I’ve been playing Amara since launch so I feel like I’ve got a decent-ish idea on what works and what doesn’t. The main issue I wanted to bring up here is that Amara’s non-grasp action skills and their augmented versions are not worth using on M4 in my personal experience. Most of them only offer damage with very little utility and that damage falls off severely at higher difficulties.
Phaseslam is particularly risky to use due to it’s longer animation and being so close range (the emote canceling only works on PC and it just highlights the issue of mid-jump downing). I’ve seen other people talking about this along with certain augments having bugged secondary effects (e.g. Deliverance). Ties That Bind is far and away superior in every category (damage, range, utility, ease of use, etc) except for triggering Slam and Cast specific anointments or debuffing bosses with Laid Bare. I feel like there’s no real value to using any of the others beyond M0 or gimmicky builds (Nimbus) as it stands.
I’d like to keep things constructive by giving ideas on how to improve these skills and make them more impactful. These are just a few suggestions of mine but feel free to offer your own if you’ve got them!
Fracture: Maybe that elemental ‘rift’ it leaves behind sticks around longer and deals stacking damage on anything that walks into it for a time?
Downfall: Cool concept but it leaves you vulnerable in mid-air longer than PS and the beam seems to do very little in most situations. Maybe add a knock-back/knock-up chance for added utility?
Tandava: A larger AOE range could do this one some good since it’s at the bottom of a tree and has a hefty cooldown