Baruuk Prime

Baruuk Rant + Build

by last updated 2 days 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 eazybreezy

Baruuk Rant + Build

2 layers of defense: evasion and shield gate

When [Baruuk] isn't attacking, elude allows [Baruuk] to evade most attacks (excluding aoe or enemy abilities). When attacking, we rely on a shield gate to provide just enough time for him to get a hit in and then stop attacking for elude to come back. His shield gate is around 1.5s of invulnerability. When stopping attacking, there is a 0.2s delay before elude re activates on [Baruuk]. This promotes a gameplay style focused on high burst damage, which slam attacks are good for. (Alternatively you can build for his slide attacks or a zaw focused build).

New tech just dropped (old peace upd), you can drop the two shield gate mods for arcane circumvent (replacing energize) and instead use [Equilibrium] and gain a free mod slot. This is a little more finicky and less easy to use than shield gate, but circumvent can be used to quick strip overguard groups and actually utilize your second ability to lower restraint! This also grants overguard to [Baruuk], adding on status immunity and overguard gate on rolls. Maybe [Rolling Guard] if still dying? After some testing, it is a little weird to use especially with a slam build, because you only really roll after a slam, when all the enemies are dead. This makes more sense with a slide build.

Another tech, using arcane concentration with or in place of prime [Continuity], as you can proc it before elude to snapshot the duration for lower energy cost when channeling, and it goes away when you want to cast lull, so its low cooldown. Not too useful in the grand scheme of things, but it exists.

[Baruuk] IS MID!
As a player who loves [Baruuk]'s concept and exalted weapon, it pains me to say this, but his gameplay sucks balls.
His abilities aren't synergistic with each other: each ability wants different stats to perform.

  • elude is best run with high duration to lower channeling cost, while lull wants low duration to be spam cast. thus an anti synergy.
  • desolate hands wants low range to maintain DR, while elude wants range to [Extend] it's coverage. elude has an interaction with desolate hands that increases its detection range, making it quicker to lose your daggers that you want for DR. additionally, when enemies are disarmed, they cannot fire shots at your elude (disarmed) and thus elude is much less effective at losing restraint (because melee attacks have small range and slower attack rate). thus an anti synergy.
  • lull puts enemies to sleep, which prevents his first ability from functioning as a way to lower restraint (requires enemies to shoot at you while elude is active). another anti synergy.
  • On top of that, his restraint meter and DR focused frame design don't complement one another. His restraint meter mechanic encourages him to be used in gamemodes with large enemy density, which is really only found in higher level content. This wouldn't be a problem if he didn't rely on DR to survive. In content above level 1000, his DR falls off, nearly forcing him to be built with pillage or other quick animation abilities to shield gate (holy fuck his cast speeds are aggregious), or to build him with his 1st ability being the primary survival tool (which is another problem listed below.).
  • Finally as if that weren't enough, trying to actually build his first ability as a survivability method is painful. The investment needed to make it work is so high because to maintain energy economy with it (a channeled ability) means to use [Primed Flow] and [Equilibrium] (two mod slots) alongside duration. This wouldn't be as bad if that was it, but he also requires range to actually use elude as a survivability method. This means we already use 4 slots ([Flow], [Equilibrium], [Continuity], and [Overextended]) just to recreate a bootleg [Zephyr] 3rd ability. not to mention its just a direct downgrade to that as it dispels when attacking.
    This annoying gameplay loop can be fixed by either reworking what stats his abilities scale off of, or by providing players with new different mods with different stat spreads, to allow more build diversity (eg. more range mods).

AS IF THIS TRAVESTY WEREN"T ENOUGH, THERES MORE!
Lets say you're fine with his gameplay loop so far, and don't plan on bringing him into low level missions or endurance runs....you still have to deal with:

  • He has no way to counter knockdowns, which for a melee frame, is quite detrimental. Being knocked on your butt really lowers DPS, who would've known. You can mod PSF, but you lose out on an exilus slot that can be used for other quality of life (like parkour velocity, slam damage, more range etc).
  • Nullifiers and overguarded enemies completely ruin his gameplay by being immune to CC (2nd and 3rd ability won't lower restraint on enemies inside nullifier bubbles or with overguard) and nullifiers turning off his evasion, DR and exalted weapon(and thus his combo which directly buffs his exalted damage, alongside combo scaling mods like [Blood Rush]). This isn't even mentioning how eximus units can downright kill through your evasion, and how nullifier bubbles struggle being popped by his exalted, due to its slow base attack speed (why tf is it so slow DE. its like the fragor).
  • His most effective way to lower restraint is with his 2nd ability lull, which has a long startup time without 2 casting shards.
  • His 1st ability is so inconsistent in the sense that it will lower restraint quickly against high rate of fire enemies like a heavy gunner, but completely sucks against low rate of fire/melee enemies like the techrot, infested, disarmed enemies (e.g those affected by his 3rd ability) and CC'd enemies (primer companion, primers, 2nd ability, teammates, etc.).
  • Because his 1st ability is a channeled ability, you cannot regain energy outside of orbs, forcing you to run either energize or equilibrium. This means that certain EDA/ETA modifiers can completely ruin his gameplan, which sucks because most people only use him in circuit/EDA.
  • His exalted weapon ceases to function if: there aren't large crowds of enemies to lower restraint, the enemies are airborne (idky, but unlike [Excalibur], his exalted weapon doesn't send out his waves on aerial attacks, the frame's main gimmick for using his exalted), or if he's facing any form of non humanoid boss (namely jackal; its like the [Corvas Prime] hitbox issue with profit taker, all of baruuks waves hit jackal's invulnerable body before its legs and thus deals 0 damage, requiring you to hit the fists of normal melee attacks on it). These restrictions make his exalted feel very clunky to make work.
  • HM: He still dies to toxin at high enough level, but as I said, this list was of things that happen outside of extreme level content. (I still include it b/c it can still happen in Archimedeas, but rarely.)

IN SUMMARY
[Baruuk]'s abilities [Hate] each other, [Baruuk] is conflicted about stats (wants duration, range and strength all above 200%), lacks mod capacity ("needs" augment mod, needs status immunity, wants movement/parkour speed, needs cast speed and needs energy sustain mods, on top of the mods needed for getting his stats. Granted, you can run archon shards for cast speed and parkour velocity, but then you lose the opportunity to put purple crit shards or tox status damage shards instead. these archon shards aren't needed, but i like big number.), needs ramp up time (no fast missions), needs high enemy density, and has his main survivability method falls off in high level.