DJIRA BALL LEAGUE
Acidwolf
SYNOPSIS
Beginner-friendly Ties That Bind gun build that is very Ties That Bind gun build. Possibly even the most Ties That Bind gun build.
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INTRO
When facing off against raid bosses, most Amara gun builds change something, like switching to a Phasecast action skill and Phasecast anointed gun. Or a Phaseflare action skill and a Psychostabber. Or swapping to the Guardian Angel and throwing a fish, perhaps also with Unleash the Dragon. Or whatever else. In contrast, this build leans so hard into Amara's multi-target abilities that it *becomes* the raid bossing solution.
Using Ties That Bind to kill a boss through a second enemy isn't anything new. What's new is the strength with which this build does it. This isn't just: "Ties That Bind Wotan as he splits to kill both halves instantly." This is also: "Ties That Bind True Hag of Fervor (and a tink) and a single Beacon projectile produces a Remnant that hits Hag for hundreds of billions." This is: "Every Indiscriminate ricochet hits for hundreds of millions instead of just 10 or 20 million."
If you're a real OG, the damage philosophy is very similar to Pain Amp Amara, even though that isn't a gun build.
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GAMEPLAY VIDEO
SKILL TREE
SKILL TREE NOTES
This skill tree isn't too far off from a typical red/blue TTB gun build. However, there are a few very deliberate omissions and inclusions.
Remnant, Ties That Bind, and Indiscriminate are all double-dipping skills. That means that their damage is based on a different, initial source of damage, and then they get their own damage increases as well. (That initial source in this build is our guns.) So to increase the effectiveness of these three skills, we need to choose damage increases that affect both the initial source and these skills directly for maximum double-dipping effect.
All three skills double dip elemental damage, for example, if you're using an elemental gun. If you use a non-elemental gun, then it's just a single dip, a normal damage increase. Remnant and Indiscriminate double dip splash damage if you're using a splash gun. That's why we spend the five points in Arms Deal - for more splash damage. It's why there's zero Infusion points - the Infused portion of a gun's damage does not get splash bonuses.
Action skill damage is maxed through Do Harm and Awakening, because Ties That Bind link and Remnant damage is increased by action skill damage.
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ACTION SKILL
Ties That Bind.
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ACTION SKILL ELEMENT
Always Corrosive. This is a single element build. As for why, see the artifact section.
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GUNS
Anything splash and corrosive that can roll the ASE 125% splash anoint. Effective weapons that fit that criteria: Beacon, Recursion, Trevonator, Gargoyle, Major Kong, Anarchy, Contained Blast, Fearmonger, Hive, Plaguebearer, Backburner. Those last three don't really Indiscriminate, but they're strong enough that it doesn't matter.
You can use some other strong corrosive splash guns that can't roll the splash anoint: Kaoson, Soulrender, Sand Hawk, Hornet. For these, use the Killstack anoint.
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CLASS MOD
Phasezerker, ideally with points into Anima for that extra dot damage, but it's not too important. Prioritize passives: splash damage, splash damage radius, cooldown, weapon damage, weapon critical damage. That splash damage passive will make Remnant and Indiscriminate double dip harder.
The Phasezerker is ideal for this build because it will stack up a lot of Do Harm for our TTB links and Remnant. It does this by its special Rush stacking nature, and because the cooldown it provides will keep our TTB cycling quickly. It also provides some much needed gun damage.
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SHIELD
Corrosive Old God, with ASE Apply Terror anoint. The corrosive elemental damage increase provided by the Old God will get double dipped by our three important skills.
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ARTIFACT
Flesh Melter Victory Rush. This is why we only use corrosive guns and corrosive action skill element. The Victory Rush part isn't essential. A purple Flesh Melter with great passives will beat an average Flesh Melter Victory Rush. The passives you're looking for are corrosive damage and AoE damage, with cooldown closely behind those two.
The Flesh Melter is an absurd amount of corrosive damage when fully stacked up. This, of course, makes us lean even harder into the "need more than one enemy" linchpin of this build, but we're already in too deep. The only way out is through. Turns out, there's hardly any relevant end game fights where you have just a boss and no mobs to work with.
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GRENADE
Fish Slap, in radiation, with Terror Dmg/Fire Rate anointment. Because all of our other damage is pure corrosive, we need something to take out those corrosive immune Maliwan heavies. Even if it's just to deliver Groundbreaker. (You could also just switch elements on your Beacon, but whatever.) The Terror Dmg will get double dipped by our skills.
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GAMEPLAY LOOP
You grasp. You shoot. You destroy. Indeed, that's the gist of it. The whole idea here is to make it simple to raid boss. There's no elaborate setup or anything; you just wait. You grasp the boss and wait for an add to get linked up, then you shoot the boss. Remnant kills the boss.
Ok, there's a *little* more to it. One important thing to know is that Remnant targets the enemy closest to you. So before shooting that raid boss with a mob linked, make sure you're kinda close. But not close enough to splash yourself, of course.
You'll find the same sort of thing happening often during regular mobbing. You grasp and shoot an enemy, then all other nearby enemies die, and Remnant drifts toward the original grasped enemy and obliterates it.
In scenarios where waiting a few seconds gives you extra enemies, then wait. Notable example here is the first few phases of Wotan. Wait for him to spawn some adds before you attack his shields. That way, you can utilize TTB and get Flesh Melter stacks. Versus the Seer, step in the water and wait for guardians to approach. You get the idea.
Otherwise, this doesn't play much differently than a normal red/blue TTB gun build. But you will see tons and tons of large damage numbers. It will definitely be weaker in single target scenarios and/or when your buffs have worn off. But that's what strong guns like the Plaguebearer and Backburner and Beacon are for. Or, if you're quick enough, Groundbreaker can be utilized on that lone enemy. If the somewhat weaker single target damage is too frustrating for you, consider the alternative loadout...
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NOTES - ALTERNATIVE LOADOUT
Swap out your Phasezerker for a Spiritual Driver (with points into Mindfulness, same recommended passives) and your Flesh Melter for an Elemental Projector. Again, the artifact doesn't need to be a Victory Rush, but it helps. Prioritize passives: corrosive damage, AoE, cooldown.
This setup will have less reliable raid bossing ability when utilizing Ties That Bind and Remnant, but it will have much better single target damage.
NOTES - HEMOVOROUS
Indiscriminate and Remnant make this fight pretty fun. You can pew pew at Vermi, and Indiscriminate will chunk Hemo if he's nearby. Or just spam a Recursion. Stay somewhat close and Remnant will track them, although there's still a chance it gets thrown off by all of the little bugs in the fight.
Their red HP phases are probably the only time you might consider switching your action skill element to fire, using a fire weapon, and using the Driver/Projector loadout.
NOTES - OTHER BOSSES
As mentioned above, there's hardly any relevant end game fights where you have just a boss and no mobs to work with. Bosses like Anathema and Scourge initially start alone, but just wait 5-10 seconds and mobs will appear and you can begin doing work. Spawn mobs in the Seer arena by walking in the water. Spongeboss can be lured out by the Spiderants. Etc.
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