Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Supplementary Damage. Rackam's sigil that lets him shoot 4 bullets instead of 3. The one skill that lets him shoot double or something for some time.
And the standard sigils for all characters (Dmg cap, atk, etc). Maybe some skill cooldown? I won't claim it to be the most efficient setup but I can guarantee you the machinegun Rackam build is lots of fun.
Yeah, this is kind of what I've been rolling with so far, as well, except with the supplemental damage sigils tossed on as opposed to skill CD. His skills seem to have relatively decent uptime as is.
Edit: Completely missed that you started off with Supplementary damage, whoops
Which Sigil is that ?