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Rhino Prime

Red Rhino Prime

by last updated 2 years ago

40

Takes Rhino's ground-shaking abilities to the next level with altered mod polarities that offer greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
370
SHIELD
555
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
290
Damage Reduction
49.2%
EFFECTIVE HIT POINTS
1,468
Guide
0 Comments
Rhino Prime builds
Builds by Alhazred

Red Rhino Prime

Meant to go with the Red [War] build or any melee weapon built for crit, hence the Gladiator mods. Updated for Wrathful Advance, because wow that's a thing now! It's not in the list here yet; replace [Rhino] Charge or [Rhino] Stomp with it. Oh also Iron Skin gives you Overguard now.

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.

How 2 [Rhino]:

Set your Focus school to Naramon for the melee bonuses.

First, 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.)

Second, 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.

If you want to live dangerously, swap [Continuity] for [Blind Rage]. This will give you the full 300% bonus from Wrathful Advance despite the reduced effectiveness as a Helminth ability. If/when they fix Rage not proc'ing on damage to Overguard, this will probably be straight-up better since it will totally obviate the reduced efficiency. This is a flat bonus; if you have enough power strength that the cast gives you 300%, you can adjust your melee weapon's build to completely remove crit-chance so long as you're willing and able to keep casting the ability.

Third, Roar. If you're using this with a crit melee weapon build you won't need Roar for yourself unless enemies get very high level while playing an endless mode, so you'll need to remember to cast it for your squaddies if you're not playing solo (although, if your squaddies are long-time, knowledgeable players, they'll probably be one-shotting most enemies without a buff too, so YMMV.) If you are playing an endless mode, don't forget Roar exists once enemies start tanking more than a couple hits. This can vary wildly due to differing enemy vulnerabilities even within one mission. Since we're running [Rage], you don't need to worry about saving energy for Iron Skin so you can keep Roar up all the time anyway.

Finally, [Rhino] Stomp when surrounded by a crowd and thwack away at all the floating enemies. One of the melee bonuses from Naramon is bonus damage against lifted enemies, too.