The added mod power from this melee weapon might provide enough mod power generation in staggered engagements to avoid using ranged weapons altogether.Ĭharge attacks inflict an additional 100% bonus stagger damage. Generates 2x the amount of Mod Power per damage dealt Additionally, this mod combined with the Soul Link ring has the potential to heal more than half your health for every beetle. Seeker is a great tool for burst damage and the mod power generation / weapon mod damage in this build really makes it shine. ![]() ![]() ![]() Summons a BEETLE that will rush towards enemies and explode dealing 480 CORROSIVE damage within 4 meters. The downside is that they attack in melee range meaning you have to draw enemies towards them and that this mod is only accessible through Curse of the Jungle God. The cherry on top is that they have life steal. You can have two of them and they do only slightly less damage than Very Good Boy. Tentacles deal 225 SHOCK damage, steal 1.25% of the hero's Max Health per hit, and apply the OVERLOADED effect. Launches a projectile which summons a TENTACLE. Tentacle Shot (Integrated into Curse of the Jungle God).The mod power generation in this build sort of cancels out that con as you can just spam them out to change their positioning and "take them with you" from area to area. (Max 2)ĭeals out damage at range like nobody's business, downside is that the turrets are stationary and can zone teammates. Summons a full automatic TURRET that shoots at 5 rounds per second and deals 15 damage per hit. Mobile melee summon that does decent damage, downside is you can only have one. Pet the dog to increase his damage dealt by 5% for 60 seconds. Summons a VERY GOOD BOY that deals 240 damage per bite. Mobile melee summon, they look hilarious, you can have two of them. Summons a ROOT HOLLOW that deals 150 damage per hit. (Max 2)īeckon is the most versatile summon IMO because it is the only summon that both follows you and deals ranged damage. Summons a WASTELAND SKULL which shoots projectiles that deal 120 damage per hit. For example, the Osseous, Radiant, and Twisted armor sets have incredibly strong set bonuses, but the conditions to maintain or achieve those set bonuses are either too tedious or unreliable to merit using them at all. I specifically didn't include builds that I think are too conditional.If you spot a mistake, have a suggestion, or have a better idea of what a certain build template should look like, shoot me a message. ![]() I'm not claiming that any of these builds are original or unique, they are simply cookie cutter templates I use as a reference.As for weapons and armor, all weapon and armor stats reported are those of fully upgraded weapons / armor. Rather, it is the damage value that the mod would have if equipped by a naked person with no traits. For example, if I say that a weapon mod does 150 damage, that value is not reflective of the final damage it will do with the rest of the build equipped. For clarity's sake, the weapon mod values shown are base values without any augments from gear or traits. In this guide, I include the stats of relevant weapon mods and also show my Advanced Stats screen in screenshots.
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