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Garuda

Pillager

by last updated 4 years ago

20

Death’s crimson maiden sharpens her talons. Garuda weaponizes the blood of her foes to deal high damage. Sanguine beauty complements her deadly power.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
240
HEALTH
370
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
315
Damage Reduction
51.2%
EFFECTIVE HIT POINTS
1,252
Guide
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Garuda builds
Builds by v1ld

Pillager

First attempt at a non-[Quick Thinking] build that takes advantage of shield gating instead.

Pillage replaces her 2 since Magus Elevate provides instant health refill and can be spammed at will. Elevate also goes with Magus Anomaly, more on which below.

[Rolling Guard] provides a 3s window in which to run Pillage safely. Ideally, Pillage is cast in the shield gating window of 1.3s, after which you immediately roll to get 3s of invulnerability for Pillage to complete. So, keeping Pillage's duration to 3s or below would be good - which in turn means a duration of ~150% or less. Too much more duration will require manually cancelling Pillage, which it does let you do by recast. Neither her 1 nor 4 need that much duration in any case, so leave it around 150% if you can.

Her 3 gives you infinite energy when combined with Magus Elevate to restore health - or any other method of your choice. Higher strength means more energy is restored per cast. Both health taken and energy restored are %-based so [Vitality] is not required for [Garuda], it makes no difference to her 3.

Core damage loop is the 4 to open enemies to guaranteed slash damage. A strength of 134% is enough to do this. We want a lot of enemies grouped together to hit with the 4 which is where Magus Anomaly comes in. It pulls enemies closer to the warframe when transference is used. This goes well with Magus Elevate to heal [Garuda] on transference. So, use transference to group stuff and then use the 4 on them. Follow it up with a big nuke attack that gives every affected enemy huge slash procs.

The 1 is a big nuke attack if charged before casting. The charge scales off the accumulated value at charge time, charging up by 50%/sec. To quickly charge to large numbers, start with a large accumulated value. The high strength here lets that be done with a couple of pounces to seed the initial value. Default drain/sec for charging is 50 energy/sec. The high efficiency here drops that to a much smaller value that lets you charge for much longer if needed.

Finally, range is pretty useless for these abilities. The 3 & 4 completely ignore range. Pillage only uses range for the initial pulse - the actual expansion is based on duration at 20m/sec. The 1 does use range to control the [Pounce] distance, but bullet jumping to within 10m to [Pounce] is good enough when no other ability needs that stat.

Still trying this out. It may be better to drop duration to a smaller number. Likewise with efficiency, where [Fleeting Expertise] could be swapped for [Streamline]. These changes would allow range to be brought back up, but that's a stat that's mostly useless so why bring it back up? We'll see.