Precisely why I’m not taking fireballs anymore. And I predict they will revert the cooldown length on Sunspots.
May I suggest Oath of the Sustained as well? I enjoy the passive health regen, and if attack damage really does affect her lifesteal beam then that’s just even more sustain
Oh yeah. I use her legendary and a Chrono Key Binder so I can keep spamming them fireballs as well as keep sunspots on a decent cooldown. The only issue I have with this loadout is getting those two legendaries sometimes. I do use a shard generator, but if the opposing team is destroying all of our buildables and I’m the only one (or one of two) rebuilding them, it takes a toll out of my shards on hand…
Actually… I think that way, i’m serious. Each couple of minutes I check the scoreboard and see who has the highest kills and if it isn’t me, then I start to go crazy on enemies and be a harasser; follow enemies to their base(I kinda already do this since I get greedy with kills).
I will do WHATEVER it takes to get KILLS!!
I was under the impression that life steal was affected by healing received. I remember reading this time and time again on the forums, but perhaps new info could have been discovered and perhaps I just never got the memo.
I’ve tried it on a lot of characters and still use it infrequently, despite Ambra seeming to be the perfect candidate I was actually unimpressed with it on her. But maybe that’s just me, her staff is more for generating heat and finishing runners, the lifesteal is an added bonus.
No, that was an old myth. Someone asked once and someone who didn’t know just said yes and now many people have been misled, lifesteal is only affected by raw damage values so the only way to get more per tick is to increase attack damage.
This is 100% correct. I’ve tested it. Raise ambras AD to get more leech.
I must be the only person at this point to never have seen an friggen 0 cost shard generator.
All I do is run a damage item with Bola’s. More damage equals moar drain.
I understand that kills are a huge advantage, but you’re probably putting the rest of your group in a tough spot. I suppose this is slightly more defensible if you’re playing capture, but if you’re diving deep into enemy territory and dying in Meltdown or Incursion, you’re literally working against your team’s best interests.
Unless you’re good/smart enough to retreat before you die. If that’s the case and you’re able to be an annoyance without feeding the enemy team…more power to you.
Buy common loot packs.
Oh I’m not that careless. I make sure I can get out of the situation when I need to. Yep I’m definitely an annoyance to the enemy team without feeding em. As a matter of fact, if I am the one to start pushing first, my team should start heading forward as well instead of making them hide behind the sentry
If you’ve got it, you might also consider using the Pacifier over Symbiotic Gauntlets. The stats are similar, but with a different approach, and I prefer to use them on different characters, I’ll explain why I like the Pacifier for Ambra.
The Pacifier’s secondary effect is 98 shield as opposed to 210 health on the Symbiotic Gauntlets, so in a single encounter, Symbiotic Gauntlets offers more survivability, but between encounters it means you need less healing to get back to full. Unless you left an encounter with 112 health or less, it gets you back to full strength faster. So not better, but arguably not worse.
As for the legendary effect, the Pacifier reduces damage dealt by any enemy you damage by 10% for 5 seconds. Considering your sunspots should and will already be used to get bonus damage on groups of minions or enemy battleborn, it’s a fairly safe bet to say that anyone you’re fighting will have this debuff on them until you die. Compare that to 9.1% attack damage at full health that scales downward as you take damage, and more importantly only affects the damage you deal (so, one character) as opposed to potentially affecting the entire enemy team if your sunspots and/or fireballs are being used effectively for tagging.
Also more importanly to me is that if you find you’re on the losing side of the fight, Symbiotic Gauntlets legendary effect quickly becomes minor (or non-existent when you turn and run,) whereas the Pacifier still gives you 3~5 seconds of reduced enemy damage (or longer if you drop a sunspot they are forced to run into) while you flee. For me that seals the deal.
But whatever you choose for your Ambra, I’m just glad she’s fun to play again. She was my favorite character in the beta, and it really bugged me that they had to keep nerfing her. I’m glad she’s more of a support now than just purely a lifesteal tank 
I’m not sure you can truly “math” a game like this with so many variables. At least half of my deaths are due to Crowd Control Gangups, in which case a few hundred health really won’t make a difference. I’d love to stack CC resist gear, but 7-14% just isn’t worth it. Most CC is 1 or 2 seconds. Getting stunned for .9 seconds instead of 1 second is pretty trivial most of the time.
Also, for characters that have super-high health pools, 5.6% Damage Resist might out-math some straight HP increases. With Kelvin I am 100% sure this is the case, unless you never chomp any yummy minions … in which case Kelvin is a sad, sad, stone.
I just do skill damage, healing power, healing recieved. I then spam sunspots and use the DOT and RoR to get my kills.
You can “math” anything, because everything is math!
Haha ok, you got me.
Let me rephrase. The vast number of character combinations, scenarios, encounters, varying skill helixe options, large item database, loadout combinations, concurrently unlocked item combinations, varying player skills and talent, belief systems, decision trees, network/pc/console speed and performance differences, an environment with quite a few black-box variables and formulae, and other unkowns, make mathing Battleborn a ludicrous time sink with low confidence intervals the best-case scenario.
There 
Haha well done! Yes, there are many variables to consider. And yes you’re right, on a super-high HP toon like a Chomping Kelvin build (Yes, some Kelvins don’t priorotise chomping minions, apparently there are other viable ways to play him but meh what do I know?) DR is probably the better choice. But it’s also these variables that factor into why max health is the best stat (for most Battleborn) - % increases versus flat value increases. In most cases a flat value is > a % increase. Rare examples in this game include Phoebe, whose “tank” build, though viable, loses out on a CRAP TON of DPS as Crosscut and Blade add absurd amounts of damage. In terms of gear however, only a handful of offensive legendaries stand out against basic health gear, particularly Eldrid gear which can stack health and offensive power, or the brilliant +490 rare Eldrid vest. Most times +max health gear wins out over % gear in a 1-on-1 (Hours upon hours of testing on this) with the only possible exceptions being the true tanks who I do not play. I imagine Montana would benefit more from DR as well, especially since he can stack so much with skills and abilities, but his DPS is truly absurd and late game you could theoretically gain more benefit from attack damage and speed, though I don’t like Montana and I think I suck with him so I wont be testing him anytime soon.
This is if we consider basic gear of course, there are a handful of legendaries that are truly special in the damage increases they provide, legendary health gear is not so special and in some cases inferior to or less cost efficient than basic health gear.
But as I said, I’m confident in my survivability prowess with the characters I play so I opt for DPS over health as I like to clear waves and end fights quickly and transition between lanes frequently. The problem with stacking health being that you might survive a fight you would otherwise lose, but your lack of DPS could mean not securing the kill. Not a problem early game as forcing a retreat is as effective as killing your opponent, but late game when respawn timers are high you want to be able to confirm kills to gain control over lanes.
But if you’re dying often or being forced out of lane, that big chunk of health will reap more benefits than that slight DPS increase. I wish someone had told me that back in beta when I sucked though 
But I use gear that increases DPS and health!
Symbiotic Gauntlets: +210 health, 9.1 dmg, etc.
Fortifying Golemic Sigil: +9.1 skills dmg, +210 health
Fortifying Aelfrin Warblade: + 8.4 attack speed, +210 health
