Builds in Remnant 2 are optimized combinations of various Archetypes, Weapons, Armor, Traits, Perks, Skills, and other aspects of character customization geared towards specific playstyles and goals. Consider taking up a new build if you feel like gameplay is getting stagnant or are struggling with a certain part of the game. Once more information is available, this page will be updated with many unique Remnant 2 Builds.
Remnant 2 Builds Guide
Remnant 2 Builds Guide Quick Navigate
Forest Guardian ♦ Sparkfire Saboteur ♦ Plague Harbinger ♦ Loaded Sharpshooter ♦ High-Tech Sentinel ♦ Painbringer ♦ Regenerator
Remnant 2 Community Builds Guide
Here you can add your own Builds and share them with the community.
Gameplay Info
This build is centered around using Gunslinger and it's starting ability Quickdraw in combination with a primary that has a lot of bullets ex. Bonesaw.
Using Quickdraw you can easily refresh your ammo and instantly reload, this results in a powerful leveling build where you don't need to worry about Ammo Boxes or scrounging for ammo.
Search for "Remnant 2: Unlimited Ammo Build" on youtube to find more information about this community build. Created by L2PN.
Skill: Quickdraw
- Traits: Expertise -20% skill cool down
Equipment
- Long Gun: Bonesaw
- Hand Gun: Any
- Melee Weapon: Any
- Head Armor: Any
- Body Armor: Any
- Gloves: Any
- Leg Armor: Any
- Amulet: Any
- Rings: Any
Gameplay Info
This build focuses around summoning high dps/burst summons to support the player in the battlefield, while the player compliments the summons with precision firepower. The main class is unimportant, with the Engineers Overclock and turret manual targeting being better in boss fights, and the Summoners Ruthless providing higher value exploration speed and Sacrifice providing incredibly high burst damage. Survivability is high due to Summoners Regen, Engineers Fortify, and up to three extra targets on the field. Build will also scale very well without any great need of any scrap or upgrade materials, any weapons mods, or any specific gear.
Starting class is preference, summons are more useful early and Regen is great, but Engineer starts with two of the best guns in the game.
- 1st Archetype: Summoner/Engineer
- 2nd Archetype: Engineer/Summoner
- Skill: Summoner will take the Flyers or Reaver skill, there are too many flying enemies in two worlds for Hollows and you need your summons to live for the skill damage increase. Engineer can take any Heavy weapon that they prefer to suit the situation, though the flamethrower will hit the Reaver.
- Traits: Expertise is to be maxed out as soon as possible.
Equipment
- Long Gun: Any weapon except for high spread shotguns and AOE damage weapons. Summons will die very fast if shot by the player late game.
- Hand Gun: Same as above, avoid AOE damage weapons.
- Melee Weapon: Any (Turret Friendly fires, so melee is discouraged)
- Head Armor: Any (Your dodge is replaced while carrying Heavy Weapons, so heavy armor is an option)
- Body Armor: Any
- Gloves: Any
- Leg Armor: Any
- Amulet: Prioritize Amulets that boost skill damage, the best being the Silver Ribbon.
- Rings: Prioritize Rings that boost Skill damage, Skill cooldown, Crit, and Weakpoint damage. Burden of the Destroyer, Burden of the Rebel, Soul Guard, Soul Link, Zania’s Malice, and Stone of Balance are stand outs.
Gameplay Info
A very glass canon kind of build, though I believe it has some of the highest single target damage in the game. Late Game boss killing build. Play by consistently hitting Weakspots to permanently keep you're Hunter Shroud skill up while occasionally getting big damage with the wormhole skill. Weakspot hits will apply bleed with the Twisting Wounds Mutator at level 10. This build should shred through bosses in the late game assuming you can consistently hit their Weakspot.
- 1st Archetype: Hunter
- 2nd Archetype: Invader
- Skill: Hunter's Shroud - Worm Hole
- Traits: Expertise is a must-have. Everything else is more so up to player preference
Equipment
- Long Gun: Widowmaker - needs the Twisting Wounds mutator to be level 10 for bleed proc on critical hits - Corrosive Rounds as your weapon mod for extra crit chance
- Hand Gun: MP60-R with the Time Lapse mod for mobbing
- Melee Weapon: Player preference - I like the Assassin's Dagger for extra bleed affinity
- Head Armor: Any
- Body Armor: Any
- Gloves: Any
- Leg Armor: Any
- Amulet: Abrasive Whetstone
Gameplay Info
This is a moderate damage build with life steal and high resistance due to high bulwark stacks and heavy armor. Use the Engineer’s heavy weapon and the ranged attacks of the Summoner’s Flyers to proct life steal from the soul link ring. Constant health regen from regrowth, pair with Anastasia’s inspiration ring for constant haste (7% increase speed on ALL player actions.) Three stacks of bulwark provided by the Soul Guard ring when all summons are in place. Last ring can be either Guardian’s Ring for the constant one stack of Bulwark when close range (7m) of an enemy, or Hardcore Metal Band for the potential of Five stacks of Bulwark with the trade off of taking damage to trigger it’s effects. Maxed out challengers archetype will grant Strong Back, granting reduced encumbrance by 10, opening up heavier armor to capitalize on Engineer’s Fortify (50% increased armor effectiveness.) Strong Back is optional as long as Navigator’s Pendent is used. Weapons can be whatever fits your play style. Note that staying close to the Engineer’s heavy weapon will grant 15% damage reduction.
- 1st Archetype: Engineer
- 2nd Archetype: Summoner
- Skill: Flyers andVulcan Heavy Weapon
- Traits:
- Fortify lvl 10
- Regrowth lvl 10
- Expertise lvl 10
- Strong Back lvl 10 (optional if Navigator's Pendant is used.)
- Barkskin lvl 10
- Rugged lvl 10
- Siphoner lvl 10
- Vigor lvl 10
Equipment
- Long Gun: Player Preference
- Hand Gun: Player Preference
- Melee Weapon: Player preference
- Head Armor: Player Preference
- Body Armor: Leto Mk11 or Player Preference
- Gloves: Leto Mk11 or Player Preference
- Leg Armor: Leto Mk11 or Player Preference
- Amulet: Insulation Driver (For Damage) or Navigator's Pendant (For Weight Load.)
- Rings:
Gameplay Info
Play as an absolute tank using the Ornate Flails spinning charge attack where you gain infinite stamina if you have at least one target to hit, massive health regen because the amount you lifesteal and have a shield that comes up as you use your endless supply of stamina making you unkillable as you continuously whack enemies and bosses alike (only played in vet but its rare to drop below 75%)
- 1st Archetype: Challenger
- 2nd Archetype: Any
- Skill: juggernaut
- Traits: Siphoner, Recovery, Barkskin, Fortify, (endurace and vigor are good but not needed)
Equipment
- Long Gun: Any (preferable long range for flying enemies)
- Hand Gun: Any
- Melee Weapon: Ornate Flail or Steel Flail with Steadfast mutator (only tested with ornate)
- Head Armor: Leto Mark ll (unless you want a roll)
- Body Armor: Leto Mark ll (unless you want a roll)
- Gloves: Leto Mark ll (unless you want a roll)
- Leg Armor: Leto Mark ll (unless you want a roll)
- Amulet: Matriarchs Insignia
- Rings: Rerouting Cable, Drakestone pearl, Berserkers Crest, Dying Ember
Gameplay Info
Healing in Remnant 2 is primarily focused around passively healing yourself and in turn, healing your allies. Primarily this comes from mods and rings, with Relics and Amulets making up for the weaknessess and flaws in the builds. Below are presented three seperate builds, all focused around healing but all slightly different in playstyle. The basics remain the same while the playstyles differ.
The Basics
Largely the basics of this build are focused around the Handlers Bonded Prime Perk and the support provided by the medic class. Alongside the Medic's Healing Shield and the Handler's Guard Dog or Support Dog this build makes for a potent support combination for both you and your allies, keeping you all healthy and in the fight.
The handler brings Increased movement speed and reduced stamina cost for you and your allies with Spirit of the Wolf, keeping you nimble and out of danger. Combining the Handler's Perk Teamwork and the Medic's Perk Benefactor allows for easy healing and Reviving of fallen allies when needed, largely you want to rely on Bonded to Revive allies if it can be helped but in cases where it's on cooldown both of these Perks prove immeasurably useful. The Medic's sheer healing output with it's Perk Benevolence and its three skill choices Wellspring, Healing Shield and Redemption are hard to pass by for anyone looking to support their team. Predominantly you should spend most of your time using either Healing Shield of Redemption rather than Wellspring, mostly it comes down to the survivability of yourself and your allies; if you find yourselves struggling to stay alive during particular hard combat Redemeption may be the better choice for you over Healing Shield. Likewise, in most boss encounters you will find better use from Support Dog than Guard Dog due to threat generation, most boss encounters will ignore Guard Dog preferring to instead target a player due to their larger threat generation. In this case Support Dog is better value especially since it may be commanded to follow other players ensuring they get large boosts of health regenration when they need it.
- 1st Archetype: Handler
- 2nd Archetype: Medic
- Skill: Support Dog | Healing Shield
- Traits:
- Core Traits
- Archetype Traits
- Traits
Equipment
Loadout 1 - Active Healer
This Build is Focused primarily around having to actively work to keep both yourself, and your allies healthy. Anyone looking to play a largely more active part in monitoring the situation would enjoy this loadout. This loadout utilises constant weapon switching to take advantage of mod generation. With this loadout the idea is to generate mod power through healing for whichever weapon is stowed.
- Long Gun: Crescent Moon | XMG57 Bonesaw - The Crescent Moon is a great healing tool, its mod paired with the Burden of the Divine allows you to almost always be passively healing both yourself and your allies. When you activate the mod you want to try to make sure you have the mod on your Handgun used so you arent wasting mod charge as the Dense Silicon Ring will turn any healing from this into Mod Power. Until you are able to aquire the Crescent Moon using the XMG57 Bonesaw with Overflow will suffice.
- Long Gun Mod: Moonlight Barrage | Overflow
- HandGun: Sorrow - Similar to the Crescent Moon, Sorrow is basically a smaller version.
- HandGun Mod: Eulogy
- Melee Weapon: Red Doe Staff - More healing that is cheap and easy to use.
- Head Armour: Elder Headdress - The Elder Set is light and provides good resistance , but is not so heavy as to leave you vulnerable.
- Body Armour:Elder Raiment
- Gloves:Elder Gloves
- Leg Armour:Elder Leggings
- Relic:Void Heart - A great general use Relic and really comes in clutch during emergencies , will save you in tough situations and win fights.
- Amulet:Cleansing Stone | Emergency Switch - The Cleansing Stone is a great support amulet allowing you to cleanse annoying status effects from allies when needed while also healing them when you use a Relic, combined with the Void heart this should be an almost full heal at any time for your allies. Alternatively if you feel like your allies are dealing with their own status effects fine, or you find yourself running out of Relic uses or dying often the Emergency Switch is a great alternative.
- Rings:
- Burden of the Divine - Regardless of build this ring is a staple if you're looking to fill a healing roll, in reducing your damage it lowers your threat generation and allows you to heal allies with any healing you apply to yourself, the bread and butter of any healing oriented build.
- Dense Silicon Ring - Any healing you recieve comes back to you as mod power , this allows you to keep popping your mods and gives you more sustain outside of relic use.
- Ring of Grace - More survivability and another means to keep those mods up and running in turn keeping you and your team alive.
- Archer's Crest - As great as Crescent moon may be it can be clunky at times, this ring helps reduce that feeling and makes using the weapon overall far more pleasant.
Loadout 2 - Passive Heal Generation
The set and forget build, this build can be midly annoying to get off the ground due to its basic function requiring Tranquil Heart and Nimue's Ribbon but once you have that set in place unless you find yourself or your allies taking large amounts of damage you will mostly not need to worry about actively healing again. There are options here to increase the healing with this build if you find that the above mentioned aren't quite doing the job but otherwise this build is quite flexible due to not relying on a specific Long Gun, Handgun or Melee Weapon.
- Long Gun: Crescent Moon | Any Long Gun - Crescent Moon is great healing tool but not necessary for this build, if you feel like the combination of the Tranquil Heart and Nimue's Ribbon isn't doing enough healing for you , using Crescent moon will give you the extra bit of sustain you may be lacking, otherwise any Long Gun you prefer is fine since it's not important for this build.
- Long Gun Mod:Moonlight Barrage
- HandGun:Sorrow | Any HandGun - Similar to the Crescent Moon, Sorrow will add more sustain if you aren't able to stay alive with the passive regeneration , otherwise anyHandGun of your choice will do since its not important to the build.
- HandGun Mod:Eulogy
- Melee Weapon:Red Doe Staff - Easy and cost effective healing but similar to the Long Gun and HandGun, if you find that the combination of the Tranquil Heart and Nimue's Ribbon is enough any Melee Weapon you prefer will do.
- Head Armour: Elder Headdress - The Elder Set is light and provides good resistance , but is not so heavy as to leave you vulnerable.
- Body Armour: Elder Raiment
- Gloves: Elder Gloves
- Leg Armour: Elder Leggings
- Relic:Tranquil Heart - The focus of this build, with this you should largely not have to worry about actively healing and it should be enough to keep your team alive in conjunction with Nimue's Ribbon.
- Amulet:Nimue's Ribbon - This combined with the Tranquil Heart Relic gives completely ridiculous passive regeneration to both you and your team and allows you to essentially set and forget except for times of extreme damage.
- Rings:
- Burden of the Divine - Regardless of build this ring is a staple if you're looking to fill a healing roll, in reducing your damage it lowers your threat generation and allows you to heal allies with any healing you apply to yourself, the bread and butter of any healing oriented build.
- Dense Silicon Ring - Any healing you recieve comes back to you as mod power , this allows you to keep popping your mods and gives you more sustain outside of relic use, especially potent in this build where you have near constant heal rengeneration.
- Ring of Grace - More survivability and another means to keep those mods up and running in turn keeping you and your team alive.
- Ring of the Forest Spirit | Any Ring - If you find you need more rengeration the Ring of the Forest Spirit will enhance the effects of the Tranquil Heart, otherwise any Ring of your own preference will do.
Loadout 3 - Mod Generation
This Build is mainly focused around dealing damage to generate mod power and sustaining your allies through your mods , relics and rings. This build is a little more actively damaging than the other two discussed here, people looking for a larger damage focus will enjoy this build. Largely its focused around always trying to mainting two Healing shot charges, if you at any time do not have Healing shot charges you should be using your Tech 22 to kill and damage enemies until you gain charges.
- Long Gun: XMG57 Bonesaw - A great versatile weapon, its overheat is easy enough to manage and it generates mod power relatively quickly due to its firerate alongside being a decently powerful weapon.
- Long Gun Mod: Overflow - This is a perfect pair with the XMG57 Bonesaw, it enhances it in everyway it needs and allows you to put out some decent damage, can also be used to charge your mod on your Handgun.
- HandGun: Tech 22 - Similar to the XMG57 Bonesaw, the Tech 22 is great at mod generation due to its high firerate and damage allowing you to throw out Healing shots in a fight to sustain your allies when you need too.
- HandGun Mod: Healing Shot - Just an all around useful mod that charges quickly and is available from the start of the game. It can be crafted with the Root Ganglia that you gain from the first boss in the tutorial.
- Melee Weapon: Labyrinth Staff - Generates mod power with melee attacks , also acts as great wave clear due to its aoe attack.
- Head Armor: Elder Headdress - The Elder Set is light and provides good resistance , but is not so heavy as to leave you vulnerable.
- Body Armor: Elder Raiment
- Gloves: Elder Gloves
- Leg Armor: Elder Leggings
- Relic: Runed Heart - The mods used in this build, especially Overflow require huge amounts of Mod Power so being able to quickly generator large amounts of mod power when you need it comes in clutch when you need it.
- Amulet: Emergency Switch - Due to the Slightly more fragile nature of this loadout I would recommend running the Emergency Switch as this also works with the Handlers Dog companion perk , Bonded allowing you to be freely revived.
- Rings:
- Burden of the Divine - Reduces your damage and consequently threat generation it allows you to heal allies with any healing you apply to yourself, the bread and butter of this build.
- Dense Silicon Ring - Any healing you recieved comes back to you as mod power also, this allows you to keep popping your mods and gives you more sustain outside of relic use.
- Ring of Grace - More survivability , theoretically this should allow you to heal from any damage you take and also turn that damage back into mod power.
- Cataloger's Jewel - To help build this mods quickly since they require a large amount of mod power.
Gameplay Info
This build will allow you to run around and Gun down everything without much worry on healing.
Have a constant 6% lifesteal, 16% during Dreadwalker, 1.5 Health regen while running, and passive mod generation.
Normal Enemies: Use Enigma up close, and Nightfall for further/flying enemies. Every killed enemy gives a 5% max hp over 5 seconds heal when killed. (Up to 30 seconds)
Bosses: When the fight starts use Rampage and unload the nightfall mod. When it ends use Chaos Gate to up damage and mod generation. Use mod again. Rinse and repeat as needed. Enigma can be used as a backup weapon when ammo is needed.
Void Heart is the Relic I use when i need the extra heal. If you can avoid attacks more and less healing needed the Runed Heart is recommended for this build.
- 1st Archetype: Challenger
- 2nd Archetype: Archon
- Skill: Rampage / Chaos Gate
- Traits: Fortify / Untouchable / Longshot / Barkskin / Recovery / Siphoner
Equipment
- Long Gun: Nightfall (Twisting Wounds +10)
- Hand Gun: Enigma
- Melee Weapon: Assassin's Dagger (Vampire Blade)
- Head Armor: Any
- Body Armor: Any
- Gloves: Any
- Leg Armor: Any
- Amulet: Full Moon Circlet
- Rings: Low Yield Recovery Ring / Endaira's Endless Loop / Cataloger's Jewel / White Pawn Stamp
Gameplay Info - WIP SECTION
The Undying Tank Build is a great build for the player who wants to do it all. Want to do huge boss DPS? You can! Want to take down a horde of minions with a sword? Get hacking! Want to play a more supportive, team centered role without being pigeonholed into medic? You got it! This build can be played solo or with a team and always stays relevant in every encounter. If something isn't working out for you, you can also really easily modify it to suit your playstyle.
Below I'll outline a few different loadouts you may want to take depending on the situation but if you want to get right to the TL:DR, scroll on down to the bottom.
Loadout 1 - Boss DPS + Survivability
Loadout 1 info here
Loadout 2 - Add-Clear + Team Play
Loadout 2 info here
- 1st Archetype: Handler
- 2nd Archetype: Alchemist
- Handler Skill: Support Dog / Guard Dog
- Alchemist Skill: Stone Mist / Elixir of Life
- Traits: Kinship, Potency, Vigor, Expertise, Barkskin, Blood Bond, Endurance, Rugged
Equipment
- Long Gun: Nightfall (Bandit / Ghost Shell) / Blackmaw AR-47 (Defrag / Soulbinder) (Battery)
- Hand Gun: Cube Gun (Twisting Wounds)
- Melee Weapon: Godsplitter (Vampire Blade)
- Head Armor: Red Widow Headdress or Leto MKII
- Body Armor: Red Widow Raiment or Leto MKII
- Gloves: Red Widow Bracers or Leto MKII
- Leg Armor: Red Widow Leggings or Leto MKII
- Relic: Void Heart or Crystal Heart (Armor Effectiveness, Ammo Pickup, Skill Duration)
- Amulet: Full Moon Circlet or Weightless Weight
- Rings: Fae Bruiser Ring, Guardian's Ring, Blood Jewel, Ring of the Robust or Hardened Coil
Gameplay Info
The Flamethrower Rampage build thrives in close quarters by hosing down enemies with high fire rate and burning status effects in order to deliver as much elemental damage over time as possible.
Keeping in close range allows you to benefit from the archetype bonuses from Challenger while being in optimum range for your flamethrower or hellfire handgun, allowing you to swap between them easily when ammo runs dry. Having a long gun equipped with Hot Shot also increases damage output at a distance, allowing you apply burning on enemies outside of your ideal range. Smolder is a handy backup in melee if your weapons run dry and you want to keep on the pressure and maintain that burning status.
Your amulet and rings helps maximise rampage uptime, fire damage, and burning duration, and your traits help offset many of the demands of this setup. Armor should primarily focus on protection and fire resistance, so the bruiser set is ideal, but utilising elder headdress (or crown of the red prince if you can get it) and labyrinth gauntlets maximise your fire resistance while keeping your encumbarance below 51. This is to ensure your own burning patches don't hurt you too much, and you can still get in and out of melee range comfortably.
The crystal heart will help endure a lot of the aggro you'll likely attract, and the slow down effect can be avoided by carrying your heavy weapon, or partially mitigated with Rampage. Slotting the relic with Fire Rate, Elemental Damage and Skill Duration also helps increase the build's overall performance
- 1st Archetype: Engineer
- 2nd Archetype: Challenger
- Skill: Heavy Weapon: Flamethrower / Rampage
- Traits: 10 Expertise, 10 Spirit, 10 Shadeskin, 10 Footwork, 10 Ammo Reserves, 10 Arcane Strike, 5 Vigor, 5 Endurance
Equipment
- Long Gun: Any Shotgun (Hot Shot Mod)
- Hand Gun: Hellfire
- Melee Weapon: Smolder
- Head Armor: Elder Headdress or Crown of the Red Prince
- Body Armor: Bruiser
- Gloves: Labyrinth Gauntlets
- Leg Armor: Bruiser
- Amulet: Talisman of the Sun
- Rings: Fire Stone, Singed Ring, Timekeeper's Jewel, Stone of Continuance
- Relics: Crystal Heart with Skill Duration, Elemental Damage and Fire Rate
Gameplay Info
Use Void Cloak and take advantage of the fact that you'll dodge automatically to stand still, use Hunter's Shroud for more damage, aim exactly on the boss weak point, and shoot charged shots until your Void Cloak runs out. Each shot should deal around 6k damage at max level. You can easily melt bosses this way. Because you deal so much damage Siphoner will restore all your health really quickly.
- 1st Archetype: Hunter
- 2nd Archetype: Invader
- Skill: Hunter's Shroud, Void Cloak (or Worm Hole for more damage)
- Traits: Expertise, Siphoner
Equipment
- Long Gun: Sagittarius (Single target)
- Hand Gun: Enigma (AoE)
- Melee Weapon: Any
- Head Armor: Any
- Body Armor: Any
- Gloves: Any
- Leg Armor: Any
- Amulet: Ravager's Mark
- Rings: Archer's Crest, Stone of Balance, Assassin's Seal, Stone of Expanse
- Swap Assassin's Seal for Black Cat or more ranged damage if playing solo
Gameplay Info
This Savior centric build is based around rotating your skills with twisting wounds for significantly higher damage output and good weakpoint targeting alongside good charge timing for maximum damage.
- 1st Archetype: Hunter
- 2nd Archetype: Gunslinger
- Skill: Hunter's Shroud, Bulletstorm
- Traits: Siphoner, Expertise, Swiftness
Equipment
- Long Gun: Savior with Supercharger
- Hand Gun: Anything with Bore and Twisting Wounds
- Melee Weapon: N/A
- Head Armor: Nightstalker Shroud
- Body Armor: Bandit Jacket
- Gloves: Bandit Gloves
- Leg Armor: Bandit Trousers
- Amulet: Abrasive Whetstone
- Rings: Burden of the Destroyer, Probability Cord, Zania's Malice, Ring of Flawed Beauty
Gameplay Info
This build is focused on mod spams and fire damage for an endless loop of devastating fire tornados and rockets. The only thing you have to do is to throw a tornado once, then spam your rockets, then throw another tornado before the first ends then rince and repeat. Never use ammo again !
If you tried and liked this build, feel free to dm me on Discord: #itsmetdx, feedback is always appreciated !
- 1st Archetype: Archon
- 2nd Archetype: Engineer
- Skill: Any archon skill / Flamethrower
- Traits: Flash Caster lv.10 (Archon Archetype Trait) / Fortify lv.10 (Engineer Archetype Trait) / Kinship lv.10 (Handler Archetype Trait) ((This to to avoid dying from your own mods if you cast them too close)) / Spirit lv.10 / Expertise lv.10 / Amplitude lv.10 / Siphoner lv.10 / Vigor lv.10 / Endurance lv.10
Equipment
- Long Gun: Any with Firestorm mod and Feedback mutator.
- Hand Gun: Meridian with built-in mod Screamer and Harmonizer mutator. (Hellfire can be a weaker alternative if you don't have Meridian)
- Melee Weapon: Any
- Head Armor: Crown of the Red Prince
- Body Armor: Any that doesn't have negative fire resistance
- Gloves: Any that doesn't have negative fire resistance
- Leg Armor: Any that doesn't have negative fire resistance
- Amulet: Talisman of the Sun
- Rings: Burden of the Follower / Fire Stone / Stone Of Malevolence / Cataloger's Jewel
- Relic: Any with Mod Duration / Mod Cost and Cast Speed relic fragments.
Gameplay Info
Firestorm Galore
I love using mods constantly so this build is based on constantly having 2 mods up the entire time. Weapons can be swapped from my personal favorites but I use standard weapons. I'm Stacking alot of mod regen between the rings, mutations, and class. I have been able to keep 2-3 Firestorms at once during a boss fight to keep sustained damage and even ad clear. Also keeping hotshot charged up and with the Chicago typewriter and dps bonus between the Gunslinger's passive, Skill, and charm you can keep firing extremely fast with those fire rounds. Keep in mind the purpose of Kinship is to keep yourself and your allies allys alive as Firestorm has a massive AoE with the buff from Amplitude. If you don't like these mods and weapons swap them out for others the regen will work with any elemental damage mod
Build by Theron
• 1st Archetype: Archon
• 2nd Archetype: Gunslinger
• Skill: Havoc Form, Bulletstorm
• Traits: Flash Caster (Archon), Ammo Reserves (Gunslinger), Amplitude (10), Kinship (10), Spirit (10) 30 points leftover I personally use Longshot (10) Expertise (10) and Glutton (10) but those 3 aren't necessary to the build
Equipment
• Long Gun: Chicago Typewritter-Hotshot-Harmonizer
• Hand Gun: Sureshot-Firestorm-Feedback
• Melee Weapon: Dealers Choice
• Head Armor: Fae Royal Guard
• Body Armor: Fae Royal Guard
• Gloves: Space Worker (Gives Medium Roll)
• Leg Armor: Fae Royal Guard
• Amulet: Gunslinger
• Rings: Stone of Malevolence, Gunslinger Ring, Shared Banded Ring, Zohees Ring
The Primitive
Have you ever wanted to go back to the days where we threw sticks, rocks, spears, and tools at all of our problems? Well, now you can! This build primarily focuses on tanking and throwing your good ol' sharpsticks at the enemy that's barreling right into your line of fire. Channel your inner strong-boned caveman and/or cavewoman, and go knock some teeth out (from a distance)!
- 1st Archetype: Challenger
- 2nd Archetype: Engineer (For More Defense) or Hunter (For More Damage)
- Skills: Juggernaut and Any Turret (As Engineer) or Hunter's Shroud (As Hunter)
- Traits: Max Vigor, Max Endurance, Max Fitness, Max Siphoner, Max Strong Back, Max Fortify (If Engineer)
Equipment
- Long Gun: Any
- Hand Gun: Any
- Melee Weapon: Krell Axe or Huntress Spear with Reinvigorate or Vengeful Strike mutators
- Armor: Leto Mark II Full Armor Set
- Amulet: There are multiple options for Amulets, it all depends on what you'd prefer to get out of this build.
- Weightless Weight if you'd prefer to be able to throw more Axes or Spears before running out of stamina, as well as if you'd prefer to move faster
- Leto's Amulet if you'd prefer to throw more Axes or Spears (Must have for Heavy Roll Leto's Armor)
- Butcher's Fetish for more damage capability (With Huntress Spear)
- Chains of Amplification for a straight increase in damage (With Krell Axe)
- Core Booster for more weak spot damage (With Huntress Spear)
- Decayed Margin for more life steal, if you feel you need it, and damage at full health
- Stalker's Brand for more damage at a range (If using the Hunter's Shroud skill)
- Ankh of Power for more damage if you tend to use Relics frequently
- Rings:
- Fae Protector Signet (Can be used instead of Leto's Amulet for Heavy Roll Leto's Armor IF you have all listed traits)
- Dying Ember for life steal (Can be used instead of Decayed Margin amulet if preferable)
- Restriction Cord if using the Vengeful Strike mutator for the permanent damage buff
- Hardened Coil if using Restriction Cord for more damage reduction
- Fae Bruiser Ring for more damage reduction
- Grounding Stone for more damage (With Krell Axe)
- Heart of the Wolf if you'd prefer to throw more Axes and Spears before running out of stamina, and if you'd prefer to move faster
- Assassin's Seal for more damage at a range (If using the Hunter's Shroud skill and Stalker's Brand)
- Slayer's Crest for more damage at a range (If using the Hunter's Shroud skill)
- Stone of Balance for slightly more damage with everything
- Stone of Malevolence for increased mod power regen (With Krell Axe)
- Dense Silicon Ring for increased mod power regen (If using Dying Ember and/or Decayed Margin)
- Berserker's Crest if you'd prefer to throw more Axes and Spears before running out of stamina, faster
- Any other rings I would list here are purely QOL rings, such as the Vacuum Seal for auto resource and scrap pickup
Gameplay Info
Have you ever wanted to go back to the days where we threw sticks, rocks, spears, and tools at all of our problems? Well, now you can! This build primarily focuses on tanking and throwing your good ol' sharpsticks at the enemy that's barreling right into your line of fire. Channel your inner strong-boned caveman and/or cavewoman, and go knock some teeth out (from a distance)!
- 1st Archetype: Challenger
- 2nd Archetype: Engineer (For More Defense) or Hunter (For More Damage)
- Skills: Juggernaut and Any Turret (As Engineer) or Hunter's Shroud (As Hunter)
- Traits: Max Vigor, Max Endurance, Max Fitness, Max Siphoner, Max Strong Back, Max Fortify (If Engineer)
Equipment
- Long Gun: Any
- Hand Gun: Any
- Melee Weapon: Krell Axe or Huntress Spear with Reinvigorate or Vengeful Strike mutators
- Armor: Leto Mark II Full Armor Set
- Amulet: There are multiple options for Amulets, it all depends on what you'd prefer to get out of this build.
- Weightless Weight if you'd prefer to be able to throw more Axes or Spears before running out of stamina, as well as if you'd prefer to move faster
- Leto's Amulet if you'd prefer to throw more Axes or Spears (Must have for Heavy Roll Leto's Armor)
- Butcher's Fetish for more damage capability (With Huntress Spear)
- Chains of Amplification for a straight increase in damage (With Krell Axe)
- Core Booster for more weak spot damage (With Huntress Spear)
- Decayed Margin for more life steal, if you feel you need it, and damage at full health
- Stalker's Brand for more damage at a range (If using the Hunter's Shroud skill)
- Ankh of Power for more damage if you tend to use Relics frequently
- Rings:
- Fae Protector Signet (Can be used instead of Leto's Amulet for Heavy Roll Leto's Armor IF you have all listed traits)
- Dying Ember for life steal (Can be used instead of Decayed Margin amulet if preferable)
- Restriction Cord if using the Vengeful Strike mutator for the permanent damage buff
- Hardened Coil if using Restriction Cord for more damage reduction
- Fae Bruiser Ring for more damage reduction
- Grounding Stone for more damage (With Krell Axe)
- Heart of the Wolf if you'd prefer to throw more Axes and Spears before running out of stamina, and if you'd prefer to move faster
- Assassin's Seal for more damage at a range (If using the Hunter's Shroud skill and Stalker's Brand)
- Slayer's Crest for more damage at a range (If using the Hunter's Shroud skill)
- Stone of Balance for slightly more damage with everything
- Stone of Malevolence for increased mod power regen (With Krell Axe)
- Dense Silicon Ring for increased mod power regen (If using Dying Ember and/or Decayed Margin)
- Berserker's Crest if you'd prefer to throw more Axes and Spears before running out of stamina, faster
- Any other rings I would list here are purely QOL rings, such as the Vacuum Seal for auto resource and scrap pickup
Gameplay Info
Looking to play with mod power? Tired of swapping builds to level archetypes? Want to blow stuff up? Then Detonation Trigger is for you! This build uses explosive mods like Tremor and Song of Eafir boosted by the titular amulet Detonation Trigger to set up huge areas of crowd control thanks to Amplitude, apply dots, or blow up enemies (and sometimes friends, but fewer than you might think!). The build is very flexible due to the amazing support provided by some of the mods. It has to resort to basic gunplay on some aerial bosses, but it is excellent at clearing entire maps of enemies at little to no risk.
Instead of requiring a specific archetype, this build finds ways to take advantage of whatever you decide to run. Some are obviously better than others, but it tends to work fine even with suboptimal setups due to the amount of crowd control being laid down.
- The Obvious Choice - Archon: It's a mod build, and unsurprisingly it really starts to pick up damage when paired with the Archon archetype. Notably, the mod generation from Archon's primary perk is often overkill for many of the mods, especially ones with duration and cc like Tremor or Song of Eafir. Put this in the secondary slot in those cases and pick an archetype with the primary perk and damage boosts of your choice.
- Support - Medic & Alchemist: Both the Alchemist and the Medic have generic damage increases and good traits that support the build in a lot of ways. Either works well, especially when paired with or before unlocking the Archon class. Alchemist is best saved for the post-game after you have some scrap saved up, where the movement speed and defensive concoctions can stack to great effect.
- Gunplay - Hunter & Gunslinger: This build relies on its long gun for supplementary damage, especially on flying bosses, and swapping to either half of HUGS (Hunter/Gunslinger) uses the mods more for support while pumping damage into your gunplay. You're sacrificing damage for utility, but the permaslow from Song of Eafir and permastagger from Tremor make this a safer and more supportive variant of traditional gun builds.
- Others: Feel free to experiment! With just Archon at 10 I was able to level most of my traits quickly thanks to the aoe damage and running through zones.
Sample Build - Spirited Thaumaturge (Alchemist/Archon)
- 1st Archetype: Alchemist (Concoctions: Mudtooth's Tonic, Dark Cider, Chilled Steam, and Bark Extract. Always swap one out for Mudtooth's Elixir when leveling!)
- 2nd Archetype: Archon
- Skill: Elixir of Life + Chaos Gate
- Traits: 10 Fortify, 10 Swiftness, 10 Vigor, 1 Strong Back, 10 Footwork, 10 Barkskin, rest split as wanted between Amplitude and Siphoner.
- Mods: Tremor + Song of Eafir
Sample Build - Tempest Invoker (Archon/Summoner)
Equipment
This equipment is for the Spirited Thaumaturge (Alchemist/Archon). Your archetype will change this, so don't be afraid to swap out rings and weapons as needed!
- Long Gun: Royal Hunting Bow provides reliable mod generation and solid damage for minimal investment through Supercharger. Song of Eafir and other mods that don't have stacks work most smoothly. That said, find your favorite basic weapon; you'll be using it a lot. Anything that hits hard or fast enough to generate good mod power will work.
- Hand Gun: Rupture Canon with Tremor and either Feedback or Harmonizer. Our AoE damage is so high that Enigma isn't really necessary, so instead we bring whichever of our favorite side arms we want. If you want to use a special weapon, both Meridian and Star Shot synergize fantastically with the build, but their huge AoE will almost certainly get you, your summons, and your friends killed with friendly fire. Use with caution!
- Melee Weapon: Your favorite melee weapon. Dreamcatcher is notable for the damage boost and guaranteeing 100% uptime on slows, and Smolder is thematic even if we don't stack burning damage.
- Head Armor:Leto Mark II
- Body Armor: Technician (With 1 point in Strong Back we can get to 75 encumbrance for a heavy dodge instead of a flop)
- Gloves: Leto Mark II
- Leg Armor: Leto Mark II
- Amulet: Detonation Trigger
- Rings: Archer's Crest powers up our bow and by proxy our mod generation and Burden of the Follower solves most of our mod power generation. Otherwise just standard good stuff like Black Cat Band.
Basic Mods
- Tremor: Staggers everything in a hilarious range thanks to Amplitude. Does not do a lot of damage, but notably does very consistent damage to ground targets, bypassing shields and armor with both the initial hits and the resulting dot.
- Song of Eafir: Slows everything in a large radius thanks to Amplitude. Good against air (but make sure you aim!).
- Helix: For aerial bosses I swap out Tremor for Helix. It's not good (bow shots are more consistent and higher damage at weakpoints), but like many mods it bypasses grey damage so is great for getting the damage and dot on bosses during what would otherwise be downtime.
- Space Crabs: Spicy popcorn, annoying to summon but great damage, especially when paired with Summoner.
Special Weapons
- Star Shot: This weapon will get you killed. That said, a fully charged Big Bang will clear an entire room in one shot if you can get far enough away from it. Its regular fire is a mixed blessing, as the AoE has no damage dropoff and is great against bosses and trash alike, but its impossible to use the weapon in close range without murdering yourself.
- Meridian: Similar to but slightly worse than the Starshot, Meridian's best trait is its spammable mod once you get your mod generation going.
Gameplay Info
Here explain how does your build play, synergies, multiplayer role, etc
Credit: This is not my build. Instead, the Cyber Ranger build was published by Legacy Gaming on their YouTube Channel
1st Archetype: Hunter
2nd Archetype: Gunslinger
- Skill: Hunters Shroud and Bulletstorm
- Traits:
Equipment
- Long Gun:
- Crescent Moon Bow (useful for Moonlight Barrage)
- Mutator: Supercharger
- Hand Gun:
- Anything with an open weapon mod
- Suggested: Bolt driver
- Weapon Mod: Song of Eafir
- Mutator: Refunder
- Melee Weapon:
- Anything you want
- Some suggestions:
- Spectral blade (fits the theme of the build)
- Huntress Spear
- World's Edge
- Dreamcatcher (extra slow effects for CQB)
- Mutator: Transference
- Head Armor: Navigator's Helm
- Body Armor: Technician Bodyplate
- Gloves: Space Worker Gloves
- Leg Armor: Field Medic Trousers
- Alternate Armor: Bright Steel Ring and Leto's Mark 1 or Leto's Mark 2
- Amulet: Energy Diverter (Alternate: Full Moon Circlet)
- Rings:
- Tightly Wound Coil (Alternate: Dull Steel Ring - note that the video describes the former version of this, the Bright Steel Ring)
- Archer's Crest
- Probability Cord
- Zania's Malice
- Traits:
- Longshot (from Hunter archetype)
- Ammo Reserves (from Gunslinger archetype)
- Endurance (10 points)
- Expertise (5 points)
- Fitness (5 points)
- Footwork (5 points)
- Fortify (10 points) (from Engineer archetype)
- Recovery (5 points)
- Siphoner (10 points) (great with Full Moon Circlet; or swap it out for something else)
- Spirit (5 points)
- Untouchable (5 points) (from Invader archetype)
- Vigor (10 points)
Gameplay Info
The Staggernaut
Challenger / Hunter
Would you like to eliminate your enemies with one press of a button, never use a healing item in your life, and inflict bosses with every status effect in the game? Then look no further than the Staggernaut!
This build uses high alpha damage to one-shot basic enemies from close range, status effects to dispose of them at long range, and a combination of the two to deal with bosses. Its strength lies with its straight-forwardness: you don't need mods, skills or combos, simply pulling the trigger will suffice. But if you really want to kill that boss in a matter of seconds, then those mods, skills and combos will help you achieve just that.
For the first initial shot fired at 10 meters, the Staggernaut will gain a hefty 35% (Close Quarters perk) + 40% (Deadeye perk) + 15% (Ankh of Power) + 12% (Stone of Expanse) + 15% (Power Complex) = 117 percent damage increase. So forget about your puny +50% Critical Hit bonus - those are rookie numbers. That first shot will be from your Double Barrel fitted with Fetid Wounds, inflicting the target with CORRODED. Your second shot will be from your Long Gun - be that the AS-10 or Ford's Scattergun with Twisting Wounds - that will land +127% damage due to +10% from CORRODED. Assuming you hit a Weak Spot, with Twisting Wounds now giving you additional +20% damage against a BLEEDING target, your third shot gains a +147% damage increase.
Still not enough damage? Lets press "F" to activate Hot Shot and gain another 15% increase to damage. Now we're at +162% extra damage per shot. Oh, and the guy at the receiving end is now also BURNING. After emptying your magazine, switch back to your Double Barrel, press "F" to activate Overflow, and inflict the poor thing with SHOCKED as well.
At this stage you should go grab a cup of coffee: all those status effects you've applied are now doing constant damage-over-time, eating away the boss's health bar, and there's just now way he/she/it can survive that. If you get tired of waiting, though, your Double Barrel now has a 35% Critical Hit Chance thanks to Fetid Wounds and all the status effects. For showing off purposes, you can also activate your Rampage and Hunter's Focus skills for yet another 25% increase in Ranged Damage each. That should land you at a whopping +212% extra damage per shot with a 15% increase in fire rate and infinite ammo. That's basically three bullets with the price of one, with minimal time-on-target required! My personal damage record with the Staggernaut (on the shooting range in optimal conditions and all the buffs) is well over 30k with just the nine initial shots of the magazines.
And if you get hit while raveling in all that firepower, don't worry: you're sitting behind a 67% damage reduction at all times. Whack the other guy with your regenerative Wrathbringer fitted with Shielded Strike, and now you're gaining 3.9 (Generating Band) + 1.5 (Regrowth trait) = 5.4 health-per-second, increasing to 8.4 if any of that damage happens to be Grey Health (due to the Bloodstream trait). That's somewhere between 15 to 24 seconds to fully heal all of your 130 Health points, much less for the usual little scratches. The Siphoner trait will also help you recover lost Health by giving you back 3% of the damage dealt. Oh, and the Challenger will just get up with 100% Health if he/she dies anyway. So forget about Relics, you're just wasting your time there. Unless you think you need yet another +15% (+25% if you do it within 10 meters of the enemy, due to the Face of Danger perk) damage increase from the Ankh of Power, that is.
The not-so-obvious advantages of the Staggernaut are, as the name implies, the staggering effects of the shotguns and the melee weapon. If you're doing silly things - like playing the game on Nightmare, for example - even the Staggernaut might not one-shot everything. In this case, it is useful to have the other guy gathering his jaw from the floor instead of hurting you, and doubly so if he happens to be suffering from BLEEDING or CORRODED at the same time. The damage-over-time aspect of the weapons can also be used to snipe enemies from halfway across the map, since the shotguns have an eerie capability of finding all those sweet Weakspots with their multitude of tiny pellets. So don't be fooled into assuming this is an in-your-face-melee-esque build: it really can fight at all ranges, especially with the support of Weapon Mods.
Variations:
Final optimization against bosses can be made by switching the default amulet to things like Chains of Amplification, Ravager's Mark or Indignant Fetish. If you feel confident with melee, Difference Engine or Energy Diverter might also bring those extra damage percentages while boosting either your regenerative or critical hit capabilities at the same time.
If hitting Weakspots is all you do, the Ring of Flawed Beauty will be a better choice than the default rings. If you, on the other hand, feel you need more regeneration than damage, switch out one of the damage rings for the Blood Tinged Ring that activates basically whenever you use your Long Gun, or the Ring of Grace that automatically heals you for 15% of your health when you take damage.
A more drastic measure is to swith the Hunter sub-class to a Summoner. By sacrificing minions, it can reach damage numbers almost rivaling the Hunter (+30% Ranged Damage vs. +40%) while enjoying the additional Lifesteal and aggro-possibilities of the minions. This option also nets you the 10 Trait Points of Regrowth for "free". Personally I enjoy the straight-forwardness and skills of the Hunter more. I like big numbers and I cannot lie.
Equipment
- Long Gun: Ford's Scattergun
- Weapon Mod: Hot Shot
- Mutator: Twisting Wounds
- Hand Gun: Double Barrel
- Weapon Mod: Overflow
- Mutator: Fetid Wounds
- Melee Weapon: Wrathbringer
- Armor: Leto Mark II Set
- Amulet: Ankh of Power
- Rings: Burden of the Destroyer , Stone of Expanse , Power Complex , Generating Band
- Skills: Rampage , Hunter's Focus
- Traits: Max the following, the rest is up to your personal preference: Barkskin (+10% damage reduction), Bloodstream (3/s grey health regeneration), Fortify (+50% armor effectiveness), Regrowth (+1.5/s health regeneration), Siphoner (+3% lifesteal) and Vigor (for Generating Band synergy).
Gameplay Info
Here explain how does your build play, synergies, multiplayer role, etc
Equipment
- Anonymous
Phantasmal Reaper
A melee build that uses the Harvester Scythe to absolutely maul anything that moves.
1st Archetype: Warden
2nd Archetype: Challenger
Skill: Shield Drone, Juggernaut
Traits: Vigor, Endurance, Recovery, Swiftness, whatever else you want.
Long Gun: Any, I like Repulsor w/ Detonator to deal with flying enemies, as well as for the mod to close the gap.
Hand Gun: Any
Melee Weapon: Harvester Scythe w/ Overdrive
Armor: Anything that looks cool and gives you a mid roll
Amulet: Matriarch's Insignia
Rings: Sealed Resin Loop, Rerouting Cable, Braided Thorns, Probability Cord
Matriarch's Insignia gives you 10 stamina for every successful melee hit. The Harvester Scythe's charged attack can potentially hit 6 times on large enemies. You do the math. Sealed Resin Loop keeps you evasive even while attacking while Shield Drone+ Rerouting Cable provides a steady feed of shields for when you do get hit. This build ramps up to deal over 5k dps while also being very tanky (keep in mind that the practice range can't show it's full potential since the spectral scythe can only hit the training dummies once, due to their small size). It's especially strong against non-flying bosses, who are typically large enough for all hits on the charged attacks to connect, Corrupted Ravager is a personal favorite victim of mine.
- Anonymous
The BAS
A monorail build that can one-shot anything on nightmare without the thick skin suffix (likely one-shots on apoc as well with the recent buffs). Contrary to popular belief, The BAS is short for The Boss Annihilation System, not The BigA** Shot.
1st Archetype: Invader
2nd Archetype: Hunter
Skill: Wormhole and Hunter's Focus
Traits: Vigor, Endurance, Expertise, Swiftness, Regrowth (9 points only), Footwork, Perception, Insight, Fortify.
Long Gun: Monorail w/ Supercharger
Hand Gun: MP60-R w/ Momentum and either Song of Eifir or Corrosive Rounds
Melee Weapon: Wrathbringer w/ Dervish
Armor: Anything that makes you look cool as you charge up the monorail.
Amulet: Nightweaver's Grudge
Rings: Atonement Fold, Akari War Band, Probability Cord. Last ring is a flex slot, I like Leaking Gemstone.
Relic: Enlarged Heart is really the only thing that can power through the bleed healing reduction.
Fragments/Prism: Ranged crit chance is a MUST to get to 100% crit chance on Monorail.
Fighting bosses is the easy part: activate focus, monorail mod, wormhole, and watch as you phase skip Annihilation. I consistently hit over 60k in a single shot with this and I haven't even maxed out my prism. Everything else is the problem, which is where the other stuff comes in. MP60 acts as a second primary, dealing enough damage to deal with most fodder. Wormhole into Wrathbringer is also a good way to deal with elites. The key is that every shot from the Monorail carries massive risk (both from the overcharge and from the forced knockback), so we want to take as few shots as possible with it. Incidentally, that's why I recommend Leaking Gemstone and the Insight trait: it lets you get mod power back without risking more shots, and it works without the Spirit trait because the mod cost on Monorail is only 700.
Also you didn't hear it from me but you get a 10% damage boost if you say "I won't miss!" in Rusty's voice before firing.
- Anonymous
-> INMORTAL TANK/SUP APOCALYPSE
1st Archetype: Alquemist
2nd Archetype: Medic
Skill: Stone mist/ healing shield
Traits:
Flash Caster 10
Fortify 10
Potency 10
Regrowth 10
Strong Back 10
Triage 10
Vigor 10
Endurance 10
Spirit 2
Expertise 8
Barkskin 10
Glutton 10
Long Gun: any
Hand Gun: any
Melee Weapon: Wrathbringer
Mod: shielded strike or edgelord
Head Armor: any
Body Armor: leto I
Gloves: leto I
Leg Armor: leto I
Amulet: Atonement fold
Rings: closed loop, hardcore metal band, ring of robust (you can change the last one in case you need more damage or more regen like ring of grace).
Inmortal tank/suport build with strong mele damage.
The build consist to have all time with 5 bulkwark stacks and 10 stacks of awekening from your mele weapon (thx to Atonement Fold). Then you are near from the maximum damage reduction and your sustain is based of being shielded by using chage atacks, and spending stamina (because of Closed Loop) and also with your Medic skill Healing Shield. While you are shielded the high Recovery do the rest with Tranquil Heart.
You also could change your main weapon.
If your survability is enough, you can put an other mutator on the mele weapon like Edgelord to increase you mele atack speed.
If you want to heal your allies with the relics, you can put Medic as the principal archetype and change the relic to someone with heal, but you will need to drink the concotion of regeneration, or maybe you could change the ring of robust for the Ring of Grace to balance the regeneration.
If you play solo and need more damage, you can change the Ring of the Robust to looking for more damage.
- Anonymous
I call this build DOMAIN EXPANSION
Archetype
Main Archetype Archon
Secondary Archetype Handler
Skills
Main Reality Rune
Secondary support dog
Traits All traits below are maxed
Flash caster (Archon) Kinship(Handler)
Regrowth
Vigor
Endurance
Spirit
Expertise
Revivalists (not required I play mostly with a friend but works in solos)
Backswing
Chakra
Siphoned
Long Gun: Nightfall with Spirit healer mutator (with this mod active you gain a plus three from siphonor so that's 13% lifesteal)
Melee:whatever you feel like I enjoy the atom spliter
Handgun whatever you feel like I enjoy mp60-R because of the fire rate and mag size
Amulet: Zero divide(I love infinite ammo)
Rings
Fae Shaman Ring
Kolket ring
Reserve boosting gem
Black cat band
And why I call it DOMAIN EXPANSION Is if I ever should die in a situation and I hit my mod on nightfall and regain all the health i lost plus from the rings healing my I don't have to worry about ammo and since the nightfall is used for the quick heal the Archon always regenerating mod plus what damage you do and if you want to feel spicy in close quarters you can hit Reality Rune to slow them down in your domain and use Dread walker to hit them into tomorrow while healing from what damage you had taken
- Anonymous
Funny build: The Cheeky Prince
1st Archetype: Hunter
2nd Archetype: Gunslinger
(Yes another HUGS)
Skill: Hunter's Focus/Hunter's Mark + Bulletstorm
Traits:
Fortify MAX
Spirit MAX
Vigor MAX
Untouchable MAX
Triage MAX
Swiftness MAX
Regrowth MAX
Footwork MAX
Strong Back 6
Long Gun: Monarch [Momentum]
Hand Gun: Any with open mod slot [Bore]
Melee Weapon: World's Edge [Any mutation]
Head Armor: True Crimson Crown
Body Armor: Crimson Guard Plate
Gloves: Crimson Guard Gauntlets
Leg Armor: Crimson Guard Sabatons
Amulet: Gift of the Unbound
Rings: Burden of the departed,Burden of the Gambler, Burden of the Audacious,Burden of the Destroyer
Relic: Tranquil heart > Mythic Ranged Crit chance/Damage
Mythic Ranged Critical Damage
Mythic Ranged Weakspot Damage
Description:
You are a cheeky red prince that runs all the time while activating aimbot through monarch while relying on your wallhacks and drill [BORE] to deal weakspot damage. The gift of the unbound disables burdens from burden rings, for each burden ring disabled you gain 5% movement speed from Gift of the Unbound combined with swiftness you 35% movement speed making most enemies harmless. Good for running escaping annoying enemies :D
- Anonymous
Build: The ADHD archon
1st Archetype: Invoker
2nd Archetype: Archon
Skill: Way of Kaeula + Havoc Form
Traits:
Flash Caster (Archon) Gifted (Invoker)
Fortify 10
Triage 10
Vigor 10
Expertise 10
Amplitude 10
Regrowth 10
Chakra 10
Bloodstream 10
Spirit 10
Long Gun: Merciless (Twisting wounds)
Hand Gun: Nebula (Feedback)
Melee Weapon: Any
Head Armor: Any
Body Armor: ANy
Gloves: Any
Leg Armor: Any
Amulet: Energized neckcoil
Rings:
Burden of the rebel
Black pawn stamp
Stone of continuance
Blood tinged ring
Relic: Tranquil heart
1. Mythic mod duration
2. Mythic skill duration
3. Mythic skill cooldown
- Anonymous
New Build: "Root Deer"
This build combines the classic Root Doctor pacage of Medic + Summoner + Resonating Heart with the new amulet Cervine Keepsake to make sure you get your infinite relics regardless of whether or not your preemptive healing actually heals any damage. As you will be using anywhere from 1-5 relics at once, you also don't need Burden of the Divine to keep your summoned minions healthy, which is great for actually doing damage.
Long Gun: Monolith with Pressure Point
Handgun: Corrupted Sorrow with Feedback
Melee: Krell Axe (or any)
Armor: Leto Mk. 1
Relic Fragments: (Mythic) Consumable Speed, Health, Healing Effectiveness
Rings: Ring of Omens, Ring of Grace, Burden of the Warlock, Soul Guard
Traits: (Triage, Rejuvenation,) Vigor, Fitness, Fortify, Spirit, Barkskin, Blood Bond, Rugged, Bloodstream, 8 Strong Back (to reduce health cost of Misty Step), 2 Expertise.
*If you have Glutton, you can try using 8 Glutton over the 8 Strong Back, with Leto Mk. 2 instead of Mk. 1 and Mythic Armor Effectiveness instead of Consumable Speed; which may or may not be a strict improvement on my version.
- Anonymous
I call my brainchild: Doctor Boom
ARCHETYPES
Primary: Medic (Healing Shield)
Secondary: Engineer (Impact Cannon)
ARMOR
Head: Cultist Hat
Chest: Technician Bodyplate
Legs: Survivor Leggings
Gloves: Technician Gloves
WEAPONS
Long Gun: Sparkfire Shotgun (Helix + Maelstrom)
Handgun: Star Shot (Kill Switch)
Melee Weapon: Spectral Blade (Shocker)
JEWELLRY
Amulet: Detonation Trigger
Ring#1: Celerity Stone
Ring#2: Cataloger's Jewel
Ring#3: Red Ring of Death
Ring#4: Bisected Ring
RELIC
-Tormented Heart
Fragment#1: Elemental Damage
Fragment#2: Spread Reduction
Fragment#3: Recoil Reduction
TRAITS
-Triage (Medic)
-Fortify (Engineer)
-Ammo Reserves: 5
-Kinship: 10
-Regrowth: 8
-Strong Back: 1
-Spirit: 10
-Expertise: 5
-Amplitude: 10
-Barkskin: 5
-Bloodstream: 4
-Handling: 10
-Glutton: 10
-Siphoner: 10
CONCOCTION
-Tranquility Font
QUICKSLOTS
-Blood Root
-Pipe Bomb
-Black Tar
-Brightstone
THEME & STRATEGY
Explosions: big ones, small ones, grenades, missiles, the heart of a dead goddess... Doctor Boom has all of them covered. If you're looking for a build that dishes out a big boom (Big Bang) or a staccato of smaller booms (Helix) with almost none of the drawbacks of your typical "dps-focused" explosive builds, well, the Doctor has your prescription ready. (Kinship can alleviate most of what drags explosive builds and if your fellow Travelers deign to join you with said trait you are merely dealing with singed hair follicles as you blast your enemies away at nearly any range.)
Are enemies closing in and standing in water or some other flame-retardant liquid making burns hard to stick? Pop your bubble (Healing Shield) whip out your trusty laser sword (Spectral Blade) and slice, dice and electrify them with bursts of blades and lightning bolts (Shocker) without worrying about conserving stamina for dodging and weaving (Bisected Ring).
Maybe your allies are hurting and you have taken one too many smacks to the head, arms, legs, or dangly bits? Smash that 'Oh ****!' button (Relic: Tormented Heart) and watch the hordes of monsters, undead aliens, bugs, bots, and plant matter that shouldn't be moving melt away before the wrath of a nightmare goddess' heart you use as a you-centered nuke. You and your allies (Benevolence) will be reinvigorated with the life essence of those fiends you so mercilessly and entirely justifiably blasted into oblivion.
Is a chunky boss or stubborn elite giving you trouble? Materialize alien technology out of thin air and onto the blood-soaked earth (Impact Cannon) and watch a dead race's mining/surveying equipment humble them with thuds of explosive concussive force. Don't you worry about those angry tooth faeries or malfunctioning delivery drones, we've got you covered. (It does hit fliers.)
Perhaps you enjoy watching little orbs sail through the air and detonate upon your erstwhile foes? Chuck a shiny magical rock (Brightsone), a small jar of crude oil (Black Tar), or the always-reliable improvised explosive (Pipe Bomb) at your enemies at high speed (Glutton + Celerity Stone) and watch them burn! (Remember to light your Black Tar slick.)
Do you prefer to slay your enemies with a lighthouse attendant's super-secret shotgun (Sparkfire Shotgun) or a dead race's uncanny reference to an organization that may or may not exist (Star Shot)? Your skill with firearms (Handling + Relic Fragments + Tranquility Font) will bring the pain with remarkably accurate fiery blasts or high-speed tiny explosions that melt all but the hardiest of foes with virtually no recoil!
(Ultimately, Doctor Boom is a build that can easily be tweaked to utilize other rings, traits, alternative long guns like Aphelion or its blacker-redder cousin, or other explosive mods like Prismatic Driver, Space Crabs, or Tremor. This being said, I hope that you try it out and that it brings a smile to your face. Happy Hunting, fellow Travelers.)
- Anonymous
The build I used to finally beat Annihilation (Thick Skin, Regenerator) on Apocalypse:
Archetype 1: Hunter
Archetype 2: Gunslinger
Skill 1: Hunter's Mark
Skill 2: Bulletstorm
Long Gun: Monarch (Momentum mutator)
Handgun: Enigma (Bandit mutator)
Amulet: Full Moon Circlet
Rings: 1. Black Cat Band. 2. Akari War Band. 3. Probability Cord. 4. Zania's Malice
Armor: Bruiser (full set)
Relic: Tranquil Heart
Fragments: (Mythic) Weakspot Damage, Ranged Crit Damage and Ranged Crit Chance
Traits: (Longshot and Ammo Reserves from archetypes);
10: Barkskin, Fortitude, Regrowth, Siphoner, Strong Back, Vigor, Untouchable
5: Endurance, Fitness, Flash Caster
Consumables: Mudtooth's Tonic (+25 max health)
-------
Theme and strategy: This build designed to do four things really well:
1. Keep up the high ranged DPS which HuGs-builds are famous for, even while frantically dodging Apoc-Annihilation's attacks -- no matter what the camera and the phase-shifts and the visual clutter and all the other B.S do to try to mess with your ability to stay on the offensive.
2. Allow you to focus on dodging and nothing else. No need to aim or use relics or anything. Just lock Monarch's Harpoon-mode to the boss's head at the start of the fight, then hold down the Shoot-button between dodges to do (weakspot-)damage and quickly lifesteal back your missing health.
3. Squeeze out as much ability to survive against this one-shot-machine as can be done without sacrificing your all-important stacked DPS stats. The synergy of Black Cat Band and Full Moon Circlet is pretty great. The other defensive stuff is enough that most attacks won't 1-shot from full, or even nearly full health -- but when you fail a dodge on something that would kill you, you will often just live with 1hp and then lifesteal all the way back to full just by doing exactly what you would be doing anyway.
4. Kill the balls quickly and reliably with the combination of Enigma (/w Bandit) and 10/10 Longshot.
- Anonymous
A build for leveling other archetypes and trying other weapons, for whenever the next DLC drops. Made to be easy to modify/expand while still having a bit of spice.
Archetype: Gunslinger
Skill: Bulletstorm
Guns: Coach gun OR double barrel, both with bandit (depending on if you want to try either a new long gun or hand gun)
Amulet: Gunslinger amulet
Rings: Choose any you like from Black Pawn Stamp, Blackout Ring, Stone of Continuance, and Targeting Jewel. Make sure not to forget the Sagestone!
Armor: Whatever looks cool. Duh.
Traits: Longshot and Handling are both very helpful, don't forget to level Scholar!
How it works: Bandit is a great mutator for weapons with a large clip, but when used on a smaller clip it becomes a dice roll on how many shots you can fire in a single clip! Coach Gun and Double Barrel both have high fire rates and tiny clip sizes, so even one bandit proc can increase their damage by a significant amount. Bulletstorm allows you to fire these weapons full auto while also increasing reload time in the event you are unlucky. If you are lucky, you can delete your enemies by firing off 5+ shots without reloading. Longshot, Handling, and Targeting Jewel are all helpful for giving these weapons more useable range. Make sure to reply what your best streak was, I got 9 once which is ~0.002% chance (don't fudge your numbers tho, remember that Bulletstorm reloads your gun for you on a kill).
- Anonymous
Thanks everyone for sharing your builds. It always fun to try something new.
- Anonymous
- Anonymous
DEICEPTRES:
^(not a typo, meant to mix the words 'deicide' and 'deciever')^ a fun build for crazy team damage, P1 uses Ranger with Hunter's Mark, Challenger with Juggernaut, and Deceit with bandit. P2 swaps the archetypes around and uses Corrupted Deceit instead and all players use Godsplitter with Vampire Blade for melee and either Rune Pistols with Kill Switch for ad clearing. next, all players throw on Zanias Malice and Ring of Flawed Beauty, the rest is up to personal preferences but id recommend the Fea Royal armor set since it is thematically appropriate. anything buffing weakspot damage really. P1 attacks from range, getting free weakspot hits with deceit from P2 spamming godsplitter, bandit ensures the Zanias Malice buff doesn't run out so soon while Flawed Beauty applies to every hit. this a good fun foundation for many coop builds.
ELEMENTALIST:
Description: Super fun build with tons of stacking damage and healing. Rotation depending on scenario. Launch fire tornado, drop flame turret, shoot out rods, pop miasma, shoot with enigma. If crowds are large enough or dot damage high enough on boss, you can almost continuously drop more and more flame tornados with the right rotation of mods and skills. AOE points make flame tornados much larger but also increase arch range of enigma. Stone of Malevolence powers your modes based on elemental damage with the combination of fire from tornados, rods, enigma, flame turret, and miasma you get a ton of mod power very fast. Combining this with Encrypted ring which grants 20% of max health when you use a mod it gets you tons of healing that you can use by popping off a few rods any time stacking to 90%. The rods recover very fast with this build. Add that to burden of the divine while in a party to grant your whole team healing and you are the healer without sacrificing damage output. Finally Red ring of death compliments this all by adding a second status effect to anything you put a status effect on granting extra damage, mod power, and healing. Finally add the amulet for +25% status effect damage that instantly delivers 20% of the effect in the first hit you can pop enemies. Most the weapon effectiveness is close range, but your rods and turret have long range and by the time something far away gets to you with those down they are already dead. Maelstrom on the enigma increases the elemental damage and mod power generated while harmonizer increases the damage of mods. Tips: Shooting a fire tornado in a funnel space when enemies are rushing in will put a stop to the entire assault. Often just dropping the turret and using enigma is enough to take down anything other than a boss. The turret gets its ammo back quickly due to mod generation from elemental damage. The turrent and enigma basically feed it all its ammo back and it's ready to drop again quickly.
GROUP PLAY BUILD: (Scroll Down for solo)
1st Archetype: RITUALIST
2nd Archetype: ENGINEER
Skill 1: Miasma
Skill 2: Flamethrower
Traits: Vigor 10pts, Amplitude 10pts, Affliction 10pts, Fortify 10pts, Strong Back 10pts, Traige 10pts, Endurance 4pts, Spirit 10 pts, Expertise 10pts, Barkskin 10pts, Revivalist 6pts, Siphoner 10 pts,
Equipment:
Long Gun: Sparkfire Shotgun +20
Mod: Firestorm +10
Mutator: Harmonizer +10
Handgun: Enigma +10
Mod: Chaos Driver
Mutator: Maelstrom +10
Melee Weapon: Atom Splitter +10
Mod: Fission Strike
Mutator: Weapon Lord
Amulet: Energized Neck Coil
Rings: Red Ring of Death, Stone of Malevolence, Burden of the Devine, Encrypted Ring
Armor: Fae Royal Head Cover, Fae Royal Body Plate, Radiant Greaves, Leto Mark II Gloves
Relic: Dragon Heart
Relic Fragments: Elemental Damage, Mod Damage, Skill Cooldown
SOLO PLAY:
1st Archetype: RITUALIST
2nd Archetype: ENGINEER
Skill 1: Miasma
Skill 2: Flamethrower
Traits: Vigor 10pts, Amplitude 10pts, Affliction 10pts, Fortify 10pts, Strong Back 10pts, Traige 10pts, Endurance 4pts, Spirit 10 pts, Expertise 10pts, Barkskin 10pts, Revivalist 6pts, Siphoner 10 pts,
Equipment:
Long Gun: Sparkfire Shotgun +20
Mod: Firestorm +10
Mutator: Harmonizer +10
Handgun: Enigma +10
Mod: Chaos Driver
Mutator: Maelstrom +10
Melee Weapon: Atom Splitter +10
Mod: Fission Strike
Mutator: Weapon Lord
Amulet: Energized Neck Coil
Rings: Red Ring of Death, Stone of Malevolence, Shadow of Misery, Encrypted Ring
Armor: Fae Royal Head Cover, Fae Royal Body Plate, Radiant Greaves, Leto Mark II Gloves
Relic: Dragon Heart
Relic Fragments: Elemental Damage, Mod Damage, Skill Cooldown
- Anonymous
SATANIC IGNOMINY
This build is centered around high single-target DPS at medium range and swift crowd control management of mobs, thanks to its RITUALIST AOE and a high probability of critical hits and critical damage. Due to the ATONEMENT FOLD ring, a constant BLEEDING status is applied, hence it is necessary to always have an active ROOT WATER potion. The greatest addition to this build is the ability to provide a little medical support to the team.
1st Archetype: RITUALIST
2nd Archetype: ALCHEMIST
Skill: Miasma, Elixir of Life
Traits: Vigor, Endurance, Expertise, Spirit, Barkskin, Fitness, Shadeskin, Triage, Fortify @+10
Equipment:
Long Gun: Merciless with Momentum
Hand Gun: Bolt Driver with Twisting Wounds and Blood Draw
Melee Weapon: Assassin's Dagger with Stormbringer
Armor: Full Radiant Set
Amulet: Abrasive Whetstone
Rings: Dried Clay Ring, Probability Cord, Atonement Fold, Hardcore Metal Band
- Anonymous
BLOODTHIRSTY TECHNOMANCER
This build provides strong survivability through health regeneration and high armor, low endurance penalties, and substantial damage against all types of enemies and bosses based on high CRITICAL RATE + BLEEDING.
During burst DPS phases, take hand control of the VULCAN turret and activate the ability to increase the firing rate and damage, focusing on weak points. During embushes leave it on the ground. Damages are also increased through accumulated SHIELD stacks, while health regeneration is provided by the presence of MINIONS (+5% of MINIONS damages, so the turret will insanely heal you while dealing huge damages).
1st Archetype: Engineer
2nd Archetype: Summoner
Skill: Vulcan, Flyer Minions
Traits: Vigor, Endurance, Expertise, Spirit, Barkskin, Bloodstream, Fitness, Regrowth, Shadeskin @+10
Equipment:
Long Gun: Merciless with Momentum
Hand Gun: MP60-R with Twisting Wounds and Blood Draw OR Rune Pistol and Twisting Wounds (if you want to bring a bit of medic support in multi)
Melee Weapon: Assassin's Dagger with Stormbringer
Armor: Full Technician Set
Amulet: Whispering Marble
Rings: Dried Clay Ring, Soul Shard, Soul Link, Probability Cord
- Anonymous
Naming this build after the Challenger Skill: Juggernaut
Basically, just go around and melee everything. The shield and lifesteal should keep you alive fighting most things. Each hit will give you stamina so you can easily roll to avoid big hits and never run out of stamina. Use Juggernaut as needed to take out bigger enemies and use the Song of Eafir to slow them down. You can use reboot before relic use (or before reviving an ally) to get back a relic if you are comfortable enough with getting up your shield and lifesteal. Reboot can also be used to get yourself some damage reduction. Relic use is kind of for emergencies anyways as your shield and lifesteal should be good enough to keep you up. Use the mod on Corrupted Rune Pistol to increase dps as needed. Use a Mudtooth's Tonic to increase the shield amount per hit and help with staying alive. Easily blasting through apoc with this build. Easier to use soloing, but with a group still works.
1st Archetype: Challenger
2nd Archetype: Invader
Skill 1: Juggernaut
Skill 2: Reboot
Traits: Regrowth, Triage, Kinship, Fortify, Vigor, Expertise, Barkskin, and Siphoner @+10
Swiftness +7, Recovery + 1
Equipment
Long Gun: Sparkfire Shotgun w/ Song of Eafir and Fetid Wounds
Hand Gun: Corrupted Rune Pistol w/ Player's choice Mutator
Melee Weapon: Wrathbringer w/ Shielded Strike
Head Armor: Technician Helmet
Body Armor: Crimson Guard Plate
Gloves: Bruiser Gloves
Leg Armor: Leto Mark II Leggings
Amulet: Matriarch's Insignia
Rings: Atonement Fold, Hardcore Metal Band, Brawler's Pride, Alchemy Stone
Relic: Enlarged Heart w/ Melee Damage, Attack Speed, and Stagger fragments.
(Can use a shield fragment instead of Stagger if you want a little more survivability.)
With this build you'll never die. You will be dishing out and stealing more hp than you could take. With this build, you can get a critical with over 1,000 damage and regain more health than the maximum.
1st Archetype: Challenger
2nd Archetype: Medic
Skills: Juggernaut, Healing Shield
Traits: Vigor, Siphoner, Recovery, Barkskin, Shadeskin
Long Gun: Your Choice
Hand Gun: Your Choice
Melee Weapon: Stonebreaker (Tainted Blade +10)
Head Armor: Elder Headdress
Body Armor: Leto Mark 1 Armor
Gloves: Leto Mark 1 Gloves
Leg Armor: Leto Mark 1 Leggings
Amulet: Decayed Margin
Rings: Burden of the Gambler, Rerouting Cable, Dying Ember, Probability Cord
Ok guys, here's the game plan: HACK AND SLASH. For normal mobs just run in with heavy swings and the shockwaves will take care of it all. For bosses activate Juggernaut and do the exact same thing. Low on HP? Activate healing shield and give your teammates a little boost too :).
- Anonymous
1st Archetype: Gunslinger
2nd Archetype: Hunter
Skill: Bulletstorm, Hunter´s Shroud
Traits: No specific traits just choose what you want. (Personally i like Footwork because you can move faster while aiming)
Long Gun: Monarch +10 with Momentum
Hand Gun: Chose what you like (Preferably non Elemental weapon because you have loads of Ranged Damage with those two)
Melee Weapon: Chose what you like (I took Abyssal Hook with shielding strike)
Head Armor: Anything that lets you medium roll (If you have strong back i recommend Radiant Armor Set or Bruiser Set)
Body Armor: ---------
Gloves: ----------
Leg Armor: ---------
Amulet: Either Cost of Betrayal (Damage) or Gunslinger´s Charm (Reload Speed & Fire Rate)
Rings: Burden of the Destroyer / Offering Stone / Burden of the Gambler / Probability Cord
Relic: Tranquil Heart
Relic Shards: Ranged Crit, Ranged Crit Dmg, Ranged Damage
First off: Yeah this kinda is a newb playstyle. But i love it. You´re constantly gonna crit (which procs Momentum and Probability Cord). You`re constantly gonna hit (because you can´t miss with Monarchs Mod) and you´re constantly gonna deal around 120-150 Damage per shot. Which is pretty much. And you won´t even feel the 20% less damage from the Homing Bullets because you get so much ranged damage out of Gunslinger and Hunter that it maybe makes a difference from around 10 damage per shot. And the real fun takes place in multiplayer when your teammates play decoy. You can just stand anywhere and burn down everything in an instant. Have fun ppl. Oh and i forgott. You´re Ammo is constantly full too.
- Anonymous
1st Archetype: Hunter
2nd Archetype: Handler
Skill: Hunter's Cloak and Guard Dog
Traits: Swiftness, Vigor, Endurance, Spirit, Footwork, Revivalist
Equipment
Long Gun: Crescent moon with Supercharger
Hand Gun: Tech 22 with Kill Switch and Song of Eafir
Melee Weapon: Krell Axe with Stormbringer
Head Armor: Fae Royal
Body Armor: Fae Royal
Gloves: Fae Royal
Leg Armor: Nightstalker
Amulet: Stalker's Brand
Rings: Archer's Crest, Assassin's Seal, Shiny Hog Lure, Zohee's Ring
A stealth archer with incredible damage and versatility, well suited for just about any situation. Guard dog is more likely than other dogs to take aggro, allowing you to make the most of your 30% extra damage to enemies not targeting you, and using the guard dog skill takes even more aggro causing even bosses to find it difficult to focus on you. This gives you plenty of room to land hunter's cloak-boosted weakspots, which extends cloak duration due to hunter's prime perk. Crescent moon being a bow also means your shots are quieter, meaning enemies target you even less. Crescent moon mod boosts damage to absurd levels while recovering ammo and health. Tech 22 has a silencer as well (though it isn't as quiet as the crescent moon) with a built-in panic button in the form of kill switch and crowd control with the mod. Traits geared towards speed combined with Handler's spirit of the Wolf allow you to dodge attacks by just moving and take advantageous positions easily (throw on chilled steam to almost walk as fast as the default run speed). Revivalist combined with Handler's Teamwork, guard dog aggro, and all your speed makes you a revive machine on multiplayer. All in all, a build fit for all situations with a perfect mix of team play, self sustain, raw damage, and style.
- Anonymous
1st Archetype: Hunter
2nd Archetype: Alchemist
Skill: Hunter's mark / Vial : Elixir of life
Traits: Works with any. I use Vigor, Endurance, Expertise and ammo reserves. I think these are the most important but use what you want.
Equipment
Long Gun: Merciless with the Twisting Wounds mutator.
Hand Gun: Any with any mutator. But i recommend to use the Blood Draw mod.
Melee Weapon: Krell axe with the Misfortune mutator or the Assassin's dagger with the Vampire blade mutator
Head Armor: Any
Body Armor: Any
Gloves: Any
Leg Armor: Any
Amulet: Ravager's Mark
Rings: Atonement Fold / Alchemy Stone / Blood tinged ring / Blood jewel (for Krell axe) or Low yield recovery ring (for Assassin's dagger)
Relic : Use what do you want but I recommend the Tranquil Heart for the passive heal.
With this build you can apply a lot of bleeding and have a big lifesteal with the Atonement Fold and Alchemy Stone. Have fun !
- Anonymous
Apocalpyse level healer buiild:
1st Archetype:Medic
2nd Archetype:Summoner
Skill:Healing Shield, Flyers
Traits: Fortify 10, Vigor 10, Siphoner 10, Bloodstream 10, Revivalist 10, rest is player preference though strongly advise Expertise
Long Gun: Any ideally with Healing Shot, Mutators choose between Spirit Healer or Twisting Wounds
Hand Gun: Nebula, Bandit Mutator
Melee Weapon: Any, though i use Krell axe with Stormbringer as a personal preference
Head Armor: Leto Mk1
Body Armor:Leto Mk1
Gloves:Leto Mk1
Leg Armor:Leto Mk1
Amulet:Red Doe Sigil
Rings: Burden of the Divine, Ring of the Forest Spirit, Ring of Omens, final one player preference though i use Timekeepers Jewel for convenience
Relic: choose from either Resonating Heart or Crystal heart
build works like this: you are not there to do damage (much at least). with Resonating heart use it as soon as entering any fight/boss, the overheal will give you and all of your team 20 seconds of particularly strong healing, nebula is your main weapon, ensure your summons have corrosion on them at all times, this combined with medic primary perk means you'll almost always have max relic charges. Crystal Heart is similar but just makes you tankier, but needing to reapply every 10 sec instead of 20 (i normally use Resonating with 6 sec left on prev buff to ensure it's up at all times). save Healing Shield for emergencies/ abilities that would otherwise 1-shot, or when the need arises to rez allies. need more healing for relic charge? spam dodge, when not healing riduculous amounts use your weapons for damage, if you can get all your status effects on enemies/boss, the extra damage does trigger siphoner, not a lot of healing but it can help, and stormbringer if using same melee will increase your damage numbers with 3 status effects on a target.
build also works with invader as secondary class though relics may not be AS renewable it's still rare i find myself running out and the extra mobility from Worm Hole, plus the decoy can be a life saver.
Good luck and Happy Hunting - Lark
Here’s a funny little build I had made when going through the game for the first time, it’s not high damage but it makes it extremely difficult to be killed and it’s honestly what carried me through apocalypse.
Archetypes: Challenger/Medic
Skills: Juggernaut/Healing Shield
Traits I suggest as such:
Fortify 10 (from the engineer class)
Regrowth 10 (from the summoner class)
Vigor 10
Expertise 10
Bark skin 10
Amplitude 10 (helps with healing shield if playing with others)
Siphoner 10
Long gun: up to user but I use the XMG57 “Bonesaw” with any mutator/mod
Handgun: also up to user but I love the cube gun (helps make up for lack of damage with reliable ammo count due to infinite ammo) any mutator that works but I suggest refunder cause this gives you the ability to have a slow ammo build up for your long gun reliably.
Melee weapon: I suggest either World’s Edge or Atom Splitter but any weapon works so long as you have the Shield Strike Mutator.
Armor: Full Leto Mark II
Amulet: Indignant Fetish
Rings:
Generating Band
Ring of Crisis
Rerouting Cable
And either Reserve Boosting Gem or Black Cat Band
That’s my build though! Hope any who try it enjoy it!
- Anonymous
I was playing with friends and came across an interesting synergy build. This is something that when playing multiplayer with friends who don't always get evasion right, can provide superior DPS when compared to a tank build with everyone because evasion is not stable, and provides far more stability, although the firepower is severely inferior to a party with a DPS build!
To put it succinctly, it is a combination of one regen share build that specializes in physical strength and regen, and the rest of the friends who are equipped with amulets and rings that specialize in half health and whose archetype is specialized in attack. (The advantage of this combination of archetypes specialized in attack is that you can freely choose the main and sub archetypes depending on how you want to fight.)
The healer role endures with increased strength and defense.
A configuration that specializes in the half-life of the attacker role can take more damage than a normal build, even without any synergy with friends. And the half strength means that the shared recovery is effectively doubled, meaning that the recovery shared by [Burden of the Divine] is half that of the wearer, which is effectively like a 100% share. The reduction is not as high as tank specialization, but it can still be taken care of, and the speed of recovery after being taken care of is close to regen specialization, and the archetype can be specialized for attack, so it does much more damage than when we all use tank builds.
Let me also explain a little more about the healer role structure.
I think the combo of [Crescent Moon], [Tightly Wound Coil] and [Generating Band] is quite interesting. The [Tightly Wound Coil] can be instantly triggered with an uncharged shot if you are using a bow. And since you can maintain the shield just by shooting, it is easy to maintain the shield in firepower intensive time or not, and it is easy to maintain the 3% share of [Generating Band]. [Crescent Moon] has a heal effect, and this mod has a good turnover rate with [Faerin's Sigil] without specializing in generation. And if handled properly during the mod, it has high DPS (well, the heal role is not as good as it could be, since it is cutting down on firepower skills significantly, but you should still be able to do as much damage as you can produce). The archetypes are using an alchemist and a medic. Not to mention heal support for the medic. The alchemist is,
Concoction stacking to increase his own strength and reinforce his toughness, while taking advantage of consumable item sharing to share buff consumables with his allies. However, there may be room to change this alchemist part to something else in terms of ideas or some synergy. The rest is as per the regen builds I've seen, with the Relic being Tranquil Heart and whatnot, and the Traits. Lastly, I'm not a good English speaker, so sorry if there are any inaccuracies in my writing. I don't have space in my native language wiki to talk about the builds.
- Anonymous
I created a build and thought it could be worth sharing here if some people are having trouble finding a way to fulfuil their dream of infinite abilities. The only issues with this build is that you need to beat apocalypse mode first in order to get the devoured loop ring. This build focuses on getting as many critical hits as possible.
Architypes: Archon/summoner. Kinda interchangable though
Amulet: Hypconductor
Rings: Devoured loop/ probability cord/ burden of the gambler/ akari war band. I would say the only required ring is devoured though. The others are just to add a bit more crit chance
Long gun: Plasma cutter with the momentum mutator(REQUIRED)
Hand gun: The two choices I like the most are the nebula and the enigma since you can fire out the mods on the weapon to get passive critical hits.
Armor: doesn't matter
Traits: Siphon/ vigor/ stamina/ mod reduction/ rugged/ ammo reserves. This is pretty flexible too though.
This build can definitely be refined and improved so give me your suggestions.
- Anonymous
The Infinite Active/Passive Healer Build. Party Regen is unmatched to anything else.
1st Archetype: Medic/Anything
2nd Archetype: Anything/Medic
Skill: Preference / Healing Shield for more regen, Redemption for carrying ya dead buddies across Anni's face
Traits: [Triage & Preferred Class Trait], Glutton, and anything you prefer (I run Fortify, Barkskin, Vigor, Spirit, Expertise)
Long Gun: Any
Hand Gun: Any
Melee Weapon: Any
Armor: Any
Amulet: Nimue's Ribbon / Red Doe Sigil. Your preference.
Rings:
Ring of the Forest Spirit - Not necessary and can be swapped if heals aren't as fast/much.
Celerity Stone - Relic Use Speed for faster relic... use.
Fae Shaman Ring - Same as above
Burden of the Divine - For when Medic's Team Perk is too far for your teammates. Can be swapped if solo.
Relic: Resonating Heart - 20s doubled regen based on overhealed HP... The key to the build.
https://i.imgur.com/HyDf79P.jpeg
The relic speed is needed so you can save your mates or get out of sticky situations asap. Resonating Heart will sit there and regen everything back immediately and constantly for 20s. If you find yourself running out of relics too fast from carrying ya mates so much or just getting hit too much, can swap the amulet for Emergency Switch or use other Relic Charge % items like Power Saver, Conservation Seal, Kuri Kuri Charm, or Tear of Kaeula. Another scenario is when you're in Multiplayer and still running out of Relics. Swap main class to Medic and get those free relic charges from heals.
Enjoy.
- Anonymous
My Apoc Build:
1st Archetype: Hunter
2nd Archetype: Alchemist/Handler/Medic/Invader/Challenger
Skill 1: Shroud
Skill 2: Frenzy, Any Dog, Medic Shield, Void Cloak, Rampage/Juggernaut
(Mix of Offensive and Defense, use which you like every one of these have some pros and cons)
Traits:
Vigor +10
Expertise +10
Siphoner +10
Fortify +8
Barkskin +10
Regrowth +10
Triage +10
Long gun: Merciless +10
Mutator: Twisted Wounds +10
(Main Source of Bleed and works perfectly with this Build)
Secondary: Double Barrel +20
Mod: Blood Draw
Mutator: Slayer +10
(Good Backup if you have no time to reload your main weapon)
Melee: Nightshade +10
Mutator: Vampire Blade +10
(Insane amount of Leech with neutral dodge and mod)
Head: Realmwalker / Leto Mk2
Chest: Fae / Leto Mk2
Gloves: Fae / Leto MK2
Boots: Fae / Leto Mk2
Amulet : Abrasive Whetstone / Ravager mark / Full Moon Circlet
Rings:
1.Akari Warband (Crit and Crit Damage)
2.Probability Cord (more Crit Damage)
3.Stone of Balance (Flat Damage)
4.(Flex) Blood Tinged Ring, Bright Steel Ring, Zania's Malice, Black Cat ring, Blood Jewel (Defense and Offensive)
Relic:
Tranquil Heart (Flat 2% life reg buffed with Triage to 3% with Regrowth we get around 4.5% per second without use)
Mythic Range Crit
Mythic Range Crit Damage
Mythic Range Damage
Without Leto Mk2 we running 46,6 DR with Leto 64,3, not super Tanky but you can make some Mistake and still finish the job.
- Anonymous
While I have no problem using an evasive build to play solo, when I join and play in multiplayer, the evasive build has become a hindrance. While there are many games that can be avoided even with line lag as long as you don't warp, remnant2's multiplayer is the type where input reflection is also delayed when there is lag, so it is easy to fail to avoid even with a steady lag (a strange term). It seems that to play as a participant in Apocalypse, you need to withstand one attack even if you don't intend to be a tank. But what build can withstand the high-powered attacks of Annihilation in Apocalypse difficulty with enhanced power in multiplayer...
- Anonymous
This build will carry you through apocalypse with absurd DOT, AOE, and Survivability working in harmony. I call it: Bleed for Me
1st Archetype: Challenger (free extra life, tankiness)
2nd Archetype: Gunslinger
(More damage and ammo)
Skill 1: Rampage
Skill 2: Bulletstorm
(These skills will allow for massive damage output while providing other useful bonuses)
Traits:
Vigor +10
Expertise +10
Spirit +10
Siphoner +10
Endurance +5
Fitness +5
Amplitude +5
Bark skin +5
Footwork +5
Shade skin +3
Wayfarer +3
Long Gun: Merciless +10
Mutator: Twisting wounds
(This setup will cause double simultaneous bleed causing AOE explosion on each proc)
Secondary: Silverback Revolver +10 for bosses and elites
Mod: Fargazer (madness deals insane DOT)
Mutator: Extendor
(Enigma +10 for ad clear)
Melee Weapon: Hero Sword/Assassins Dagger/Spectral Blade
(Use the Hero Sword if you can for ranged heavy melee)
Mutator: Vampire Blade (more dmg to bleeding foes and more lifesteal)
Head Armor: Leto MK 2
Body Armor: Fae Armor
Legs: Night Stalker
Hands: Labyrinth Gloves
Amulet: Energized Neck Coil (this will cause double bleed damage and make enemies explode on bleed proc for both DOT and AOE)
Rings:
1. Blackcat Band (Gives 1 shot protection every 2 min with challenger prime perk can allow for up to 4 lives in 1)
2. Blood Jewel (will allow for a 3rd simultaneous stack of bleed on heavy melee)
3. Timekeepers Jewel (Even more bleed and madness DOT)
4. Zanias Malace/Stone of Balance/Blood Tinged Ring
(This ring is interchangeable depending on the situation, do you want more dmg or more survivability)
Notes: This build is intended for a solo apocalypse run, you will be able to cause 4 simultaneous status effects (3x bleed, 10 stacks madness) which is unaffected by elemental resistance that bosses can have. You will also be granted up to 4 lives in one with black cat protection, challenger revival, and black cat protection again on second life (if 2 min has expired)
- Anonymous
This is is my favorite Solo "Off" Build. Its all about mod, relic use and passive health regen. I like the versatility of it all as well as the consistency.
I Call it: The Wandering Potion-master
1st Archetype: Alchemist
2nd Archetype: Explorer
Skill:1.(Elixir of Life/Stone Mist) and 2.(Gold Digger/Planeswalker)
Reli: Runed Heart: Relic Sots; (Elemental Damage, Weakspot Damage, and Skill Duration)
Traits:
Footwork 5
Expertise 10
Triage 10
Fortify 10
Vigor 10
Barkskin 10
Shadeskin 10
Long Gun: Any gun with an elemental damage mod.(Bandit Modifier)
Hand gun: Enigma(Momentum Modifier)
Melee Weapon: Dreamcatcher
Armor is the best armor rating i can find(100)
Head Armor: Space Worker Mask
Body Armor: Fae Royal Bodyplate
Gloves: Technician Greaves
Leg Armor: Radiant Bracers
Amulet: Ankh of Power or Jester's Bell
Rings: Alumni Ring, Stone of Malevolence, Encrypted Ring, and Reserve Boosting Gem
Notes: This build is meant for Solo Veteran or Team Nightmare. Would rate the difficulty of Use is a 5/10. Just have to remember to keep time of relic regen.
Also this Combo is really strong because both abilities proc or Relic use. So good synergy. also you can have up to 4 Concoction active so very flexible there as well to fit areas and preferred playstyle.
- Anonymous
Builds in the comments better then this sites and youtube videos lol
- Anonymous
Would anyone want this speed build added to the community list? I made it for personal use blasting through campaign fast trying to get the Nightweaver's Web items that require very specific campaign rolls. It is charge through the game at extreme speed, ignoring all basic and elite enemies, just getting you from checkpoint to checkpoint.
I call it the Armored Wagon.
1st Archetype: Medic
2nd Archetype: Explorer
Skill: Healing Shield, Plainswalker
Traits: Regrowth 10, Fortify 10, Vigor 10, Barkskin 10, Bloodstream 10. Good optional ones are Wayfarer, Expertise, and Shadeskin.
Long Gun: Anything with Tremor.
Hand gun: Enigma
Melee Weapon: Dreamcatcher
Head Armor: Leto Mark II Helmet
Body Armor: Leto Mark II Armor
Gloves: Leto Mark II Gloves
Leg Armor: Leto Mark II Legs
Amulet: Weightless Weight
Rings: Anastasija's Inspiration, Bisected Ring, Heart of the Wolf, and Momentum Driver. Meteorite Shard Ring and Deceiver's Band are decent options if you are missing others of the set.
- Anonymous
- Anonymous
- Anonymous
Tanky Solo Apocalypse Build after DR fixes
This was the Build I used to get my first Annihilation kill on Apocalypse and it served me very well. The Hunter Primary provides plenty of damage so that you can spend the rest of the build on survivability. This build does this by reaching 80% DR, then investing the rest of the build in the highest possible amount of max HP combined with the useful max HP scaling on Generating Band. You will still have to dodge a lot as there is no way to tank everything after the DR fixes. However, this build allows you to recover from mistakes very quickly, provided that you don't mess up again within the same or the beginning of the next pattern.
Primary Archetype: Hunter
Secondary Archetype: Medic
Skills: Hunter's Shroud + Healing Shield
Traits: Fortify 10, Longshot 10, Regrowth 8, Swiftness 10, Triage 10, Untouchable 10, Vigor 10, Endurance 10, Barkskin 10
Long Gun: Coach Gun |Mod: Corrosive Rounds or Hot Shot for Bosses, Stasis Beam for Elites | Mutator: Extender
or: Crescent Moon | Mutator: Slayer
Hand Gun: Enigma | Mutator: Bandit
or: MP60-R | Mod: Corrosive Rounds | Mutator: Refunder
Melee Weapon: Huntress Spear, Krell Axe or World's Edge | Mutator: Transference
Head Armor: Leto Mark II Helmet
Body Armor: Leto Mark II Armor
Leg Armor: Leto Mark II Leggings
Glove Armor: Labyrinth Gauntlets
Relic: Shielded Heart | Health, Damage Reduction, Healing Effectiveness (if your Damage Reduction Relic Piece is not high enough to let you reach 80% DR, consider using Armor Effectiveness instead of Healing Effectiveness)
Amulet: Navigator's Pendant
Rings: Fae Protector Signet, Seal of the Empress, Rerouting Cable, Generating Band
Use Mudtooth's Tonic.
Activate Hunter's Shroud on combat start. You will be able to keep it up for the entire fight against bosses with easily accessible Weak Points.
Use Enigma if you need group clear or MP60-R with Refunder if you want to save some scrap on Ammo Boxes.
When you get hit, use a dodge roll to activate Rerouting Cable in order to start getting your health back with Generating Band.
When very low or in anticipation of a difficult pattern, use Healing Shield or Shielded Heart.
Who needs a gun anyway?
1st Archetype: Challenger
2nd Archetype: Invader or Medic
Skills: Juggernaut + WormHole
(Void Clock, Wellspring & Healing Shield also work as safety net options if you're not confident about survival with is build)
Traits: Footwork (thank me later), Endurance & Expertise are vital other traits are up to you
(my full trait build for this is; Footwork, Endurance, Expertise, Vigor, Barkskin, Triage & Recovery)
Long Gun: Player choice (Though really if you want to be a gamer don't use a gun for this)
Hand Gun: Player choice (read above ^^^)
Melee Weapon: Huntress Spear (This is the best option however Krell Axe is a good alternative)
Mutator:
Amulet: Matriarch's Insignia
Rings: Fae Warrior Ring, Haymaker's Ring, Burden of the Destroyer & Bersker's Crest
Stone of Balance and Visage of Power are good alternatives for the build early into the game
Helmet: Radiant Visage
Body Armour: Radiant Protector
Leg Armour: Radiant Greaves
Glove Armour: Radiant Bracers
(Any armour combination that gets the character to >50 weight is perfect & if you are happy to flop then run Leto's for max damage)
Really just go ham throwing spears (or axes) at your foes oh and see if you can catch a weakspot or 2 you'll get a pleasant surprise at the numbers you'll see
- Anonymous
zoomies build
When you have wiped a map and you wanna run around looting, you really need this build!
1st archetype: Explorer/Handler
2nd archetype: Handler/Explorer
Skills: Plainswalker/Support Dog
Traits: Expertise//Wayfarer (averything else is your preference)
Long gun: ANY
Hand gun: ANY
Melee weapon: ANY
Head armor: Leto MK1
Body armor: Leto MK1
Gloves: Leto MK1
Leg armor: Leto MK1
Amulet: Weightless Weight
Rings: Heart of the Wolf/Momentum Driver/Deceiver's Band/ANY(I use Bright Steel Ring)
it can have up to 150.6% bonus speed
So, this build is not the most practical build ever, but is sure as hell is funny to play, I call it FSPAM :D
The general idea of this build is to generate as much mod power as humanly possible and spam the F key :D
Archetype = Archon/Summoner
Skills = Chaos Gate/Flyers
Armor = Any, I use Labyrinth set atm.
Relic = Reprocessed - Grey Health Rate, Mod Duration, Mod Cost.
Amulet = Necklace of Flowing Life
Rings = Burden of the Warlock, Dread Font, Stone of Malevolence, Dense Silicon Ring.
Long Gun = Chicago Typewriter
Mod = Familiar
Mutator = Feedback
Handgun = Nebula
Mod = Nano Swarm
Mutator = Harmonizer
Melee = Labyrinth Staff
Mutator = Transference
Traits = Flash Caster+Regrowth 10, Kinship 10, Rugged 10, Spirit 10 , Bloodstream 10, Siphoner 10, Vigor 10 , Triage 9, Endurance 1.
I also use a Sacred Lakewater concoction.
So, use Chaos Gate whenever its up, Keep Flyers alive or resumon when possible. Use Nano Swarm then Familiar then Nano Swarm then Familiar, Rinse and repeat...
I was able to kill most bosses on Apoc with this build but I still think it is not very practical.
Have fun and let me know if you would change anything.
Deceit Weakspot Exploiter
This build uses Deceit and the Ouroboros mod to pump out high weakspot damage. Each item in this build will have a short summary of their purpose after the item name.
The general idea of this build is to use the Ouroboros mod to apply it's semi-unique status effect to elites and bosses then dump Deceit's magazine into them. Ouroboros is a fast charging mod so there is no need for mod generation items(the Spirit trait is enough.)
The player will cast Ouroboros and immediately use a melee attack to send a conjured sword toward their target. Once the target has been hit with the the sword all attacks from Deceit will register as weakspot damage. Casting Ouroboros will immediately reload Deceit's magazine.
Prime Archetype: Hunter(high ranged/weakspot damage)
Secondary Archetype: Handler(high ranged damage/dog buffs)
Skills:
Hunter's Shroud(high burst damage)
Attack Dog(Howl=DPS)
Traits:
Kinship(Handler Trait)
Longshot(Hunter Trait)
Vigor(standard enemies)
Endurance(combo dodging)
Spirit(shorter downtime)
Expertise(shorter downtime)
Revivalist(co-op & dog revive speed)
Rugged(dog can't howl if they're down)
Equipment
Long Gun: Deceit(high per-shot damage)
Mod: Ouroboros(Deceit Mod/primary focus of the build)
Mutator: Supercharger(faster fire rate/more crit)
Hand Gun: Bolt Driver(slots nicely with high crit/weakspot and Archer's Crest ring)
Mod: Bore(weakspot/crit)
Mutator: Momentum(stacking crit)
Melee Weapon: Godsplitter(thematic) or personal preference
Armor: Dendroid(light armor) or personal preference
Relic: Salvaged Heart(fast revives and great healing)
Weakspot Damage
Ranged Critical Damage
Ranged Critical Chance
Amulet: Necklace of Supremacy(high damage... just don't get hit)
Rings:
Archer's Crest(faster fire rate)
Probability Chord(high crit=more dps)
Ring of Flawed Beauty(literally made for Deceit)
Zania's Malice(stacking damage)
- Anonymous
the build synergises well with the bleed and and active skill of flamethrower turret and the enigma on hit bullets and melts bosses
while also beeing a bit more tanky with the leto mk 2 ( + passive armoir perk from engineer ) and the mist dodge
Iam using the resonating hearth for solo play and the crystal hearth for grp play since we share our healing due to medic poassives
i managed to go thru veteran and nightmare quite easily with some exp from normal and im trying to play " apokalyse now " (hehe get it )
1st Archetype: engineer
2nd Archetype: medic
Skill: flamethrower / Healing shield
Traits:
Fortify / Triage / vigor / barkskin / fitness / Siphoner / eypertise / shadeskin ( switch shadeskin out for revive trait in grp play )
Equipment
Long Gun: Merciless +10
Hand Gun: enigma +10
Melee Weapon: dreamcather +10
Head Armor: leto mark 2
Body Armor:leto mark 2
Gloves:leto mark 2
Leg Armor:leto mark 2
Amulet:deaths embrace
Rings: black cat band / ring of omen / fae shaman ring / ( either ring of diversion or tear of karula )
overall a tanky support build which can also deal alot of status dmg due to shock / fire / bleed in combination of grp play due to my exp on nightmare makes bosses quite melt
hope u enjoy it and try to find the next secret ;D
- Anonymous
Shields, Shields, Shields
Tired of not being able to just tank your way through literally everything? Then boy, do I have the build for you. Slap this baby together, and even mix it with your favorite build to literally live through almost anything. With the exception of a few other builds, this build is guaranteed to keep you alive way longer than any of your other friends. Don't be afraid to armor up, and take on a HEAVY roll as we take a look at one of my personal favorites, the SHIELD
Overview
Archetypes: Challenger and Hunter
Long Gun: AS-10 "Bulldog"
Weapon Mod: Hot Shot
Mutator: Extender
Hand Gun: Enigma
Weapon Mod: Chaos Driver
Mutator: Harmonizer
Melee Weapon: Smolder
Armor: Full Radiant
Amulet: Difference Engine
Rings: Generating Band, Rerouting Cable, Alumni Ring, Probability Cord
Skills: Juggernaut, Hunter's Shroud
Traits: Vigor, Endurance, Spirit, Barkskin, Fortify, Siphoner, Swiftness, Strong Back, Longshot, Glutton
Relics: Shielded Heart
Relic Fragments: Weapon Spread, Weakspot Damage, Critical Damage
Gameplay Information
The real key to this build is the Shielded Heart, Difference Engine, Generating Band, and Rerouting Cable. Spend your stamina to gain shield in combat and constantly gain heath back. I like the alumni ring to boost the DoT you get from Hot Shot, Smolder, and the Shock Damage off the Enigma. Using your relic often ends up putting you into 2x shield, giving you plenty of room to take damage and again, heal. You can certianly swap out Alumni Ring and Probability Cord for your favorite two rings, and use your preference of weapons. The Radiant armor set seems to be a nice balance of armor to weight, although you will be at weight 51, meaning HEAVY rolls all day.
And thats it! Now get in there and eat some damage :)
StatusToken: A build based around bleed, overload, and self sufficiency (survivability) while also dealing considerable active and passive damage.
1st Archetype: Archon, (replaceable with invader for decoys but for the mods archon>>)
2nd Archetype: Medic
Skills: Reality Rune (Havoc Form not tested and the DR from RR is pleasant)
Wellspring normally, for some bosses redemption works best.
Traits : Max vigor, Max expertise, Max amplitude, lvl 9 barkskin, Max fitness, Max footwork, Max spirit
Long gun: Merciless
Mod: Default
Mutator: Battery
Hand Gun: Enigma
Mod: Default
Mutator: Timewave
Melee: Any
Get to medium armor (green)
Amulet: Ravager's Mark (Necessary)
Rings: Bisected ring (Necessary)
Endaira's Endless loop (Heavily recommended)
Timekeeper's Jewel (necessary)
Anastasija's Inspiration (Heavily recommended)
- Anonymous
StatusToken: A build based around bleed, overload, and self sufficiency (survivability) while also dealing considerable active and passive damage.
1st Archetype: Archon, (replaceable with invader for decoys but for the mods archon>>)
2nd Archetype: Medic
Skills: Reality Rune (Havoc Form not tested and the DR from RR is pleasant)
Wellspring normally, for some bosses redemption works best.
Traits : Max vigor, Max expertise, Max amplitude, lvl 9 barkskin, Max fitness, Max footwork, Max spirit
Long gun: Merciless
Mod: Default
Mutator: Battery
Hand Gun: Enigma
Mod: Default
Mutator: Timewave
Melee: Any
Get to medium armor (green)
Amulet: Ravager's Mark (Necessary)
Rings: Bisected ring (Necessary)
Endaira's Endless loop (Heavily recommended)
Timekeeper's Jewel (necessary)
Anastasija's Inspiration (Heavily recommended)
- Anonymous
Build Based on the Crit oneshot build from Remnant 1. Few modifications to addapt to the new game. Could reach 5-7k per shot.
You can oneshot most of the mobs and be ready for waves and elites when they spawn with Bulletstorm.
Still gotta test which one works best between Crossbow and WidowMaker
1st Archetype: Gunslinger
2nd Archetype: Hunter
Skill: Bulletstorm & Hunter Focus
Traits:
Long Gun: Crossbow or Widowmaker
Mod: Hot Shot
Mutator: Slayer
Hand Gun: Sureshot
Mod: Bore
Mutator: Refunder (utility for ammo)
Battery, Momentum or GhostShell (Pure DPS)
Melee Weapon: Any
Head Armor: Any (free use for light or Medium weight)
Body Armor: Any (free use for light or Medium weight)
Gloves: Any (free use for light or Medium weight)
Leg Armor: Any (free use for light or Medium weight)
Amulet: Escalation Protocol (overall dps)
Core Booster (weakspot)
Rings: Assasin's Seal (Free 10% DPS except in bosses) can be swapped for Burden of the Destroyer for Bosses
Probability Cord
Ring of Flawed Beauty
Zania's Malice
- Anonymous
I'll post one here in case it will help somebody. This one, I like to call The Witch Doctor. It's my variant on support healing that can actually survive on higher difficulties (tested on Nightmare so far, slowly working my way through that to test on Apoc later).
Archetypes: Medic Primary, Alchemist secondary
Skill: Medic shield skill, Alchemist Frenzy skill--this allows for healing and DPS boosting (a support isn't just for healing!)
Traits: besides innate traits, I maxed Vigor, Spirit, Skill Cooldown, Barkskin, Shadeskin, Untouchable (innate trait on Invader), with the 5 leftover points into AoE boost. Please forgive me for not remembering every name.
Long Gun: Crescent Moon Bow (Supercharger+10)--self healing and combo below
Handgun: Rune Pistol (buyer's choice on mutation, but I use the one that charges stowed weapon's mod)--even more healing, and honestly decent DPS for light crowd work
Melee: Dreamcatcher--this weapon is a monster when used properly. I'll explain later
Armor: Full Red Widow Set (found in The Lament dungeon on Yaesha)
Amulet: Indignant Fetish--damage boost and damage resist on getting hit. and you WILL get hit eventually...
Rings: Burden of the Divine (or Black Pawn Ring if playing solo), Blessed Ring, Black Cat Band, Generating Ring (life regen with shield active)
Relic: Crystal Heart--this thing is a monster, even better than Void Heart.
Consumables: Roots for more healing, anything else that clears blights as needed for biome
How to play: This build works by giving you a whole lot of healing options for solo and party play. The objective is to survive, give your party buffs, and keep on healing. Medic/Alchemist is a dream team. Burden of the Divine and Crescent Moon works to consistently provide healing (although it isn't always obvious on my testing), the Rune Pistol skill allows for MORE healing that you don't even have to directly give yourself. Crystal Heart is essential, as it provides constant health regeneration (115% of maximum over 10 seconds at Medic rank 10) and an extra 25% damage resist for the low cost of not being able to sprint. I know this sounds bad, but trust me, it's better than Void Heart because it heals your team instantly (for nearly their full health bar when they have Vigor rank 10), plus extra healing due to Alchemist's passives. This isn't even factoring in the useful buffs Alchemist applies when you use a relic. Supplemental healing with Root consumables as needed for that extra spice.
Now why the Dreamcatcher? It's more than just the "unlock stuff for me" weapon. It's unique skill *slows enemies.* You ever seen a pack of elites moving at half speed while you and your buddies casually line up headshots? It's a thing of beauty, and can be easily proc'd in just a few hits. I like to use the Steadfast mutator on the weapon, which prevents charge attacks from being interrupted while giving you damage resist during its animation. So long as your buddies aren't trying to die repeatedly, this build will keep them alive when used right. It even works in solo play for some hilarious sustain, although it's more fun with friends.
This build will buy you and your friends an extra life or two when needed. Use abilities to heal and shield the team, use Frenzy vial to buff dps, and watch as you carry your party to victory while making them feel good about their definitely-well-thought-out DPS builds. Be the gaming hero you were always meant to be!
- Anonymous
i call this the minion mod madness!!!
just spam minion mods to gain regen, bulwark, mod power and skill cdr over and over again
classes: archon/ summoner
skills: defence recommended but variable/ flyer recommended but variable
weapons: any weapons you like which can slot in minion mods. i use the chicago typewriter and the tech 22
Mods: tentacle and space crabs recommended given their lower mod cost and multiple uses and minion counts. familiar works to but not that well.
if there are new summon mods in the future they might also fit better than the tentacles due to their limit of 2.
armor: whatever you like. you can go for light armor and dodge everything or heave 75 weight and be more tanky.
amulet: spirit whisp amulet: gain skill cdr for mod spam. helps with reviving summoner minions and the archon defence skill uptime
rings: soul guard: best in slot for defence purposes
encrypted ring: using a mod gives big regen
cataloger's jewel: more mod power generation
optional rings: either burden of the divine: decreases your dmg but gives minions extra regen and survivability.
or spirit stone for even more mod power generation.
traits: mandatory: rugged, spirit
preffered: blood bond, kinship, regrowth, expertise
others are optional depending on your prefference.
relic: any but prefered: constrained, crystal, pulsing, runed, shielded, tranquil, void
runes: any but preffered: cdr, mod power, any dence and healing
- Anonymous
The Bestest Friend
This build is centered around aiding you friend who you (Bought) convinced to play this game with you. Your overall goal is to be a pet that HEALS, SCOUTS for stuff, COLLECT scrap and other mats, unlock certain things that are to long for them. Ideally for you friend to have a nice experience your weapons will have to be similar level. Armor is unimportant, play what you like. I recommend you friend start on veteran for a bit more challenge but survivor works as well.
CLASSES
Archetypes: Explorer/Medic (heal pet) or Explorer/Gunslinger (ammo pet)
Skill 1: Plain walker or Fortune hunter - Moves faster or find loot better
Skill 2 : (Medic): Healing Shield or wellspring | Gunslinger: Sidewinder or bullet storm - try not to delete the boss
WEAPONS
Primary: Anything - I recommend a starting a non-boss gun and limiting your gun level to your lower level friends upgrade. Cant +2 until your friend does.
Secondary: Anything - unlock the MP60-R for your friend or get the Western classic both help with first play through.
MODS: Hot shot, healing shot, bore shot - all these mods are either useful/helpful or inobtrusive to your friends first play through.
Melee: DreamCatcher - Helps in unlocking the Moonbow (Nimue), A Mod (Huntress), The invader class root earth
Mutators: None or any under level 10 - some mutator are strong use them as you want, some bosses we get stuck some time we need them.
ARMOR
Anything works - play light, medium or heavy or ultra flop ur choice
Armor set: Rift walker set - so you can just unlock the Archon for them when it ready, play what ever.
ACCESORIES - all optional
Necklace: Scavenger's Bauble - It will auto pick up scrap for you and your friend (Also you get more scrap for yourself)
Ring 1: Burden of the Divine - 50% of self healing is great for them ( you also swap the other rings for faster regen rings
Ring 2: Band Band - Faster revive speed for your friend (or you), pair with medic it might look like they never fell.
Ring 3: Vacuum Seal - Bigger scrap pickup range for you
Ring 4: Anastasija's Inspiration - Best ring just use it and recommend your friend buy it as well.
Traits - all optional
Use what you have, traits do make a difference but its also expensive to respec. no point in matching trait points it will not change your friends experience just cause you have more points in vigor than they do.
RELIC - ANY
Recommended: Dragon heart, Blooming Heart, Pulsing heart, Resonating Heart
Runes: Healing Amount, Skill Cooldown, Skill duration - really anything you like
- Anonymous
Tank-Healer
TH-300 (300 Armor)
1st Archetype: Medic
2nd Archetype: Challenger
Skill: Any
Weapons: Any
Armor: Leto Mark II Set
Amulet: Twisted Idol
Relic: whatever you like to heal
Rings:
Ring of Grace
Fae Shaman Ring
Reserve Boosting Gem
Burden of the Divine
Traits:
Vigor - 10 Points
Barkskin - 10 Points
Regrowth - 10 Points
Fortify - 10 Points
Shadeskin - 10 Points (Only If you think you need it)
Expertise - 10 Points (If you plan to use skills)
Remaing points what ever you need
"You keep you Teammates alive in exchange for Damage output"
TH-200 (200 Armor)
1st Archetype: Any
- Summoner or Engineer you get more Trait Points and more firepower
2nd Archetype: Medic
Skill: Any
Weapons: Any
Head Armor: Fae Royal Headcover
Body Armor: Fae Royal Bodyplate
Gloves: Leto Mark II
Leg Armor: Leto Mark II
Amulet: Nimue's Ribbon or Red Doe Sigil
Relic: Tranquil Heart
Rings:
Ring of Grace
Ring of the Forest Spirit or Fae Shaman Ring
Reserve Boosting Gem
Burden of the Divine
Traits:
Vigor - 10 Points
Barkskin - 10 Points
Regrowth - 10 Points
Fortify - 10 Points
Shadeskin - 10 Points (Only If you think you need it)
Expertise - 10 Points (If you plan to use skills)
Remaing points what ever you need
This is not Perfect, because healing stats are hidden you can only calculate what it is for you and your Teammates.
- Anonymous
The Labyrinth Wanderer
This build is focused on tanking damage while dishing out an onslaught of volts to blast at your enemys,also being focused on the gear you get from the Labyrinth you can the get ball rolling for this build pretty early on if your a new player or is looking to spice up a new run-through of the game on a fresh character
Do note that i haven't tested this greatly in Nightmare difficulty or above nor have i messed around with concoctions all that much so if this sucks in higher difficulties please show mercy
Archetypes:Engineer/Archon
Primary Gun:Chicago Typewriter
Primary Gun Mod:Overflow
Primary Gun Mutator:Bandit
Hand Gun:Enigma
Hand Gun Mutator:Harmonizer
Melee:Labyrinth Staff
Mutator doesn't matter all that much but i opted for Steadfast
Armor Set, exluding the legs:Leto mark ll
Leg piece:Bruiser Boots
Amulet:Indignant Fetish
Rings:Grounding Stone,Encrypted Ring,Hardcore Metal Band,and Ring of Grace
Traits:Vigor x10,Spirit x10,Expertise x10,Siphoner x10, Regrowth x10,Strong back x7, Barkskin x6
Relics:Tranquil Heart
Relic Ruins:Solid Skill Duration,Solid Skill Cooldown,Solid Elemental Damage
This is a build i slapped together with both me just progressing through the game and going off of some other build templates so let me know if theres any improvements to be made,aside from that hope you enjoy the build and happy zapping!
- Anonymous
1st Archetype: Medic
2nd Archetype: Alchemist
Skill: Healing Shield & Vial: (Of Choice)
Traits:
Triage & Potency (10 Free Points)
Vigor & Barkskin (10 Skill Points) - For Increased Health and Tankiness
Glutton & Revivalist (5 Skill Points) - For Speed in Clutch Situations
Resonance & Amplitude (5 Skill Points) - To increase Utility Potency
Long Gun: XMG57 Bonesaw
Hand Gun: Enigma (For Clearing)
Melee Weapon: (Any)
Head Armor: (Whatever Suits your Needs)
Body Armor: (Whatever Suits your Needs)
Gloves: (Whatever Suits your Needs)
Leg Armor: (Whatever Suits your Needs)
Amulet:
Rings:
Ring of Crisis & Excess Coil
Burden of the Devine
Fae Shaman Ring or Generating Band
Short Description: A full Time Support Heal Tank Providing crazy regen to your team and a constant stack of relic buffs from the alchemist Relic skill. Fully capable of laying down meaningful damage in a boss fight if needed and making up for any short comings by being a clutch last man standing to rely on
Fae Stalker
Fae Stalker is built purely around Crescent Moon and Survivability.
it brings devastating damage and large self heals and is suited for both solo combat and co-op.
Can you master the art of the bow?
Archetypes: Alchemist/Hunter
Long Gun: Crescent Moon
Weapon Mod: Moonlit Barrage
Mutator: Supercharger
Hand Gun: Silverback Model 500
Weapon Mod: Soulbinder
Mutator: Timeweave
Melee Weapon: Any
Head Armor: Fae Royal Headcover
Body Armor: Fae Royal Bodyplate
Gloves: Fae Royal Vambraces
Leg Armor: Fae Royal Greaves
Amulet: Full Moon Circlet
Rings: Outcast Ring, Defensive Action Loop, Zania's Malice, and Probability Cord.
Skills: Stone Mist, Hunter's Shroud.
Traits: Fortify x10, Longshot x10, Potency x10, Endurance x10, Spirit x10, Barkskin x10, Siphoner x10, Fitness x5, footwork x5,
Relics: Tranquil Heart
Relic runes: Mythic Ranged Crit chance, Crit Damage, and Weakspot Damage
Concoctions: Bark Extract, Dark Cider, Strong Drink, and Verdant Tea
Rough Damage Values.
Zania Malice x3 + Moonlight Barrage + Hunters shroud: Weakspots - 5600+
Zania Malice x3 + Moonlight Barrage + Hunters shroud + Crits: Weakspots - 11,000+
Damage Reduction Value.
Passive - 70%
Reloading - 80%
- Anonymous
Beastmaster
1st Archetype: Handler/Summoner
2nd Archetype: Summoner/Handler
(Choose based on preferred prime perk)
Handler Skill: Any handler skill, although I prefer Guard Dog because it increases both the dog's survivability and your own.
Summoner Skill: Hollow or Flyer, since they give you two summons instead of one. I personally prefer the Fliers.
Traits: Rugged and Blood Bond, to make your summons and yourself more durable.
Equipment:
Long Gun/Hand Gun: Preference
Weapon Mods: Rootlash and Healing Shot
Head/Body/Gloves/Leg Armor: Any
Amulet: Ankh of Power. It increases your summons' damage as well as your own, and the increased buff after using a relic stacks with the Handler/Summoner relic traits.
Rings: Soul Guard and Soul Link (as of right now my two other rings are Anastasija's Inspiration and Stone of Balance)
- Anonymous
Shadow samurai of destruction
1st Archetype: Challenger
2nd Archetype: Invader
Skill: Any of the challenger skill // to clear maps wormhole/ for bosses i'd do void cloak
Traits: Expertise (skills kinda have a long cooldown period), fitness, siphoner (helps the loophole perk)
Equipment
Long Gun: Crescent moon bow
Hand Gun: Preference Based (Enigma does too much to be contested)
Melee Weapon: spectral blade
Head Armor: Any light to med
Body Armor: any light to med
Gloves: any light to med
Leg Armor: any to mid
Amulet: Stalkers brand
Rings: assassins seal, encrypted ring, dran momento, (and any other you feel would fit)
- Anonymous
Vampire Cosplay
1st Archetype: Alchemist
2nd Archetype: Gunslinger
Skill: Elixir of Life or Frenzy Dust // Bulletstorm
Traits: Fortify, Fitness, Spirit, Barkskin, Siphoner 10/10 Last 4 Points are free to specc as wanted but Handling isnt a bad choice.
Equipment
Long Gun: Nightfall w/ Deadly Calm Mutator
Hand Gun: Preference Based (Enigma does too much to be contested)
Melee Weapon: Preference Based
Head Armor: Fae Royal
Body Armor: Fae Royal
Gloves: Space Worker
Leg Armor: Fae Royal
Amulet: Nightmare Spiral
Rings: Stone of Expanse, Burden of the Follower, Zania's Malice, Probability Cord
The goal of the build is simple and straightforward. Abuse your in game wallet to buy 4 concoctions, the only required one being Bark Extract for +30 Armor, and reach an effective Armor of 196 with the extra durability from Bark Extract leaving you at roughly 69% Total Damage Reduction. The main offense comes from using either Frenzy Dust or Bulletstorm to buff your Nightfall before activating its mod, Dreadwalker, to unload on enemies and bosses alike while healing yourself to full. Some boss attacks, you don't even have to dodge if they dont stagger or one shot you, as you can simply heal to full hp before being hit again. This build is a fine line between survivability and damage but heavily relies on attaining the Nightmare Spiral from Reggies Shop when it appears for 1,000 Scraps. The build can flex pretty well as long as you keep Alchemist primary, allowing you to swap between Gunslinger, Hunter, and Challenger effectively. Any class that can buff you before activating Nightfalls Dreadwalker is a possibility for the second archetype and fits in with little to no issue. Aside from Nightfall, the Enigma now does everything it does and heals you like crazy when mobbing. The 4 concoctions usually used are: Dark Cider, Bark Extract, Verdant Tea, and Dark Fluid (which is interchangeable to whatever you would prefer.) As far as relic choices go, I would advise using Siphon Heart to further increase your lifesteal but it was never needed to clear Apocalypse Difficulty or at any point in general, as it is usually faster and safer to just continue shooting away at the enemies to heal yourself while also dealing damage and getting closer to killing whatever hurt you. Since damage is our healing, taking advantage of Deadly Calms increased crit rate at level 10, as well as the Ranged Crit Chance, Ranged Crit Damage, and Ranged Weakspot Damage relic Fragments, we can get a good number of critical hits in within our Dreadwalker DPS window and just from general use. The strange armor combination is to ensure that we can get ourselves at a flat 50 weight for medium roll while having enough base armor to make Fortify Trait worthwhile. If you're confident in your dodging, you can respec Fitness as you see fit for pretty much whatever you desire.
- Anonymous
Class 1 Hunter
Class 2 Anything
Amulet Necklace of Supremacy
Ring 1 Faerin's Sigil
Ring 2 Stone of Continuance
Ring 3 Vestige of Power
Ring 4 Zania's Malice
Long Gun NightFall
Mod Dreadwalker
Mutator Battery +10
Hand Gun Anything
Mod Anything
Mutator Anything
Melee Weapon Anything
Recomended Traits
Vigor +10
Spirit +10
Expertise +5
Bloodstream +10
Glutton +8
Recovery +10
Siphoner +10
- Anonymous
Gunner
Literally dont dodge just deal damage once you run out of the buff place your heavy weapon as a turret.
When you are on cooldowns try to finish enemies using your melee weapon to reduce the time needed for your skill timers.
(Currently tweaking but as for now I can solo the final boss without hardly using any hearts and only using my weapons and skills/in multiplayer its really effecient when you need to revive since the stone mist grants -1 stagger)
Primary Archetype: Engineer
Secondary Archetype: Alchemist
Primary Skill: Heavy Weapon: Vulcan or Heavy Weapon: Impact Cannon
Secondary Skill: Vial: Stone Mist Alchemist
Long gun: Nightfall (Ghost Shell)
Hand gun: Tech 22 (Bandit)
Melee weapon: Atom Splitter (Dervish)
Armor: Leto Mark II Set
Amulet: Full Moon Circlet
Rings: Amber Moonstone, Hardened Coil, Zania's Malice, Reserve Boosting Gem
Relic: Crystal Heart
- Anonymous
Assassin Build:
1st Archetype: Invader
2nd Archetype: Challenger or Alchemist
Skill 1: Worm Hole
Skill 2: Juggernaut (Challenger) or any of the 3 Alchemist skills depending on situation
Traits:
10pts Vigor (Health)
10pts Expertise (Skill CD)
10pts Endurance (Stamina)
10pts Barkskin (Dmg reduc)
10pts Fitness (Evade Distance)
10pts Siphon (Lifesteal)
10pts Recovery (Stam Regen)
Remaining 15 points can be spent on a Trait of your own choice. Recommended: Shadeskin (Status Resist), Glutton (Consumable use speed), Arcane Strike (Mod Power from Melee attacks)
Equipment:
Long Gun and Hand Gun:
Any rapid fire weapon of choice with Corrosive Rounds and
Any weapon with Energy Wall (Defensive), Root Blades (Bleed), Time Lapse (CC) or Healing Shot (Self/Group Heal)
Melee Weapon:
Assassin's Dagger
MUTATORS:
Melee:
- Dervish (Increases Melee Damage by 20% for 10s when activating a Skill)
- Shield Breaker (Melee Attacks grants a Shield for 2% of Max Health. Max 20%. Last 10s)
- Striker (Melee Hits increase Melee Damage by 3% for 10s Max 5 Stacks)
Ranged:
- Timewave (Mod Use applies SLOW status on all enemies within 7.5m for 5s)
- Harmonizer (Mod Damage + 25% extra Mod Power generated for Stowed weapon)
ARMOR:
Without set bonusses you can wear whatever you think looks cool. Because this build is about being all up in an enemy's face, dodging is crucial but facetanking is also possible. Recommended is either a Light set, but if you run Challenger as secondary Archetype a Medium or Heavy set works aswell. It comes down to fashion and playstyle.
RELIC:
- Siphon Heart (On use, grants 10% of dase damage dealt as Lifesteal for 10s)
- Void Heart (On use, reduces incoming damage by 50% for 4s. When buff ends, heals 100% of missing Health over 0.75s)
Honestly, Relics are all down to your personal preference.
AMULET:
There are lot of viable options. Comes down to what you end up finding. I will list a few that work well with this build:
- Ankh of Power (Passive 15% dmg increase, doubled for 15s after consuming a Relic)
- Chains of Amplification (20% dmg vs enemies with a Status effect)
- Death's Embrace (20% dmg when not on full life, HASTE when below 50% health)
- Decayed Margin (Lifesteal, increased with missing health, 25% Melee damage when on full life)
- Matriarch's Insignia (Increases Melee Damage by 35% and causes all successful Melee Attacks to restore 10 Stamina)
- Navigator's Pendant (Grants 20 Health, 20 Stamina, and -10 Armor Encumbrance - USE WITH HEAVY ARMOR)
- Ravager's Mark (Increases all damage dealt to BLEEDING targets by 20%. Bonus increases to 30% for targets with 50% or lower Health)
Personal preference: Matriarch's Insignia and Decayed Margin
RINGS:
Same deal as Amulet. Many options, lots of viable rings that work perfectly for this build. Pick any combo that you like!
- Akari War Band (Perfect Dodges increase Critical Chance by 15% and Critical Damage by 15% for 15s)
- Berserker Crest (Increases Melee Charge Speed by 20% and reduces Melee Stamina Cost by 25%)
- Black Pawn Stamp (Reduces Cooldowns of Skills by 10% which is an extra 3 seconds off the CD of Worm Hole)
- Blood Jewel (Charged Melee Attacks apply BLEEDING, dealing 460 BLEED damage over 20s)
- Booster Ring (Increases all Status Resistances by 10)
- Burden of the Destroyer (Decreases Ideal Range of all Firearms by 25%. Increases all damage dealt by 15%)
- Burden of the Rebel (Reduces Skill Cooldowns by 15% but increases Relic Use Speed by 25%) - This is where Energy Wall, Time Lapse and Healing Shot come in
- Burden of the Stargazer (Reduces Skill Cooldowns by 15%. Activating a Skill costs 15% Health) - Use at your own risk, preferably only after maxing out Siphon and using other sources of healing or Lifesteal
- Celerity Stone (Increases Consumable and Relic Use Speed by 20%) - When using consumables often
- Dran Memento (Increases Max Stamina by 20 and reduces Encumbrance by 5)
- Dying Ember (Gain 5% of base Melee damage dealt as Lifesteal)
- Encrypted Ring (Casting a Skill or Mod grants a Heal over Time that heals 10% of max HP over 10s. Reapplication increases duration up to a max of 30s) - Perfect when combined with Burden of the Stargazer
- Excess Coil (Activating a Skill grants a SHIELD for 25% of Max Health. Cannot stack with itself. Lasts 10s)
- Fae Bruiser Ring (Dealing Melee damage grants 2 Stack of BULWARK for 7s. Does not stack with itself)
- Fae Protector Signet (Increases Max Health and Stamina by 10 and Reduces Encumbrance by 5)
- Fae Warrior Ring (Increases Melee Damage by 15%)
- Flyweight's Sting (Increases Melee damage while Armor Encumbrance is below 50. Damage bonus increases with lower Encumbrance, up to 25% at 0 Weight)
- Frivolous Band (Increases Evade Speed by 10%. Perfect Evades increase Fire Rate by 10% and Melee Speed by 10% for 10s)
- Ring of the Robust (Increases Max Health by 10, and Armor Effectiveness by 15)
- Slayer's Crest (Increases Melee damage by 25% when attacking enemies from behind)
- Stone of Balance (Increases all damage by 7%)
- Stream Coupler (Using a Skill regenerates 10% of Max Health over 5s) - Another ring that's perfect with Stargazer
Personal preference: Burden of the Rebel and Burden of the Stargazer with either Dying Ember (general) or Encrypted Ring (depends on enemies) and either Fae Warrior Ring or Excess Coil (depends on enemies)
GENERAL HOW TO PLAY:
Spam Worm Hole. That's it. Find enemy, hold Worm Hole to teleport behind enemy, stab.
Once you obtain the Assassin's Dagger it's slightly different. You'll want to Charge Attack, Worm Hole, Charge Attack.
Unarmed Build
Primary Archetype: Challenger
Secondary Archetype: Invader
Primary Skill: Juggernaut
Secondary Skill: Worm hole
Long gun: None
Hand gun: None
Melee weapon: None
Armor: Leto Mark II Set
Amulet: Decayed Margin
Rings: Meteorite Shard Ring, Tarnished Ring, Haymaker’s Ring, Dying Ember
Relic: Void Heart
- Anonymous
The church of holy crits (heavy weapons edition)
It is a build that focuses on being a crit monster and obliterating even Apocalypse boss rush with ease using half-health and raw mitigation memes
With this setup you have a permanent +45% global damage, +25% global crit and +15% global crit damage from the 3 rings and necklace alone. (will reset when you take damage, but with the regen you won't care.
Classes can be replaced, they just won't be as tanky.
Warden Primary if you want even more defense (Pick assault drone for more DPS, though if wanting to not die ever, shield/heal drone)
Engineer primary if you want to overcharge for more silly dakka (pick the minigun for ease of use. otherwise pref)
Use the other as the second class.
Skills: Fortify, Regrowth, Vigor, Triage, Strong Back, Barkskin, Bloodstream. Dark Pact (rest are a preference, tho I suggest Insight and Preservation for more ease of play esp if using a shield drone)
Long Gun: Corrupted Deceit (Supercharger to make the gun fun) You end up giving the damn thing around a 50% crit chance using this build, have fun.
Hand gun: Any with positive crit, though recommendations would be mp60-R or what I'm using, Corrupted Nebula with (Dreadful)
Melee: preference, though World Edge (tainted blade) is always funny
Armor: full Phetyr, or Leto 1/2 mixed to stay under Ultra weight (along as your raw armor stat left side says over 55% you'll hit res cap with everything up)
Heart: Broken heart is perfect for this )tranquil if you don't have it works too), Bloodless if you're getting chunked too badly.
Amulet: Canine Keepsake the CORE of this build. literally.
Ring 1: Restriction cord (enables the entire build do not pass go or collect 200 dollars)
Ring 2: Ring of Phantom pain (Another main enabler for the build also cue metal gear solid five joke)
Ring 3: Ring of the Damned (who doesn't like more damage? optional though)
Ring 4: Ring of Ordinance/flex (It makes drone and turret better, what more to say?)
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