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Khora

MinMaxed | NO-FARM survivable Khora

by last updated 2 years ago

30

Khora is red in whip and claw. She works together with her Kavat companion, Venari, to deal high damage and provide crowd control. Two bodies, one will.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
465
SHIELD
370
SPRINT SPEED
1.05
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
290
Damage Reduction
49.2%
EFFECTIVE HIT POINTS
1,408
Guide
0 Comments
Khora builds
Builds by TwistedBOLT

MinMaxed | NO-FARM survivable Khora

[Khora]'s an incredible pseudo exalted DPS frame that can be used either for farming or clearing missions. Compared to the farming build, this variant offers vastly improved survivability at the cost of not providing bonus loot.

Core:

Strength: [Accumulating Whipclaw] is arguably the most important mod on any [Khora] 1 build. Unlike most damage boost that increase damage by stacking either multiplicatively with everything else or additively with +dmg or +faction mods this augment provides [Khora] with additive strength but only for her first ability. This means that for the cost of 1 mod slot and lower damage on the start of a mission you can save multiple slots on strength mods and completely dumpster strength by just slotting this one mod.

Range: [Khora]'s Whip caps at 200% range. 190% range is completely fine by itself so consider [Augur Reach] a flex slot.

Arcane [Fury]: Arcane [Fury] provides a good increase to melee damage including and can be triggered by [Khora]'s whip.

External combo duration: Two dexterity arcanes are more than enough to keep your combo constantly up.

Economy:

Max efficiency offset by the primed duration mod alongside energize provide you with all the energy you'll need outside leech enemies and drain effects.

Zenurik: Not mandatory but very useful.

Alternatives: Max rank the fleeting and swap the [Streamline] for a [Primed Flow]. This will increase your buffer while slightly increasing the cost of your skills.

Survivability:

[Brief Respite]: Due to having 2 companions [Khora]'s covered in the radar department due to double [Primed Animal Instinct] so the aura slot becomes a flex slot that can be filled with either survivability, via [Brief Respite] or utility via [Swift Momentum], albeit the latter has fallen out of favour with the introduction of dexterity arcanes.

Venery Bodyguard: Probably the most controversial mod on this build, body guard functions as a second copy of [Martyr Symbiosis], procing before it and saving your own cat in the process. The reason why this is considered a controversial choice is mostly down to the mod being the only reason for not replacing your 3rd ability.

[Primed Sure Footed]: This mod is completely flexible it prevents various annoyances including your ability to use explosive weapons. Alternatives for it include: [Firewalker] or [Mobilize] for the zoomeis, [Cunning Drift] if you want to drop the second range mod but still have 200% range and save a main slot. [Synth Reflex] for swapping weapons faster and so on.

[Rolling Guard]: [Rolling Guard] allows you to cleanse potentially problematic statuses, roll in and out of large toxin clouds that might kill you as well as providing you with 3 seconds of complete invulnerability.

Decaying Dragon key: A decaying dragon key allows you to abuse shield gating to the absolute max.

Subsumes:

What to swap: If we weren't running the 3 augment the easy choice would be to replace our 3rd skill but as we're using said augment a decision needs to be made between 2 and 4.
4: If you manage to hit multiple enemies in the dome with your whip the damage increase 4 provides is massive the ability also has greater range than your 2... but....
2: Provides a 2x multiplier to your whip as well as a very good way to build combo, as, if your stat stick doesn't have [Spoiled Strike] in it you're able to build combo fairly fast off of simply hitting the bundled enemies. Furthermore it can be used for building [Accumulating Whipclaw] stacks and on top of this 2 is cheaper, faster and offers a great single target disable that even works on demolishers and liches!

As to what to subsume I went for silence as nullifying enemy abilities is an extremely useful skill to have and the short stun it provides is more than long enough to whip them all to death.
Other options include are somewhat limited by the low strength but include:
Dispensary for the energy [Regen], albeit you would have to swap out [Streamline] for [Equilibrium].
Various CC options like Lull, Condemn or Resonator.
Fireblast, albeit you'd be forced to build for neural strength (Can be done by dropping two ranks off of [Overextended] and adding [Umbral Intensify]).
Pillage for the double gate refresh and status purge, at the low strength the strip won't be doing anything.
Golden instinct if you like collecting ayatan statues.
Energized Munitions for a more gun focused gameplay style and at this point I'm grasping at straws.

Gameplay:

Start off missions by getting off a good Ensnare, hitting the enemies with your statstick a few times to start off a combo then whipping them to get a few stacks of the first skill augment.
Once that's done, open your fullscreen map, pop silence and go on a murder spree, aim loosely at the red triangles and watch them be deleted as you press 1. Keep in mind that your 1 has line of sight limitations.

Q&A:

Q0: I keep getting killed and....
A0: HOW? This build's built tougher than fort Knox!!