There are four tiers to elemental damage (that I've seen so far). This is represented by a multiplier on your weapon: x1, x2, x3, or x4, with the higher the multiplier the higher the elemental damage the weapon can inflict. In order to install this Borderlands the Pre-Sequel Community Patch you need to take the same steps as with the Borderlands 2 unofficial community patch to get it running. I would like to point out these few things: Don’t have Borderlands the Pre-Sequel running on your system when you apply these changes.
Guns from each manufacturer except Jakobs (those Luddites!) can also come equipped to deal elemental damage. Maliwan does one better, making every single one of its guns output elemental rounds. Fire rounds scorch and burn, making them ideal against unarmored, fleshy targets. Corrosive rounds eat away at hard, fire-resistant surfaces, making them effective against robotsand armor. And Electric rounds quickly overpower personal shield modules, disengaging shield protection and allowing free access to the sensitive, squishy areas of the would-be shield user.
On weapons of white, commonplace rarity, you’ll never see an elemental property unless the weapon is from Maliwan. On items of green or better rarity, you’ll start seeing elemental effects once you’re above a minimum level. If you happen to get incredibly lucky and receive a unique elemental drop before the minimum level for that effect to show up on drops, you’llstill get it. Elemental weapons come equipped with a chance to inflict the target with a horrific temporary effect. Just like with impact damage, if a creature is vulnerable to a particular type of damage (like flesh creatures to fire), then they’ll be morevulnerable to the possible damage-over-time effect. It will also be more likely to go off in the first place, and they’ll resist less of the potential damage once their life is ticking away. Precious few enemies (thankfully) are entirely immune todamage-over-time effects, but watch especially for Constructor Bots, which you will learn to fear for that reason, among many others. Fire
Fire rounds may light the target on fire, causing them to burn and continue taking damage. Naturally, most living things have a deep distaste of being on fire, so this may also change their behavior. At the very least, you’ll hear more screaming. Armored targets are Fire resistant. They’ll take less impact damage from Fire rounds, they’re less likely to catch on fire, and they’ll take less damage from the fire when they do. Fire, like Corrosive, is also pretty bad at whittling down sophisticated shield technology. Fire elements appear on non-Maliwan and non-Jakobs weapons starting at level 7.
Shock
Shock weapons chew through shields extremely fast, meaningfully quicker than other weapons. They may also electrocute the target for a few moments, dealing damage over time and potentially interrupting their actions, what with the electrocution they’re undergoing and all. Besides the obvious usefulness of knocking out enemy shields so you can damage them more efficientlywhen they’re unprotected, some enemies who are capable of cloaking depend on an active shield to draw energy from. No shield? No cloak. Shock elements appear on non-Maliwan and non-Jakobs gear starting at level 11.
CorrosiveElemental Effect Dmg Does What Borderlands 3
Corrosive weapons sizzle through even the best synthetic material, making short work of loaders and armor plating. Caustic rounds have a chance to leave their goop on the target, corroding further over several seconds. The doubling up of Corrosive impacts with ongoing Corrosion can help you melt through loaders as though they don’t represent billions of dollars of research in robotics and artificial intelligence. Corrosive rounds deal diminished damage to shielded targets. Corrosive elements appear on non-Maliwan and non-Jakobs gear starting at level 13.
Slag
Since that last Vault opened, this purple goop is just everywhere, isn’t it? Eridium approaches abundance now on Pandora, and although this resource can potentially power a lot of wonderful things, it can also ruin entire regions and unnaturally afflict people and wildlife. Some monsters have lived long enough exposed to Eridium to have transformed into Slagged mutations of themselves, almost new creatures entirely. Normal Pandoran creatures exposed to Slag are only slightly betteroff—briefly Slagged creatures take double damage from all non-Slag damage sources! Slag elements appear on non-Maliwan and non-Jakobs gear starting at level 15.
Explosive
Explosive rounds also come equipped on some guns, and they are obviously the norm on rocket launchers. (Every Torgue weapon uses Explosive rounds, although their gyrojet rocket projectiles work a little differently.) Explosive damage differs from regular, non-elemental kinetic ammunition in its blast radius, as well as on the sheer force transferred. Explosive rounds explode on impact, unsurprisingly, damaging anything they hit and also anything in the impact blast radius. The actual damage dealt with an on-target Explosive hit is slightly higher than what you’d expect based strictly on the damage value on an Explosive weapon’s stat card. The raw explosive oomph is something the card doesn’t completely account for. Windows usb dvd download tool mac.
Elemental Damage Multipliers - first playthrough
Borderlands 2 Elemental WeaponsElemental Damage Multipliers - second playthrough
Retrieved from 'https://borderlands.gamepedia.com/index.php?title=Borderlands_2:Elemental_Effects&oldid=6132'
Welcome to our Elemental Fist Over Matter build guide for Amara the Siren inBorderlands 3. This build aims to do the maximum elemental gun damage withouta dependency on anointed gear. It is excellent at dealing with group of enemiesas well lone targets.
In this guide, you will learn everything you need to know to gearyourself up and play this build at the highest level.
1.
Amara/Siren Elemental Fist Over Matter Build overview
Elemental Fist Over Matter is a hybrid build that aims to utilise the bestparts of the Mystical Assault and Fist of the Elements skill trees. The buildis incredibly flexible and can deal with large groups of enemies and lonetargets with ease.
1.2.
Weaknesses
Elemental Fist Over Matter is a high-damage build designed to fight itsway through groups of enemies with ease. It utilises elemental damage skillsfrom the Fist of the Elements Skill tree and gun damage from the MysticalAssault skill tree in order to gain the maximum possible damage bonuses. Thebuild aims to constantly switch between different elemental weapons in order toalways have a weapon effective against the armor type of a given enemy. TheFist Over Matter Action Skill is used to strike a balance betweenutilising Phasegrasp skills from the Fist of the Elements Skill tree andAction Skill Damage skills from the Mystical Assault Skill tree.
2.
Elemental Fist Over Matter Skills
2.2.
Action Skill, Augments, and Elements
Fist Over Matter is the Action Skill of choice for this build as itis the most efficient Action Skill for triggering specific skill within both theMystical Assault and Fist of the Elements Skill trees, such asDread and Laid Bare. However, as this build is primarily builtaround its weapon damage, the Action Skill choice is very flexible based onyour situation. For example, if you have multiple weapons with high-damagestatus effects, you may opt to use Ties that Bind in order tosimultaneously take down groups of enemies. Alternatively, if you have beenfortunate enough to get good anointed weapons, you may opt to usePhasecast or Phaseslam as well.
Allure is the chosen Action Skill Augment for this build as itnaturally adds more crowd control while also grouping up enemies for AoEdamage. Stillness of Mind is a reasonable alternative if you haveopted to use Phasecast or Phaseslam due to your weaponanointments as its Phasegrasp effect will still allow you to benefit fromDread. The 3rd option, Soul Sap, is completely unnecessaryas the lifesteal effect it provides is completely dwarfed by that ofSustainment.
The Shock Action Skill Element has been used for this build due to theadditional Shock damage bonus given from Tempest. However, you canfreely use Soulfire to switch to Incendiary damage if you areencountering a lot of flesh enemies.
Elemental Fist Over Matter Gearing
For this build, you should look for a diverse toolkit of elemental weaponsto cover all weaknesses of enemies. Because this build does not utiliseInfusion, having multiple weapons is essential to ensure you are notfighting at a disadvantage.
This portion of the guide will cover which guns are strong choices, but thespecific element of each gun is entirely at your discretion as long as youhave:
The strongest weapon to use in this build is the SMG, Night Hawkin.It deals excellent single-target damage. However, it is restricted to use Cryoand Incendiary damage based on the time of day, so you will need other guns tosupport it.
Two other strong SMGs for this build are Cutsman andCrossroad. The unique fire pattern of Cutsman makes it great forlarger targets and enemies stood in a line, whereas Crossroad just offersgenerally strong single-target damage. Both of these guns can serve asexcellent support for a Night Hawkin.
As all guns mentioned so far have been SMGs, you should also aim todiversify a little bit to ensure you do not run out of ammo. The best categoryfor this is assault rifles. Laser-Sploder is the best gun in thiscategory, offering a comparable amount of damage to the aforementioned SMGs.Alternatively, if you do not have access to a Laser-Sploder, you can use aRowan's Call or Lucian's Call instead.
Lastly, as this build uses both Phasegrasp effects andthe Indiscriminate skill, you should look to pick up a copy of theProjectile Recursion shotgun. The gun has a powerful synergy with theIndiscriminate skill, allowing itself to duplicate its projectile and tearapart tightly-grouped packs of enemies. This effect is an essential part of theElemental Ricochet build and canbe utilised at times within this build.
For Class Mods, you should look to pick up a copy ofPhasezerker class mod. It is primarily used due to the additionalWeapon Damage and Action Skill Cooldown it provides to the build, but you shouldalso look to pick up as many skill points into Anima on your classmod in addition to any damage bonuses for the weapon manufacturers you chooseto use. Elementalist is the best second choice for the build, butit is significantly weaker than Phasezerker.
Due to the build's ability to take down enemies quickly,Victory Rush is the best Artifact available, due to the damage boostit will provide after killing badass enemies. Alternatively, if you arestruggling with survivability, you can pick up any Artifact with theLast Stand effect to provide you with a period of invulnerability upto every 40 seconds.
In this build, the specific shield you use is not super important as yourshield will regularly be depleted due to your survivability coming fromSustainment. Anointed shields, which will be discussed further below,should be a high priority. With optimal gearing, Rough Rider isyour best choice of shield as it will give you natural damage reduction and alarge health pool for your Sustainment skill to heal at the expense of havingno rechargeable shield. Alternatively, you can look to use a shield with a strongdefensive effect such as The Transformer to absorb Shock damage orStop-Gap to provide a similar immunity effect to Last Stand.
Grenade Mods are not essential for this build, but can provide some addedutility for the build, or moderate Elemental Damage with the aid of skills fromthe Fist of the Elements Tree. The best overall choice is Storm Front,which deals excellent Shock damage in an area, gaining a large damage boost fromTempest. Alternatively you can opt to use Moxxi's Bouncing Pair,which will deal both Incendiary and Shock damage, but comes with a highrisk of damaging yourself if not used cautiously. Alternatively, if youare struggling with survivability you can use the Tran-fusion whichwill steal health from enemies you damage, similar to the effect of yourSustainment skill.
Anointed rolls are special additional effects that can appear on weapons andshields at higher levels. The special effects relate to the use of actionskills and provide powerful temporary buffs.
For this build, you should look for anointments that give you a directboost to your damage. As this build primarily uses a Phasegrasp-derivedAction Skill, the best anointments to look for are 'On Action SkillEnd, Weapon Damage is increased by 100% for a short time' and 'On Action SkillEnd, Deal 125% more Weapon Damage to Badass, Named, and Boss enemies for ashort time'. If you are unable to get either of these anointments,'On Action Skill End, the next 2 magazines will have 50%additional bonus Element damage' is a reasonable third choice.
Alternatively with this build, you can also opt to chooseanointments for other action skills, such as'After using Phasecast, gain 250% Weapon Damage for a short time' or'After using Phaseslam, gain 300% Weapon Damage for a short time'. Theseanointments require you change your Action Skill to Phasecast orPhaseslam respectively, but can be a good choice if you find multipleweapons with the same anointment.
3.3.
Alternative Gear from MissionsElemental Effect Dmg Does What Borderlands 2
This build utilises strong general weapons that can drop anywhere in thegame. Therefore there are no specific mission drops to support this build.
Borderlands 3 Elemental Damage Chart
Changelog
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ABOUT THE AUTHOR
This guide is presented to you by Kat, a professional Hearthstone playercompeting at the highest level since closed beta. She is a consistent legendplayer in both Wild and Standard with multiple high-rank finishes.
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