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topaboss911

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  1. Ze8ul0n76
    Ze8ul0n76
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    Waiting for your version 3 to be ready for download on the server. Looks like a fun and original build, so eager to try it out. Would also like to inform you that a content creator over on YouTube(LaserBolt) is showcasing your build, but calls it his own.
    1. topaboss911
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      looks like server bug since it's few days later and it's not ready lol, I'll reupload it

      done.

      lol @ laserbolt, he does do that often to moxsy and others, no big deal I guess.

      I see he doesn't really use insider shotgun but I think insider is really helpful even though it's less damage than hawk, it's much easier to use for buffing your own run speed w/o running out of ammo and staying alive due to massive aoe radius and is enough for most mobs. I love hawk but it's very brutal if you don't get close enough and I find myself having to really watch that ammo carefully. If i'm ever in trouble swapping to insider (1) and shooting anywhere on ground is faster than trying to aim for my own leg too.

      it's funny to listen to him explain why i chose the skills I did:

      - do harm is really there for ties that bind doing more damage for groups. getting rush stacks from kills is not reliable so 1 point goes into violent tapestry for that.

      - violent tapestry gives us rush stacks applying status effects even on ourselves! that is what helps do harm and alacrity, not kills.

      - fast hands is important bc since weapons are what heal you to survive you need to reload quickly (or swap to insider) if you mess up by being too far from splash to get ammo regen, same with alacrity.

      - arms deal increasing splash damage and decreasing damage taken from splash damage is good by itself, but specific to healing it reduces how much your own shock/ice (from infuse, forceful) hurts you with amount healed staying same, so overall it heals you more. it's hard to see but each self splash first takes away health then adds it on, but it happens instantly so can't see. but if you buff your own weapon damage too high (like 90% hp 300% buff) it's possible to actually kill yourself before the heal calc is done, damage resistance to shock and splash is what allows to push damage higher w/o dying.

      - helping hands - same thing

      - mindfulness is run speed which is super easy to stack 25 of with insider due to # of pellets and hits per pellet from diff sources to run fast to every enemy

      - one with nature - shock resist so heals more than hurts self

      - jab cross does add some damage if you do melee, but it also takes up animation time that makes it not really worth it usually

      - steady hands is good for long range hitting, but reason i put 3 in it is because you need 5 points on that level to move further on red tree. bonus sources of damage like infuse (or forceful or 50% shock/cold anoints) would increase self damage EVEN IF IT'S SHOCK but I need at least one for extra hit. And DoT duration doesn't help me much and if moze buffs team with fire bonus damage it can actually kill me so keeping that low I found is best. I've occasionally put dots on myself that do 10-20k damage per tick on myself despite all damage resists - super dangerous - that's why I only use shock/cold. it doesn't improve cold damage either and dots are too slow compared to primary damage.

      - wildfire spreads dots which is helpful to keep up those 1% stacks on weapons when you are reloading or moving between mobs. it also helps stack rush stacks that help ties that bind damage via do harm. I have 5 in it now instead of 4 bc catharsis (explosion when killing enemy) I found out can sometimes kill amara. he says you can move 2 points from steady hands into wildfire but you can't, you need 5 on row 1 to move to row 2.

      - infusion point like I said adds extra hit per hit so you get faster mindfulness stacks, more ammo back, counts for extra hits per pellet to stack those 1% buffs to 200% really really fast, and it's kept as low as possible to minimize damage bc it hurts you even if it's shock

      - catharsis - originally I used it for same reason as wildfire but it's very very bad, i found myself dying sometimes and couldn't figure out why. then i realized when enemy mob gets some kind of fire/corrosion/radiation status effect and explodes from it, it hits amara possibly killing her, and puts a dot on amara that can be as high as 20k damage per tick that I've seen.

      - forceful is important for same reason as infusion plus it's decent enemy damage. if you want ammo being given back from self harm, much harder missing either.

      cryo damage is not the "best damage you can possibly use" like he says, but in this build it's the only bonus damage that is weak against shields so doesn't hurt you as much and most important is it does not apply a DoT!! easy to test using flame/corrosion/radiation bonuses and watch how fast those self-DoTs kill yourself. cold is really only choice when depending on hitting yourself, shock second best.

      At around 13:17 mark he uses insider wrong - it sadly doesn't explode when hitting enemies, just passes through, so have to shoot surface like ground right below grasped enemies. It was super confusing for me at first too.
  2. ow3rk1ll
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    this is the most fun build i ever played thank you so much for his <3
    1. topaboss911
      topaboss911
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      thanks, I really enjoy being able to heal myself up even when no enemies around, and don't really like waiting for some slow ticks. I also like combined constant shield AND hp tanking so when I go up against radiation that is strong against shields the red bars keep me alive (e.g. big monsters at very start of maliwan takedown), and when against fire, shields blue bars keep me alive. too many builds depend too strongly on health gate keeping them alive & that takes only 1 unlucky hit to die. very happy to discover 1% anoint is pretty strong so don't have to sacrifice much by not using phasecasting/slam for 250/300% so can stack to 200% fast for single target while also have ties that bind for groups.