SUPERNATURAL AMARA · Downfall · Mayhem 10

Amara build by Stone_Swan updated 2 weeks ago
Amara
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VIDEO

Protip: turn dialog volume all the way down so you don't have to hear Amara's cries of pain.

Finally making the most Glorious Action Skill, Downfall, powerful at the highest level of difficulty. Downfall can be used everywhere, except for boss battles and tense areas such as the Maliwan bridge and the Guardian crystal phases, where you can use Phaseslam instead. We rely entirely on action skills for creating our damage, but that damage also gets transferred to Remnant and Groundbreaker for taking out enemies between action skills. We do not shoot enemies with guns. Instead, we shoot ourselves with a low level splash gun to reduce Downfall's extremely long (47 seconds) cooldown. This works because we use the Golden Rule class mod.

Gear:

Gun: Westergun. Lowest level possible (level 8 - get using the Lost Loot trick). Shock, Corrosive, and Fire versions to match each of our action skill elements (rad or cryo will make it pop out as level 18 from the Lost Loot - no bueno). +200% splash damage anointment required. x2 variant required. Luckily, it's a guaranteed drop from Private Beans on Athenas.

Class Mod: Golden Rule. Action skill cooldown passive required. Laid Bare points are the best, but all bonus skills are good. Splash damage (or radius) and Action Skill Damage passives would be amazing, but not required.

Artifact: Elemental Projector Victory Rush (Victory Rush part optional / interchangeable). We're dotting ourselves with our Westergun of the same element as our action skill element, so equipping an Elemental Projector is a massive boost to our skill damage. AoE passive is good, action skill cooldown passive required.

Shield: Stop Gap. Action Skill Start / Break / Fill anointment required. This keeps us alive while in Downfall or when using Phaseslam / Tandava (for Wotan on top of the columns or other high flying enemies). Allows Samsara, Clarity, and Soul Sap to heal us.

Grenade: any grenade with a 50% bonus radiation damage anointment. Important for enemy explosions upon death, for adding damage to groundbreaker, and for adding another damage instance to our Westergun, increasing the effectiveness of Golden Rule. Infusion in our skill tree is also for another damage instance.

Gameplay:

Run up to an enemy, melee them to proc Jab Cross, shoot yourself in the foot to proc Elemental Projector, use action skill, melee another enemy to exhaust your Groundbreaker damage and re-proc Jab Cross, shoot yourself in the foot again to keep your DoT going, use action skill for the second time (this one gets the splash damage ASE on our gun applied to it), then finish off with another Groundbreaker attack. When I say "shoot yourself in the foot", I mean at least a few times. We want to build up the Golden Rule stacks, which last 8 seconds. Keeping the stacks up will keep our cooldown rate reasonable. After that second action skill usage, you'll need several shots to get your cooldown back, which will happen after 8 seconds, give or take depending on how well you've stacked your Golden Rule.

Your action skills will hit for millions. Your Groundbreaker melees will hit for millions. And while all of this is happening, Remnant will hit for hundreds of millions, even sometimes hitting for over a billion.

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Update: after retesting what I did way back in the day, I found I was wrong. The Golden Rule DOES stack with dots. That is, you can get your action skill back by being dotted. Sometime between my original Flex Amara video and now, Gearbox changed the way the Golden Rule works.

I also recommend using a low level Roisen's Thorns with the 200% splash anointment. It doesn't have to be x2, but it would help. It shoots a ton of projectiles per shot as is. You also don't need a shock weapon because we're specced into Infusion, which will add a bit of our action skill damage to any weapon, allowing us to be dotted by it and proccing elemental projector.

Lastly, Glamour has been fixed, and it's actually extremely useful. Use it during the crystal phases, and all "allied" enemies won't prevent you from charging the crystals.

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