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Rhino

Red Rhino

by last updated 5 months ago

50

Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
370
SHIELD
555
SPRINT SPEED
0.95
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
240
Damage Reduction
44.4%
EFFECTIVE HIT POINTS
1,406
Guide
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Rhino builds
Builds by Alhazred

Red Rhino

For newer players who have very likely gotten Rhino long before Rhino Prime. As such, you probably won't have all the mods/arcanes yet either so substitute with whatever else you want that's in your inventory. If you've got the Gladiator mods, they'll increase your melee damage. The obvious first step will be replacing [Intensify], [Vitality] and [Steel Fiber] with the Umbral versions once you've got them.

Your basic melee [Rhino] build. This is not a support build, but you'll still give a decent enough damage buff to your team they won't otherwise have unless there's a second [Rhino] with more ability strength in the group anyway, so who cares? Also once Molt Augmented is maxxed out, it's a pretty decent boost regardless. I use this build with Red War.

According to the update notes, Overguard is supposed to act as health for arcanes and mods that proc on damage to health. This currently works with Arcane Avenger, and currently does not work for [Rage] or [Hunter Adrenaline]. I'm assuming this is an oversight because [Hunter Adrenaline] is the mod the notes use as an example, so hopefully DE will fix it sometime this year. It's still worth using since if you don't have the energy to re-cast Iron Skin as soon as your Overguard is gone, you'll get it as soon as the shield gate expires, you just have to keep an eye on it and be ready to re-cast as soon as you've taken a couple hits.

If you swap Stomp for Wrathful Advance instead of Charge, you can use [Ironclad Charge] for more armor before casting Iron Skin to get more Overguard.

I know [Steel Charge] is derp, but it's more than zero extra melee damage, may as well use it on a melee build.

How 2 [Rhino]:

Set your Focus school to Naramon for the melee bonuses.

Iron Skin; try to cast it while you're being attacked, because you get more Overguard the more damage you absorb the moment after casting. Regardless of how much you get, you need to keep an eye on it so you can make sure to re-cast once the Overguard is gone (and now that it works by giving you Overguard, this is much easier since it's on your health bar and you don't need to squint at the icon.)

Helminth:

Replace [Rhino] Charge. It's kinda bleh and Stomp is decent crowd control. One of the melee bonuses from Naramon is a damage bonus against lifted enemies, too.

Wrathful Advance - This is ridiculous. Cast it to get the buff and re-cast whenever you think of it to refresh/regain the buff, and just melee away. The one problem here is that without [Kullervo]'s passive, every standard cast will wipe your melee combo unless you have an alternate source of combo efficiency, but it's worth it. Even if your combo is low, there's a good chance you'll one-shot an Acolyte depending on what melee weapon and build you're actually using (I do it nearly every time with [War].) You can also use the teleport cast to preserve your melee combo; when you use it as a teleport without the attack, you still gain the buff.

Pull - Brings groups of enemies into melee range. Doesn't give you the crit bonus of Wrathful Advance, but lets you thwack groups.

Ophanim Eyes - Strips armor, provides a little crowd control, looks cool. Stomp is better crowd control overall, but this will work on stuff like demolysts, and you'll have enough ability strength for the armor strip to reach 100% very quickly. Also obviates the need for Corrosive Projection.

Gloom - If you want to keep [Rhino] Charge, swap Stomp out for this.