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-2x disruption charge
-2x gatling laser
-2x charge laser for long distance
-bulk shield
-2x continuous shield (refit for deflector in 3rd slot at each boss)
continuous shields in full support mode except no capacity reducer at 70
bulk shield with laser booster boosts
all four laser booster boosts on gatling lasers
*all weapons set to their own priority targets for highest damage target
laser booster delay on charge lasers
'all' extra armour damage on disruptors
all 'ALL' range boosts on charge lasers
all tick speed and firing rate boosts on gatling lasers
booster module set containing all 3 damage and shield boosting modules as well as shield and laser booster
provides gatling charge lasers, and more importantly, gatling disruptors, with extended range
good for sectors where those tiny swarmers fire projectiles bigger than they are
anti range build:
-2x disruption charge
-2x beamer
-2x charge laser
-bulk shield
-2x continuous shield
shields in same settings as above
all four lasers with laser boost delay at 20 and laser boost powerup at 50
charge lasers with all 'all' range boosters
all weapons with default settings with disruptors on avoid crossover to kill shrapnel before bosses
booster module set as above
good everyday build for high damage at long range. fast beamers can take out most things that have been disrupted so fast you only get hit hard enough to lower the continuous shields completely when you're about to die even if you had deflectors anyway, so no point for the deflectors there, and the chharge lasers are such long range and firing fast enough to take out anything at range before it fire except those super long range juggernauts
best damage build:
-2x disruption charge
-4x beam laser
-everything else as in anti range build
shield, laser and module settings as in anti range build
highest damage build in the game, needed for beamers and high regen bosses to shred them before they shred you
I'm running about the same build as you. The only difference is I'm using two Bulk Generators instead.
I do want to add that for my weapons, only the Beam Lasers are rank 4. I have the Disruption Charge at rank 3 (I was having some issues with it not disrupting properly at lower ranks, but that might've just been a mistake on my part), then the Charge Laser and Laser Cannons at rank 1 to save on salvage. Their only job is to support the Beam Lasers and I'm using the module that continuously uses Laser Boost to further strengthen them.
To deal with armor I have the Damage Target shard on Blue but linked to Green to increase the damage to armor by 9x. My Beam Lasers currently are sitting at 270% damage to armor, which is pretty nice.
The issue I have with a Kinetic build is that the auto Volley module is much less effective than the auto Laser Boost one. The Kinetic weapons only add +50% effectiveness compared to Energy weapons adding +100% and the module itself is only 55% of the normal effect vs, Laser Boost's 75%. I admit I might be missing something, though.
Kinetic: Disruption charge, Beam Laser, 2x Bomb Launcher, 2x Kinetic Cannon
Sniper Laser: Disruption Charge, 2x Beam Laser, 3x Charge Laser
They don't seem any worse than my main build but I can't tell if it's due my other support stats being somewhat high already or some soft cap due to current game content. At least, I'm not losing progress, even with all maxed T4 gear.
What I haven't tested properly yet is kills per hour, that may be the deciding factor.
2 disrupt
1* beam
2*laser
1*kinect
1 * bulk
2* deflector
To lazy to change i am currently on 68 boss, didint check if i can optimize, but i dont care atm..
Edit: Just beated the 68 boss. So end of content for me. Just grind some stats.
I currently do some stat runs - warp essence, research, base....