Remnant II

Remnant II

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Tank/Heavy Weapons Engineer Build
Trying to make an Engineer build that focuses entirely around its two main mechanics, that being the inherent Damage Resists from Magnetic Field and Fortify, and the Heavy Weapon itself being wielded as a primary.

Naturally this lead me to Leto's armor (highest armor to be multiplied by Fortify), now Leto's Mk 1 post-patch, Vulcan (most use cases), Engineer Primary Archetype (Prime Perk high Tech), and that's the core of the build. Thanks to the ingame search being pretty poor I always feel like I'm missing something, and the lack of ingame glossaries has me constantly double checking how certain keywords and mechanics work.

With that in mind, what would you all recommend for this? Keep in mind that the Heavy Weapon ONLY scales off of 'All Damage' or 'Skill Damage' and NOT 'Ranged Damage', so there are alot of seemingly useful rings and sub-archetypes that fall off a cliff thanks to that alone...

Also, Hyperconductor sounds nice for uptime, but the strain it puts on your ammo regen and Overclock cooldown actually makes it REALLY poor, especially with the weakened Mod Power generation when the poor ammo economy forces you to swap to the conventional guns for longer than usual.
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Zero Taicho 6 nov, 2023 @ 16:40 
Also of note, your Melee Mutator affects the melee component of the Heavy Weapon, but the Ranged Mutators you have do not affect the ranged component. Kinda annoying, but thats how it is o-o
Velmoria 6 nov, 2023 @ 18:48 
Probably I went with Challenger as secondary with LetoMK2 or Challenger's outfit.
If I want wear LetoMK1, then most likely Medic for shield skill with few points on Strong Back while wearing Encumbrance reduction accessory.

If I don't need Overclock then I would go with Alchemist as Primary Archetype for it's stacked concoction buffs.
Xaelon 6 nov, 2023 @ 20:01 
One important thing to remember is that the turret counts as a summon.

Throwing on Soul Link (https://remnant2.wiki.fextralife.com/Soul+Link) will cause the turret's damage to heal you granting you a hefty amount of sustain. I would need to check but I'm pretty sure the turret still counts as a summon if you're holding it.

Mechanic's Cog gives movespeed + bulwark.

Regarding your neck slot I see two options. Build further into Bulwark and use "Insulation Driver"(All Damage + haste) or build into Shield and use "Difference Engine" (all damage+life steal).

There's a fair amount of rings that give Bulwark. Shield will be a bit trickier to generate since you're using the turret instead of your gun.

"Excess Coil" gives shield when you summon your turret and "Ring of Crisis" gives shield when you're below 25% HP.

Medic's skill two gives you very powerful shield on a relatively short cooldown.

You might want to try playing around "Restriction Cord capping your HP at 50%. There are some strong items that give effects for being at below 50% HP.
Noop 6 nov, 2023 @ 21:10 
Didnt they change it so you can use misty step with the turret in hand aswell? DIdnt try it but might be worth a try
Zero Taicho 6 nov, 2023 @ 21:18 
Ursprungligen skrivet av Xaelon:
One important thing to remember is that the turret counts as a summon.

Throwing on Soul Link (https://remnant2.wiki.fextralife.com/Soul+Link) will cause the turret's damage to heal you granting you a hefty amount of sustain. I would need to check but I'm pretty sure the turret still counts as a summon if you're holding it.

Mechanic's Cog gives movespeed + bulwark.

Regarding your neck slot I see two options. Build further into Bulwark and use "Insulation Driver"(All Damage + haste) or build into Shield and use "Difference Engine" (all damage+life steal).

There's a fair amount of rings that give Bulwark. Shield will be a bit trickier to generate since you're using the turret instead of your gun.

"Excess Coil" gives shield when you summon your turret and "Ring of Crisis" gives shield when you're below 25% HP.

Medic's skill two gives you very powerful shield on a relatively short cooldown.

You might want to try playing around "Restriction Cord capping your HP at 50%. There are some strong items that give effects for being at below 50% HP.

Ill have to double check soul link, but im fairly certain the Heavy Weapon doesn't count as a minion when its in your hand.

I've tried Restriction Cord, but it seems alot weaker than it used to be in R1 and you die insanely fast in difficulty 3 even with restrictor and 80% resists. Perhaps I dont have all the components to do it 'right' though.

I've also been using Silver Ribbon in the neck slot for the 25% Skill Damage and Haste, I'll have to see how that compares to Insulation Driver. as it sounds similar.
Zero Taicho 6 nov, 2023 @ 21:19 
Ursprungligen skrivet av Noop:
Didnt they change it so you can use misty step with the turret in hand aswell? DIdnt try it but might be worth a try
I haven't checked, the requirement of the blood ring and the neck slot being a yeasha god have been fairly restrictive, and the turret hops have been working so far... at least until Trapper was added. I'll have to see if it works tho if for no other reason than knowing its an option
de.lorca 7 nov, 2023 @ 10:16 
have you tried out the flame trower? while the railgun and gattling gun are better for boss fights I find the flame trower mutch better in general gameplay for it's high ammo count and AoE, it's low range and stun power to take some getting used to but once you do you have better mobclear and while it doesn't benefit mutch from overcharge it also doesn't need it so you can take handler or challanger as main for the free revive or something els
Vernelli 7 nov, 2023 @ 23:30 
Hi,
You can check out the following YT vids:
https://www.youtube.com/watch?v=7Yvcum8QBvY
https://www.youtube.com/watch?v=0BqHNkViEFI
Note:
- The vids are not mine btw but they do provide good information and explanation you can refer to
- The vids are also Pre-Halloween 2023 Patch, so some numbers have changed (especially the armor values)

I made my own version of the build, sharing my notes and observations:

Archetypes
I went for Handler as secondary for the following reasons:
- Passive 10% Movespeed (Spirit of the Wolf Team Perk) = 7 Trait Points to Swiftness
- Support Dog Skill Passive Regen (Based on Max HP)
- Blood Bond Trait

You can also set Handler as your main archetype to revive downed allies, using their relic charge instead of yours

Damage Reduction
Details about this are explained in the video/s above

You already have a 15% Flat DR from Magnetic Field Perk from Engineer
Aside from Gears, other areas to raise DR is from Traits (Barkskin), Relic Fragment, and Concoction (Bark Extract)

Some Gear Recommendations:
- Indignant Fetish - All Damage + Flat DR when hit w/ long duration
- Mechanic's Cog - provides you w/ 1 Bulwark
- Blessed Ring - 2 Bulwark after relic use w/ long duration
- Soul Guard - Bulwark for each active Summon (If you opt to more summons build)

If you're using summons, don't forget the Blood Bond Trait

If you're going with Shields
Shield Package: Rerouting Cable + Generating Band

Try to squeeze in +Max HP (Rings / Relic Fragments / Concoction).
The higher your max HP = bigger shields

Don't forget the +20% Shield Amount Relic Fragment

I went for Shielded Heart Relic as well. It has a long duration and you can use it even if you're full HP.

When you ran out of heavy weapon ammo, stow your heavy weapon and use relic to restore 30% heavy ammo (Surplus Relic Perk).

Your HP regen will come from from Generating Band, Support Dog, and Regrowth Trait

Traits
I started with no Endurance & Recovery Traits to maxing them both
I was able to evade more consecutive attacks (which is more shield as well, if you're using Rerouting Cable)

I recently added points to Fitness Trait to go against Trapper effects and repositioning.

You can also use the hop to cancel the Impact Cannon recoil animation, generating shield and repositioning in the process

TL;DR
- 80% cap DR or close to it
- Shield + Max HP Synergies & Max HP Based Regens
- Increasing Stamina helps w/ survivability
- Damage Buffs: Archetype Perks, Amulet, and/or Relic Fragment
- Heavy Ammo Economy: Use Relic

Other Interesting Interaction
Provisioner Ring
While you're holding your Heavy Weapon, both Ranged Weapons are considered stowed. So they are being reloaded over time by the Provisioner Ring. Added to that, Magnetic Field provides you with reserved ammo.
Senast ändrad av Vernelli; 8 nov, 2023 @ 2:25
Reapersgaze 8 nov, 2023 @ 0:15 
If you just want a straight turret carnage build I'd recommend Engineer/Challenger with full CDR. The thing is, when you are holding your turret you can't activate secondary class skills or consumables which limits some of the neater interactions unless you plant or drop it but challenger doesn't care. Pop rampage, turret, supercharge turret, go crazy.

Engineer/Challenger

Leto 2 with Lab gloves, Silver Ribbon, Black Pawn Stamp, Burden of the Destroyer, Burden of the Rebel, Burden of the Stargazer

Pop a xenoplasm and for 60 minutes you've got almost 10 seconds of cooldown on your turret supercharge (think it is 12).

I personally like running a Engineer/Archon similar to this with the Burden of the Destroyer swapped out for Stone of Continuance. I'm either in havoc form or mowing things down with the supercharged turret at all times. Or both for boss fights. Good relic, mod and weapon selection for specific boss fights covers the rest.
Bastion 8 nov, 2023 @ 4:08 
i find alchemist/engineer pretty tanky, you can use stoneskin vial almost permanantly with all the ocoll down buffs and thier skill damage boost lends nicely to the turrets damage wether carrying or deploying. you can use 4 concuctions too, letting you get almost 4 extra class traits through them (carry +10, extra armour, cooldown ect ect)
Senast ändrad av Bastion; 8 nov, 2023 @ 4:09
Zero Taicho 8 nov, 2023 @ 16:20 
Ursprungligen skrivet av Zero Taicho:
Ursprungligen skrivet av Noop:
Didnt they change it so you can use misty step with the turret in hand aswell? DIdnt try it but might be worth a try
I haven't checked, the requirement of the blood ring and the neck slot being a yeasha god have been fairly restrictive, and the turret hops have been working so far... at least until Trapper was added. I'll have to see if it works tho if for no other reason than knowing its an option
It works.
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Datum skrivet: 6 nov, 2023 @ 16:35
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