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Ember Prime

Steel Path Destroyer

by last updated 2 years ago

60

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 The_Bygone_King

Steel Path Destroyer

{This build is intended to be run with the Synth mod set on your companion. Best used with companions that can't permanently die like the [Panzer Vulpaphyla]}
(Mods needed on your companion, [Synth Deconstruct] & [Synth Fiber])

So, what is this build?

This is an [Ember] build designed to shutdown lategame content in the Steel Path. This is fully capable of clearing the star chart, although I do not suggest using this build for long term endurance runs, since no amount of damage resist can prevent a one shot once you hit a certain point. This build does not utilize shield gating, so while it is extremely tanky it will not be immortal in very late game content.

Why should I use this?

This build pushes the viability of [Ember] and her abilities in the Steel path by enabling her to use her abilities even more frequently without worrying about consequences. Through access to [Equilibrium] via the Synth modset, you are able to stay consistently topped off on energy. Furthermore, with Arcane energize and the extreme efficiency of your abilities, you almost always get large returns from [Exothermic].

Why did you choose what you chose?

[Equilibrium] enables ability spam extremely well on this build. I opted for [Energy Conversion] because it provides a similar boost to [Transient Fortitude] but doesn't necessitate running [Primed Continuity] to offset the loss of duration with [Fleeting Expertise]. I also find that [Energy Conversion] pairs extremely well with her augment [Exothermic], since her abilities just spawn more orbs and thus feed her more bonus ability strength. If you feel confident, you can drop [Adaptation] in exchange for her other augment [Healing Flame], but I find that the forgiveness of having [Adaptation] helps compensate for the fluctuations in damage resist she can have from her Immolation.

As for the helminth ability, I opted for a strong cc option that groups enemies efficiently for her 4. Coil Horizon filled this roll beautifully because it can be recast, has a relatively high base range, and I just find it more fun than the alternative of Larva. Ultimately you can use whatever you like here, but I find the Coil Horizon grouping increases the value of her 4.

Finally, Arcanes. You can run anything you prefer instead of Arcane Eruption. I only opted for it because A: I find the prospect of AoEing the map with energy orb procs funny, and B: It synergizes with this build phenomenally because of [Exothermic]. I find with it, I am rarely caught out by enemies. Some suggestions I can give are: Arcane Grace for passive healing, Arcane [Guardian] for even more damage resist, or Arcane Avenger for more damage.

So, how do I use this?

Begin the mission by casting her Immolation, just to get some opening damage resist. Engage enemies and use your abilities as needed until you get an energy orb to drop. Recast your Immolation with the energy orb to maximize its power strength first before utilizing [Energy Conversion] elsewhere. Once you've done all this, do as follows.

Walk into a room. Cast Coil Horizon. Cast Fire Blast at max heat. Cast Immolation. Shoot any remaining survivors. You will get multiple energy and health orbs for doing this thanks to [Exothermic] and [Synth Deconstruct]. Repeat this loop to your heart's content.

Do you have any weapon recommendations?

Run whatever you like, although AoE weapons are definitely favored. You may also want to run something separate for Eximus units, as they are completely unaffected by your total crowd control and could pose a threat if they aren't addressed swiftly.