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Caliban

Fallout Boy || Fusion Strike Spam Caliban

by last updated a year ago

60

The heir of twin kingdoms ascends. Biological and Sentient life meet in Caliban. An adept monarch, he offers crowd control and survivability. His creator had more than one world in mind.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
370
SHIELD
650
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
290
Damage Reduction
49.2%
EFFECTIVE HIT POINTS
1,594
Guide
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Caliban builds
Builds by XennethKeisere

Fallout Boy || Fusion Strike Spam Caliban

When I built Caliban, I had one goal in mind -- abuse the everliving daylights out of his Fusion Strike. With effort, strategy, and Archon Shards, I was able to develop a build that not only allowed me to comfortably cast this skill repeatedly, but also endure and enjoy for as long as I wish to play (I'm not a level-cap kind of guy, so I can't claim it will go that far...but with the right weapons, maybe?). So, let's break down the process of how I developed this capable, comfortable, and (imo) enjoyable build.

The first thing that needed to be taken care of was proper energy management, since our Energy reserves are painfully low and the cost of Fusion Strike is naturally pretty high. [Primed Flow], [Streamline], and Dispensary with [Equilibrium] and Arcane Energize all help to tackle this by increasing the amount of reserves, decreasing the cost of all our Abilities, and providing us a consistent source of Energy. It's very much possible to drop [Streamline], or maybe even Arcane Energize if you're using [Caliban] for more stationary missions like Defense (as you can camp under Dispensary for resources), but the rest is unavoidably required for consistency.

Next, looking at Fusion Strike itself -- the most noteworthy factor of the Ability is the armor and shield strip. With minimum 200% Ability Strength, we can fully strip all defenses from the enemy; however, we're confined to leaving out [Blind Rage] if we want to maintain the energy management. So, [Transient Fortitude], [Umbral Intensify] and [Augur Secrets] for 223% Ability Strength. (Sidenote: this also boosts Sentient Wrath's debuff to 78.05%, which is a significant amount of extra damage; it also boosts the amount of enemies affected to a maximum of 35.)

For the sake of Dispensary, we include [Primed Continuity] to restore the lost Duration from [Transient Fortitude], plus a little change. You get just under 16 seconds, which is more than long enough to get Health and Energy Orbs (plus a little spare ammo) which will easily restore at least 245 Energy between Health Orbs and Energy Orbs dropped (be sure you're using a Companion with the [Synth Fiber] so you can grab the Health Orbs regardless of your current HP!!)

We also want to give some Range to the fallout left when the beams converge and implode; for this reason, we are adding [Stretch]. This boosts the fallout radius to 14.5m; while it may not be large enough to cover an entire room, the beauty here is that with everything selected to enhance the energy economy, Fusion Strike can be cast repeatedly to create a significant number of areas of fallout around you (thus the inspiration for the build name). [Overextended] was not chosen here because using it would take a significant chunk of our Ability Strength, forcing us to [Recover] by using options like Molt Augmented, which would require almost 250 kills before we're back to full strip, or Archon Shards, which we'll want to dedicate to some alternatives that may or may not be Ability Strength; more on that later. (Sidenote: our Ability Range here will boost Sentient Wrath to almost 32m, which makes it a significant resource for crowd control that we can fall back on in tight spots.)

The next thing to consider is defense -- Shieldgating through the Lethal Prodigy squad is viable in lower levels, but eventually the Conculysts you summon will start dying off instantly. So we focus on the old bread and butter: [Brief Respite] and Augur modding. With Decaying Dragon Key, [Brief Respite], [Augur Secrets] and 130% Ability Efficiency, we can fully restore Shields everytime we cast Fusion Strike. Dispensary can also Shieldgate if we add two more Augur mods; for this, you can either swap [Stretch] and [Primed Continuity] for [Augur Reach] and [Augur Message], or use a Sentinel and put the two Secondary Augur mods on its weapon (I opted for the latter, as I wanted to keep the extra Range and Duration). If you're still struggling, you can also drop [Streamline] for [Rolling Guard]; you'll have to pay a little more to cast all your Abilities, but it's still very much feasible to maintain your Energy economy, and now all of your Abilities will give you Shieldgate with Brief and 3 Augur mods (not to mention [Rolling Guard]'s protection in emergencies).

The only thing left is Casting Speed, because Fusion Strike is pretty slow. Only thing is, we're out of room on the build. So, let's pull out those Archon Shards! So we have up to 5 slots available to us. Now, you could put all your focus on Amber Shards for +125% Cast Speed (or, if you're lucky and get Tauforged copies, up to +187.5%). This would dramatically speed up the converging for Fusion Strike, allowing for a swift sweep into an armor-obliterating explosion that restores your shields in full (thanks, Shieldgate) and draws in nearby enemies. Naturally of course you don't have to do all 5 if you want; use however many you'd like and replace the rest with things like Energy Orb Effectiveness or Ability Duration (personally, I would recommend a single Ability Strength Shard, so you can swap [Augur Secrets] out of the build and use [Augur Reach] in place; a boost on Range, while still keeping over 200% Ability Strength, and still able to Shieldgate).

Oh, and I left an open Arcane slot for personal preference of use. Arcane Eruption, Molt Efficiency, Arcane Velocity...go with whatever suits you most.