Deep Rock Galactic
ultra Dec 23, 2022 @ 10:23am
Hazard 5.5 x2 & Hazard 6 x 2 builds
i have been ♥♥♥♥♥♥♥ around with my builds lately, trying to branch out from the usual stuff (neurotoxin payload, sticky flames, y'know), and now i'm seeking some inspiration from you guys :D. post your builds (and/or theorycraft), any replies are greatly appreciated!
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Showing 1-11 of 11 comments
Aimee Dec 23, 2022 @ 10:38am 
Epc with plasma fields work great.
Warthog choke build, T2.3 + Magnetic Pellet Alignment OC, Turret Whip works as well.
Stubby Smg with electro build.
Breachcutter with some focus on ammo.
Boltshark crossbow is realy well balanced to higher hazard gameplay. The special ammo that is.
Boomstick with penetration shots.
SCamp Dec 23, 2022 @ 10:46am 
Fire. Lots of fire.
Qua2ar Dec 23, 2022 @ 11:14am 
Pickaxe only. Like Karl.
Last edited by Qua2ar; Dec 23, 2022 @ 11:14am
ultra Dec 23, 2022 @ 11:16am 
Originally posted by Aimee:
Epc with plasma fields work great.
Warthog choke build, T2.3 + Magnetic Pellet Alignment OC, Turret Whip works as well.
Stubby Smg with electro build.
Breachcutter with some focus on ammo.
Boltshark crossbow is realy well balanced to higher hazard gameplay. The special ammo that is.
Boomstick with penetration shots.
thank you, very cool! i must re-try persistent plasma oc, think i tried it once like 3 years ago, probably couldnt even land a TCF shot back then. whats your bolt of choice on boltshark (and does any1 use chemical explosion lol)?
Aimee Dec 23, 2022 @ 11:30am 
Originally posted by ultraception:
whats your bolt of choice on boltshark (and does any1 use chemical explosion lol)?
I havent used all builds on it yet for some reason, but the Fire Bolt OC is realy good the more enemies are in a wave. Just plop 2-3 down near eachother and entire enemy waves burn.
Combine this with the IFG grenade or VSS for stun, and you have created a deathpit for glyphids.
The Special Bolt: Taser is what i normaly combine it with, but its a bit hard to place properly, and expires fast. It can halt the movement of pretty much any enemy if the ground is a bit flat. But does not work when the tazer effect is too close to the ground.
If you want to combine the two, place the fire bolts first, since they last longer, and then place the tazer in a line over it.
Aimee Dec 23, 2022 @ 11:48am 
Originally posted by ultraception:
thank you, very cool! i must re-try persistent plasma oc, think i tried it once like 3 years ago, probably couldnt even land a TCF shot back then.
You can just shoot the EPC at the ground, the plasma field deals the most damage, not the shot in that build, so you dont have to worry about aim as much. Its mostly the placement of the field that matters, and you can stack it with other effects like sticky flame slowdown and goop cannon slowdown.
You can also shoot the plasma field on downed teammates, as the only team damage is the direct hit. The field will slowly kill enemies and has no team damage.
ultra Dec 23, 2022 @ 11:51pm 
Originally posted by Aimee:
Originally posted by ultraception:
whats your bolt of choice on boltshark (and does any1 use chemical explosion lol)?
I havent used all builds on it yet for some reason, but the Fire Bolt OC is realy good the more enemies are in a wave. Just plop 2-3 down near eachother and entire enemy waves burn.
Combine this with the IFG grenade or VSS for stun, and you have created a deathpit for glyphids.
The Special Bolt: Taser is what i normaly combine it with, but its a bit hard to place properly, and expires fast. It can halt the movement of pretty much any enemy if the ground is a bit flat. But does not work when the tazer effect is too close to the ground.
If you want to combine the two, place the fire bolts first, since they last longer, and then place the tazer in a line over it.


Originally posted by Aimee:
Originally posted by ultraception:
thank you, very cool! i must re-try persistent plasma oc, think i tried it once like 3 years ago, probably couldnt even land a TCF shot back then.
You can just shoot the EPC at the ground, the plasma field deals the most damage, not the shot in that build, so you dont have to worry about aim as much. Its mostly the placement of the field that matters, and you can stack it with other effects like sticky flame slowdown and goop cannon slowdown.
You can also shoot the plasma field on downed teammates, as the only team damage is the direct hit. The field will slowly kill enemies and has no team damage.
tried these on some solos.

persistent plasma is really fun, and will probably overtake ammo-focused oc's that i previously had on epc (since downsides are virtually non-existent imo, i lose like 2-3 TCFs). its almost like sticky flames for shockers and shredders, no more thinking what T5 mod to put on crispr :D

testing boltshark solo wasnt optimal (""skill issue""), i can see it benefitting massively from terrain shaped by driller and/or engi. fire bolts are good for swarms when placed properly, but with special bolts, i think im leaning towards pheromone bolts over tasers ( atleast on solo). special powder boomstick has admittedly been my crutch on modded difficulties, and losing that mobility to trying to herd glyphids into electric aoe felt a bit clunky. but additional testing is needed! :D

i would be interested if u have some hurricane/sludgepump builds, since those two are my least used weapons overall.
HeroGuy #teampyro Dec 24, 2022 @ 5:57am 
Do a pacifist only ignoring all bugs
ultra Dec 24, 2022 @ 6:10am 
Originally posted by Howard Hamlin:
Do a pacifist only ignoring all bugs
spawning more bugs just to respect their personal boundaries? thats insane, i love it!
Aimee Dec 24, 2022 @ 9:14am 
Originally posted by ultraception:
testing boltshark solo wasnt optimal (""skill issue""), i can see it benefitting massively from terrain shaped by driller and/or engi. fire bolts are good for swarms when placed properly, but with special bolts, i think im leaning towards pheromone bolts over tasers ( atleast on solo).
Its one of those builds that you have to get used to first, before you can get the most out of it. Once you do get the hang of it, and play with a full team, the special bolts will be doing a lot more because of the amount of enemies. Being able to shut down most of a flank with 2-3 taser bolts is realy helpful and impactful then. But it does help a lot to know where to shoot them properly on terrain. Its often better to shoot slight elevations and then the ground, than 2 on the ground. The beam is big enough to hit targets that try walk ''under'' it most of the time.
I do agree that its slightly clunky at first, and it will stay like that for a while. But i think you might appreciate it the longer you play around with it.

Originally posted by ultraception:
i would be interested if u have some hurricane/sludgepump builds, since those two are my least used weapons overall.
Unfortunaly both weapons are a bit ''boring'' in the sense that you cant realy get too crazy with overclocks and builds. The good/viable builds for modded high hazards are probably ones you already use or read somewhere already.

For the Hurricane you can use the Minelayer system as special overclock to some degree, but the green overclocks are more balanced for modded high hazard games.
Plasma Burster OC does not have enough penetrations to realy work, and Salvo Module OC although fun does not add any benefits to the weapon, and the charging up a bunch of rockets reduces your time-to-kill too much to be usable most of the time. You can still play it if you feel like you arent struggeling, its a fun overclock for sure.
Jet Fuel Homebrew OC is straight up painfull on high hazards and modded games.

Fragmentation Missiles OC is probably your only real option that feels strong enough, but that also depends a bit on what your playstyle and skill is.
Combine it with Max AoE damage and radius (T1.3 & T4.2), and Fire damage modification from Tier 5. And you got yourself a good build. Funny enough Armor breaking is more balanced for Haz5+ than the rocket speed at Tier 2, because enemies are so fast and plentyful and ranged enemies need to be dodged like a bullet hell game either way :P
Get the Magazine upgrade at T3 Nano Missles +36 Magazine Size, you will realy notice those 36 rockets matter.
At Tier 5, instead of Fire damage you could go for T5.2 Uncontrolled Decompression for the stun, but your damage would go down a bit and it only works realy well when you have a sticky flame driller next to you. But the stun can give you a lot of control over a wave, so it certainly is not a bad pick. T5.3 Nitroglycerin Rounds is not useful because of enemy movement speed.
Aimee Dec 24, 2022 @ 9:30am 
For the Sludge Pump or Goop Cannon as we like to call it, there arent that many builds that work great on high hazards that i know off. But i have to say i have not extensively tested all of them yet.
The reason why most builds dont do enough, is because the corrosive damage is by far the biggest damage source of the weapon, not the direct damage or puddle AoE.
With 35,5 damage per second unmodded, the corrosive damage is your go to if you dont want to run out of ammo.

Disperser Compound OC is normaly the build most people i know go for, more puddles means more area where enemies are slowed and effected by the corrosion DoT.
Goo Bomber Special OC is one of the builds ive seen rarely and have not tested enough myself to judge if its usable for haz5+ but i have seen some people use it on high hazard gameplay to some varying levels of success. Placement of the ''line'' is realy difficult and it wont deny as much area as just having a round goop puddle. Its realy potent in corridors, so it might work if you like drilling.
The two green overclocks are fine, and there are no real downsides of using them.

For a puddle build;
T1.3
T2.2
T3.1
T4.1
T5 both are good, i prefer T5.1 Protein Disruption Mix for modded but have run both succesfully.
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Date Posted: Dec 23, 2022 @ 10:23am
Posts: 11