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I originally had it with Invader / Hunter, but after I swapped it for Medic in order to deal with the Labyrinth Sentinel on Apoc, I'm thinking about leaving it that way.
The key elements would be:
Skills
Invader - Void Cloak
Medic - Healing Shield
Amulet - Necklace of Flowing Life
Increases Grey Health conversion by an additional 100%. When Grey Health Conversion triggers, gain 5x the amount as Mod Power.
Ring - Ring of Omens
Evades cost 15% Max Health as Grey Health instead of Stamina.
The amount of health taken per evade increases based on what your weight class is, going up to 20% if you are at flop weight.
Hidden: This ring bypasses weight requirements for armor, giving you the fastest evade speed even if you are wearing Leto Mark II Set and at flop weight.
Hidden: When combined with Yaesha-specific amulets, usually ones that share the same symbol, or have symbols that match the ones on the floor of the Cathedral of Omens, it transforms your evade into a misty blink dodge. Example Amulets are Full Moon Circlet, Necklace of Flowing Life, Death's Embrace, Talisman of the Sun, Red Doe Sigil, and Ravager's Mark.
Relic - Quilted Heart
Does not provide standard healing. On use, negates Stamina Drain and cause Evades to heal for 15 Health over 0.25s. Lasts 20s.
Key Traits
Switness - Increases all Movement Speed by 15%
Bloodstream - Increases Grey Health regen by 3.0/s
Fitness - Increases Evade Distance by +30%
I lifted all the descriptions from:
https://remnant2.wiki.fextralife.com
I use the build with medium armor, but it works for me because its not so much about "damage reduction" as it is about "damage avoidance". I also use other rings, mutators and relic fragments that center around grey health, but YMMV on those, depending on what you're going for.
There is that consumable that gives grey health but there is not much synergy between the items
pretty much when it comes to my play style there is
What I want to do
what I end up doing
What I want to do is by a walking brick of armor
What I end up doing is putting minions on the field to fight along side me, while I play support in both helping them deal with enemies, and keeping them not dying. Which is why I like summoner, trainer, and engineer, But I like having one minion, rather then a lot that gets in my way.
If you're going for a more DR / survival-centric build with more easily accessible elements, then yeah, Medic archetype is a pretty solid option. You can stack that with things like
Effigy Pendant (Amulet)
While Grey Health is present, gain 15% to all damage dealt, 10% damage reduction and 1 additional hit before Grey Health is removed.
Dread Font (Ring)
Increases Grey Health Regeneration rate by 2 per second.
Sacred Lakewater (Concoction)
Increases Grey Health Conversion by 50% and Grey Health Regen by 1 per secorid. Lasts 60m and will stay in effect after death. Only one Concoction may be active at a time.
Then there is the Steadfast mutator for melee weapons, which at level 10 converts all damage taken while doing a charged melee attack into grey health. I know there is a ring that grants you haste while you have grey health, but I couldn't find it in the wiki.
Also, keep in mind that bandages instantly restore all your grey health, so you might want to map them to one of your inventory quick-use buttons.
There are several other rings and mutators that grant you a bonus while you have grey health, but the problem I see is that early on, you don't have a reliable way of generating grey health aside from getting hit, which runs counter to running this kind of build strictly for survival.
This changes once you get the Ring of Omens or the Reprocessed Heart relic, which allow you to generate grey health on demand with considerably less risk.
Reboot
Initiates a Data Backup of the caster's current Health, Stamina, Relic Charges, Ammo, and Negative Status Effects, which are stored for 30s.
While the Backup is active, increases Movement Speed by 15% and Damage Reduction by 10%.
Reactivating the Skill restores all saved values from the Backup and spawns a Decoy which lasts 3s.
Cooldown: 55s
Unlike Void Cloak, which is more defensive in nature, Reboot lets you be more pro-active. You can use your relic liberally during its duration, making the enemies chase after shadows for quite some time. It also helps that the Mist Step puts a fair amount of distance between you and the decoy, putting you completely out of harms way.
I like combining Reboot with Hunter's Shroud, for the full enemy misdirection combo.
I'm also experimenting with the Salvaged Heart, because my particular setup benefits from having Grey Health, which the Quilted Heart pretty much negates for its duration, and because of the reduced relic use speed for when Reboot is active:
Salvaged Heart
Innate 50% Use Speed bonus. On use, heals 30 Health over 0.25s and restore 300% of current Grey Health.
Of course, there's always the option of using the Reprocessed Heart, to go full on offense:
Reprocessed Heart
On use, converts 5 Health to 40 Mod Power per second for 25s for Both Weapons. Cannot die from conversion.
In short, there is an interesting mix of defensive and high risk/reward options that can be used with this type of build, especially with all the weapon mutators centered around grey health that came out with the DLC.