INTRODUCTION
[Desert Wind] focused [Baruuk] build utilising MINIMUM duration for Lull spam to erode Restraint and high range Pull to crowd control and rapidly group enemies into melee range allowing direct building of combo on [Desert Wind]. [Archon Stretch] can be triggered by electric modded [Desert Wind], and all the electric procs due to reactive storm work well with grouping.
Alternate main build using Pillage and melee guidance: https://overframe.gg/build/402137/baruuk-prime/pillaging-punch-general-use-and-steel-path-endurance-baruuk/
PLAYSTYLE
- Activate Desolate Hands (3), always keeping Desolate hands above 9 daggers for max damage reduction.
- Spam Lull (2) on Enemies to quickly erode Restraint, then recast necessary ( to keep restraint at minimum) as well as create minor crowd control
- Activate Serene Storm (4) and spam light melee to kill enemies
- Spam Pull to group enemies and attack with [Desert Wind] to build combo
.
SURVIVABILITY
In non-endurance content, [Baruuk] has multiple layers of innate damage reduction that multiply together making him extremely tanky
Damage Reduction Calculations
At minimum restraint - 50% damage reduction
At 9 or more Desolate Hands daggers - 90% damage reduction
With Serene Storm active - 40% damage reduction
Max total damage reduction witrhout [Adaptation] = 97% damage reduction
With [Adaptation] = 99.7% damage reduction
Accounting for base armor = 99.8% damage reduction to health only.
BUILD SPECIFICS
Duration
Minimum Duration (12.5%) allows Lull to be spammed for quick erosion of Restraint. Duration does not affect Pull, Desolate Hands or Serene storm.
Efficiency/Energy
Positive efficiency (100-135%) is needed to help Lull spam and Pull spam, (Elude uptime if not subsumed over) and recasting of Desolate Hands. Serene Storm does NOT consume energy, instead using Baruuk's Restraint meter. Fleeting Expertise is required to offset Blind Rage. Streamline is an optional/flexible choice that can be swapped for something else. [Primed Flow] is also optional addition to help with overall energy economy if you require.
Range
High range is only used here for maximising Airburst pull radius. Lull already has a high base range so this range is overkill.
Strength
High Strength (250%+) is mainly to help Serene Storm's damage output. We use a combination of [Blind Rage] or [Precision Intensify], [Transient Fortitude] and Molt Augmented arcane to hit 254% strength. [Umbral Intensify] is an optional addition to further boost strength.
Aura
Completely flexible depending on preference:
[Brief Respite] best for shield gating in endurance
[Swift Momentum] helps with combo duration so you dont lose [Desert Wind] combo
[Enemy Radar], [Steel Charge], [Growing Power] are all fine
Exilus
Completely flexible depending on preference:
[Primed Sure Footed] prevents knockdowns.
Alternatives include [Handspring], [Cunning Drift], vigilante pursuit etc
Flexible Slots
Streamline flexible for Primed Flow
Rolling Guard flexible for Adaptation.
Arcanes
Fury/Strike - for Desert Wind DPS
Augmented - for Desert wind damage and Pillage
Energize - for energy if needed
Archon Shards
Mix and match any number you prefer
Crimson Shard: Melee Critical Damage
Amber Shard: 1 to 2 Cast speed
Azure Shard: Energy max
HELMINTH
Subsume over Elude. You want to pick grouping abilities that either work well with LOW duration or are independent of duration.
Pull:
Pull has a fixed [Vacuum] duration of 2s and quickly pulls enemies into the horizontal range of your Serene Storm waves as well as melee range of fists for direct combo gain
Airburst:
Has fixed [Vacuum] duration of 2s but triggers upon hitting a surface of target, meaning you will need to aim at the ground if you want to bring them into melee range quickly.
Coil Horizon:
Has slightly higher range, but needs to be detonated quickly upon casting.
ARSENAL
Viral Electric Direct Hit Desert wind for Grouping : https://overframe.gg/build/434247/
Gunblade Vastilok Gladiator Stick: https://overframe.gg/build/388013/