Deadzone Rogue

Deadzone Rogue

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Glass Cannon: Suggested Build
So, the community, much like myself, have been having a hard time with the Glass Cannon Mission. I want to share my thoughts as well as the build I used in order to complete it.

The Build:

Main Upgrades:
1) Shadow Stealth Melee
2) Lightning Augmentation
3) Flat Weapon Augmentation

Weapon:
Primary: Large Capacity Machine Gun
Secondary: Dealer's Choice (Mine was the drum mag shotgun)
Melee: Preference but I think Knife is better
Grenade: MUST have the Lighting Enhancement and some Lifesteal if you can manage it.

To put it short, I've seen a lot of suggestions for the Void Build, but honestly? The Lightning Build is way better IMO. Grab Sparksbane ASAP when it comes up after grabbing the Lightning Augmentation. It allows you to stagger enemies everytime you proc them. The importance is high proc capabilities so upgrading your PROC chance will help a lot. Flamethrower spiders get interrupted when staggered so they end up doing nothing, any enemy in an attack pattern will stand in place and stop shooting and the multi-hit static mod (lighting bolt is fine but the other is way better) will do everything the void tendrils do, but way better IMO.
Focus on upgrading your lighting machine gun and don't stress too much about rarity. I finished it with a Rare Machine gun after upgrading it from Uncommon. Keep your armor upgraded and then spend your scrap however you see fit once those are taken care of. The other tidbit, if you upgrade the healing orb drop rate and potency, you get plenty of heals, albeit they are only 2 points per heal, but hey, if you are smart and reactive enough to get hit very little then you should be fine. Thats not to say this build makes you a god and unkillable, proper positioning, target planning on what to shoot first, and of course a bit of luck play a huge part in the game as a whole. That's pretty much the build, everything else depends on your and your skill level. Use the sneaky melee augmentation to hide and reload when you need to reposition, but if done right you won't have to worry about those dumb spider spawners because you can use the spiders to proc chain-lightning and rip right through the shields.

My Opinion about the mission:

I think the lack of healing and low shields makes sense. I see a lot of complaints about not being able to heal, but I think you just need to get creative and smart about how you play. The general levels at Normal Difficulty encourage a lot of just "Rush and Kill" but any good or veteran roguelike player will tell you that its not always about rushing headlong into combat. However, I do think that having spider spawners with anti-range shields are just frankly horse dung. Worst enemy IMO in the game. I'd rather be chased down by 20 flamethrower mecs than hear the damn sound of a contstructor bot. And don't even get me started on those ridiculous healing drones. I'll forgive the instant healing they provide to the enemy considering its supposed to be fast paced, but they shouldn't have way more health than the damn elite rocket pods (the ones that shoot the green gamma blasts).
Overall I'd say the mission is Extremely hard compared to the other Act 2 missions but understandably so. Would I love to see it reworked a bit? Yes. Will it happen? Maybe who knows? Will I continue to play and even try harder difficulties of it? Yes.

I hope this build helps those out in the community. I don't necessarily want to get into whats good and bad about the game, developer, or level, but if you have questions about the mechanics, my build, or enemy strategies I'm all for it, then do ask.

Happy Shooting, fellow Talon brothers!
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Showing 1-5 of 5 comments
I've tried ghost blade melee build for this challenge multiple times and it seems to be very unreliable due to current wonkiness in hit registration of melee weapons. Sometimes it seems like melee hits will just miss point blank on stationary target and do nothing except break cloak and in later rooms of this challenge it might just insta kill you with how many nonsense game throws at you at once. One void spider can end your run with how cramped rooms become closer to the end. And you have to be very methodical in what order you take out enemies with a melee build. Overall Ghost Blade perks seems to be very good in this game but for this particular challenge I would rather use a long range elemental build.
Dodge May 5 @ 4:11am 
They just need to fix ghost blade coming out of combat as currently you have to do a mad dash away after you attack
I don't know the ranges off hand but void tendrils always seems so much larger than the spark or chain lightning, and with the the fortune cookie superior item (max health damage on hit 50% chance maxed) if you really hate the challenge just reroll till you get it early. You kill the entire trash room is 5 bullets with any gun. It doesn't work on bosses which aren't super difficult with no other enemies. Electric is definitely stronger than people give it credit for imo, but I don't think there is a better grenade than void tendril in general. The reality is you don't need to go void to make tendril op, just more consistent. But regardless of what element I get I always try to hunt down either a secondary or nade with it.
Also when in stealth mode, do you scout the area first? Honestly the glass canon is by the far the hardest and i beat all the levels and sides on extreme difficulty. its hard but not impossible. even on adventure setting glass canon is relentless. I found the best way to get through it is CYRO and those HELPER BOTS. Max HELPER BOTS and let them take the damage while you run and gun and duck. The Cyro will slow them down. especially grenades! This is what I did on solo and on each difficulty. Everyone plays different but this is exactly how I beat it. Good luck.
i can appreciate the build, however i die in either round 4 due to a poor weapon start or 12 from all the bloody spiders and "RR" Spider spawners
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Showing 1-5 of 5 comments
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