INTRODUCTION
[Desert Wind] focused [Baruuk] build utilising MINIMUM duration for Lull spam to erode Restraint and high range Pull to crowd control and rapidly group enemies into melee range allowing direct building of combo on [Desert Wind]. [Archon Stretch] can be triggered by electric modded [Desert Wind], and all the electric procs due to reactive storm work well with grouping.
Alternate main build using Pillage and melee guidance: https://overframe.gg/build/402137/baruuk-prime/pillaging-punch-general-use-and-steel-path-endurance-baruuk/
PLAYSTYLE
- Activate Desolate Hands (3), always keeping Desolate hands above 9 daggers for max damage reduction.
- Spam Lull (2) on Enemies to quickly erode Restraint, then recast necessary ( to keep restraint at minimum) as well as create minor crowd control
- Activate [Serene Storm] (4) and spam light melee to kill enemies
- Spam Pull to group enemies and attack with [Desert Wind] to build combo
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SURVIVABILITY
In non-endurance content, [Baruuk] has multiple layers of innate damage reduction that multiply together making him extremely tanky
Damage Reduction Calculations
At minimum restraint - 50% damage reduction
At 9 or more Desolate Hands daggers - 90% damage reduction
With Serene Storm active - 40% damage reduction
Max total damage reduction witrhout [Adaptation] = 97% damage reduction
With [Adaptation] = 99.7% damage reduction
Accounting for base armor = 99.8% damage reduction to health only.
BUILD SPECIFICS
Duration
Minimum Duration (12.5%) allows Lull to be spammed for quick erosion of Restraint. Duration does not affect Pull, Desolate Hands or Serene storm.
Efficiency/Energy
Positive efficiency (100-135%) is needed to help Lull spam and Pull spam, (Elude uptime if not subsumed over) and recasting of Desolate Hands. [Serene Storm] does NOT consume energy, instead using Baruuk's Restraint meter. Fleeting Expertise is required to offset Blind Rage. Streamline is an optional/flexible choice that can be swapped for something else. [Primed Flow] is also optional addition to help with overall energy economy if you require.
Range
High range is only used here for maximising Airburst pull radius. Lull already has a high base range so this range is overkill.
Strength
High Strength (250%+) is mainly to help [Serene Storm]'s damage output. We use a combination of [Blind Rage] or [Precision Intensify], [Transient Fortitude] and Molt Augmented arcane to hit 254% strength. [Umbral Intensify] is an optional addition to further boost strength.
Aura
Completely flexible depending on preference:
[Brief Respite] best for shield gating in endurance
[Swift Momentum] helps with combo duration so you dont lose [Desert Wind] combo
[Enemy Radar], [Steel Charge], [Growing Power] are all fine
Exilus
Completely flexible depending on preference:
[Primed Sure Footed] prevents knockdowns.
Alternatives include [Handspring], [Cunning Drift], vigilante pursuit etc
Flexible Slots
Streamline flexible for Primed Flow
Rolling Guard flexible for Adaptation.
Arcanes
Fury/Strike - for Desert Wind DPS
Augmented - for Desert wind damage and Pillage
Energize - for energy if needed
Archon Shards
Mix and match any number you prefer
Crimson Shard: Melee Critical Damage
Amber Shard: 1 to 2 Cast speed
Azure Shard: Energy max
HELMINTH
Subsume over Elude. You want to pick grouping abilities that either work well with LOW duration or are independent of duration.
Pull:
Pull has a fixed [Vacuum] duration of 2s and quickly pulls enemies into the horizontal range of your [Serene Storm] waves as well as melee range of fists for direct combo gain
Airburst:
Has fixed [Vacuum] duration of 2s but triggers upon hitting a surface of target, meaning you will need to aim at the ground if you want to bring them into melee range quickly.
Coil Horizon:
Has slightly higher range, but needs to be detonated quickly upon casting.
ARSENAL
Viral Electric Direct Hit Desert wind for Grouping : https://overframe.gg/build/434247/
Gunblade Vastilok Gladiator Stick: https://overframe.gg/build/388013/