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Found 70 results

  1. kzinsans Link to build Commander Archetype Havoc Escape Artist + Team Perk Totally Rockin' Out Loadout Perk Hero Name Battle Beat Breakbeat Wildcat Fumble Varsity Hiro Critical Blast Buckshot Raptor Shell Shock Shrapnel Headhunter Ghoulish Cackle Willow Details (This is my first Build so any feedback or any criticism would be appreciatable) Pretty much you are unkillable **Exploring the build** Achetype Havoc is a underrated Hero/Commander. His commander perk is Escape Artist "Using Shockwave gives you increased spped by 40% and armor of 145 for 9 sec." and as you know Shockwave is a Close-Range Ability with a good impact, with this in mind if you want to use this ability you need to be really close to husks for you to profit from it. that's where shotguns come into play, i will assume you are using these weapons (Pulsar 9000, Stalwart Squire or the new shotgun Black Drum or any close range shotgun) you need to be in range to use them, and sometimes you're gonna get swarmed with husks or getting attacked by 4 Blasters at once and this where this build shines. as Soon you're below half HP use your shockwave which as gonna do alot for you **Support Team** since we're using Totally Rockin' Out (Rockin' Riff increase CR by 160 and heals for 73 Base HP. Obtained by having Dennis Jr.)we gonna use Breakbeat Wildcat (Eliminating 10 Enemies in 9 Sec grants you Rockin' Riff) and Varsity Hiro (Eliminated Enemies have 7% chance to drop a Football, picking them up grants Rockin' Riff). These two synergize pretty good together since you're gonna be killing alot of husks with your shotguns or just by using Shockwave. Buckshot Raptor (Increases Shotgun CD by 75%) and Shrapnel Headhunter (Increase Shotgun Damage by 17%) these two appear in every shotgun build because their perk is good, doing more damage is always good in this game. Lastly we have Willow (Increase Ability Damage based on percentage of your missing health) one of the Best/Worst heros in the game, this hero in itself pretty harsh on Players who are alwayes used to have Max HP and-or to new players who don't understand the mechanics of this hero, but all that aside she goes pretty good with Havoc. **How to Use** Since we have Totally Rockin' Out you are gonna be rarely at Low HP and if that happens and you are getting blasted just use your Shockwave which is gonna be doing alot of damage (Because of Willow) also you are getting some armor and increased speed (Havoc's Perk) which will allow to sustain for a good duration. so that's all just go and have fun. :) Edit: for gadgets use whatever you like Gadgets Hover Turret Slow Field
  2. jdrinker Link to build Commander Swordmaster Ken Legendary Blade + Team Perk Endless Shadow Loadout Perk Hero Name Anatomy Lessons Whiteout Fiona Assassination Assassin Sarah Corrosive Strikes Deadly Blade Crash Wings Of The Dragon Dragon Scorch Saurian Claws Paleo Luna Details This build kills pretty much everything with a couple of sword swings, when you are in Shadow Stance and you have a sword with +30 Crit Rating and +135% Crit Damage. If you need a little more survivability you can swap Paleo Luna for Survivalist Jonesy. If you want to do some extra Damage inbetween sword swings, swap Paleo Luna for Snuggle Specialist Sarah or The Cloaked Shadow. Gadgets Hover Turret Adrenaline Rush
  3. jdrinker Link to build Commander Swordmaster Ken Legendary Blade + Team Perk Endless Shadow Loadout Perk Hero Name Anatomy Lessons Whiteout Fiona Assassination Assassin Sarah Corrosive Strikes Deadly Blade Crash Wings Of The Dragon Dragon Scorch Saurian Claws Paleo Luna Details This build kills pretty much everything with a couple of sword swings, when you are in Shadow Stance and you have a sword with +30 Crit Rating and +135% Crit Damage. If you need a little more survivability you can swap Paleo Luna for Survivalist Jonesy. If you want to do some extra Damage inbetween sword swings, swap Paleo Luna for Snuggle Specialist Sarah or The Cloaked Shadow. Gadgets Adrenaline Rush Hover Turret
  4. jonnydiezel Link to build Commander Beetlejess Make It Count + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Claws Paleo Luna Saurian Might Rex Jonesy Assault Crit Damage Tactical Assault Sledgehammer Assault Damage Rescue Trooper Havoc Waste Not Want Not Liteshow Spitfire Details If you have no bundlebuss like me this might be a good alternative Lots of damage for the weakspots with your best SMG , I use my silenced specter Wicked Wind for the horns Phase shift provides mobility, turrets for crowd clear Gadgets Adrenaline Rush Hover Turret
  5. jonnydiezel Link to build Commander Beetlejess Make It Count + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Claws Paleo Luna Saurian Might Rex Jonesy Assault Crit Damage Tactical Assault Sledgehammer Assault Damage Rescue Trooper Havoc Waste Not Want Not Liteshow Spitfire Details If you have no bundlebuss like me this might be a good alternative Lots of damage for the weakspots with your best SMG , I use my silenced specter Wicked Wind for the horns Phase shift provides mobility, turrets for crowd clear Gadgets Adrenaline Rush Hover Turret
  6. jonnydiezel Link to build Commander Beetlejess Make It Count + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Claws Paleo Luna Saurian Might Rex Jonesy Assault Crit Damage Tactical Assault Sledgehammer Assault Damage Rescue Trooper Havoc Waste Not Want Not Liteshow Spitfire Details If you have no bundlebuss like me this might be a good alternative Lots of damage for the weakspots with your best SMG , I use my silenced specter Wicked Wind for the horns Phase shift provides mobility, turrets for crowd clear Gadgets Adrenaline Rush Hover Turret
  7. gustavoballmann Link to build Commander Shrapnel Headhunter Shell Shock + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Might Rex Jonesy Critical Blast Buckshot Raptor Locked and Reloaded Skull Trooper Jonesy Goin' Coconuts Crossbones Barret Saurian Hide Prehistoric Izza Details To do before start objective: 1. At least find 14 coconuts (minimun) 2. Find 4 Blu Glo and go to Health and Movement Speed bonuses on the map Obs: Movement Speed it's not that necessary, but i recomend. In the Battlefield you will normally: 1. One hit all normal husks 2. 2/3 hits the Fat boys 3. 2/5 hits Mist Monsters (Maybe a clip for Smashers) Obs: This numbers may change a little bit based on the shotgun your using, but it's not far from this, cause shotguns have high DPS at all. Use 2 slots for Shotguns, the Last one for the coconuts 1° Slot: Use high DPS Shotguns (Stampede, Ground Pounder, Tigerjaw, etc...) For Bosses, fat boys and Mist Monsters. 2° Slot: Use Multiple Targets Shotguns (Squire, Dragoon, Pulsar 9000, etc...) For big hordes of husks. 3° Slot: Coconuts (imagine adrenaline rush without cooldown) Coconut effects lasts 30 secs. DPS and Tank on the Frontline, go smash! If you enjoy this, up vote my build! Gadgets Hover Turret Slow Field
  8. gustavoballmann Link to build Commander Shrapnel Headhunter Shell Shock + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Might Rex Jonesy Critical Blast Buckshot Raptor Locked and Reloaded Skull Trooper Jonesy Goin' Coconuts Crossbones Barret Saurian Hide Prehistoric Izza Details To do before start objective: 1. At least find 14 coconuts (minimun) 2. Find 4 Blu Glo and go to Health and Movement Speed bonuses on the map Obs: Movement Speed it's not that necessary, but i recomend. In the Battlefield you will normally: 1. One hit all normal husks 2. 2/3 hits the Fat boys 3. 2/5 hits Mist Monsters (Maybe a clip for Smashers) Obs: This numbers may change a little bit based on the shotgun your using, but it's not far from this, cause shotguns have high DPS at all. Use 2 slots for Shotguns, the Last one for the coconuts 1 Slot: Use high DPS Shotguns (Stampede, Ground Pounder, Tigerjaw, etc...) For Bosses, fat boys and Mist Monsters. 2 Slot: Use Multiple Targets Shotguns (Squire, Dragoon, Pulsar 9000, etc...) For big hordes of husks. 3 Slot: Coconuts (imagine adrenaline rush without cooldown) Coconut effects lasts 30 secs. DPS and Tank on the Frontline, go smash! If you enjoy this, up vote my build! Gadgets Hover Turret Slow Field
  9. gustavoballmann Link to build Commander Shrapnel Headhunter Shell Shock + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Might Rex Jonesy Critical Blast Buckshot Raptor Locked and Reloaded Skull Trooper Jonesy Goin' Coconuts Crossbones Barret Saurian Hide Prehistoric Izza Details To do before start objective: 1. At least find 14 coconuts (minimun) In the Battlefield you will normally: 1. One hit all normal husks 2. Two hits the Fat boys 2. 2/4 hits Mist Monsters Use 2 slots for Shotguns, the Last one for the coconuts 1 Slot: Use for high DPS Shotguns (Stampede, Ground Pounder, Tigerjaw, etc...) For Bosses, fat boys and Mist Monsters. 2 Slot: Use Crowd Control Shotguns (Squire, Dragoon, Pulsar 9000, etc...) For big hordes of husks. 3 Slot: Coconuts (imagine adrenaline rush without cooldown) Coconuts effects lasts 30 secs. DPS and Tank on the Frontline, go smash! If you enjoy this, up vote my build! Gadgets Hover Turret Slow Field
  10. zer0assassin16 Link to build Commander Undercover Vaughn Grenade Damage + Team Perk Keep Out Loadout Perk Hero Name Assault Crit Damage Tactical Assault Sledgehammer Mad Tidings Crackshot Cluster Bomb Demolisher Jonesy Bigger Is Better Master Grenadier Ramirez Survivalist Survivalist Jonesy Details It's and Grenade and Gun damage build focused on Grenades but on gun damage as well. Survivalist Jonsey is recommended always on the builds I use to stay alive in the battle against the husks. I chose slow field to help for the epic bosses or for large horde pushing one direction and the hover turrets for more support for the team. Keep out is a good team perk with the commander for more grenade damage Crackshot and Sledgehammer for more assault rifle damage but rescue trooper Ramirez is a good choice too. My way to have a hybrid build focusing on gun and grenade damage Gadgets Hover Turret Slow Field
  11. zer0assassin16 Link to build Commander Undercover Vaughn Grenade Damage + Team Perk Keep Out Loadout Perk Hero Name Assault Crit Damage Tactical Assault Sledgehammer Mad Tidings Crackshot Cluster Bomb Demolisher Jonesy Bigger Is Better Master Grenadier Ramirez Survivalist Survivalist Jonesy Details It's and Grenade and Gun damage build focused on Grenades but on gun damage as well. Survivalist Jonsey is recommended always on the builds I use to stay alive in the battle against the husks. I chose slow field to help for the epic bosses or for large horde pushing one direction and the hover turrets for more support for the team. Keep out is a good team perk with the commander for more grenade damage Crackshot and Sledgehammer for more assault rifle damage but rescue trooper Ramirez is a good choice too. My way to have a hybrid build focusing on gun and grenade damage Gadgets Hover Turret Slow Field
  12. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Hipshot Ranger Deadeye Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Hipshot - No Special Prep - Just a basic Damage Buff. Can be swapped for other "feels good" abilities. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  13. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Hipshot Ranger Deadeye Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Hipshot - No Special Prep - Just a basic Damage Buff. Can be swapped for other "feels good" abilities. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  14. chasealanlandes Link to build Commander Archaeolo-Jess Strike Cost + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Focus Fossil Southie Saurian Claws Paleo Luna Scythe To Meet You Harvester Sarah Fuel for the Fallen Fallen Love Ranger Jonesy Phase Siphon Sanguine Dusk Details Gadgets Adrenaline Rush Hover Turret
  15. alchjellymist Link to build Commander Birthday Brigade Ramirez Ain't Done Yet + Team Perk Bio-Energy Source Loadout Perk Hero Name Boomstick! Diecast Jonesy Goin' Again Commando Spitfire Survivalist Survivalist Jonesy Doppler Effect Shock Trooper Renegade Power Impact Love Ranger Jonesy Details nice lil minifun build Gadgets Hover Turret Adrenaline Rush
  16. alchjellymist Link to build Commander Birthday Brigade Ramirez Ain't Done Yet + Team Perk Bio-Energy Source Loadout Perk Hero Name Boomstick! Diecast Jonesy Goin' Again Commando Spitfire Survivalist Survivalist Jonesy Doppler Effect Shock Trooper Renegade Power Impact Love Ranger Jonesy Details nice lil minifun build Gadgets Hover Turret Adrenaline Rush
  17. Kavvson

    cheddar solo king

    alchjellymist Link to build Commander Beetlejess Make It Count + Team Perk Totally Rockin' Out Loadout Perk Hero Name Sub Wafers Main Stage Quinn Fumble Varsity Hiro Locked and Reloaded Skull Ranger Ramirez Six Shooter Quickdraw Calamity Survivalist Birthday Brigade Jonesy Details solo strom kong Gadgets Slow Field Adrenaline Rush
  18. c7107269 Link to build Commander Chromium Ramirez In A Pinch + Team Perk Preemptive Strike Loadout Perk Hero Name Saurian Might Rex Jonesy Locked and Reloaded Skull Ranger Ramirez Sure Shot Rabbit Raider Jonesy Quick Scope Redline Ramirez Survivalist Survivalist Jonesy Details High Damage output with crit Ol'Betsy. Gadgets Hover Turret Adrenaline Rush
  19. thefunnygamer974 Link to build Commander Beetlejess Make It Count + Team Perk Totally Rockin' Out Loadout Perk Hero Name Sub Wafers Main Stage Quinn Battle Beat Breakbeat Wildcat Hipshot Ranger Deadeye Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Details Use jack's revenge btw Gadgets Hover Turret Adrenaline Rush
  20. Kavvson

    Hovering TIOD

    benjamin.dewhurst Link to build Commander Lynx Kassandra Hang time + Team Perk Blast From The Past Loadout Perk Hero Name Saurian Claws Paleo Luna Saurian Hide Prehistoric Izza Six Shooter Quickdraw Calamity Hipshot Ranger Deadeye Make It Count Beetlejess Details 1.) Hover using Kunai. 2.) Fire off a couple shots of the Tiny Instrument of Death. 3.) Profit. Gadgets Hover Turret Adrenaline Rush
  21. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Locked And Reloaded - Special Prep - Leaving your Jack's Revenge Unloaded until needed is a bit of a worth while gambit. 1.7 Second reload will yield a much stroner first shot, especially when paried with Preemptive Strike. Ofcourse this is a gambit for a reason, 1.7 seconds can feel like forever at times. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Ideally this weapon is swapped too needing to Reload it to empower Locked And Reloaded. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  22. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Locked And Reloaded - Special Prep - Leaving your Jack's Revenge Unloaded until needed is a bit of a worth while gambit. 1.7 Second reload will yield a much stroner first shot, especially when paried with Preemptive Strike. Ofcourse this is a gambit for a reason, 1.7 seconds can feel like forever at times. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Ideally this weapon is swapped too needing to Reload it to empower Locked And Reloaded. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  23. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Locked And Reloaded - Special Prep - Leaving your Jack's Revenge Unloaded until needed is a bit of a worth while gambit. 1.7 Second reload will yield a much stroner first shot, especially when paried with Preemptive Strike. Ofcourse this is a gambit for a reason, 1.7 seconds can feel like forever at times. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Ideally this weapon is swapped too needing to Reload it to empower Locked And Reloaded. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  24. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Locked And Reloaded - Special Prep - Leaving your Jack's Revenge Unloaded until needed is a bit of a worth while gambit. 1.7 Second reload will yield a much stroner first shot, especially when paried with Preemptive Strike. Ofcourse this is a gambit for a reason, 1.7 seconds can feel like forever at times. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Ideally this weapon is swapped too needing to Reload it to empower Locked And Reloaded. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush
  25. czekskiiofficail Link to build Commander Beetlejess Make It Count + Team Perk Preemptive Strike Loadout Perk Hero Name Six Shooter Quickdraw Calamity Locked and Reloaded Skull Ranger Ramirez Plasma Arc Cyberclops Fault Line Vanguard Southie Energy Siphon Intergalactic Ken Details Overview- The room for changing up this build is very limited. That being paired with all of these Heroes being from events makes this a very niche build for long time players looking for something new to try. Energy Siphon is the only Ability easily replaced, but for this specific guide we are feature a tandom of Energy Pistols. That makes him the single best Survivability option for high end gameplay. I am not personally a fan of Energy weapons, but this build has more than enough damage at the highest level of missions, which in turn gives us an easy out when it comes to staying alive. Six Shooter - No Special Prep - the damage and Impact makes both weapon feel great at every level of play. Locked And Reloaded - Special Prep - Leaving your Jack's Revenge Unloaded until needed is a bit of a worth while gambit. 1.7 Second reload will yield a much stroner first shot, especially when paried with Preemptive Strike. Ofcourse this is a gambit for a reason, 1.7 seconds can feel like forever at times. Plasma Arc - No Special Prep - This build is is designed around Bosses/Smashers and can be a struggle with smaller targets in groups. Plasma Arc's damage really helps out in these types of scenarios. Fault Line - No Special Prep - Seismic Smash is just an amazing ability to have readily available. This ability will also allow you to siphon health from smaller targets to help maintain shields while enabling Plasma Arc in crowds. Energy Siphon - Special Prep - If you are not using Energy Weapons this ability will not see it's full potential and something like Survivalist will feel a lot more beneficial. That being said the point of this ability is to keep you in the fight longer while while your Adrenaline Rush cooldown expires. Weapons Flintlock- Crit Rate - 2x Crit Damage - Reload Speed (RIP Mag Size) - Energy. If you want to use something other than Energy you will be losing value with Energy Siphon. Head shot damage can also be considered in place of a Crit Damage, but not recommended unless you aim is great. Last Word- Crit Rate - 2x Crit Damage - Reload Speed - Energy. You could think about headshot damage, but seriously (As a guy who loves HS builds) don't. If you want to use something other than Energy you will be losing value with Energy Siphon. Armor/Movement- Your third slot should be committed to moving or staying alive. Although no one is judging if you dual wield Jack's Revenge before busting out the Last Word. Play Style- This build is centralized around a "Shake n Bake" tandom of weapons. Leading into a fight with a Smasher/Boss you would be using the Flintlock Pistol. Ideally this weapon is swapped too needing to Reload it to empower Locked And Reloaded. Hope you hit a gnarly Crit Headshot and follow up with a hot swap to the Last Word to finish the job. Do not ADS with the Last Word as this will lower your overall damage output. Benchmarks - 3 Star Weapons- In a full party, I found a very easy time using this build up to PL100 Husks. This is to include the boss. Also health was never a concern. Reminder, this was with a party of other high level players. 4 Star Weapons- In a full party, it was very easy to maintain Health, destroy bosses/smashers and crowd control up to PL140 Husks. This was with a near max level team. Not nearly as mindless as PL100 Zones, but spawn camping with a bit of sense when it comes to taking cover was very easy. 5 Star Weapons- In a full party, anything north of PL140 was where you will need to show a bit more skill and require using the highest level weapons. Spawn Camping/ Encampents can overwhelm your health bar rather quickly if you are not taking cover from bees, blasters etc. You will need to time your abilites approprietly while keeping your current health/shield at the forefront of how you choose to engage. That being said, you will never find yourself needing more damage when grouped with high level teammates. Gadgets Hover Turret Adrenaline Rush