The tooltip for Sustainment says elemental damage from her ‘weapon’. The elemental damage from infusion is from infusion, not her weapon.
It makes sense, even the wording… technically. But I was confused about it at first as well. It should state that it doesn’t work with infusion and FE on the tooltip.
It’d be way too overpowered if it applied to infusion and forceful expression as well. Infusion and/or FE allows you to pop two status effects on one enemy all the time if you use a gun with different element. Three if you use them with Conflux. It’s damage vs sustain tradeoff.
Samsara is considered to be OP, but I’ve tested it multiple times and there is absolutely no way that it is healing me for 25% of my max health every second for a whole 20 seconds. I can’t figure out exactly how it’s working but there’s some kind of drop off over time.
Sooo… If we are using an elemental weapon like we should be and using Infusion, we are actually using skill point to decrease our healing? That sounds pretty horrible tbh.
If I’m making a build for Sustainment, I use only elemental weapons where possible. While levelling, I’ll put 1 point in Infusion, just for the extra status effect chance. Being able to electrocute and burn an enemy at the same time is great and it helps you build Rush stacks if you’re using them. When I can get Forceful Expression, I’ll remove that point from Infusion because FE will give you that status effect chance instead.
Forceful Expression doesn’t decrease it, but it doesn’t increase it either. It’s just extra damage and a chance for another DoT.
From what I can tell, the only reason to use Infusion is if you’re unable to get Forceful Expression in your build and want to be able to put two status effects on enemies with one weapon. More points in Infusion make it’s status effect DoT do more damage, without lowering the weapon’s DoT damage, so that might be a reason to use it. If you only want the extra DoT chance to build Rush stacks faster, more than 1 point in Infusion will be a waste.
So, Infusion has a place in elemental Damage Over Time builds but it will lower Sustainment healing, if you use Sustainment.
Well, gotta respec then. I wasn’t a fan of Infusion before… but well, at least Wilffire doesn’t affect me in a negative way. Kinda sad you have to go bad skills early to get the good one in the FotE tree.
You don’t have to take Infusion or Wildfire at all to get down the tree.
Anima, Tempest, Dread and Steady Hand(s) are all solid skills. Tempest is super strong really and increases your healing from Sustainment.
You might not use it that much but Illuminated Fist can be pretty powerful if you have a weapon with melee damage bonus as well. It can pack a punch. It’s good for one shoting the smaller bug enemies that get in your face.
Indiscriminate is crazy strong and spreads DoTs around like nothing else. Everyone going down the tree should have it.
Deep Well is solid since you’d always be using elemental weapons with Sustainment. Less reloading means more DPS. It’s basically a 20% DPS increase for your weapon and improves Sustainment healing because you’re not healing while you are reloading.
That just leaves 1 point to put into Wildfire or Catharsis. I’d choose Catharsis because it can cause status effect(s) on more than 1 nearby enemy. Wildfire isn’t likely to go off more than once every 8 seconds with only 1 point in it.
I’m still forced into bad skills simply because there are no good alternatives. Wildfire + Catharsis are basically wasted points and Infusion can work against you by splitting your damage, especially if it actually decreases your healing from sustainment.
A point in Catharsis isn’t even a waste. That explosion can cause multiple DoTs on nearby enemies and can be very strong, especially if you’re using Allure or anything that pulls enemies together.
Illuminated Fist can be useful as well and is just nice to have for 1 point, since you have it to spare. I think that’s the most wasted point because there will be times where you don’t benefit from it at all.
You are not forced to take Infusion or Wildfire. Everything else is well spent. This is a solid way to use the FotE tree… then move onto another skill tree.
Illuminated Fists seem ok for leveling, but at MH3 you don’t melee anyway if you aren’t using a melee build. Reloading/Shooting/Weaponswitching is much more efficient than using a melee for insignificant damage.
From what I’ve seen, Catharsis is super underwhelming. The explosion range is a joke. I never saw it doing anything worthwhile at all tbh. I guess it looks cool tho? The cooldown could be removed and the skill would be pretty bad even then.
Dots are not great in general (who would have guessed?!) since they scale horribly at MH3 except for like Unleash the Dragon artifact for melee Amara. In general even if Catharsis “works”, it doesn’t do much. Anima has the same problem. The dot damage is simply a joke compared to gun damage at MH3 when you have actually good annointed weapons, not to mention no enemy lives long enough to be significantly damaged by dots in the first place.
The whole dot system is fun and pretty strong while leveling, but they are totally negligible for endgame - which makes skills that focus on dots pretty bad and wastes skill points if you don’t have alternatives (like the FotE tree).
It is good that there are a few skills in FotE that are absolutely bonkers (like Indiscriminate, Sustainment, Tempest) so it is still worth using skill points for skill that aren’t doing much.
edit: it is kinda offtopic to begin with, so I will stop here.
I’m not a fan of DoT’s either, they are best for clearing trash really. I tend not to build towards them but by getting Sustainment and then going for Fast Hands, Transcend, Wrath and Laid Bare in the blue tree, you get some crazy Sustainment healing and do crazy gun DPS, especially if you use Ties That Bind. I just consider the DoTs an extra bonus.
The DoTs help you tag every enemy as well so if another player kills any enemy with one of your DoTs on it, you get up if you were downed.
If we are going by the letter of what the tooltips say:
Sustainment: Amara gains Life Steal whenever she deals elemental damage with her weapon.
Infusion: Convert a portion of damage dealt by Amara’s weapons into her action skill element.
Which sounds a lot like Infusion damage is damage dealt with her weapon. Especially given the DoTs they inflict do count towards sustainment. The idea that damage is removed from the pool the gun dealt and is now dealt by the Infusion ability instead (which is how it seems to be implemented) is very counter-intuitive.
Also in contrast to:
Deep Well: Amara gains increased magazine size with elemental weapons.
Which is explicit about applying to elemental weapons.
So it’s either a bug, or needs tool tip that is accurate as the most intuitive reading is to assume it should work. I have a really hard time believing that Infusion lowering Sustainment isn’t a bug, because it’s utterly misleading.
Having run FotE tree primarily the whole game and respeced out into an Avatar build I think the whole tree is a little underpowered. Infusion and sustainment are about the best things in it so it’s pretty tragic one makes the other weaker.
Know this is off topic from my original post but since there seem to be some gripes about infusion I found a unique use for the skill. I found a shield called the transformer which converts 100% of electric damage into shields so in a sticky situation literally just shoot the ground to shock yourself and you have instant refilled shield.
13igTyme
(RIP Kevin - 11/21/19 - Gone but not forgotten.)
#38
So I experimenting with different weapons and noticed Sustainment will heal with a Jacobs weapon when I use Ties that Bind. Curious about this in co-op.
Are you saying that the Jacob’s non elemental weapon will always provide healing if you use Ties That Bind as your action skill or that while shooting a phase grasped target with Ties That Bind it heals ?
13igTyme
(RIP Kevin - 11/21/19 - Gone but not forgotten.)
#40
In Solo, I shot at a target linked with Ties that Bind with a non elemental Jacobs gun. I was able to heal because of the chained damage. Infusion might provide extra healing in this one situation, however I can’t test right now.
I haven’t played Co-op yet, but it would be interesting to see the interaction with others shooting the linked targets and what numbers might appear, if any.
Also for that matter, If there are 2 sirens with TTB, does it stack? If not, then it limits what builds a siren can use while playing with another siren.