselves:
Splash damage, melee damage, splash radius are the big 3.
Cooldown rate is good too.
Recommended Artifacts
Knife drain Static charge is a big winner. Static charge being the important bit.
Passives: Area of effect damage, melee damage, magazine size, cooldown rate. Elemental
damage.
Bosses: Unleash the dragon. Easy to farm and mega screw you, unmatched, damage
Passives: Incendiary damage, melee damage.
Recommended Shields
Stinger. Old God.
Anoints: On action skill start, trigger on break/fill effects. or While under the effect of terror,
gain Ammo regen.
For non terror: Front Loader (can replace this for boss fights to get health gate back).
Can also move the ‘Trust in yourself’ points to unweave the rainbow, and use an ASS
Frozen Heart) for mobbing.
Playstyle
Throw fish slap or grasp and shoot a weak target to trigger kill skills. Then go nuts. Point and
Click.
For bosses, swap to the Unleash the Dragon, stand as far can as you can with the Guardian
Angel and throw the fish slap (match elements if possible).
Iceskull
By: Quag
Overview: Amara has a wide variety of things that benefit from action skill damage,
and this build aims to make use of most of them. With proper setup, chain reactions
of homing action skill scaled skills can kill enemies without Amara lifting a finger.
Action Skill:
The Eternal Fist - This Phasegrasp variant can grasp up to 4 additional targets after the first
per activation. Each subsequent grasp will trigger all related anointments, meaning
exceptional access to Action Skill Start/Action Skill End effects. In this particular build, this
also means massively increased access to Terror skulls.
Augment: Expedite
Class Mod:
Phasezerker - Provides easy access to a variety of bonuses: action skill damage via Do
Harm, reload speed via Alacrity, cryo efficiency via Violent Tapestry, and cooldown rate.
Points in Clarity assist in health tanking on the health regen spec.
Stone - Provides significant damage reduction while maintaining solid action skill damage.
Respectable cryo efficiency via Awakening/Violent Tapestry.
Artifact:
Ice Spiker ____ - Ice Spiker is an Amara action skill. Amara specifically. This means that on
top of the action skill damage that all characters can take advantage of, Amara can also
trigger Samsara, Laid Bare, and augments by hitting with the spikes from a slam.
Suffixes of choice:
- Loaded Dice: Provides the most aggressive option of healthgating, increasing the
value of flat health regen passives on class mod and artifact. Has Otto Idol’s effect
built in.
- Otto Idol: For those concerned about their total HP pool with a Loaded Dice. Less
powerful, but more room for error.
- Victory Rush: High damage, high risk option.
- Deathless: For the Urad version. Enables the key damage anoint.
In a situation where Ice Spiker projectiles can’t hit the target, Spark Plug, Snowdrift and
Atom Balm become options.
Recommended passives for all artifacts: Action Skill Cooldown, AoE damage. 3rd slot
can be Health regen if playing main spec, otherwise Shield Recharge Rate is ideal for Urad
spec.
Shield:
Re-Volter: Maximum direct damage output for most of the main sources. Highly suggested
for any bossing. Turtle parts increase survivability, especially for the Loaded Dice setup
(lower max HP increases the value of flat health regen passives). Recharge rate parts
improve Topped Off uptime. Anoint: Action Skill Start.
Frozen Heart: Maximum crowd control and Free the Soul access. Anoint: Action Skill Start.
Stinger: High potential cooldown rate due to Combo Breaker triggers. Anoint: Action Skill
Start.
Void Rift: Extremely chaotic option for high damage potential. Anoint: Action Skill Start.
Playstyle:
After applying Terror (any stack count) via the Face-puncher, activating Phasegrasp/Eternal
Fist will cause a volley of 3 skulls to home in on the grasped enemy per terror skull anoint
(yes, this anoint stacks.) These skulls are cryo damage, action skill damage, and capable of
crits.
Ground slams will send out Ice Spiker projectiles, debuffing enemies via Laid Bare and
killing weaker ones outright. If using the health regen spec, each enemy hit will also grant a
stack of Samsara, greatly increasing health regen.
Shooting the Face-puncher to reapply terror will also deliver Body and Mind, another action
skill damage source. The single point in Infusion combined with the x14 Face-puncher will
deliver 28 instances of damage to an enemy, each getting any applicable bonus elements
(Urad, Re-Volter, Terror cryo).
Enemies that die from Ice Spiker will send out Remnant orbs. Enemies that die while frozen
will send out Free the Soul. Each of these are incredibly powerful, home in on targets, and
can crit.
Wildfire can spread radiation dots for radsplosion chains, and also full freezes for potential
Unweave the Rainbow and Free the Soul access.
Extra notes:
-If Avatar (blue capstone) has not been consumed yet, you will not benefit from Combo
Breaker unless you use your AS as soon as it triggers. Otherwise the extra AS charge will
disappear. If Combo Breaker does trigger after the 2nd AS usage, then it’ll work properly.
-Setting base element to Cryo isn’t recommended. It will disable Anima entirely (weaker
radsplosions), and diversity in elements is more desirable. The healthtanking spec has
access to Corrosive element instead, and even on the Urad spec other elements are more
desirable.
Amara DoT Gun
By: Stone_Swan
Action Skill:
Ties that Bind, Stillness of Mind, and Indiscriminate all combine to help more projectiles hit
more enemies, and to share all of the damage around. Stillness of Mind isn't required, but it
is highly recommended for some weapons such as the Recursion.
Weapons:
Anything with a high DoT damage on the card: Major Kong, Kickcharger, Recursion, Slow
Hand, Moonfire, Free Radical, Plasma Coil, Storm. Even non-elemental guns have a
"hidden" dot damage, so something like the Masterwork Crossbow, with it's very high card
damage, can apply decent DoTs through your ASE 50% elemental damage anointments.
Strong, slow firing weapons work best because for the most DoT damage, we need Amp
damage from our shield and the Toboggan artifact.
Ideally, you want weapons in fire, shock, and corrosive. Avoid radiation weapons, instead
opting for radiation as a 50% ASE anointment on your shield/grenade.
Our main anointment is the 75% increased elemental chance/damage on action skill end.
The additional damage is actually 40% instead of 75, but as a fresh multiplier it is still very
strong. The additional elemental chance also increases the reliability of our DoTs being
applied.
Grenades:
Anything you might find useful, with a variety of the 50% ASE elemental damage
anointments, excluding cryo. Quasar or Mesmer for crowd control. It's Piss for debuff.
Hunter-Seeker or Lightspeed for damage and extra DoT procs.
Class mod:
Phasezerker with as many points into Anima as possible. The cooldown, weapon damage,
and Anima points all synergize very well with this build. Recommended passives:
-Action Skill Cooldown Rate
-Weapon Damage
-Splash Damage Radius
-Weapon Charge Speed (for Major Kong)
-Splash Damage
Artifacts:
Toboggan for the amp damage. Amp increases DoT damage. It's possible to run and gun
like a normal gun build, without worrying about sliding between each shot. In which case,
recommended artifacts are Atom Balm, Snowdrift, or Company Man of the appropriate
manufacturer. Recommended passives:
-Action Skill Cooldown Rate
-Area-of-Effect Damage
-Elemental Damage
Shields:
Any shield with significant amp damage. The One-Shotter, a triple-amp-rolled purple shield
from Pangolin, is the best, because of it's high amp, low drain, and fast recharge rate. Other
acceptable substitutes are double-amp Big Boom Blaster, 0.m, double-amp Infernal Wish, or
just any double-amp shield, preferably Pangolin.
The anointment you need is a 50% ASE elemental damage, different from the one on your
grenade, and different from your gun's element.
If you want to use a faster firing weapon like the Plasma Coil or Free Radical, you can use a
Re-Volter with either 50% ASE or Action Skill Start anointment. If you use the Action Skill
start anointment, the Re-Volter becomes your source of shock damage, and therefore you
should have a different element on your grenade anointment, and a different element on
your gun.
Another very good run-and-gun shield is the All-In, with its high absorb chance and boosters
for faster cooldown. A 50% ASE anointment is required.
Playstyle:
Slide between shots to get Toboggan amp for each one. Try to avoid taking damage so that
your amp shield can recharge.
Always Grasp when it's available. You want to keep your anoints up at all times. The anoint
on your gun makes DoTs more reliable, and your 50% ASEs on your shield/grenade will add
DoTs of their own. Forceful Expression can add its own DoT, but it's much smaller than the
others, so it's not a big deal if it gets overridden by the bigger DoTs of your gun and ASEs.
It's often wise to keep your action skill element attuned appropriately for the enemies you are
fighting, as that will ensure Ties That Bind shares lots of damage of that element,
guaranteeing you max Overkill.
For maximum DoT damage, you want one or both types of amp applied to your shot, as well
as Overkill (Guardian Rank perk) carried from the previous kill. Any type of damage can
build Overkill: Ties That Bind, Remnant, Groundbreaker, etc. So if you miss a shot but
there's a Remnant still floating around or you have Groundbreaker built up, you can use that
damage to add Overkill to your next shot, and therefore get big DoT damage. Overkill is just
as important as amp.
Your gun will apply the largest DoT, with DoTs from your 50% ASEs at, obviously, half power.
So your gun element is the most important one to get right for the content/enemies you are
facing. Also, you always want Radiation 50% ASE on either your shield or grenade (and
NOT as your gun's element). Radiation has the longest DoT length (at 24 seconds when at
10/5 Anima), it can spread itself as long as it's a bonus element and not the element of your
weapon, and it creates radsplosions. Radsplosion damage scales with DoT damage. This
build creates some very strong radsplosions.
For raid bosses, or any tanky enemy you want to get rid of, you can swap to the Guardian
4N631 shotgun after you've applied your main gun's DoT, and it will increase the DoT
damage the further you are from the boss.
Cryo is not used at all in this build, and DO NOT set your action skill element to cryo, as it
will break Anima, completely preventing it from adding any DoT length or strength.
On the flip side, even though it's not optimal everywhere, you can get away with always
having shock as your action skill element. When shock is selected, Anima increases the
length of shock DoTs (and only shock DoTs) by 35% per point, as opposed to 20%. And it
will make sure you have at least a small DoT (of 18% from Forceful Expression) for dealing
with shields.
Extra Notes:
Gun damage also directly factors into DoT damage. A 250% weapon damage after
Phasecast anointment on your weapons will lead to higher DoT damage. However, it will
make your cooldown longer, leading to less anointment uptime. And it won't proc DoTs as
reliably as the ASE status effect anoint. But if you want to do a big one-shot on a boss with
DoT damage, it will be the best option.
There are a few enemies in the game that do not take DoT damage: Graveward, Red Rain &
Blue Fire, and anointed Tinks. Use a 250% Phasecast hard-hitting rocket launcher, such as
a Major Kong or Kickcharger, to defeat these enemies. Badass Maliwan Heavies are
somewhat resistant to DoT damage as well.
Gundava
By: Mr Viper
Overview: Uses Tandava and Phaseslam to great effect, and lets guns still perform at a high
power. Action skill kills give power to guns through using the killstack anoint for mobbing,
and we can use the action skills themselves for mobbing and bossing as well. Additionally, it
allows use of Light Fantastic with minimal changes. Many different playstyles are possible
with this build.Skill Tree(click here)
Action skills: Tandava and Phaseslam, can situationally use Light Fantastic.
Action skill element: Prioritise a target's weakness, avoid shock as we use Revoltor. Cryo
is the primary option for mobbing because of Free the Soul and Go with the Flow.
Weapons:
-Guardian Angel with Killstack anoint for mobbing, and for tougher bosses/True Guardian
Takedown you can use 300 slam action skill damage, or 200 cast action skill damage
anoints.
-We swap to any strong meta or good gun also with killstack anoint. Some I've enjoyed:
Radical, NoPewPew, Kaoson, Blood Starved Beast, DNA, Hellshock, Rowans call.
-A Urad Radical/Plasmacoil/Ember's Purge/etc for a second wind gun.
-A Moxxi gun (Crit/Hail/etc) with Consecutive Hits anoint is useful in Hemovourous fight and
Psychoreaver or any other bossing you find difficulty staying alive.
Grenades
-Fishslap/Mesmer/It's Piss. Fishslap is good for starting off fights, and Elemental immune
heavies in MTD if necessary. Mesmer helps in Guardian Takedown with Crystals and
general survivability. It's Piss is a debuff for stronger targets/starting fights.
Anoint: ASE 50% Radiation/Corrosive. ASE 50% radiation gives radsplosions which are
excellent in mobbing (and satisfying), ASE 50% corrosive helps guns in bossing.
Class mods
--Phasezerker. This class mod really helps both our action skills and our weapon damage.
The rush stack remodel makes it so after an action skill usage, we have high gun damage to
swap to.Skills: Whatever you want/get. Anima hurts you, Conflux and Clarity don't, but just
go for good passives instead of skills.
–Stone. This class mod is a sleeper hit for action skill oriented gameplay. With the same +5
rush stacks and action skill damage boosting skills, along with rush stacking on damage
taken and damage reduction, this is a strong pick up to and including takedowns, especially
when incoming damage is high, like MTD. Skills: Do harm is the priority, awakening and
violent tapestry are both ok though, prioritise passives.
--Passives: Splash radius is highest priority, Splash Damage is second highest priority, after
that: Weapon damage, Specific weapon crit. Cooldown passive is good in bossing situations
where you can't activate expedite, but not required.
Artifacts
-Otto's Idol/Company Man. With AOE passive.
-Viable prefixes: Atom Balm, Ice Spiker, Last Stand, Spark Plug, Snowdrift. Atom balm helps
in mobbing for bigger radplosions, Ice Spiker is an Action skill so gets our boosts and
triggers expedite, Last Stand is good for surviving, Spark Plug is good damage, Snowdrift is
speed.
-Passives: AOE is necessary (on non-company man this is preferred 2nd/3rd slot for radius
boost), magazine size, specific weapon type damage, specific element damage, movement
speed.
Recommended Shields
--Revolter is the meta pick here. 200% shock bonus element to everything we do, and 50%
fire rate boost. The fire rate really helps the gun portion, and the shock part obviously helps
everywhere. Alternatives can be Frozen Heart if you're using splash guns to utilise Unweave
the Rainbow and aid survivability, but the lack of fire rate really hurts and obviously losing a
large shock element hurts both guns and action skills.
--Anoint: Action skill start.
Playstyle
-Hold the guardian angel whenever you aren't using guns: Action skill activations, Spark
plug/Ice spiker activations etc. Since it has the Killstack anoint, kills with your action skill will
stack the anoint and so when you swap to your guns they'll already be stacked up with gun
damage and reload speed for gunplay.
-When using your action skill, try maximise the GA bonus.
-Kill groups with your action skill, Expedite is super strong.
-If you shoot to open an encounter, you can gain rush stacks to make your first action skill
use powerful, if you open with an action skill use it'll be weak but an instant double pop will
be super strong - first usage applies Laid Bare and gives max rush stacks, second pop gets
Do Harm.
-Be smart with the second use of your action skill as stated in the Spec Notes. Ideally you kill
few mobs with the first action skill, then kill a large group with the second. If you kill a group
with the first charge and don't have sufficient enemies to get good cooldown, simply don't
use the avatar charge as expedite will give you really fast cooldowns.
-In specific content such as Guardian Takedown, spark plug has enough clear that you can
use solely a 300 slam damage Guardian angel. Phaseslam, Spark plug, Phaseslam, Spark
plug, rinse repeat for a very viable clear - and viable crystals - method of gameplay.
-TGTD is also the only content where your action skills need a little help in clearing, Running
both a killstack GA and a 300slam/200cast GA in this content is advised, in tandem with
smart swapping between the GA's to gain the relevant boosts.
-Don't steal Remnant orb kills. Remnant not only is a nuke in a ball, but it also counts as
action skill damage so it'll give you a stack of Expedite.
-Action skills, and Remnant orbs stack a lot of ground breaker, so cash out often through
ground slams for large clear.
Additional Notes
-Light fantastic can also be used to great effect here with slight gear changes listed below,
however it's very dependant on terrain and you're always fighting to move it around.
Guardian takedown is an excellent place for this action skill.
-Guns: 200 Orb damage on a bullet gun with no windup/bad reload. This is the gun we'r
nearly always holding to direct the Orb around, EMP5 is perfect and gives movement speed.
High damage gun i.e. Radical, Plasma coil, Monarch with consecutive hits to kill the first
enemy or 2.
-Light fantastic Playstyle: Summon the Orb, use consecutive hits gun to kill the first enemy,
swap to 200 Orb damage gun and go nuts. When each Orb ends you'll have max Rush
stacks so you wont have as hard a time getting the damage to kill the first enemy on
subsequent Orb summons.
-Every kill generates a Remnant orb, at times this creates swarms of them.
-Cryo infusion is especially nuts here as you have Free the Soul flying around in addition to
the Remnant army.
-Everything else you keep the same as the rest of the build.