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Phalanx is optional. Shield isn't that strong on higher levels, but still - serve his purpoise. Especially aganist wormhole threshers.
Also, both skill works well with maglock.
Shields will be knocked down very quickly in UVHM, They're good for fighting Terra in Normal and TVHM so you don't get sucked into the vortex, but after level 50 I would spec out of it (and also Nuke, which doesn't scale well either).
Axton's got a lot of those "this isn't particularly useful" and "this isn't worth the skill point" skills... Like Grenadier and Overload just give you more ammo. That's not worth 10 skill points. I get WHY they're useful - grenadier builds, especially with all the explosive buffs, and having to reload less can be very useful. But compared to a lot of other skills, it's a case of "I'd only put a single point into this with a class mod."
Still... I ended up with something like this. http://bl2skills.com/commando.html#22000000000515112010032140100000
Single points are because of a class mod that boosts team fire rate.
I'm running with a cooldown relic to try and keep my turret up constantly for Battlefront.
I'm "maining" a slag SMG (24% chance) and Torgue AR. Also have a Jakobs shotgun I rarely use, might swap it out with a Jakobs pistol soon.
4th weapon is a rocket launcher, and I'm torn between a 40% slag chance e-tech Tediore launcher, or a Maliwan electric launcher. Both seem good, so it's just making them weaker vs removing their shields now - I'm leaning towards the slag launcher.
Still, it's going along pretty swimmingly. I think next time I'm in Sanctuary, I'll swap over to a more offensive build: http://bl2skills.com/commando.html#52030100000515115010002000000000
I'm new to TVHM, so I'm trying to figure out a good balance between staying alive and dealing damage. So far, it seems to be more about dishing damage than tanking anything. I'm mostly using my slag SMG while the turret's out, that and the Torgue AR when the turret's down, shotgun for weak enemies or rushing, and rocket launcher for FFYL or clusters of enemies. I tried running with a healing mod for awhile, and loved Grit, but it just made me last longer - I still got incapped "more or less" the same, since I was in the fights longer, even though I stayed up longer between incaps.
Grit is a kinda weird skill but it can get you through raid bosses or Digistruct. And in UVHM you will likely want the slag function of Double Up because it frees a weapon slot for something more damaging than a Slagga, say.
Healthy gives 6% more health
Ready gives 8% more reload speed
Ranger gives 1% in 7 stats
Shouldn't they be comparable? 5 skill points in Ranger is about the same as 1 point in Healthy. 5 points in Ranger is slightly worse than 1 point in Ready. It's still a 35% stat boost, why is it considered so bad?
The only bad part of it, I'd say, is that one of the stats it boosts is magazine size... 5% more magazine size isn't useful. At best, it might help assault rifles a tiny bit, and that's if you take Overload and they stack. A 5% boost to ammo size is like, maybe +3 bullets in an SMG, and would have no effect on smaller magazines like shotguns or rocket launchers.
1% is really minimal compared to Metal Storm, Onslaught, Impact, Steady, Battlefront, Ready, Preparation, etc. and almost all of these are covered by Badass Rank. You're generally better off choosing something else unless you plan to use a Legendary Ranger class mod (only available Level 62 and higher), and even then I'd only put the one point into it, with something like this:
https://www.youtube.com/watch?v=6sk55RKFR5o
Wish they would have patched it to be more bad ass and useful, same with shields...They almost seem useless doesn't matter how much you got no matter what a bullet or 2 and it's pretty much gone, never felt they were that great better off with the shield that just adds a ton of health honestly.