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Protea

Lazing Blazing Mecha Guns | SemiAFK Blaze Artillery DPS Protea (Roar/Pillage)

by last updated 6 months ago

40

Protea knows all about protection. Her vast arsenal inflicts damage and provides ally support. She can even manipulate time itself.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
555
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,277
Guide
1 Comment
Protea builds
Builds by ninjase

Lazing Blazing Mecha Guns | SemiAFK Blaze Artillery DPS Protea (Roar/Pillage)

Note Change control settings and use Invert Tap/Hold abilities for [Protea], so tapping 1 casts Shield Satellite as this will be your main method of survival.

Tanking Variant
Max out [Archon Vitality], Swap [Primed Continuity] for [Adaptation] and Swap Molt Efficiency for Arcane Blessing.

HELMINTH

The choice here is between Roar, Pillage or Tharros Strike

Roar

  • More passive playstyle, can cast once after boosting to 89.7% roar (with Protea Passive) and lasts over 80s.
  • Double dips on heat DoT meaning Blaze Artillery actually gains 1.897 x1.897 = 3.6x damage
  • Boost weapon damage
  • Benefits teammate weapon and ability damage

Pillage

  • More active playstyle, need to cast twice to full strip enemies. You can also use an Empowered cast with at least THREE crimson strength archon shards to allow you to hit 328% strength for a full strip in one cast, but only after casting three abilities first (e.g. cast three blaze artillery before pillage).
  • Armo strip scales much further in Steel Path against Grineer/Corrupted than roar
  • Restores shields for shield gating without interfering with Shield Satellite bonus 2s shield gate.
  • Clenases status effects
  • The range of Pillage spreads more via duration. On this build Plllage has an effective radial range of 110m, limited by line of sight

Tharros Strike

  • Full strips in one cast, and removes both shields and armor permanently
  • Only requires 200% strength compared to 400% str from pillage (or 164% str with Corrosive Projection on)
  • Much shorter range compared to pillage, sitting at around 11m in a cone. This falls much shorter than the range of Blaze Artillery (over 30m).

FOCUS SCHOOL

Vazarin - gives protective dash for i-frames and void snare gives free low range grouping without a subsume.

ARSENAL

The mecha set requires a kubrow, ideally Huras kubrow which will allow you stay invisible as long as you don't shoot:
https://overframe.gg/build/268129/huras-kubrow/huras-mecha-synth-stealth-doggo/

A heat Inherit primer can further boost the heat DoTs created by Blaze Artillery:
https://overframe.gg/build/376162/epitaph/heat-inherit-primer-epitaph/

What is Heat Inherit?
The status effect of heat causes enemies to take heat damage every second over 6 seconds according to the formula

"0.5 x modded base damage x (1+heat damage) x (1+faction damage) x critical multipliers"

Each additional application of a heat status adds a stack of heat damage AND refreshes the 6 second duration. However, every subsequent heat proc uses the heat damage and faction damage from the very first stack applied. This means if you use a 'heat primer' with max +heat damage mods and +faction damage mods, then switch to a 'DPS weapon' with only one heat mod that can consistently reapply heat status but with damage, crit and faction mods, every heat proc will actually 'inherit' the heat/faction mods from the primer while taking the modded base damage and critical multipliers from the DPS weapon.

Example setup by Dystopia:
Video: https://www.youtube.com/watch?v=9Ta_ex7MUDs

Basically this means with 299% strength, Archon vitality, Mecha set, Roar and heat inherit you get the following maximum possible damage:

Raw hit per second:
1500 dmg/s x 2.99 (strength) x 1.897 (roar) x 4.25 (viral) * 1.25 (cloned flesh bonus) = 45 198 dmg/s which ramps up to 451,980 dmg/s after 10 shots.

Heat DoT per second:
500(base) x 0.5 (DoT multiplier) x 2 (Archon Vitality) x 2.99 (from strength) x 4.64 (from double dip roar + faction mod) x 3.25 (from heat inherit mods) x 6.25 (from mecha empowered) x 4.25x (from 10 viral status) x 1.25 (Cloned flesh bonus) = 2.24 million dmg/s, which ramps up to 22 million/s after 10 shots

If we consider this against something without a mecha mark, then we get 350,000 dmg/s which ramps up to 3.5 million dmg/s after 10 shots.

Over 8s of [Blaze] Artillery, all together we can basically deal between 10 million to 30 million damage per cast of [Blaze] Artillery

At levelcap, an unarmored corrupted heavy gunner and demolyst have approximately 2 to 4 million health, meaning they would die after 1-2s when armor stripped.

On the other hand, a fully armored corrupted heavy gunner has 3.3 billion eHP, which is halved to approximately 1.15 billion eHp by heat procs, meaning it could take 30+ full casts of [Blaze] artillery to kill them without armor strip. At level 500, they have approximately 75 mil eHP meaning they should still be killed within a few seconds depending on enemy density and number of turrets.