Remnant II

Remnant II

Statistieken weergeven:
Starkiller rifle
it feels good to shoot, decent reload speed, and a scope too, put the battery mutator on it,
Using archon with gunslinger, gunslinger gives extra ammo and faster reload speed, while archon makes the mod do more damage, and lets me use the mod more often.

Using detonation trigger amulet, as for rings, i'm still getting a feel for what i want, like go for fire damage or explosion damage, i am open to ring suggestions.

My secondary weapon is the star shot, also wondering if amplitude is worth it for this build.
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1-7 van 7 reacties weergegeven
Detonation Trigger pairs very well with Stone of Malevolence. The burning will generate a ton of mod power, likely enough to completely recharge its usage.

I wouldn't use Amplitude. It increases the likelihood of hitting yourself, making Kinship a requirement. If you've got the 20 skill points to spare, then sure - go ahead. But they could probably be better spent elsewhere.
That would take care of my mod generation with stone of malevolence, i will likely use a ring or 2 for survival as well, seal of the empress is a favorite of mine on damage builds.
I use Starkiller (Deadly calm) with a Firestorm/Twisting wounds SMG on my crit/status medic/hunter. Stone of Malevolence and burning pair really well for mod generation. Also Firestorm cc pairs really well with Starkiller's gravity wells.
o7
Origineel geplaatst door Ergosensi:
I use Starkiller (Deadly calm) with a Firestorm/Twisting wounds SMG on my crit/status medic/hunter. Stone of Malevolence and burning pair really well for mod generation. Also Firestorm cc pairs really well with Starkiller's gravity wells.
o7

I used firestorm in a elemental build before, and no mod has killed me more than it. But i mostly got tired of using it, star shot has a big explosion that it does, and its regular shots are also explosive, so it gets full use out of detonation trigger.

Decided to try timewave on starkiller as well, it should make it so enemies will not escape it.
Origineel geplaatst door zmanbuilder:
Decided to try timewave on starkiller as well, it should make it so enemies will not escape it.
Just be careful. Timewave requires you to fire your mod while standing within 7m of an enemy; launching massive explosions (i.e. Gravity Core and Big Bang) at an enemy that close yourself could be troublesome. I find that it works best on Enigma and Nebula - guns you'll be using up close anyway.

At the moment, Failsafe and Deadly Calm might work out best. Twisting Wounds is good, but it really does best paired with Abrasive Whetstone and your amulet slot is locked. Options are short, but we might get some better-suited mutators tomorrow with the expansion.
I run a hybrid build that uses twisting wounds on a high firerate wpn to easily apply a status to trigger chains of amplification. I essentially use fire and bleed to keep chains active.

Worked wonderfully with a corrosive/bleed AR and a fire applying mod on my secondary, swapping out my fire smg for enigma for the nightmare final boss when I was hunting to unlock one of my favorite long guns from Remnant 1.
Great thing about Remnant 2 is that there are so many fun combos and synergies to try!
o7
Origineel geplaatst door Ergosensi:
I run a hybrid build that uses twisting wounds on a high firerate wpn to easily apply a status to trigger chains of amplification. I essentially use fire and bleed to keep chains active.

Worked wonderfully with a corrosive/bleed AR and a fire applying mod on my secondary, swapping out my fire smg for enigma for the nightmare final boss when I was hunting to unlock one of my favorite long guns from Remnant 1.
Great thing about Remnant 2 is that there are so many fun combos and synergies to try!
o7

I will be making a status build when i get the new archetype, and you have given me some good ideas for it.
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1-7 van 7 reacties weergegeven
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Geplaatst op: 13 nov 2023 om 14:59
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