Remnant: From the Ashes

Remnant: From the Ashes

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Remnant Build Templates
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This guide contains an archive of common builds for Remnant: From the Ashes.

**I am no longer updating the guide because I am not playing the game**
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Preface
  • In this guide, I include the stats of relevant weapon mods and also show my Advanced Stats screen in screenshots . For clarity's sake, the weapon mod values shown are base values without any augments from gear or traits. For example, if I say that a weapon mod does 150 damage, that value is not reflective of the final damage it will do with the rest of the build equipped. Rather, it is the damage value that the mod would have if equipped by a naked person with no traits. As for weapons and armor, all weapon and armor stats reported are those of fully upgraded weapons / armor.

  • I'm not claiming that any of these builds are original or unique, they are simply cookie cutter templates I use as a reference. If you spot a mistake, have a suggestion, or have a better idea of what a certain build template should look like, shoot me a message.

  • I specifically didn't include builds that I think are too conditional. For example, the Osseous, Radiant, and Twisted armor sets have incredibly strong set bonuses, but the conditions to maintain or achieve those set bonuses are either too tedious or unreliable to merit using them at all.

Updates

9/18/2020 | Updating Item / Trait descriptions as well as Build Screenshots to reflect changes in Hotfix 250802
  • Warlord Set, Triage, Stone of Balance, and Burden of the Follower were changed.

1/9/2021 | Removed Blood Bond from multiple builds (Thank you Steam user Gregarius). Added Blood Bond to the Summoner build.
Bullet Hose (Bandit)


The Bullet Hose build takes advantage of the synergy between the Bandit armor set's 35% chance not to spend a bullet on hit and weapons with a high rate of fire to put out as many bullets as possible, as fast as possible.

Armor
  • Bandit's Mask / Bandit Jacket / Bandit Trousers
  • Description:
    35% chance to replace spent bullet on hit. Increases Ammo acquired on pickup by 25%.
  • Justification:
    The 35% chance to not spend a bullet on hit works especially well with high fire rate weapons.

Amulet
  • Heart of Darkness
  • Description:
    Increase Ranged and Melee damage dealt by 20%. Increases damage received by 50% for 30 seconds after using a Dragon Heart.
  • Justification:
    The extra damage is great, but if this amulet is constantly getting you killed, it might not be worth the damage boost.

  • Gunslinger's Charm
  • Description:
    Increase Fire Rate by 15% and Reload Speed by 20%
  • Justification:
    IMO, the extra damage from Heart of Darkness is more useful, but you can't go wrong with doubling down on what the armor set already capitalizes on.

Ring
  • Empowering Loop
  • Description:
    Increases Ranged damage by 25%, but reduces Fire Rate by 10%
  • Justification:
    A 25% Ranged damage increase is a huge boon which I think outweighs the Fire Rate reduction.

  • Ring of Supremacy
  • Description:
    Increases all damage dealt by 20% after the wearer's Health has been full for at least 10 seconds.
  • Justification:
    This ring is favorable to the Empowering Loop assuming you're a dodge/positioning god who can maintain full health.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    Flat Damage increase, can't say no to that.

  • Gunslinger's ring
  • Description:
    Increases Firearm Swap Speed by 50% and Fire Rate by 10%
  • Justification:
    I'd recommend taking the Stone of Balance over this, but if you absolutely need that fire rate and weapon swap speed, this ring's benefits are within the realm of the build

Primary
  • All of these are viable, use whatever fits your fancy.

  • Fusion Rifle
  • Stats:
    Damage: 27 / RPS: 2.8 (Variable Fire Rate, Check Weapon Description) / Magazine: 50
  • Note: Burden of the Follower makes the fire rate buildup much faster and allows you to use the weapon mod more constantly.

  • Assault Rifle
  • Stats:
    Damage: 45 / RPS: 7.3 / Magazine: 32

  • Chicago Typewriter
  • Stats:
    Damage: 36 / RPS: 8.8 / Magazine: 80

  • Alternator
  • Stats:
    Damage: 42 / RPS: 9 / Magazine: 32
  • Note: The Alternator is a projectile based weapon (not hitscan).

Secondary
  • Submachine Gun
  • Stats:
    Damage: 21 / RPS: 16 / Magazine: 40

  • Machine Pistol
  • Stats:
    Damage: 24 / RPS: 18 / Magazine: 24

Weapon Mods
  • Hot Shot
  • Description:
    Ammunition deals FIRE damage which is increased by 15%. Shots have a 10% chance to apply the BURNING effect, dealing 300 FIRE damage over 10 seconds. Lasts 15 seconds.
  • Justification:
    Hot Shot's function is similar to that of Song of Swords. It's a decent damage enhancer if you don't have Song of Swords.

  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Wall hacks are simply invaluable for tracking enemy positions and avoiding damage. The Crit Chance is just the icing on the cake.

  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Can't argue with Flat Damage increase. The fact that it's a team buff and not just for the user is a great bonus.

Relevant Traits
  • Trigger Happy
  • Description:
    Fire Rate +20%
  • Justification:
    Make fast weapons faster

  • Handling
  • Description:
    Spread and Recoil -20%
  • Justification:
    High fire rate weapons have a lot of spread and recoil, this trait alleviates that.

  • Quick Hands
  • Description:
    Reload Speed +25%
  • Justification:
    You're going to be reloading a lot
Ranged Damage (Void)


The Ranged Damage build stacks Ranged Damage and has the single objective of doing as much damage as possible.

Armor
  • Void Skull / Void Carapace / Void Greaves
  • Description:
    After 5 seconds, gain a boost that increases Total damage from all sources. Taking damage transfers the boost from Damage to Damage Reduction for 5 seconds. Standing Aim Movement Speed is increased by 25%.
  • Justification:
    Damage increase for a damage oriented build, nothing to explain.

Amulet
  • Heart of Darkness
  • Description:
    Increase Ranged and Melee damage dealt by 20%. Increases damage received by 50% for 30 seconds after using a Dragon Heart.
  • Justification:
    The extra damage is great, but if this amulet is constantly getting you killed, it might not be worth the damage boost.

  • Gunslinger's Charm
  • Description:
    Increase Fire Rate by 15% and Reload Speed by 20%
  • Justification:
    IMO, the extra damage from Heart of Darkness is more useful, but if the Heart of Darkness is killing you, use this.

Ring
  • Empowering Loop
  • Description:
    Increases Ranged damage by 25%, but reduces Fire Rate by 10%
  • Justification:
    A 25% Ranged damage increase is a huge boon which I think outweighs the Fire Rate reduction.

  • Ring of Supremacy
  • Description:
    Increases all damage dealt by 20% after the wearer's Health has been full for at least 10 seconds.
  • Justification:
    This ring is favorable to the Empowering Loop assuming you're a dodge/positioning god who can maintain full health.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    Flat Damage increase, can't say no to that.

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Weapon Mods
  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Can't argue with Flat Damage increase. The fact that it's a team buff and not just for the user is a great bonus.

  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Wall hacks are simply invaluable for tracking enemy positions and avoiding damage. The Crit Chance is just the icing on the cake.

Relevant Traits
  • Mind's Eye
  • Description:
    Ranged Damage +15%
  • Justification:
    Can't have too much of a good thing.
Weakness Exploiter (Hunter)


The Weakness Exploiter build primarily focuses on stacking Weakspot Damage and has a secondary objective of stacking Ranged Damage.

Armor
  • Hunter Shroud / Hunter Trenchcoat / Hunter Pants
  • Description:
    Increases Total Ranged and Weakspot damage. Reduces Spread of firearms by 20%.
  • Justification:
    Ranged damage and Weakspot Damage are the bedrock of this build.

Amulet
  • Talisman of Animosity
  • Description:
    Increases Weakspot damage by 30%. Weakspot kills increase all damage by 10% for 10 seconds.
  • Justification:
    Huge Weakspot damage bonus from this amulet.

Ring
  • Hunter's Band
  • Description:
    Increases Ranged damage by 10% and Weakspot damage by 20%
  • Justification:
    Gives nearly the same benefit as the entire Hunter set put together.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    Flat Damage increase, can't say no to that.

  • Empowering Loop
  • Description:
    Increases Ranged damage by 25%, but reduces Fire Rate by 10%
  • Justification:
    A 25% Ranged damage increase is a huge boon which I think outweighs the Fire Rate reduction.

  • Ring of Flawless Beauty
  • Description:
    Ranged Weakspot dmg increased by 40%. Ranged dmg is reduced 20% when failing to shoot a weakspot.
  • Justification:
    This ring is pretty tedious to obtain, and punishes you pretty harshly if you fail to hit a weakspot. But then again, if you're going in... might as well go ALL the way in.

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Weapon Mods
  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Wall hacks are simply invaluable for tracking enemy positions and avoiding damage. The Crit Chance is just the icing on the cake.

  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Can't argue with Flat Damage increase. The fact that it's a team buff and not just for the user is a great bonus.

Relevant Traits
  • Exploiter
  • Description:
    Weakspot Damage +20%
  • Justification:
    Can't have too much of a good thing.
Single Shot Weapon (Slayer)


The Single Shot Weapon build takes advantage of the Slayer set's 30% damage on reload and weapons with only one projectile to expend to maintain a constant 30% damage boost.

Armor
  • Slayer Mask / Slayer Mantle / Slayer Boots
  • Description:
    Reloading increases the Total damage dealt to the next enemy hit with that weapon. Lasts 10s. Reload Speed is increased by 10%.
  • Justification:
    For single shot weapons, it's just a straight up 30% damage bonus.

Amulet
  • Heart of Darkness
  • Description:
    Increase Ranged and Melee damage dealt by 20%. Increases damage received by 50% for 30 seconds after using a Dragon Heart.
  • Justification:
    The extra damage is great, but if this amulet is constantly getting you killed, it might not be worth the damage boost.

  • Gunslinger's Charm
  • Description:
    Increase Fire Rate by 15% and Reload Speed by 20%
  • Justification:
    IMO, the extra damage from Heart of Darkness is more useful, but the reload speed from this amulet is a nice addition to the build without having the downside of taking more damage upon using a dragon heart.

Ring
  • Empowering Loop
  • Description:
    Increases Ranged damage by 25%, but reduces Fire Rate by 10%
  • Justification:
    A 25% Ranged damage increase is a huge boon and Fire Rate doesn't matter when you only have one shot.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    Flat Damage increase, can't say no to that.

  • Ring of Supremacy
  • Description:
    Increases all damage dealt by 20% after the wearer's Health has been full for at least 10 seconds.
  • Justification:
    This ring is favorable to the Stone of Balance assuming you're a dodge/positioning god who can maintain full health.

Primary
  • Any firearm with a low magazine size will benefit from this build.

  • Sniper Rifle
  • Stats:
    Damage: 375 / Magazine: 1
  • Justification:
    Incredibly high single shot damage, the Sniper Rifle and the Slayer Set go hand in hand.

  • Crossbow
  • Stats:
    Damage: 345 / Magazine: 1
  • Justification:
    The Crossbow does less damage than the Sniper Rifle but shoots silently.

  • Ricochet Rifle
  • Stats:
    Damage: 240 / Magazine: 1
  • Justification:
    This thing is great for mobbing and is a 10/10 meme in close quarters with Hunter's Mark. You can kill enemies around corners without them ever having the ability to retaliate.

Secondary
  • Any solid secondary will serve you well as a sidearm so you're not defenseless in tight spaces with multiple enemies.

  • Submachine Gun / Machine Pistol / Curse of the Jungle God / Pride of the Iskal / Spitfire

  • Hunting Pistol
  • Stats:
    Damage: 315 / Magazine: 1
  • Justification:
    The Hunting Pistol benefits a lot from this build and serves both the Sniper Rifle and Ricochet Rifle well as a sidearm. The Hunting Pistol can be your single target gun if you're using the Ricochet Rifle and a secondary ammo pool specifically for trash mobs if you're using the Sniper Rifle.

Weapon Mods
  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Wall hacks are simply invaluable for tracking enemy positions and avoiding damage. The Crit Chance is just the icing on the cake.

  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Can't argue with Flat Damage increase. The fact that it's a team buff and not just for the user is a great bonus.

  • Swarm
  • Description:
    Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 15 CORROSIVE damage per hit. Lasts 15 seconds.
  • Justification:
    Swarm can serve as a great tool for mobbing and can be an invaluable utility for Sniper Rifle users.

Relevant Trait
  • Quick Hands
  • Description:
    Reload Speed +25%
  • Justification:
    The faster you reload, the more bullets you can put out.

  • Mind's Eye
  • Description:
    Ranged Damage +15%
  • Justification:
    Yo dawg, I heard you like damage so I put some damage on your damage so you can deal damage while you damage, dawg
Damage Over Time (Labyrinth)


The Damage Over Time build combines weapon mod damage with DoT weapon mods to bleed bosses dry over time without the need for visual contact or close proximity.

NOTE: This build will accommodate just about any offensive weapon mod, the DoT build is being outlined simply because the Devastator / Swarm combo is exceptionally strong.

Armor
  • Labyrinth Helm / Labyrinth Armor / Labyrinth Greaves
  • Description:
    Increases Total Weapon Mod damage. Refunds 10% of Mod Power on use
  • Justification:
    The mod power from this set makes Swarm / Skewer DoT do a ludicrous amount of damage.

Amulet
  • Razorwire Necklace
  • Description:
    Increases BLEEDING damage dealt by 50%. Ranged and Melee damage dealt to BLEEDING enemies is increased by 15%
  • Justification:
    The Razorwire Necklace is more beneficial to the Devastator's bleed damage than the Galenic Charm, but will not complement Swarm.

  • Galenic Charm
  • Description:
    Increases Weapon Mod damage by 25%.
  • Justification:
    More weapon mod damage for our weapon mods.

Ring
  • Spirit Stone
  • Description:
    Increases Mod Power generation by 25% and Weapon Mod damage by 10%.
  • Justification:
    More weapon mod damage for our build, and some mod power generation to boot.

Ring
  • Burden of the Follower
  • Description:
    Reduces Fire Rate by 35%. Increases Mod Power generation by 100%.
  • Justification:
    Increased uptime on Swarm, an infinite number of Skewer bolts to fire.

  • Bloodletter's Insignia
  • Description:
    BLEEDING effects applied by the wearer steal 10% of the damage dealt and return it to the wearer as Health.
  • Justification:
    With this build, the bleed proc from Devastator will chunk your health back to full.

Primary
  • Devastator
  • Stats:
    Damage: 96 / Magazine: 1 / (Shoots 5 projectiles)
  • Justification:
    The bleed damage alone comes out to 4000 damage over 20 seconds assuming you have the full build.

Secondary
  • Submachine Gun
  • Stats:
    Damage: 21 / RPS: 16 / Magazine: 1
  • Justification:
    The Submachine Gun takes less of a hit from the drastically reduced fire rate caused by the Burden of the Follower and is just a good weapon overall.

Honorable Mention Weapons
  • Particle Accelerator / Defiler / Pride of the Iskal

Weapon Mods
  • Skewer (Built into Devastator)
  • Description:
    Fires a large spike that deals 506.2 damage, 300% additional stagger damage, and applies the BLEEDING effect dealing 2,430 damage over 20 seconds
  • Justification:
    This mod becomes very powerful with all the weapon mod damage stacked onto this build.

  • Swarm
  • Description:
    Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 15 CORROSIVE damage per hit. Lasts 15 seconds.
  • Justification:
    Swarm was already an overtuned weapon mod - with the all the weapon mod damage on this build, it does comparable damage to the bleed damage from the Skewer mod.

Honorable Mention Weapon Mods
  • Unstable Quills
  • Description:
    Unleash a rapid burst of 12 quills. Press 'F' again to detonate dealing 45 CORROSIVE damage each within 2.5 meters. Overcharge quills by shooting an enemy with quills attached until they glow, then detonate increasing the damage to 90 CORROSIVE damage each.
  • Justification:
    This mod functions on an interesting premise and deals an exceptional amount of damage on its own. This build makes this good mod into a great one.

  • Explosive Shot
  • Description:
    Fires an explosive round that deals up to 720 damage within 4 meters.
  • Justification:
    Besides doing a ton of damage, Explosive Shot is an AoE attack that can be used in adjunction with mods that draw enemies in like: Rattle Weed / Rift Walker / Gravity Core.

Relevant Traits
  • Evocation
  • Description:
    Mod Damage +15%
  • Justification:
    Stack on even more damage

  • Concentration
  • Description:
    Mod Duration +20%
  • Justification:
    Makes Swarm last longer

  • Spirit
  • Description:
    Mod Power Generation +25%
  • Justification:
    Even more uptime

  • Siphoner
  • Description:
    Health Steal Rate +20%
  • Justification:
    More effective lifesteal
Summoner (Labyrinth)


The Summoner build focuses on stacking weapon mod / summon damage as well as including potential mod power generation and lifesteal for quality of life.

Armor
  • Labyrinth Helm / Labyrinth Armor / Labyrinth Greaves
  • Description:
    Increases Total Weapon Mod damage. Refunds 10% of Mod Power on use
  • Justification:
    The mod power from this set makes summons do a lot more damage.

Amulet
  • Galenic Charm
  • Description:
    Increases Weapon Mod damage by 25%.
  • Justification:
    More weapon mod damage for our build.

  • Soul Anchor
  • Description:
    Increases the duration of Summons by 100% and increases wearer's Ranged and Melee damage by 6.25% per Summoned minion.
  • Justification:
    This amulet can be a good substitute for the Galenic Charm and reaches its potential when you use summons with a max count of 2. If you take for example, Beckon and Seed Caller as your summons, then this amulet will give you (6.25 x 4 = 25%) ranged and melee damage as well as elongating the life of your summons.

Ring
  • Spirit Stone
  • Description:
    Increases Mod Power generation by 25% and Weapon Mod damage by 10%.
  • Justification:
    More weapon mod damage for our build, and some mod power generation to boot.

  • Burden of the Follower
  • Description:
    Reduces Fire Rate by 35%. Increases Mod Power generation by 100%.
  • Justification:
    Never ending summon army.

  • Soul Link
  • Description:
    Summons will steal 5% of the damage dealt and return it to the wearer as Health.
  • Justification:
    Using a persistent summon like Iron Sentinel can give you substantial passive / constant heals whereas using something like Seeker can deliver active / burst healing.

  • Soul Ember
  • Description:
    Summon Health is reduced by 60%. On death they'll explode dealing 150 plus 15 damage per weapon level within 4 meters. Summons that explode normally will lead 25% bonus damage.
  • Justification:
    Great for the Seeker summon although I'd take Spirit Stone over this for the uptime.

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Summoner Weapon Mods

  • Beckon
  • Description:
    Summons a WASTELAND SKULL which shoots projectiles that deal 120 damage per hit. Lasts 60 seconds. (Max 2)
  • Justification:
    Beckon is the most versatile summon IMO because it is the only summon that both follows you and deals ranged damage. Highly Recommend.

  • Seed Caller
  • Description:
    Summons a ROOT HOLLOW that deals 150 damage per hit. Lasts 30 seconds. (Max 2)
  • Justification:
    Mobile melee summon, they look hilarious, you can have two of them. Entirely viable.

  • Very Good Boy
  • Description:
    Summons a VERY GOOD BOY that deals 240 damage per bite. Pet the dog to increase his damage dealt by 5% for 60 seconds. Lasts 60 seconds. (Max 1)
  • Justification:
    Mobile melee summon that does decent damage, downside is you can only have one. On the bright side, you can pet the dog.

  • Iron Sentinel
  • Description:
    Summons a full automatic TURRET that shoots at 5 rounds per second and deals 15 damage per hit. Lasts 30 seconds. (Max 2)
  • Justification:
    Deals out damage at range like nobody's business, downside is that the turrets are stationary and can zone teammates. The mod power generation in this build sort of cancels out that con as you can just spam them out to change their positioning and "take them with you" from area to area.

  • Tentacle Shot (Integrated into Curse of the Jungle God)
  • Description:
    Launches a projectile which summons a TENTACLE. Tentacles deal 225 SHOCK damage, steal 1.25% of the hero's Max Health per hit, and apply the OVERLOADED effect. Lasts 30 seconds. (Max 2)
  • Justification:
    You can have two of them and they do only slightly less damage than Very Good Boy. The cherry on top is that they have life steal. The downside is that they attack in melee range meaning you have to draw enemies towards them and that this mod is only accessible through Curse of the Jungle God.

  • Seeker
  • Description:
    Summons a BEETLE that will rush towards enemies and explode dealing 480 CORROSIVE damage within 4 meters. Lasts 30 seconds. (Max 3)
  • Justification:
    Seeker is a great tool for burst damage and the mod power generation / weapon mod damage in this build really makes it shine. Additionally, this mod combined with the Soul Link ring has the potential to heal more than half your health for every beetle.

Relevant Traits
  • Blood Bond
  • Description:
    Damage Absorbed by Summons +15%
  • Justification:
    Increases survivability of the player

  • Invoker
  • Description:
    Summon Damage +20%
  • Justification:
    More damage for your summons

  • Evocation
  • Description:
    Mod Damage +15%
  • Justification:
    More damage for your summons

  • Concentration
  • Description:
    Mod Duration +20%
  • Justification:
    Longer summon duration

  • Spirit
  • Description:
    Mod Power Generation +25%
  • Justification:
    More uptime

  • Siphoner
  • Description:
    Health Steal Rate +20%
  • Justification:
    More effective lifesteal if you're using Soul Link
Melee Vampire (Scrapper)


The Melee Vampire build provides close quarters / melee damage and survivability through reducing stagger on hit, armor effectiveness, and lifesteal.

Armor
  • Scrapper Helmet / Scrapper Bodyplate / Scrapper Workboots
  • Description:
    Increases Total damage from all sources dealt by wearer to enemies within 5 meters. Receive 15% less damage from enemies within this range.
  • Justification:
    More damage output and less damage taken in close quarters, perfect for melee.

Amulet
  • Terror Margin
  • Description:
    Melee hits steal 1.5% of the base damage dealt as Health. For every 25% missing Health, gain an additional 15% lifesteal. With full health, gain 20% Melee damage.
  • Justification:
    The lifesteal from this amulet will keep you alive.

  • Leto's Amulet
  • Description:
    Reduces Armor Encumbrance by 40% and Stamina Cost by 15%
  • Justification:
    This amulet lets you light roll instead of medium roll. If this is what makes the difference between you getting hit or not, it could potentially be more useful than the lifesteal from the Terror Margin.

  • Blessed Necklace
  • Description:
    Receiving a benefit from a Dragon Heart reduces incoming dmg by 30% for 10s.
  • Justification:
    (Testing hasn't been done yet)

Ring
  • Leech Ember
  • Description:
    Melee hits 2.5% of the base damage dealt as Health.
  • Justification:
    Never stop swinging.

  • Band of Discord
  • Description:
    Reduces Consumable Use Speed by 15%. Dragon Hearts heal wearer and all teammates wearing this ring with 125 Health over 20s.
  • Justification:
    This ring has the potential to give you the sustain to not have to retreat from an intense fight.

Ring
  • Burden of the Follower
  • Description:
    Reduces Fire Rate by 35%. Increases Mod Power generation by 100%.
  • Justification:
    Useful ring to have if the weapon mods you use

  • Serpent's Fang
  • Description:
    Increased Charged Melee Damage by 20%.
  • Justification:

Primary
  • Whatever you want assuming it has a mod slot
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want assuming it has a mod slot
    ¯\_(ツ)_/¯

Melee

  • Guardian Axe
  • Damage: 153
  • Description:
    Generates 2x the amount of Mod Power per damage dealt
  • Note:
    The added mod power from this melee weapon might provide enough mod power generation in staggered engagements to avoid using ranged weapons altogether.

  • Petrified Maul
  • Damage: 225
  • Description:
    Charge attacks inflict an additional 100% bonus stagger damage.
  • Note:
    The stagger provided by this weapon prevents enemies from retaliating when you hit them.

  • Riven
  • Damage: 111
  • Description:
    Melee hits steal 2% of the base damage dealt as Health.

  • Butcher's Flail
  • Damage: 180
  • Description:
    Strikes apply CORRODED stacks. Each stack reduces enemy defense by 5%. Max 6 stacks. Lasts 10 seconds. Charge attacks apply 2 stacks.

  • World Breaker
  • Damage: 204
  • Description:
    Charge attacks release an explosive force that will stagger and push enemies back.

  • Spear
  • Damage: 150
  • Description:
    N/A

  • The Lost Harpoon
  • Damage: 117
  • Description:
    Increases damage on each successive hit by 10% for 15 seconds. Can be stacked 5 times.

  • Scar of the Jungle God
  • Damage: 123
  • Description:
    Charge attacks apply the BLEEDING effect dealing 600 damage over 20 seconds.
  • Note:
    This weapon doesn't have an ending animation, only repeated swipes. Additionally, it propels you forward with each swipe. This can be useful for maintaining close proximity or just endlessly wailing on an enemy.

  • Scar of the Jungle God (BLEED BUILD)
  • The Scar of the Jungle God has an innate bleed proc without the need for the Razorstone ring allowing for the Leech Ember to be used instead. Below are the descriptions of the newly introduced items.

  • Razorwire Necklace (AMULET)
  • Description: Increases BLEEDING damage dealt by 50%. Ranged and Melee damage dealt to BLEEDING enemies is increased by 15%.

  • Bloodletter's Insignia (RING)
  • Description: BLEEDING effects applied by the wearer steal 10% of the damage dealt and return it to the wearer as Health.

Weapon Mods
  • Mantle of Thorns
  • Description:
    Reduces Melee damage taken from enemies by 35%, reflects 240% of Melee damage taken, and reduces stagger on hit. Lasts 60 seconds.
  • Justification:
    This mod keeps you alive.

  • Howler's Immunity
  • Description:
    Projects a 20 meter aura that moves with the caster and reduces incoming damage to all allies standing in the aura by 25%. Lasts 30 seconds.
  • Justification:
    Protects from all incoming damage and not just melee damage, as well as affecting your allies and not just yourself.

  • Flicker Cloak
  • Description:
    Surrounds the caster with a magical shield absorbing up to 100% of their Max Health in damage from incoming attacks and prevents getting staggered. Lasts 15 seconds. 10 second cooldown.
  • Justification:
    Spirit and Burden of the Follower should give this mod a reasonable uptime and this mod will give you the ability to go absolutely ham when you know there's a reasonably large window of opportunity to attack.

  • Swarm
  • Description:
    Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 15 CORROSIVE damage per hit. Lasts 15 seconds.
  • Justification:
    Swarm is your battle buddy and prevents you from drowning in mobs. Uptime isn't a huge problem if you have Spirit and Burden of the Follower.

Relevant Traits
  • Guardian's Blessing
  • Description:
    Melee Damage Reduction +10%

  • Swiftness
  • Description:
    Movement Speed +15%
  • Justification:
    Mobility gets you to the next enemy faster

  • Recovery
  • Description:
    Stamina Regen +20

  • Warrior
  • Description:
    Melee Damage +20%

  • Hard Charger
  • Description:
    Melee Charge Damage +20%

  • Rapid Strike
  • Description:
    Melee Speed +15%

  • Arcane Strike
  • Description:
    Melee Mod Power Generation +25%
  • Justification:
    Weapon mod uptime.

  • Spirit
  • Description:
    Mod Power Generation +25%
  • Justification:
    Weapon mod uptime.

  • Mother's Blessing
  • Description:
    Ranged Damage Reduction +10%

  • Bark Skin
  • Description:
    Armor Effectiveness +15%

  • Concentration
  • Description:
    Mod Duration +20%
  • Justification:
    Keeps your weapon mods active for longer.

  • Siphoner
  • Description:
    Health Steal Rate +20%
  • Justification:
    More effective lifesteal
Hero's Sword (Void)


The Hero's Sword build focuses on the Hero Sword's Ranged Wave Attack, Health Steal, and Charged Melee Damage.

Note: This is a very niche build that I included for fun. It's certainly not as effective as some of the other builds on here, but it is entertaining.

Armor
  • Void Skull / Void Carapace / Void Greaves
  • Description:
    After 5 seconds, gain a boost that increases Total damage from all sources. Taking damage transfers the boost from Damage to Damage Reduction for 5 seconds. Standing Aim Movement Speed is increased by 25%.
  • Justification:
    25% more damage for both Melee and Ranged weapons.

    Note: You can also remove 1 piece of Void and take either Leto's Legging or Leto's Helmet to stay at Heavy encumbrance and not go over. 1 piece Leto's gives you -25% Stamina Cost.

    If stamina continues to be an issue, you can grab World Walker / Mudtooth's Stew to help stamina management.

Amulet
  • Terror Margin
  • Description:
    Melee hits steal 1.5% of the base damage dealt as Health. For every 25% missing Health, gain an additional 15% lifesteal. With full health, gain 20% Melee damage.
  • Justification:
    Fantastic addition to this build. It's a lot easier to stay at full health when your melee weapon deals melee damage at range.

Ring
  • Leech Ember
  • Description:
    Melee hits steal 2.5% of the base damage dealt as Health.
  • Justification:
    Health steal is great for the Hero's sword because it allows you to use it as a traditional melee weapon while also compensating for the high possibility of being attacked during the charge attack's immobilizing animation.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    Flat Damage increase for both Ranged and Melee damage.

  • Serpent's Fang
  • Description:
    Increased Charged Melee Damage by 20%.
  • Justification:
    This ring will make Hero Sword charge attacks do 5% more damage than if you were to use the Stone of Balance, but that means that you do not get the same damage bonus for light attacks, and firearms.

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Weapon Mods
  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Wall hacks are simply invaluable for tracking enemy positions and avoiding damage. The Crit Chance is just the icing on the cake.

  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Can't argue with Flat Damage increase. The fact that it's a team buff and not just for the user is a great bonus.

  • Swarm
  • Description:
    Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 15 CORROSIVE damage per hit. Lasts 15 seconds.
  • Justification:
    Swarm has the capability to cover your back or help you take enemies down faster.

Relevant Trait
  • World Walker
  • Description:
    Stamina Cost -20%
  • Justification:
    Makes charged attacks cost less stamina. Could help you reach a threshold / breaking point for an extra swing or whatever. Depends on what stamina affecting traits / gear / consumables you have.

  • Guardian's Blessing
  • Description:
    Melee Damage Reduction +10%
  • Justification:
    Keeps you alive

  • Warrior
  • Description:
    Melee Damage +20%
  • Justification:
    More damage

  • Hard Charger
  • Description:
    Melee Charge Damage +20%
  • Justification:
    More damage

  • Rapid Strike
  • Description:
    Melee Speed +15%
  • Justification:
    More DPS.

  • Arcane Strike
  • Description:
    Melee Mod Power Generation +25%
  • Justification:
    Weapon mod uptime.

  • Spirit
  • Description:
    Mod Power Generation +25%
  • Justification:
    Weapon mod uptime.

  • Mother's Blessing
  • Description:
    Ranged Damage Reduction +10%
  • Justification:
    Keeps you alive.

  • Bark Skin
  • Description:
    Armor Effectiveness +15%
  • Justification:
    Keeps you alive.

  • Concentration
  • Description:
    Mod Duration +20%
  • Justification:
    Keeps your weapon mods active for longer.
Support (Elder)


The Support build focuses on providing damage buffs to your team, healing teammates, and reviving downed teammates quickly without being staggered or taking much damage.

Armor
  • Elder Headdress / Elder Raiment / Elder Leggings
  • Description:
    Dragon Hearts increase the Total damage dealt by all allies standing within 40 meters for 30 seconds. Gives a 25% chance to not consume a Dragon Heart.
  • Justification:
    This set gives an exceptional damage buff to your team as well as giving you the chance to not consume a heart which enables you to heal and buff your team even further.

Amulet
  • Mender's Charm
  • Description:
    Dragon Hearts heal all allies with 100% base effectiveness. Increases all Healing Effectiveness by 50%
  • Justification:
    This amulet lets you heal your pals.

Ring
  • Celerity Stone
  • Description:
    Increases Consumable Use Speed by 40%. After using a Consumable, increases Reload Speed by 20% and Weapon Swap Speed by 25% for 15s.
  • Justification:
    Use Dragon Hearts faster for clutch heals.

  • Burden of the Follower
  • Description:
    Reduces Fire Rate by 35%. Increases Mod Power generation by 100%.
  • Justification:
    The whole point of this build is to enable your team and there are a lot of useful weapon mods out there that you could keep perpetually active with this ring.

Ring
  • Hero's Ring
  • Description:
    Increases Movement Speed by 25% while sprinting towards a wounded teammate. Revive Speed is increased by 100% and the wearer cannot be staggered while reviving.
  • Justification:
    HEROES NEVER DIE

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Weapon Mods
  • It's hard to say what to put here, because there are some great team utility mods like Song of Swords and Hunter's Mark that are useful all the time, but certain mods can make certain boss battles laughably easy - and let's be honest, if you're bothering to play support, you are probably the only person who is going to bother changing their mods based on the situation instead of unga bunga'ing into the boss until it works.

    For example, when fighting bosses like: Ixillis, Singe, The Ent, Claviger, Raze, and Barbed Terror, Veil of the Black Tear can prove to be indispensable and temporarily make those bosses punching bags.

    Similarly, Mender's Aura can be immensely helpful during the Nightmare boss' second phase.

    Swarm can be used during the Iskal Queen fight to get rid of the Seeker beetles and also to identify which enemy is the real boss during the Dream Eater fight.

    Hunter's Mark highlights where the exploding adds are in the Gorefist fight, making positioning much easier.

    etc. etc.

    Basically, I can't recommend any one mod because which mod will help your team the most depends largely on the makeup of your team and what kind of enemy you are fighting.

Relevant Traits
  • Glutton
  • Description:
    Consumable Use Speed +35%
  • Justification:
    Consume Dragon Hearts faster.

  • Revivalist
  • Description:
    Revive Speed +100%
  • Justification:
    HEROES NEVER DIE

  • Fortification
  • Description:
    Revive Damage Reduction +25%
  • Justification:
    Revive Protection

  • Guardian's Blessing
  • Description:
    Melee Damage Reduction +10%
  • Justification:
    Revive Protection

  • Mother's Blessing
  • Description:
    Ranged Damage Reduction +10%
  • Justification:
    Revive Protection

  • Spirit
  • Description:
    Mod Power Generation +25%
  • Justification:
    More uptime for mods.
Immortal Warmonger (Warlord)


The purpose of the Immortal Warmonger build is to make you unkillable. This build focuses on augmenting the Warlord set's lifesteal, adding passive health regen of its own, and increasing survivability all around.

Note: Using the Mender's Charm in conjunction with the Band of Discord and Blood Font COMPLETELY negates the health drain from the set bonus and makes it so that you GAIN health even after using a dragon heart.

Armor
  • Warlord Skull / Warlord Armor / Warlord Boots
  • Description:
    Dragon Hearts are no longer consumed for healing. They instead increase Ranged and Melee damage, grant lifesteal, and drain 200% health over 30s. Kills heal 5% over 3s.
  • Justification:
    This set boasts an unprecedented amount of damage as well as lifesteal and is fantastic without any complements . The way the damage bonus from this set affects DPS output is obvious, but lifesteal also grants a considerable damage bonus in that you never have to spend time rolling around until you can pop a dragon heart. Just do damage.

Amulet
  • Mender's Charm
  • Description:
    Dragon Hearts heal all allies with 100% base effectiveness. Increases all Healing Effectiveness by 50%.
  • Justification:
    The Healing Effectiveness on this amulet increases your lifesteal potential as well as gelling well with the regenerative properties of the build.

  • Nightmare Spiral
  • Description:
    Ranged hits steal 3% of the base damage dealt as Health. Consumable Healing Effectiveness is reduced by 95%.
  • Justification:
    Using the Nightmare Spiral over the Mender's Charm means that you take a minute amount of damage over time instead of gaining health over time, but increase your lifesteal potential a lot more than the Mender's Charm does.

Ring
  • Band of Discord
  • Description:
    Reduces Consumable Use Speed by 15%. Dragon Hearts heal the wearer with 125 Health over 30 seconds.
  • Justification:
    The Health Regen from this ring sits at the core of this build and enables it to exist at all.

Ring
  • Blood Font
  • Description:
    Increases Health regeneration by 0.885 per second and increases all Healing Effectiveness by 15%.
  • Justification:
    Both the Health Regen and the Healing Effectiveness on this ring lend themselves to negating the health drain of the Warlord set as well as making the lifesteal more effective.

  • Ezlan's Band
  • Description:
    Increases Health by 25 and Health regeneration by 0.238 per second.
  • Justification:
    The added health from this ring will allow you to make mistakes that would normally be fatal. In the same vein, using this ring reduces the 5 minute cooldown on the Ruin's Undying weapon mod to a 2 minute cooldown. The Health Regen is the cherry on top.

    Note: Ideally, if you're running this ring, you'd also be using Mudtooth's Tonic (Increases Health by 25 for an hour)

Primary
  • Ruin
  • Description:
    If charged upon death, the wielder will be revived with 82.5% Health. They will also take 10% less damage and be immune to STATUS effects for 15 seconds. 5 minute cooldown.
  • Justification:
    This weapon, combined with everything else in the build, will make you more undying than the Undying King

Secondary
  • Pride of the Iskal
  • Description:
    Fires 4 beetles that will fly towards enemies within 10 meters, land on them, and steal 75 Health over 5 seconds. Once full, they will fly back and heal the hero.
  • Justification:
    The Health Steal on this weapon is great, and the weapon itself also deals out some very solid damage.

Weapon Mods
Note: If you choose to abstain from the Ruin and Pride of the Iskal, these weapon mods are solid substitutes.

  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Mo' Damage, Mo' Healing.

  • Mender's Aura
  • Description:
    Creates a 2.3 meter healing pool that regenerates 10 Health per second. Lasts 11 seconds.
  • Justification:
    Healing on demand! Very useful tool to have in the absence of healing from dragon hearts.

  • Swarm
  • Description:
    Unleash insects that will seek after enemies within 20 meters and repeatedly attack dealing 15 CORROSIVE damage per hit. Lasts 18 seconds.
  • Justification:
    Health steal for 0 effort invested.

Relevant Traits
  • Mind's Eye
  • Description:
    Ranged Damage +15%
  • Justification:
    Mo' Damage, Mo' Healing

  • Siphoner
  • Description:
    Health Steal Rate +20%
  • Justification:
    More effective lifesteal

  • Vigor
  • Description:
    Health +25%
  • Justification:
    More breathing room to mess up

  • Mother's Blessing
  • Description:
    Ranged Damage Reduction +10%
  • Justification:
    Take less damage

  • Glutton
  • Description:
    Consumable Use Speed +35%
  • Justification:
    Consume Dragon Hearts faster

  • Guardian's Blessing
  • Description:
    Melee Damage Reduction +10%
  • Justification:
    Take less damage

  • Bark Skin
  • Description:
    Armor Effectiveness +15%
  • Justification:
    Take less damage
Glass Cannon Dominator (Warlord)


The Glass Cannon Dominator build is all about damage output. This build neglects survivability for maximum deeps.

Note: The health drain on this build is considerable and I'd recommend only using this specific combination of armor / accessories for bosses or sieges so you know you won't die of a lack of enemies.

For normal gameplay, you can roll Heart of Darkness / Band of Discord / Bright Steel Ring for a good balance between damage and survivability.

Armor
  • Warlord Skull / Warlord Armor / Warlord Boots
  • Description:
    Dragon Hearts are no longer consumed for healing. They instead increase Ranged and Melee damage, grant lifesteal, and drain 200% health over 30s. Kills heal 5% over 3s.
  • Justification:
    This set boasts an unprecedented amount of damage as well as lifesteal and is fantastic without any complements . The way the damage bonus from this set affects DPS output is obvious, but lifesteal also grants a considerable damage bonus in that you never have to spend time rolling around until you can pop a dragon heart. Just do damage.

Amulet
  • Heart of Darkness
  • Description:
    Increases Ranged and Melee damage dealt by 20%. Increases damage received by 50% for 30 seconds after using a Dragon Heart.
  • Justification:
    You are a slave to the damage; it commands your undivided devotion.

  • Nightmare Spiral
  • Description:
    Ranged hits steal 3% of the base damage dealt as Health. Consumable Healing Effectiveness is reduced by 95%.
  • Justification:
    If Heart of Darkness is getting you killed, you can take this for some added survivability.

Ring
  • Stone of Balance
  • Description:
    Increases Ranged and Melee damage by 12%.
  • Justification:
    More damage

  • Bright Steel Ring
  • Description:
    Gives the wearer the fastest evade roll regardless of their Armor Encumbrance
  • Justification:
    If the difference between staying alive and being dead is light rolling, then this ring could be well worth it.

Ring
  • Empowering Loop
  • Description:
    Increases Ranged damage by 25%, but reduces Fire Rate by 10%.
  • Justification:
    More damage

Primary
  • Whatever you want
    ¯\_(ツ)_/¯

Secondary
  • Whatever you want
    ¯\_(ツ)_/¯

Weapon Mods
  • Song of Swords
  • Description:
    Projects a 25 meter aura that moves with the caster. All allies standing in the aura will have all of their damage dealt increased by 20%. Lasts 30 seconds.
  • Justification:
    Damage for the Damage God

  • Hunter's Mark
  • Description:
    Marks all enemies within 35 meters for the caster and their allies. Crit Chance against marked enemies is increased by 20%. Lasts 30 seconds.
  • Justification:
    Crits for the Crit Throne

  • Mender's Aura
  • Description:
    Creates a 2.3 meter healing pool that regenerates 10 Health per second. Lasts 11 seconds.
  • Justification:
    Healing on demand! Very useful tool to have in the absence of healing from dragon hearts.

Relevant Traits
  • Mind's Eye
  • Description:
    Ranged Damage +15%
  • Justification:
    More damage

  • Siphoner
  • Description:
    Health Steal Rate +20%
  • Justification:
    More effective lifesteal

  • Glutton
  • Description:
    Consumable Use Speed +35%
  • Justification:
    Consume Dragon Hearts faster

  • Concentration
  • Description:
    Mod Duration +20%
  • Justification:
    Increase the duration of your buffs
Tank (Leto's Armor)


The Tank build is meant to trivialize the offensive capabilities of enemy attacks and accomplishes that through three main features: Armor Effectiveness, Stagger Reduction, and Fast Rolling. Negating the damage and stagger values of enemy attacks allows the user to brush off hits and play the game somewhat recklessly.

Armor
  • Leto's Helmet / Leto's Armor / Leto's Leggings
  • Description:
    3-Piece: Reduces base incoming damage by 10%. Gain an additional 10% per 10% Max Health missing. Max 5 stacks.
  • Justification:
    Leto's set provides stagger reduction, damage reduction, and plenty of armor. It's a perfect base for the tank build.

Amulet
  • Twisted Idol
  • Description:
    Increases Armor Effectiveness by 30% and reduces Encumbrance by 15.
  • Justification:
    We're picking this amulet up for its Armor Effectiveness.

Ring
  • Alchemist Jewel
  • Description:
    Increases Armor Effectiveness by 50%, but also increases Armor Encumbrance by 25.
  • Justification:
    The Armor Effectiveness given by this ring makes this build beefier and the Armor Encumbrance is negated by the Bright Steel Ring.

Ring
  • Bright Steel Ring
  • Description:
    Gives the wearer the fastest evade roll regardless of their Armor Encumbrance
  • Justification:
    The ability to fast roll with Ultra Heavy Encumbrance is excellent. Sometimes, you're better off dodging attacks than taking them to the face.

Primary

    Secondary

      Weapon Mods

      • Mender's Aura
      • Description:
        Creates a 2.3 meter healing pool that regenerates 10 Health per second. Lasts 20 seconds.
      • Justification:
        The constant healing from this weapon mod combined with the stagger reduction from this build allows you to stand your ground and constantly put out damage.

      • Mantle of Thorns
      • Description:
        Reduces Melee damage taken from enemies by 35%, reflects 240% of Melee damage taken, and reduces stagger on hit. Lasts 60 seconds.
      • Justification:
        The reduced stagger on hit from this mod can be situationally useful and should be used if it helps the user reach a stagger threshold / breakpoint.

      • Howler's Immunity
      • Description:
        Projects a 20 meter aura that moves with the caster and reduces incoming damage to all allies standing in the aura by 25%. Lasts 30 seconds.
      • Justification:
        The straight up damage reduction from this mod is more universally useful than the situationally useful stagger reduction from Mantle of Thorns. Swap out when needed.

      Relevant Traits
      • Vigor
      • Description:
        Health +25%
      • Justification:
        More breathing room to mess up

      • Endurance
      • Description:
        Stamina +25%
      • Justification:
        Being this heavy hampers your ability to run

      • Recovery
      • Description:
        Stamina Regen +20
      • Justification:
        Being this heavy hampers your ability to run

      • Swiftness
      • Description:
        Movement Speed +15%
      • Justification:
        Somewhat compensates for the excessive stamina drain as well as increasing survivability through mobility

      • Mother's Blessing
      • Description:
        Ranged Damage Reduction +10%
      • Justification:
        Take less damage

      • Guardian's Blessing
      • Description:
        Melee Damage Reduction +10%
      • Justification:
        Take less damage

      • Bark Skin
      • Description:
        Armor Effectiveness +15%
      • Justification:
        Take less damage
      Bonus Tips
      • Ace, the NPC that sells materials in Ward 13 has a shared inventory for all players in the lobby. This means that if you buy something from her, it will not be available to purchase for your teammates.

        You can take advantage of her shared inventory in order to trade between players using Ace as a middle man. For example, if player 1 sells Ace a Simulacrum, player 2 can buy that Simulacrum from Ace.

      • There's an infinite use consumable item in your inventory called Liquid Escape that kills you instantly. You can use this to fast travel to your last checkpoint, allow your teammates to travel without you if you are across the map, etc.

      • You can check your current story objective by opening the map.

      • There are a TON of breakable world objects and they all can potentially give you scrap (money). Chairs, tables, bookshelves, boxes, pots, jars, etc.

      • There is indeed a way to respec your trait points, so you don't have to be overly cautious about allocating trait points. Furthermore, you can gain enough trait points to max out every trait in the game (Although getting to trait rank 900+ will take a considerable amount of time.)

      • You can reliably farm Simulacrum and Glowing Fragments (Cosmetic Currency) on a map called the Fetid Pools in Corsus. The method has to do with the Rusted Amulet. Look it up.

      • Playing on Hardcore mode (Perma death) and defeating certain bosses will award you account wide items you can use on your non-hardcore characters.

      • Pressing Spacebar without any movement keys does a standard backstep dodge which has I-frames and can be performed no matter what encumbrance you are at. Pressing Ctrl while running performs a slide.

      • Double right click is the hotkey combo to scope in, provided your weapon has an optic.

      • Middle mouse is the hotkey to ping, and holding it down lets you be specific with your callout / ping as well as use emotes.

      • You can choose to show or hide your helmet under gameplay options.
      24 Yorum
      JamesDreemurr 4 Ağu 2021 @ 3:42 
      why not use the Machine pistol in place of all the SMG picks it has better accuracy and damage?
      Dog of Joe Pera 30 May 2021 @ 1:48 
      Ya know, I've been working on a Boxer Loadout that focuses on unarmed damage. It's pretty good.
      Gregarius 10 Oca 2021 @ 0:29 
      So this guide isn't getting updated anymore. Pity. :steamsad:
      Cyono  [yaratıcı] 9 Oca 2021 @ 16:48 
      Gregarius, thanks for correcting me. I took Blood Bond out of those other builds and added it to the Summoner Build.

      About the Blood Builds, I'm not going to add a Blood Build because I'm not interested in reinstalling the game and doing my own testing. Though I will say that it's good to see that the game is still being played after the final content update.
      Gregarius 9 Oca 2021 @ 1:58 
      With the Vanguard Ring, the Tank build can actually *tank* like in traditional MMOs - it soft-taunts targets: https://remnantfromtheashes.wiki.fextralife.com/Vanguard+Ring
      Gregarius 9 Oca 2021 @ 1:51 
      Oh, one thing I wanted to mention as a downside to blood builds - Bleeding statuses do not stack with multiple players, so having several players with a Blood Build could end very badly. Several times in boss fights I wasn't healing at all. Turns out another player was applying the bleeds so he was getting all the healing. Hope that makes sense.
      Gregarius 9 Oca 2021 @ 1:44 
      You've got Blood Bond listed as a useful trait for 5 different builds, but not for the Summoner, which is the only build it is useful for (https://remnantfromtheashes.wiki.fextralife.com/Blood+Bond)

      Also, having a "Blood build" would be handy. Those are pretty popular right now - using Razorwire Necklace, Bloodletter's Insignia, and Fan of Knives (among other Bleeding status items) to make everything bleed, which heals you like crazy. Also heals teammates if the Burden of the Devoted is used. More bleed builds here: https://www.youtube.com/watch?v=SN84HHwjGgY (I'm using the Blood Tank)
      Cyono  [yaratıcı] 11 Ara 2020 @ 15:13 
      Mender's Aura, a weapon mod that requires you to remain in a small circle is definitely the answer for a person without the means of hitting enemies at range. I should have thought of that earlier.
      Cyono  [yaratıcı] 11 Ara 2020 @ 15:11 
      Your feedback is very insightful and constructive. Thanks.
      FlynnTheFearless 11 Ara 2020 @ 10:12 
      Guides not all that great and no melee doesn't require health steal. Use menders aura for a better melee setup. Specially if you have dlcs. Over all guide lacks any of the OP builds and focuses too much on song of swords. It doesn't have a tank build or even a dps build nor a crit build. It basically lacks everything to make it a guide.