Video summary
Updated Ultimate Sharen Build Guide - Fixed? - 3 Builds Mobbing, Support | The First Descendant
Main summary
Key takeaways
Storyline (what’s discussed)
- The subtitles don’t cover a narrative/quest storyline.
- The video is entirely about The First Descendant character buildcraft and performance—especially for mobbing and bossing.
Gameplay highlights & key changes to Sharen (rework effects)
- Sharen rework impacts abilities and passive behavior.
- Devs acknowledged complaints on a live stream.
Ability 1 (clash tag added)
- Now performs a dash + two slash attacks.
- Can be used as a movement attack to avoid falling to the ground.
- Adds a clash tag that can trigger effects tied to Battering Ram / Steel Vanguard.
Ability 2 (largest complaint)
- Includes a force teleportation component.
- Causes animation locking, disrupting skill cycling flow.
- Damage is unchanged, but weapon/ambush interactions are affected.
- After a recent patch:
- You no longer get forcibly teleported.
- You must hold Ability 2 to trigger teleportation.
- Tapping behaves like older Sharen’s version.
Ability 3 (assassination mark system)
- Tags the three enemies with highest HP using the assassination mark.
- When those marked targets are hit/defeated with Ambush (via the Ambush ability), it triggers extra effects:
- Normal enemies: Ambush causes AoE damage
- Elite enemies: Ambush causes AoE DoT
- Colossus / commanders / tyrants: Ambush gives increased damage
- If a marked enemy dies, new targets are selected.
Quality-of-life system: “expected damage” display
- A tooltip shows expected damage (described as the skill version of weapon DPS).
- Creator caution: it’s not actual DPS, because it doesn’t fully account for:
- enemy damage reduction / damage taken
- buffs and enemy buffs
- skill bonus damage
- trigger modules
- and more
- Crit rate increases the projected average, but the number shown is still expected, not guaranteed real output.
Strategy + build guidance (3 builds)
1) “Shredding build” (Wall Crasher focus / defense scaling into Battering Ram)
- Core idea: since Ability 1 is now clash, build Defense to leverage Battering Ram to shred resistances.
Defense requirement
- Need 891,952 Defense to fully shred Wall Crasher resistances.
Misconception correction (80% cap)
- The 80% cap applies only to multiplicative factors (e.g., defense neutralization, chain catalyst mutant cells).
- Battering Ram is direct subtraction, so the cap is applied after subtraction.
- Result: you can effectively shred down to 0 in this context.
Priority order tip
- First focus on reaching sufficient Defense for Battering Ram shredding.
- After resistances are shredded to zero, additional shredding modifiers (neutralization/chain catalyst) stop contributing to damage.
Comparison vs Ajax
- Ajax can increase defense and also uses Divine Punishment (allies buffing).
- Sharen’s unique advantage here is shredding weapon resistances using battle suit melting rounds.
Example gearing direction (as described)
- Adjust weapons by element/type needs, e.g.:
- Enduring Legacy for Fire
- Clairvoyance for Chill
- Nazier’s Devotion for defense based on allies
- Arcane Tuning: use Battle Suit Efficiency Enhancement to spam Ability 1 and gain more defense for shredding.
Creator note (Ice Maiden testing uncertainty)
- They mention Ice Maiden testing is uncertain and depends on whether a trigger interaction is bugged.
2) “Mobbing build” (Area Suppression-focused)
- Core idea: use Area Suppression and emphasize consistent trigger-module damage.
- The creator says it uses the same framework as their earlier Area Suppression Sharen build (ancestor modules, trigger modules, mutant cells).
Trigger module options (3 use cases)
-
Storm Bullet
- Very strong vs weak / slow-moving targets.
- Can spawn up to 20 storm bullets (if all 10 daggers hit).
- Weakness: fast-moving enemies.
-
Infected Weapon
- Strong with Infection Amplifier.
- Area Suppression can hit the target many times and has DOT, enabling consistent amplification.
-
Tactical Disruption
- Strong vs elites/bosses.
- Timing restriction: triggers only after the invisibility phase (associated with Ambush/Invisibility play) finishes.
- Noted as reducing enemy damage reduction (major damage boost).
Cooldown note
- Even if Area Suppression replenishes itself, the creator still recommends having cooldown for QoL.
Other tuning/optimization notes
- Range isn’t needed (Area Suppression range interaction is said to not require it).
- You can stop using Skill Insight.
- No need for crit rate tuning on RK, because crit rate will be over-capped when using Ambush.
- If survivability is an issue:
- replace Dangerous Ambush with an HP module
- or pair with Infection Amplifier if using Infected Weapon
“Niche for fun” sub-plan (Ambush-style)
- Use an ascended module to get near-permanent invisibility while leveraging assassination mark effects.
-
Execution order:
- Use Ability 3 (mark targets)
- Use Ability 2
- Use Ambush/Ability 1 to hit marked targets while invisible
- Clearing trash while marked triggers large AoE damage
-
Trigger choice guidance for this niche:
- Battering Ram
- Needs two defense modules for slot
- They say defense isn’t enough to shred resistances to 0
- Steel Vanguard
- Might use two HP modules since damage scales with HP
- Tactical Disruption (preferred)
- Used mainly against tyrants/bosses
- Because it doesn’t trigger while invisible:
- cast Ability 2, then activate again to exit invisibility and trigger it
- Battering Ram
-
Cooldown: creator says Nimble Fingers is no longer needed because Ambush reduces cooldown.
3) Ice Maiden / Wall Crasher related mention (testing / possible bug)
- The creator discusses possibly using Bloody Deployment Trigger for an Ice Maiden 2 setup, but:
- They’re uncertain if it’s bugged.
- They suspect an issue because it may not deal expected damage equally against Wall Crasher and Ice Maiden.
- Their stated rule:
- If it’s a bug → they won’t show the build.
- If not → they might upload a separate Ice Maiden Sharen video later.
Ambush interaction note for trigger module
- They state Ambush doesn’t affect the damage of the Bloody Deployment Trigger module.
- They’re testing whether that’s a bug.
Key tips / takeaways (condensed)
- Sharen rework: Ability kit reshaped; Ability 3 + Ambush is the main damage engine through assassination-mark procs.
- Use expected damage cautiously: tooltips help but can be inaccurate due to missing factors like enemy DR and multiple buffs/modifiers.
- Defense-first shredding: for Battering Ram shred, build enough Defense (891,952) to enable near-total resistance shredding; don’t waste on extra shredding modifiers after resistances near/at zero.
- Pick trigger module by target type and enemy speed:
- Storm Bullet: weak/slow targets
- Infected Weapon: consistent DOT/multi-hit with infection amplification
- Tactical Disruption: tougher targets, but timing depends on invisibility state
- Crit tuning: can often be relaxed for RK tuning because Ambush over-caps crit in the creator’s calculations.
- Animation-lock issue: after the patch, only holding Ability 2 triggers teleportation; tapping restores smoother cycling.
Gamers / sources featured (as mentioned at the end)
- No specific gamers are named beyond the video creator themselves (“my” / “I”).
- No other sources or credited channels are mentioned in the provided transcript.