Kleese is a Golem Killing Machine!

The spec needed is really only the Level 2 one - add current shield to bonus damage. The trade-off obviously being that Kleese without Shields is very dangerous. You need to wait until Level 7 to take the skill that refills your shield if you get a blue-balls kill. The combo ends up being really useful in PvE and a death sentence in most PvP matches. What I found was that, in PvP, the slow was actually more useful than the super-risky damage.

Also, I really like the bouncing balls helix choice. It’s pretty terrible compared to the ā€œall at onceā€ option, but it just looks really cool :slight_smile: Maybe it’ll become worthwhile at some point. The answer might be that the balls do more damage the more things they hit (like Isic’s dash upgrade).

if looking for an alternative to kleese, ambra is also a golem killing machine. Once you get her lore legendary and grab the level 7 mutation which allows her to shoot fire combined with her sunspots and ultimate you can melt the sentinel bosses in seconds.

Thanks, need to give her a try. When well played she puts up great numbers in PVE I just haven’t gotten around to her yet.

I’ll bet she’s sparse in PVP because of the lore requirements. lol.

same as ambra.

Idk about you, but it’s amazing for me. It can kill entire mobs without the plus 4 mortars.

Those mortars are beyond amazing. For my team, anyway. I choose the shield healing mortars, shield sacrifice bonus damage, and +4 mortars. These babies will grant your allies emergency maximum shields! If your aim is true, of course.

Yeah, that’s not what I was saying. I was just talking about the difference between its effectiveness in PvE vs PvP.

For PvE, it’s definitely amazing, and I agree - I don’t think the +4 mortars is necessary. I think the +4 mortars option is actually bad, unless you plan on landing every single one, all the time. The math works out something like this -

Assume 25 damage per mortar, Kleese has 720 shield:

8 Mortars - Each does 25 Dmg Base, +(720/8=90) Shield Damage, for 115 Dmg Per Mortar, or 920 Total
12 Mortars - Each does 25 Dmg Base +(720/12=60) Shield Damage, for 85 Dmg Per Mortar, or 1,020 Total

So, when you get 4 more mortars, you do get more damage overall, but each mortar individually hits for significantly less. I can never hit with every mortar, so I’d rather have more damage per mortar. The difference between 920 and 1,020 isn’t that great even in the event you do hit with all of them. And since the tradeoff is +1 Rift or Rift Cooldown, it’s a hefty tradeoff. I almost always take +1 Rift in PvE and Rift Cooldown in PvP.

If you wanna optimize damage, taking ā€œTampered Mortarsā€ makes it easier to hit with all or most of the mortars, but then your shield doesn’t refill. With Kleese’s new HP pool, this is less risky, but it was super risky before the change. I haven’t played much Kleese post-change (Chair heal down to +38 made me cry).

In PvP, pre-change, draining Kleese’s shield was super risky. I found myself using it in very few instances because of how risky it was. It did land me a few kills, but when I switched to +slow, my team as a whole started doing better because I could use it more often and it more often helped the team instead of just nabbing me the odd kill every now and again.

1 Like

Yep I always use Ambra on Sentinel map she absolutely demolishes golems in seconds, including the bosses. I’ll have to try out Kleese, he’s usually my Renegade star.

Kleese does indeed nail them nicely (as per thread title). I’ve only played Ambra a couple of times, but having done Saboteur in a three-man with a really good Ambra player last night, I can understand why she would also be highly effective!

Yeah, I’m not good on getting the mortars to strike a single target. My console aim isn’t that great. Maybe on PC i’ll give it a shot. Not worth giving up the increases in what is essentially consistent passive damage.