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DDD GUIDE] Salvador's skills for dummies
Hi everyone and welcome to my skill guide for Salvador.
In this guide, I will try to provide general guideline in choosing skills for aspiring gunzerkers to help them kick as much ass as possible.
Note that this is a simplified guide meant to give, at a glance, a rough idea of what our favorite dual-wielding Truxican is all about, and to help bring the best out of him. Which means that if I say a skill sucks, it's because it sucks in general and might be a very good choice in some specialized builds. Likewise, some great skills will be bad choices in other builds. Please use common sense.
It goes without saying that this guide should be used alongside Sljm's Top gear for Salvador thread.
Sometimes I will give each skill two different ratings. this is because some skills that were perfectly good in normal mode or TVHM don't scale well when entering UVHM, it can also be because it's performance will change depending on the weapon you use.
I will use the simple color coded rating system I used when making my Quest rewards worth farming thread:
Bad: These skill sucks, only spec in it to get further down the tree, and only if there are no better options for you.
Average: Can help, not bad choices for going down trees.
Good: Good skills are worth specing into, they will help without necessarily being the focus of your playstyle. Definitively worth taking.
Outstanding: Skills of this rating will be gamechangers and should be taken by almost all Sal players.
I will also have Duke tell you if a skill affects the off-hand [Affirmative!] ... or not [Negative] when applicable. Some exceptions may apply and you should have a look at this thread for detailed info about off-hand skills compatibility.
Gunlust
Locked And Loaded: Good [Affirmative!]
Almost everyone should take this to 5/5, reloading is something you do often, and rare are the weapons that don't benefit from it.
Quick Draw: Average [Affirmative!]
The swap speed is almost irrelevant (except for Rocket Launchers) and the crit bonus is rather small. Still, not a bad skill.
I'm Your Huckleberry: Good if you use pistols, Bad if you don't. [Negative]
What more is there to say ? If you use pistols take it. If you don't, don't.
All I Need is One: Bad [Affirmative!]
No one that I know has ever made a build that takes advantage of this skill. the bonus is too small to care about.
Divergent Likeness: Average [Affirmative!]
Only use this if you use matched weapon types for the damage bonus. The accuracy bonus is pointless.
Auto-Loader: Average
Good for reloading a Rocket launcher in your inventory... not much else.
Money Shot: Outstanding [Affirmative!]
Probably one of the best skills in the game. At the core of a LOT of builds. Coupled with Inconceivable, can produce "money shot chains" that can literally dispose of raid bosses in a matter of seconds.
Lay Waste: Good [Affirmative!] (Crit) [Negative] (Fire rate)
The only thing keeping this skill from getting an Outstanding rating is that it's a kill skill, and it's harder to activate against bosses. Otherwise, a VERY good skill.
Down Not Out: Outstanding
No gunzerker should be without this skill. Seriously. No matter the build. Take it. You'll thank me later.
Keep It Piping Hot: Good [Negative] (Gun dmg) [Affirmative!] (grenade dmg)
Seems just ok at first glance, but this skill activates whenever Get some does. So yes: you can use it WHILE gunzerking.
No Kill Like Overkill: Outstanding
This skill is almost too good to be true. Coupled with a rocket launcher, a fastball grenade, a Tediore throw or a well-placed money shot, this skill transforms any gun into a blistering hell for about 8 seconds. MUST HAVE.
Rampage
Inconceivable: Good, Outstanding if you also have Money shot. [Affirmative!]
Coupled with Money shot, this skill is responsible for the fastest raid boss kills Sal is capable of. It's also pretty good on it's own. Really shines when used with guns that consume more than one bullet per shot.
Filled to the Brim:Average [Affirmative!]
More bullets is good. Not much to say about this one.
All in the Reflexes: Average [Affirmative!]
The reload speed is good, the Melee bonus is not, unless you have a build dedicated to it.
Last Longer: Good
Gunzerking = good, therefore Longer gunzerking = better.
I'm Ready Already: Bad
Not compatible with Get some. Only Good on weapons that don't activate Get some (like Rocket launchers)
Steady as She Goes: Good or Bad with Hyperion weapons. [Affirmative!]
This is one of the unsung heros of Sal's skills. reduces recoil immensely and improves accuracy while gunzerking. This skill fills the role of scoping for the guy that can't be bothered to scope. Actually HINDERS your aim if used with Hyperion weapons.
5 Shots or 6: Good [Negative]
Really shines with guns that use one bullet per shot. With a hoarder COM you can almost shoot forever, as long as you're killing things. A must for AR, SMG and pistols users.
Yippie Ki Yay: Good
This skill, coupled with Last longer, can extend gunzerking for long enough to have Get some completely reset your cooldown. Not to be skipped
Double Your Fun: Good
It's only a point, and it basically doubles your grenade damage. No reason to skip it IMO.
Get Some: Outstanding
Probably the best skill for Salvador. There is nothing quite like having a new gunzerk at the ready when you're still gunzerking. It also activates Keep it piping hot, which is nice.
Keep Firing: Outstanding [Affirmative!]
Unless you're using Jakobs weapons, there are no reasons not to take this skill. It almost doubles your DPS. Coupled with Locked and loaded and Lay waste, Salvador is capable of truly ridiculous rates of fire, even with relatively slow weapons.
Brawn
Hard to Kill: Average
More health... yup...
Incite: Good [Negative]
The reload speed is nice, but the movement speed alone is enough to warrant taking it.
Asbestos: Average
Not as bad as the other "bad" skills...and actually one of the rare brawn "health" skills to make the transition to UVHM unscathed. Tethering between a "bad" and an "average" rating...
I'm the Juggernaut: Bad
Just plain bad, no way around it. Damage reductions don't stack efficiently, and Gunzerking gives 50% already. The result isalmost negligible damage mitigation, even at 5/5 points.
Ain't Got Time To Bleed: Good, Bad in UVHM
Good while going through Normal and TVHM. Coupled with Sexy T-Rex, it offers enough health regen to keep you afloat even through heavy fire. Once you hit UVHM it simply can't keep up with the raw damage output you're subjected to and completely falls flat.
Fistful of Hurt: Average
Great in melee builds...not very useful otherwise. Can be useful for the knockback effect. Can be fun during the first 30 levels, but once the novelty wears off, you should skip this.
All Out of Bubblegum: Good [Affirmative!]
Offers a pretty good Fire rate boost. Especially good when coupled with the Rough Rider shield.
Bus That Can't Slow Down: Good
Makes you go fast. Going fast is good. So this is good.
Just Got Real: Bad [Negative]
Not worth getting your health low for. Keep your health high and get your damage from other sources.
Sexual Tyrannosaurus: Good, Bad in UVHM
See Ain't got time to bleed...
Come At Me, Bro: Average
Awesome during normal and TVHM if you don't have a Moxxi weapon. Once you have one though, it's not as good as it looks. In UVHM the 10 seconds of invincibility are much more interesting that the full healing.
It's a very hard skill to rate, because it's pretty good, but requires you to spec in many horrible things to get to, that the payoff doesn't compensate for the cost.
So to sum it up
OK:
Hard to Kill
Incite
Asbestos
Bubblegum
Bus that cant slow down
Come at me bro
Not OK:
Juggernaut
Aint got time to bleed
Sexual T-rex
Am I correect, or there are wrong?