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Ember Prime

Ember Build - Tanky

by last updated 3 years ago

40

Ember Prime offers the same potential for wanton destruction as Ember but provides unique mod polarities, allowing for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
465
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
160
Damage Reduction
34.8%
EFFECTIVE HIT POINTS
1,187
Guide
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Ember Prime builds
Builds by CephalonLewd

Ember Build - Tanky

This is a VERY tanky build for [Ember], which I used when farming liches during their release (tho this build isn't limited to that)

[Exothermic] and Energize give you endless energy sustain. however, if you want to push this build further you would swap streamline for rage/adrenaline and swap [Exothermic] for [Healing Flame] or (if you are running a healing melee) [Purifying Flames] (the status immunity also applies to you and includes knockdowns).
The downside of this swapping is that you would NEED enemies that actually deal enough damage so that you could sustain your energy pool.

For this build to work well, you need to be very GOOD at managing the resource meter else you'll run out of energy or won't maintain the level of damage reduction you are after. I don't know how to teach you this, so all I can say it practice as that's how I did it.

For infusions you can take (replace the 1) :
Roar for the bonus faction damage, without her passive or [Growing Power] it would be a 67.5% increase in damage to your abilities and a 180.5% increase to the status damage of your abilities (and weapons too).
Breach surge for the CC and extra damage multiplier.
Eclipse if you want to play as a weapon master.
Thermal sunder to combo with your existing heat procs (less viable due to no range mods).
Defy for 750 bonus armour, if you want to tank ever more damage.
Elemental ward cold or heat for tanking more. (or even electric if you feel like being a taser)
Basically, anything you can think of for how you'd like to play a tank.

HP = 850
Armour = 150 + 900 = 1050 = 77.77777% damage reduction
Shield = 375

Shield DR = 90% Immolation 92.5% adaptaion+base resist = 0.1 0.075 = 0.0075 = 99.25% DR
Health DR = 90% Immolation 67.5% adaptation 77.77% armour = 0.1 0.325 0.222222 = 0.0072222222 = 99.27777% DR

EHP = 375/0.0075 + 850/0.0072¯ = 50000 + 117692 = 167692

Running cold ward/defy would help to amplify embers above average base armour to squeeze out more DR, or heat/electric could be used to amplify the EHP before DR.
Defy would give result in 170k + 50k = 220k EHP
keep in mind Defy's 750 armour is unaffected by power stats, unlike elemental ward. And since I'm lazy I'm not going to write up the calculations for those, and ill only do heat as that's the most EHP of the 3. Assuming 225-300 strength range Heat ward would give you 304615 - 366923 + 50k(shields) EHP.