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Figuring out Amara (End Game Mayhem 3 Build/Guide)
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So I have been playing a TON of Amara since the game came out and I think I'm pretty qualified to make a stab at the "best" build. I've tried so many combinations of gear and skills - some from the guides of others and many more of my own creation. There are a ton of viable ways to play her and this build will not be perfect for every situation. In fact, I absolutely don't recommend this build if you are still leveling or are missing the key gear piece. I mostly played a hybrid melee build while leveling and it served me great, but it falls off in Mayhem 3. Everything in this build is made with the endgame in mind. It is best suited for proving grounds or a TVHM play through, but is decent to great, depending on your gear, at soloing bosses as well. Anyway, I'll stop rambling and get on with it.

The Short Version (TLDR): Get a phasezerker class mod. Copy these skills. Use deliverance and soul sap. Get some decent elemental guns (hellfire is a good start). ggez

Prerequisites: The only absolutely necessary piece of gear is the legendary phasezerker class mod. Every other gear slot is flexible, but anointed guns are awesome. I have some recommendations in the gear section.

What's the Point?: This build is centered around the many gun and elemental damage buffs available to Amara and coupled with a spammable, high-damage action skill, deliverance. The main tree used is Mystical Assault which has okay damage on its own, but really comes online with the phasezerker class mod adding more power to rush stacks. The secondary tree is Fist of the Elements which has some great damage buffs and, more importantly, lifesteal to keep you alive. A fun bonus is that you can probably win any duel with your friends, since a deliverance hit at max rush stack will one shot most players.

Play Style: This is pretty straight forward. Blast one or more targets with deliverance, empty a couple clips of your favourite gun, rinse and repeat. Deliverance is usually enough to strip shields or even one shot weaker enemies and after casting it you will be able to shred with your weapon. The cool down is short and you can even cast twice if needed with the cap-skill of the tree. I usually use the last couple seconds before the skill is up to reload and reposition, then blast em as soon as its up. You can do great damage from mid range and you are actually pretty tanky thanks to the soul sap augment and the lifesteal skill.

Skills: Here's what I think is the best way to spend your skill points. Some I think are necessary, others I think are preference and depend on the gear you have.

Starting with the blue tree, I think almost all of these are optimal with the only flex points being the 3/3 in "fast hands". I like the feel of swap and reload speed, but if you want, those points could go into 3/3 "from rest", 3/3 "transcend" or 4/5 "violent tapestry". I think most of my choices in this tree are self explanatory, but I'll touch on the one point wonder skills. I only put one point into "violent tapestry" to help keep near max rush stacks. I think the added bonus from extra points is very minor. The "remnant" skill also only has one point, because its base damage sucks and that's all that gets increased with added points. The real power of the skill comes from the overkill damage.

In the secondary tree there also happens to be 3 points that I think could go where ever you want and its the 3 that I put into "wildfire". I don't feel great about putting the points here, but honestly I just don't think there are other useful skills available. I can see the argument for "infusion", but that can sometimes lead to you getting screwed by the random elemental modifiers in Mayhem 3. Here's someone else's great post about the skill if you're interested. The main things we take from this tree is the elemental damage boost and the lifesteal at the end.

I've already mentioned it, but I use deliverance and the soul sap augment. The healing is nice and its the only augment we can take that doesn't lower the skill's damage output. I usually stay in the shock element, but will switch to fire if there are little or no enemies with shields in the area.

Gear: Other than the class mod, the gear is super flexible. Unfortunately, I don't think there is any confirmed best way to farm for class mods yet.

For a shield, just use the best one you have to keep you alive. I've been using the vercouvian back ham one, but I like the stop gap shield a lot too for the invulnerability.

I'm currently running the artifact that gives unvuln and it had some CDR on it as well, which is nice. Another option is the one that grants a damage boost to whatever element you are being affected by. Both are fine, but I prefer the survivability given by the former. Also any artifact you have that gives CDR is probably good. If anyone has other suggestions here, please let me know as I think this is a weak spot in my gear.

For the grenade mod, I switch between the Porcelain Pipe Bomb and the Whispering Ice. I assume the pipe bomb is going to get nerfed since its totally overpowered right now, so I've been trying out other mods to replace it. The Storm Front or any variant of the Surge seem pretty good, but I like the crowd control from the Whispering Ice. Honestly, grenades aren't that important here so use whatever you like.

So as I said, the weapons for this build are flexible. If you are starting from scratch, farm a good variant of the hellfire - it drops every time. Fire guns work great in this build since we have so much built in shock damage to strip shields. The biggest power boost you can add now is from the anointment" 250% weapon damage after using phasecast" so I'd recommend running whatever you find if it has that. Again, hellfire is easy to farm for a perfect one so you could start there. Right now, my best gun is an anointed Occultist. I got pretty lucky getting mine from my second kill on Troy, but maybe its worth trying to get. Kings call is also great. You will need a decent shock, corrosive and non-elemental gun for certain situations. I'm using a shock Polybius, corrosive Laser-Sploder and anointed Atlas assault rifle to get the job done. These are almost certainly not the best, just the best I have.

Final Thoughts: No build is without its flaws and I will freely admit that this one has its own. Its not optimized for those nasty 10 second boss kills. You can get somewhat screwed by the wrong combination of mayhem modifiers. That said, I really have had the most success with this build and its a ton of fun to play. There are few things as satisfying as watching a group of tinks get one shot by your ult. I hope other people can enjoy it too!

Thanks for reading!

Wait, did you actually read the whole thing!? I've never made a guide like this before and probably messed up some reddit formatting, so let me know if you have feedback or suggestions. I would love to post some gameplay of the build in action, but I have a potato laptop that barely runs the game on the lowest settings. Anyway, I had fun making this and might do another for the next character I play or a different Amara build if people like it. Please ask me any questions or tell me how much of a moron I am in the comments and I'll try to get back to you. Thanks again!

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