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Baruuk Prime

Agent of Ytar - Steel Path

by last updated a year ago

40

Doomed are the fools who attack the peace and exhaust the restraint of this reluctant warrior.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
280
SHIELD
465
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
240
Damage Reduction
44.4%
EFFECTIVE HIT POINTS
1,124
Guide
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Baruuk Prime builds
Builds by --BAT--

Agent of Ytar - Steel Path

Intro

"Ytar is the god of the sun and fire in the Sahptev faith. Many of the Monks of Ivgorod choose to align themselves with Ytar, per them prizing the attributes of strength and resolve." - Diablo Series

This build is my personal build and one that is actively usable into the later end of Steel Path Endurance, it will tackle just about anything you throw at it and I will go through my decisions and discuss a few alternatives throughout the guide.

(The Desert Wind Prime build will be included in a link at the end of the guide below.)

Modding Choices and Arcanes

  • Aura: [Growing Power] is ideal for this build because when activated it will give Desolate Hand more Daggers as well as Serene Storm gaining more damage from the increased strength. You can alternate this for Steel Charge if you want more direct melee damage.

  • Exilus: [Primed Sure Footed] is too good to pass up, having knockdown immunity is too important of an upside to leave out. If you don't have it yet, substitute for handspring.

  • Strength: In this build we are using [Blind Rage], [Transient Fortitude], and Umbral Intensify. These will scale our strength stat to 298% which is enough to boost Serene Storm damage a very considerable amount.

  • Duration: Practically useless with this playstyle/ability set, it only effects sleep duration which we only use to reduce the restraint meter. Keeping it as low as it is will not effect this build in any major way.

  • Range: A simple [Stretch] is all that is needed to give our Helminth ability good reach as well as Lull a wider range to sleep enemies and continue to reduce your restraint meter.

  • Efficiency: Because of Blind Rage we will use Fleeting Expertise and Streamline to get back to a nice balance of energy usage reduction.

  • Arcanes: We are going to use Fury and Strike. These two will allow Serene Storm to hit even harder and faster overall with 100% uptime in enemy-rich content.

Helminth

  • For our helminth we are going to be using Pull, and replacing Elude.

  • We do this because Elude is only active when NOT attacking, making it unappealing and it's restraint reduction is awful on top of that.

  • Instead we will be using [Mag]'s Pull, this is the quickest and in my opinion most consistent grouping ability. A close second would be Khora's Ensnare, or if you don't have either somehow, you can use Zephyr's Airburst.

  • The reason for this Helminth is to help Build Combo, which is covered in the next section.

Information

  • If you want to deal even more damage, use all three of the melee Gladiator Mods on a random melee and bring it with you. These would be [Gladiator Vice], [Gladiator Might], and [Gladiator Rush]. The reason why is the set bonus from the Gladiator mods would transfer to Serene Storm, where conventional mods would not. Using this would increase your critical chance and allow Desert Wind Prime to hit red crits fairly easily.

  • In order to build Combo Counter, first you would have to be in steel path so an enemy can tank a hit or two, then ensure your melee weapon has no active counter by using a heavy attack and losing the combo.

  • Use Pull to group enemies together, Use Lull to reduce Restraint Meter, Activate Desolate Hands to gain Damage Reduction and disarming, and slide attack using Serene Storm as it has a likelihood to hit more than once, building up the counter.

  • As always with Melee Focused Warframes, it is practically required to use Naramon's Focus School to reduce combo degredation to a small amount in order to keep a massive combo going.

Archon Shards

  • I would personally recommend using 2 Amber Archon Shards both using Casting Speed, this replaces a potential Natural Talent as Baruuk's Abilities can be slow.

  • The rest of the slots I would use 3 Crimson Archon Shards, either using Power Strength to increase Dagger number of his 3, or empower his 4 even further, OR melee critical damage to just directly impact how hard the Serene Storm will hit.

Outro and Links

Hopefully this build helps some people find Baruuk's True Identity as a pack destroying red-critting monster.

Desert Wind Prime Build