Video summary

Updated Ultimate Sharen Build Guide - Fixed? - 3 Builds Mobbing, Support | The First Descendant

Main summary

Key takeaways

Gaming

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:

    1. Use Ability 3 (mark targets)
    2. Use Ability 2
    3. Use Ambush/Ability 1 to hit marked targets while invisible
    4. 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
  • 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.

Original video