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It pains that I'm gonna have to take leadership roles. I'm not a gamer. I play a game once in a while, over the years, with a buddy. Four uncoordinated players can result in wasted time by every measure. I've seen a handful of groups fail Fervor because everyone thinks they can ignore a BA Wardog and the thing starts pulling people with its frustrating barriered hit and run routine. Ignoring some enemies might result in a player being killed. For example, a trooper with its dual corrosion can take someone out in a couple seconds if unnoticed. So people key on those. But they're not a real danger. Who cares if someone's gotta run back to the fight from a few seconds away. That's not really risking catastrophe. But the wardog finally pisses someone off and away they go after it. Maybe a second player accompanies, or a second wardog does it. Now the group is in two. Then... everyone is running back to the battle and it's a fail.

Someone's gotta highlight targets for the group. I'm noob. Ps4 noob and game noob. I just read a lot. But I gotta be in charge. 90% of the time, no one is, and that's often a fail. Literally "mission failed"/"you suck". I didn't buy a game to be told I suck, so I gotta boss people? This ps4 is starting to seem like a deal with the devil.

You have just encapsulated ever PUG experience in every game ever. :lol:

I have been an avid gamer since the Atari 2600 in the late 1970s, and have experienced it all in those 40+ years, and at my age I avoid team play like the plague unless I am real life friends with my teammates simply because you invariable play with a lot of immature children (of all ages) who have an irrepressible urge to blame everyone around them for team failures... and I'm too old to have a 12 year old bitching at me on chat. :2razz:
 
And now for something completely different.

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Moze and FL4K got a 2 second cool down on their +1/crit builds makes the Moze build slightly less viable and limits the FL4K build to weapons with slow attack speed. That's fine, and seems warranted, but I feel for Moze players since her other builds are pretty weak. Granted, she was a no-show for a lot of boss fights where grenades didn't really work, but it'd be nice if they gave her other trees some buffs in the process.

FL4K players will keep on keeping one, the +1/crit fade build is still crazy, you just have to switch to a shotgun rather than an auto sniper.

Also, they attempted to patch a gigantic bug in the game that apparently didn't work, and an exploit persists that breaks the game. The exploit is this:

1) Equip the artifact that gives you 5 seconds of immunity when you hit 50% health
2) Hit 50% health
3) during the 5 second window tab into inventory and drop (not unequip) the artifact and then equip some other artifact.
4) resume game and pick up the dropped artifact.
5) Ta Da. You are immune forever... well, until you turn the game off, anyway.

The thing that sucks about this bug is that it persists through changing zones and even changing to multiplayer, so multiplayer is now filled with immortality hacks.
 
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Correction: Apparently the patch made it so all you need to do is swap it for another artifact.
 
Since the nerf of the FL4K +1/Crit I decided to finally go grind for a Shotgun that I had heard a lot about, the "One Pump Chump" (OPC).

The fight itself was pretty hilarious when you go into it cold. The mini-boss appears out of a door in the Promethea sewers that is locked by a puzzle of switches and buttons, etc. that you have to activate in a specific order. The boss strolls out of the door and kills you... or at least he does i you go in like I did trying to experience it the first time cold. He literally kills you in one shot. There is no crazy 1,000,000 pt HP hit or anything, it is just a flat up trigger, he hits you, you are dead. You could be level 50 trying to help some level 15 buddy out and he hits you, you die.

Kind of funny. He is also rather frantic, and runs around and jumps a mile, and a lot of other things that can make you scream like a child when you are off rhythm... but eventually you get a rhythm, figure out what to shoot him with, and he becomes pretty easy. FL4K actually has it pretty easy since his pet will invariably get the first murder attack, giving you precious seconds to shoot him before you have to run for it.

So, the shotgun... is a thing of beauty. It is a slug shooter, firing one bullet rather than a spread, for massive damage (seriously, the +% Damamge rolls of that shotgun are insane), and it is as accurate as a sniper.

The only downside, if you can call it that, is that, as per the namesake, it only holds 1 round.

THis is HEAVILY mitigated by two things: 1) Reload is usually about 1 second and 2) there is a 50% chance that your shot doesn't consume any ammo.

That last bit was what I had heard and send me on the quest. It seemed like the perfect FL4K weapon. It's fire rate was relatively slow, so you'd get a chance at the +1/crit proc every other shot. BUT, that 50% chance to not even use a shell is HUGE for that +1/crit build since it pretty much guarantees that there is a descent chance with every shot that I don't use a round. When my aim is good and I am putting in head shots, I use no ammunition at all. I had a really good full Athena boss run where I started with a full load of 200 shells, didn't stop to pick up ammo (though I may have run over some dropped by enemies) and finished the run with 198 shells. I can one shot the big armored Maliwan brutes with a single shot to their ammo pod. Good times!!

So yeah, to loop back around to PoS's question/statement earlier... yeah, there is a Sniper build in the game, it just uses a shotgun. :lol:

(ducks head, awaiting nerf)
 
Snipe opportunities are rare. Enemies close range quickly and return fire effectively at any range. It's mostly mid to close range popping in and out of cover. Some shotguns have effective ranges that might as well be the end of the map; the need to go to sniper rifle occurs are ranges that almost never occur and might as well be dealt with via rocket launcher.

Unlike some games, this one allows the player to power over even bosses. There's no need, and it's rarely appropriate, to snipe. Into the fray, faith in the code, you'll win.

Funnily, the best sniper rifles behave like other weapons. One could argue the best assault rifle and the best shotgun in the game are both sniper rifles (Lyuda and Firestorm, respectively).

I prefer to blast people away from a distance with headshots before they can close in, so this is disconcerting.
 
I prefer to blast people away from a distance with headshots before they can close in, so this is disconcerting.

You can still do that with the right weapons. If you play FL4K, his near-infinite ammo build now benefits sniper and shotguns most given their slow fire rate.

See the post I just posted. You can get a legendary shotgun that shoots slugs that is essentially the perfect sniper rifle.
 
Since the nerf of the FL4K +1/Crit I decided to finally go grind for a Shotgun that I had heard a lot about, the "One Pump Chump" (OPC).

The fight itself was pretty hilarious when you go into it cold. The mini-boss appears out of a door in the Promethea sewers that is locked by a puzzle of switches and buttons, etc. that you have to activate in a specific order. The boss strolls out of the door and kills you... or at least he does i you go in like I did trying to experience it the first time cold. He literally kills you in one shot. There is no crazy 1,000,000 pt HP hit or anything, it is just a flat up trigger, he hits you, you are dead. You could be level 50 trying to help some level 15 buddy out and he hits you, you die.

Kind of funny. He is also rather frantic, and runs around and jumps a mile, and a lot of other things that can make you scream like a child when you are off rhythm... but eventually you get a rhythm, figure out what to shoot him with, and he becomes pretty easy. FL4K actually has it pretty easy since his pet will invariably get the first murder attack, giving you precious seconds to shoot him before you have to run for it.

So, the shotgun... is a thing of beauty. It is a slug shooter, firing one bullet rather than a spread, for massive damage (seriously, the +% Damamge rolls of that shotgun are insane), and it is as accurate as a sniper.

The only downside, if you can call it that, is that, as per the namesake, it only holds 1 round.

THis is HEAVILY mitigated by two things: 1) Reload is usually about 1 second and 2) there is a 50% chance that your shot doesn't consume any ammo.

That last bit was what I had heard and send me on the quest. It seemed like the perfect FL4K weapon. It's fire rate was relatively slow, so you'd get a chance at the +1/crit proc every other shot. BUT, that 50% chance to not even use a shell is HUGE for that +1/crit build since it pretty much guarantees that there is a descent chance with every shot that I don't use a round. When my aim is good and I am putting in head shots, I use no ammunition at all. I had a really good full Athena boss run where I started with a full load of 200 shells, didn't stop to pick up ammo (though I may have run over some dropped by enemies) and finished the run with 198 shells. I can one shot the big armored Maliwan brutes with a single shot to their ammo pod. Good times!!

So yeah, to loop back around to PoS's question/statement earlier... yeah, there is a Sniper build in the game, it just uses a shotgun. :lol:

(ducks head, awaiting nerf)

With its tiny reticle, I find other shotguns do way more damage, especially Maliwan. For your Flak build, I get it, but regular dude running about... The dps is just not there. Perhaps the ultimate nail in its coffin is that it's kinetic and on TVHM and Mayhem 3 kinetic doesn't cut mustard (except rarely when boosted by MM). Compare that shotgun to to a Dahl shock pistol (x2 version) and my +45% Dahl crit from class mod, and in comparison it doesn't hurt shields.

I got a Trev Maliwan shotgun from the OPC loader, far superior. When I place my clone with it, it freezes everything while I knock their shields off.

Have you tried a Lyuda (sp) sniper rifle? Can get one for completing the ninja guy's hit list. It's what everyone uses for youtube videos. I still need the x2 version, didn't get one of those from completing his quest.

Got an x2 Brainstormer shotgun (14 pellets instead of 7). I expect to use it on an Amara build.

I also have an x2 "Feel the wave" shotgun (20 pellets instead of 10) but that thing sucks unless one can dump it directly into a head. That might work for Flak at close range.
 
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With its tiny reticle, I find other shotguns do way more damage, especially Maliwan. For your Flak build, I get it, but regular dude running about... The dps is just not there. Perhaps the ultimate nail in its coffin is that it's kinetic and on Mayhem 3 kinetic doesn't cut mustard. Compare that shotgun to to a Dahl shock pistol and my +45% Dahl crit from class mod, and in comparison it doesn't hurt shields.

I got a Trev Maliwan shotgun from the OPC loader, far superior. When I place my clone with it, it freezes everything while I knock their shields off.

Right, I am talking FL4K and, truth be told, I like builds that take away some nagging concern or another completely. At level 50 the One-Pump-Chump can role base damage pushing 5k, which is more than enough for most fights, and it can snipe better than a lot of snipers since the recoil is low, and 50% of the time you can put 2 shots on target without a reload even without the FL4K skills. I hear people fawn over the BL3 version of the shotgun Flakker, but I see "Consumes 5 ammo per" and I think "nope! I'll always be short on ammo".

On a side note, it seems that the game designers have a serious issue with inifite ammo builds. That is a shame, because my first ever BL character was the commando who had a turret skill that would auto refill health and ammo. Whenever I have to open ammo chests I feel like a peasant.

And finally, I saw another major bug/exploit has been discovered with the Tyreen Calypso fight. Apparently when he does his charge attack you can jump in the water and he follows you and dies immediately. The one caveat, if you can call it that, is all of his loot drops off the map, but any legendaries wind up in your lost and found anyway.
 
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Have you tried a Lyuda (sp) sniper rifle? Can get one for completing the ninja guy's hit list. It's what everyone uses for youtube videos. I still need the x2 version, didn't get one of those from completing his quest.

Got an x2 Brainstormer shotgun (14 pellets instead of 7). I expect to use it on an Amara build.

I also have an x2 "Feel the wave" shotgun (20 pellets instead of 10) but that thing sucks unless one can dump it directly into a head. That might work for Flak at close range.

I have not. The biggest exploit with the Lyuda was with the Flak +1/crit build. It melted non-phased boss fights since the 14-18 round magazine was effectively 60+ while under the Fade buff.

I'm sure it is still very effective, even nerfed it would out DPS the One-Pump in all but the luckiest 50/50 streaks... but the issue then becomes the small ammo pool for sniper rifles. the Lyuda was great when it essentially had infinite ammo in a boss fight, not sure that is the case anymore. One-Pump will easily last a whole boss fight since you don't lose ammo on criticals.

I think the weapon I want the most is the Rowan's Call. That assault rifle adds 2 rounds per critical and ricochets 2 rounds per critical. With my FL4K build that gun is an insane room clearer, and is also essentially infinite ammo.

I completely forgot about the Zero quests ... I guess I know what I am doing the next time I play.
 
Right, I am talking FL4K and, truth be told, I like builds that take away some nagging concern or another completely. At level 50 the One-Pump-Chump can role base damage pushing 5000k, which is more than enough for most fights, and it can snipe better than a lot of snipers since the recoil is low, and 50% of the time you can put 2 shots on target without a reload even without the FL4K skills. I hear people fawn over the BL3 version of the shotgun Flakker, but I see "Consumes 5 ammo per" and I think "nope! I'll always be short on ammo".

On a side note, it seems that the game designers have a serious issue with inifite ammo builds. That is a shame, because my first ever BL character was the commando who had a turret skill that would auto refill health and ammo. Whenever I have to open ammo chests I feel like a peasant.

And finally, I saw another major bug/exploit has been discovered with the Tyreen Calypso fight. Apparently when he does his charge attack you can jump in the water and he follows you and dies immediately. The one caveat, if you can call it that, is all of his loot drops off the map, but any legendaries wind up in your lost and found anyway.

I'll agree that quality of life is greater than dps. Less dps means more tactics. Less quality of life is just that.

For OP shotguns, try Brainstormer (electrical links to all nearby enemies, sapping all of their shields for a few seconds), Trev (just dump element center mass) or Hellraiser (kinetic headshots for 40k). I wish I could get the wave shotgun to work. With the x2 version, damage is insane. I just can't get close enough (and aim at the same time) often enough. The pellets quickly spread apart and do very little independently. I might finish a Flak build just to see the weapon come to fruition.

Infinite ammo builds eliminate more than one nagging concern. It eliminates looting, and reload, and...
 
I have not. The biggest exploit with the Lyuda was with the Flak +1/crit build. It melted non-phased boss fights since the 14-18 round magazine was effectively 60+ while under the Fade buff.

I'm sure it is still very effective, even nerfed it would out DPS the One-Pump in all but the luckiest 50/50 streaks... but the issue then becomes the small ammo pool for sniper rifles. the Lyuda was great when it essentially had infinite ammo in a boss fight, not sure that is the case anymore. One-Pump will easily last a whole boss fight since you don't lose ammo on criticals.

I think the weapon I want the most is the Rowan's Call. That assault rifle adds 2 rounds per critical and ricochets 2 rounds per critical. With my FL4K build that gun is an insane room clearer, and is also essentially infinite ammo.

I completely forgot about the Zero quests ... I guess I know what I am doing the next time I play.

Fade dumping a Lyuda into Graveward still kills it. Maybe a second mag, but most videos don't look like there's a reload. I figure it's gotta be x2 and fire element. I got an x1 corrosion from my ninja dude. Waiting for a world drop one.
 
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Infinite ammo builds eliminate more than one nagging concern. It eliminates looting, and reload, and...

Yeah, I had a dream of an all-pistol build that used the Extreme Hangin' Chad as my restocker before they nerfed FL4K.

I'm still working on a no-reloads FL4K build, but I need to gather all the pieces. I still need the Rowan's Call and a purple shield that rolls 3 Absords.
 
Fade dumping a Lyuda into Graveward still kills it. Maybe a second mag, but most videos don't look like there's a reload. I figure it's gotta be x2 and fire element. I got an x1 corrosion from my ninja dude. Waiting for a world drop one.

Poor Graveyard. He's the shooting range for min-maxers testing their builds.
 
Yeah, I had a dream of an all-pistol build that used the Extreme Hangin' Chad as my restocker before they nerfed FL4K.

I'm still working on a no-reloads FL4K build, but I need to gather all the pieces. I still need the Rowan's Call and a purple shield that rolls 3 Absords.

I see those no reload builds on youtube. I have one such weapon, an assault rifle (vladof) in fire element. I don't think it's x2, but it's a start. For Fane with my build in tvhm, it's not effective vs shields. In the youtube videos with proper builds and x2 fire weapons, shields go down quick and then red health vaporizes. Me? I'm always changing weapons. I've an x2 shock Dahl pistol, fire Dahl assault, corrosion x2 Dahl smg (Sleeping Giant, so sweet) and a Scourge rocket launcher in corrosion. I'm switching all the time, sometimes just to place my clone with a weapon that I switch away from immediately after placing. I need to work the swap speed skill into my build.

I sometimes leave a weapon empty when swapping, so swap speed is kinda sometimes reload speed. I gotta give up defense for it though, and I'm a noob bullet sponge. I figure leaving a weapon empty is noob, so my build kinda helps to take away the constant nag of being noob. My clone insures I help the group and my defense limits clueless deaths. But I want that swap speed; I spend too much time without a reticle.
 
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I see those no reload builds on youtube. I have one such weapon, an assault rifle (vladof) in fire element. I don't think it's x2, but it's a start. For Fane with my build in tvhm, it's not effective vs shields. In the youtube videos with proper builds and x2 fire weapons, shields go down quick and then red health vaporizes. Me? I'm always changing weapons. I've an x2 shock Dahl pistol, fire Dahl assault, corrosion x2 Dahl smg (Sleeping Giant, so sweet) and a Scourge rocket launcher in corrosion. I'm switching all the time, sometimes just to place my clone with a weapon that I switch away from immediately after placing. I need to work the swap speed skill into my build.

I sometimes leave a weapon empty when swapping, so swap speed is kinda sometimes reload speed. I gotta give up defense for it though, and I'm a noob bullet sponge. I figure leaving a weapon empty is noob, so my build kinda helps to take away the constant nag of being noob. My clone insures I help the group and my defense limits clueless deaths. But I want that swap speed; I spend too much time without a reticle.

I have relegated shield mitigation to grenades. There is a MIRV-ish grenade mod that splits the grenade and arcs damage to everyone in a large area, I can't remember off the top of my head what it is called, that is very effective. Have you tried the EMP grenade? In theory it is great, but I have not been incredibly lucky with it. It drops off of the mini-boss near Atlas HQ.
 
I have relegated shield mitigation to grenades. There is a MIRV-ish grenade mod that splits the grenade and arcs damage to everyone in a large area, I can't remember off the top of my head what it is called, that is very effective. Have you tried the EMP grenade? In theory it is great, but I have not been incredibly lucky with it. It drops off of the mini-boss near Atlas HQ.

Moze, grenade build, a good weapon with no elemental that puts a lot of bullets downfield and whispering ice will carry you through almost anything.


Edit: Scourge is sweet. Roisen's thorns almost seems tailored to Moze and an explosion build. If you get a laser-sploder, that thing is sheer death.
 
Moze, grenade build, a good weapon with no elemental that puts a lot of bullets downfield and whispering ice will carry you through almost anything.


Edit: Scourge is sweet. Roisen's thorns almost seems tailored to Moze and an explosion build. If you get a laser-sploder, that thing is sheer death.

I think the best grenade for a Moze explosion build is the "Rain" version of the Firestorm mod. That thing is just insane.
 
I think the best grenade for a Moze explosion build is the "Rain" version of the Firestorm mod. That thing is just insane.

Its not a porcelain bomb. That thing was ridiculous before they nerfed it.

I like the ice because it takes firing control away from trash, just burn through em fast.
 
I have relegated shield mitigation to grenades. There is a MIRV-ish grenade mod that splits the grenade and arcs damage to everyone in a large area, I can't remember off the top of my head what it is called, that is very effective. Have you tried the EMP grenade? In theory it is great, but I have not been incredibly lucky with it. It drops off of the mini-boss near Atlas HQ.

The red word description is "E=mcwtf". It picks enemies up and flings them around. Totally OP. But Fane doesn't usually throw grenades and I avoid the skills the make the clone do it, or my weapon to do it, to avoid friendly fire deaths (friendly splash kills).

Dunno EMP.

Other than Fane, yes, I intend to employ that OP shock grenade. Then I can walk with a fire weapon instead of shock.

Regarding shotguns, I should have mentioned The Butcher. Mine is corrosive which mitigates its use, but it's smg fire rate.

I lost some shield delay reduction and health regen for the swap speed skill. It's great, just gotta be a little more careful.
 
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I think the best grenade for a Moze explosion build is the "Rain" version of the Firestorm mod. That thing is just insane.

Side note (somewhere earlier you mentioned high ammo consumption not always being great): Not all x2 versions of weapons consume 2 ammo per shot. They're like 300x2 instead of 400 and still consume one ammo per shot.
 
Side note (somewhere earlier you mentioned high ammo consumption not always being great): Not all x2 versions of weapons consume 2 ammo per shot. They're like 300x2 instead of 400 and still consume one ammo per shot.

Correct, my general rule of thumb is to just divide the weapon damage by the number of bullets it consumes to get a baseline per-bullet damage. I opt for higher per-bullet damage.

I confirmed that the +1/crit is now entirely useless for anything with a descent rate of fire. That 2 sec global cool down means that for every 30 rounds I spend with a high ROF pistol, I need to fire the EHC for a minute... or roughly a 20-to-1 ratio to maintain a stock pile. That hardly makes a dent. Luckily the EHC is a descent pistol at level 49/50, it is effective in Mayhem 3 in a pinch.

I also finished the Zero quests and got a Lyuda. The stats aren't very good though... it would have been great pre-nerf, though. While it has a low damage rating of 1050, it has a 20 round magazine.

It's great in Mayhem 1, pretty useless in Mayhem 3
 
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Correct, my general rule of thumb is to just divide the weapon damage by the number of bullets it consumes to get a baseline per-bullet damage. I opt for higher per-bullet damage.

I confirmed that the +1/crit is now entirely useless for anything with a descent rate of fire. That 2 sec global cool down means that for every 30 rounds I spend with a high ROF pistol, I need to fire the EHC for a minute... or roughly a 20-to-1 ratio to maintain a stock pile. That hardly makes a dent. Luckily the EHC is a descent pistol at level 49/50, it is effective in Mayhem 3 in a pinch.

I also finished the Zero quests and got a Lyuda. The stats aren't very good though... it would have been great pre-nerf, though. While it has a low damage rating of 1050, it has a 20 round magazine.

It's great in Mayhem 1, pretty useless in Mayhem 3

I like the per bullet analysis. Unusual.

The latest update changes that cooldown to .3 seconds. They claim the 2 seconds was in error.

I'm currently using Amara with anointed "+300% damage after Phaseslam" weapons. A shotgun is sick, just one shots medium enemies. The smg is meh; tough to aim in a mess, but it melts when I get it on target at +300%. Phaseslam for the 300%; doesn't matter if Phaseslam hits anything (though it can be decent). Nice per bullet damage on that build.
 
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I like the per bullet analysis. Unusual.

The latest update changes that cooldown to .3 seconds. They claim the 2 seconds was in error.

I'm currently using Amara with anointed "+300% damage after Phaseslam" weapons. A shotgun is sick, just one shots medium enemies. The smg is meh; tough to aim in a mess, but it melts when I get it on target at +300%. Phaseslam for the 300%; doesn't matter if Phaseslam hits anything (though it can be decent). Nice per bullet damage on that build.

An unintentional error, or an unforced error? ;)

0.3 is definitely more doable. That makes the Lyuda build viable again. Essentially half the shots have a chance of being refunded. It really all comes down to Mayhem mode randomizers. I know when I am boss farming in Mayhem 2 I just restart when the "15% chance to reflect shots" comes up since a Lyuda build would murder me on that setting. :lol:

I've decided to min-max FL4K for Mayhem 3 before I move on

Also, also, back to a previous grenade you mentioned. That is the Quasar grenade. I got one last night but haven't used it yet. If you haven't gotten the EMP grenade you should see if it is better for you. It drops off of the Zero quest tink in the sewers... sorry, Fart Caves, near Atlas HQ. (Out the Catch-A-Ride door from Atlas HQ, left across the bridge, immediate right through a Maliwan camp, jump the guard rail down into a down ramp then through the first door on the right and down the hole) ... I remember how to get to him but can't remember his name.
 
An unintentional error, or an unforced error? ;)

0.3 is definitely more doable. That makes the Lyuda build viable again. Essentially half the shots have a chance of being refunded. It really all comes down to Mayhem mode randomizers. I know when I am boss farming in Mayhem 2 I just restart when the "15% chance to reflect shots" comes up since a Lyuda build would murder me on that setting. :lol:

I've decided to min-max FL4K for Mayhem 3 before I move on

Also, also, back to a previous grenade you mentioned. That is the Quasar grenade. I got one last night but haven't used it yet. If you haven't gotten the EMP grenade you should see if it is better for you. It drops off of the Zero quest tink in the sewers... sorry, Fart Caves, near Atlas HQ. (Out the Catch-A-Ride door from Atlas HQ, left across the bridge, immediate right through a Maliwan camp, jump the guard rail down into a down ramp then through the first door on the right and down the hole) ... I remember how to get to him but can't remember his name.

I'm kinda hoardy about legendaries. I pushed characters to Sanctuary (level 8) to hold gear. I put trash level 50 weapons in bank (generally harvested from Proving Grounds), the lowbie retrieves them and sells them for about a half mil total (with loot saver supplying another 13 minus legends that get banked for pickup by the appropriate character) and upgrades backpack SDU. I have a character for pistols, smg, shotguns, etc (about ten of them). I have twenty something of every category of legendary. I also have a character for good epic annointed gear, and one for doubles (to give away). Not gonna hold triples, gonna drop them.

If I don't have it, I'll grab it like a celebrity.

My problem with my current Amara build is that I'm better off Phase slamming in cover and then hitting enemies with the 300%. Half the time, Phase slam gets me in more trouble than it solves. Perhaps when I can add some defensive skills (I'm only level 30) it will be more useful in and of itself. The worst is hitting a barrel, instant ffyl; gotta get splash resistance to stop that.
 
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