Talk:Baruuk/@comment-212.239.227.55-20181221150646/@comment-98.20.181.157-20181221160845

You're wrong about desolate hands it gives 90% damage reduction which works great with the damage reduction from his passive and it might even be working on my sentinel too. I would agree his 4th needs more attention.

Elude isn't that bad. If you're using a ranged build his charges will seek away often. By not attacking Elude lets you use his Lull safely and recast his 3rd to replenish charges. Essenentially once you're vulnerable you stop attacking and safely take back command of the battlefield. By recasting his 3rd near teammates it gives them more charges as well and Elude can keep him safe while he does that too. If played correctly you're always safe even when low on charges. The point of Elude isn't too just sit there and not take damage. It's to do other useful things like use Lull or recast charges.

What I do is skip range and just got with negative range to keep the charges (and therfore the tankyness). Elude isn't even needed at that point. Again his passive and 3rd turns him into quite the tank. I'm not even using adaptation and have no trouble at all in arbitrations. With essentially just medi-ray I can stand there and just take damage LOL even while standing in a toxin cloud.

What you seem to be doing is trying to build for his 4th looking for damage that isn't there. Damage that the rest of this frame isn't designed for. Until that gets buffed build for either: Lull and Elude with high range, or negative Desolate Hands for extra tankyness and to MUCH more reliably keep charges. For the Desolate Hands build he can still supply enough cc for something like interception by using his 4th only when need be. You want to keep that meter maxed out for the extra passive dmg reduction anyways for this build