OUTRIDERS

OUTRIDERS

90 ratings
(updated for WS) All classes solo and co-op builds guide
By Fluffy
This is my 4 (6) main builds, one for each class. Mainly focusing on durability and bringing quality to co-op as well as working great for solo.
No I don't do meta builds, I like to experiment with underused skills, weapons or gear-sets and make a great build from that.

Trixter: CC, Debuff, Tank, Support
Pyromancer1.0: CC, Debuff, Sustain, Support, Tankyish
Pyromancer2.0: CC, Debuff, Sustain, Support, Damage(Weapon) (Currently main this one)
Pyromancer3.0: CC, Debuff, Sustain, Support, Damage(Anomaly)
Devastator: Tank, Sustain, Damage(Anomaly)
Technomancer: CC, Debuff, Healer, Support, Sniper (My main class)

All 4 (6) have solid dmg output, and in some cases even more than solid. (those specified with damage have more heavy damage)

Updates
- Due to some issues with my images some of the ones of the base game builds have disappeared from both the guide and my computer and my Pyromancer base game build is missing 3 images and is incomplete and is therefore removed from the guide. It's only the base game build and not WS builds.
- Updates to WS related images that is lost will be updated shortly.
3
2
   
Award
Favorite
Favorited
Unfavorite
Opening words
Okay, so I will try to make this guide as easy to follow as possible and not go in into way too much detail on the type of play style I use (but just a little bit). And of course are these guides applicable to other weapons as well, but they might need a slight nudge of change to some mods, but it all depends on the situation.

I also want to point out that I don't do meta builds or try to get that 5/5 on FP / AP on my gear, neither am I a fan for broken builds that is just insane due to a bug etc. I prefer to go and make a balanced build that works well in both solo and co-op. Those 2 gears with Max Health attributes really help you get a little less squishy. I am also making all my builds myself and testing out new stuff all the time and experimenting with mods so there might be some small changes now and then if I find something better.

WS update
With all the nerfs this weapon have sustained Molten Eidola is not as OP as pre WS but its still viable. But with the 3s CD on Grand opening (same goes for ex. Ultimate storm whip and Ultimate anomaly surge) PCF have forced players to dual wield instead of only using one weapon, this doesn't mean necessarily that its bad, just different. The way I've progressed so far is to use my AR to tag the enemies and then snipe, reload (sniper) and then swap back to AR to get the debuff and trigger both 3s CDs while also managing the nerf to the sniper clip size and back and forth between the weapons.

As you might have read in the updates I posted, I've retired 3/4 of my Molten Eidola builds due to the nerfs making them more of a burden than actually helping with the game. They just aren't as OP as they was pre Worldslayer unfortunately.

For those of you that have not gotten that far in Worldslayer yet, a good thing to know is that between apocalypse tier 25 and 30 leveling is really slowing down hard, the good thing is that you have time to catch up your gears levels too keep them at min/max.

Other than that Berserkers and their new tossing dagger freeze is incredibly annoying, I know at least some of you feel the same way.

Originally posted by Me:
Sometimes just take a breath and hold up for a moment and enjoy the amazing views in this game, the settings and environments are incredibly beautiful. Just take a moment and appreciate how epic it really is.
Balancing patch changes to the builds
Regarding the balancing patch released the 15th of august 2022.
Note that i don't include an explanation due to it would take up too much space


Trixter
  • Slow Trap
    Cooldown reduced from 10 to 8 seconds
  • Weapon Damage class nodes
    Increased Weapon Damage value from 8% to 15%.
Pyromancer
  • Carbon Footprint
    Increased cooldown reduction from 0.5 to 1 second
  • Carbonization
    Increased damage multiplier from 20% to 25%.
  • Wildfire / Conduction Not on top tree variation
    Fixed a bug that prevented the "Wildfire" and "Conduction" Pyromancer skill tree nodes from being effective if players were pushing the limits of their Cooldown Reduction.
  • Mark of the Anomaly Only top tree variation
    Increased the damage against Marked enemies 10% to 12%.
  • Reforged Legendary Set
    Increased Thermal Bomb damage from 100% to 200%.
    Increased Feed the Flames damage from 100% to 200%.
  • Mage’s Rage Only bottom tree variation
    Fixed a bug that was causing unforeseen issues with the amount of stacks and the Anomaly Power calculation
    Fixed a bug that was preventing stacks from dropping away as intended when player's swapped weapons
  • Self-Medication
    Fixed a bug that caused the "Self-Medication" mod to fully restore players' health every time it triggered.
    Increased the Max HP increase provided by Self-Medication from 10% to 20% for every skill on cooldown.
  • Anomaly Power class nodes
    Increased Anomaly Power value from 10% to 15%.
  • Weapon Damage class nodes Not on mid tree variation
    Increased Weapon Damage value from 8% to 15%.
Devastator
  • Earthen Shell
    Added a 0.5 second cooldown.
  • Multistrike
    Stored damage is now capped at 700% of Anomaly Power.
  • Impact Point
    Increased damage scaling from 30% to 50% of Anomaly Power.
  • Upheaval
    Increased the percentage of stored damage from 10% to 15%.
    Fixed a couple of bugs that caused the Devastator's "Upheaval" Pax node to act in unexpected and inconsistent ways, such as acting differently when triggered by the Impale skill.
  • Paladin / Champion
    Removed the PROTECTION keyword requirement and changed both nodes to activate on any skill.
  • Mage’s Rage
    Fixed a bug that was causing unforeseen issues with the amount of stacks and the Anomaly Power calculation
    Fixed a bug that was preventing stacks from dropping away as intended when player's swapped weapons
  • Anomaly Power class nodes
    Increased Anomaly Power value from 10% to 15%.
Technomancer
  • Kinetic Converter
    Reduced cooldown from 5 to 1 second.
WS current character progression
Class
Final build mods
Ascension Level
Avg Gear Level
Apocalypse Tier
Highest solo TG
Trixter
19/24*
52
62
27
AT 27
Pyromancer: B.P.
21/21
125
70
36
AT 29
Pyromancer: F.P.
20/21
-
-
-
AT 35
Pyromancer: A.P.
21/21
-
-
-
AT 33
Devastator
18/21*
45
60
26
AT 26
Technomancer
18/21
94
67
33
AT 33

I don't use these AT skip/bump exploits you see people use to go fast to max, I like to grind my way to max and learn tricks and stuff while doing it. Grinding is the main part of a looter shooter and that's why I'm here <3

Solo TG mean Tarya Gratar all 11 rooms, Not the extra 12th bonus room that opens on the run following a final boss clear.
Class tree
Note that these are not any official names, just of my own creativity and fun.

(All three Pyromancer class trees uses almost the exact same skills, gears and weapons, except for a few mod variations.)

Trixter: Rift Manipulator
With focusing on the defenses and on the Deception skills. Its designed to become almost invincible and still support your team as well as pump out some good dmg.



Pyromancer: Broken Phoenix
Focusing on the defensiveness and trying to catch that extra dmg around those nodes that will fit my skillets and gears

Image lost, will remake it soon.

Pyromancer: Fallen Phoenix
Working the same way as the one above but leaves you a little squishier and with a lot more dmg.
Pyromancer: Arisen Phoenix
Basically as above but AP instead of Weapon dmg focused.



Devastator: Aftershock
Focusing most on dmg on bleeding enemies and the defenses.


Technomancer: Field Medic
As you might notice, I am using both Marked For Execution so both my frost and toxic inflict weakness and do so at a duplicate effect. Otherwise the main focuses is on defenses, gadgets and on dmg to frozen enemies.
Skills
Trixter





Time Rift
Always try to capture as many enemies as you can to shred them, with Pain Transfer as well as the pax tree you will have shared dmg between every affected enemy as well as weakness, vulnerability and AP & FP dmg increase. A fantastic skill and fun to use.

Venator's Knife
To be honest this one is just here to trigger extra shield and to give more tagged enemies for set dmg bonus. With the new pax tree these tagged mobs also share dmg whenever one dies to that's quite a nice bonus to the shield.

Slow Trap
Use this skill as offensive as you can to catch etc. bullets right in the heart of the battle or to extend the time rift by popping this on the lifted enemies. Also great as support ability since no one can die in here with the perk of the gear set, as well as reduced dmg to all party members.

Pyromancer





Feed The Flames
This will be your main source of sustain since you don't really use any flame skills as this build.The main focus is healing and placing ash on the enemy to apply weakness. As well as it corresponds with the gear set to increase the dmg of Thermal Bomb and vise versa. But also with the Pax tree it helps lower the CD on Ash Blast quite significantly as long as you don't just hit a single mob.

Ash Blast
Use this ass cc and weakness appliance as often as possible But it will also give a nice dmg bonus to every affected enemy.

Thermal Bomb
This does make the enemy take more dmg but also try using it on weaker enemies because of the bomb explosion dmg.

Devastator





Golem
Only used to get some extra protection when tremor is on cd, during boss fights or for running face first into a pack or monsters.

With the resent changes to the class tree, this skill now also boosts AP temporary upon activation.

Earthquake
Your main source of dmg, cc and debuff to weaken the enemy and kill them.

Tremor
This this makes you almost invincible once you pop it, does not really do any dmg but unless you get 1 hit you almost cant die.

Technomancer





Fixing Wave
An incredible heal with unlimited range, buffing defenses from the other side of the map, short cc so spam it, it also buffs every teammates dmg that is armor based as well as keeping everyone alive. Also with the Bad medicine perk introduced in WS in combination with another new perk Party starter you can deal some insane dmg to mobs if you are using it while full health. Lets do some quick math, Bad medicine deal a fixed dmg per % overhealed by Fixing wave, which is per standard healing 66% of your hp, but with Party starter if you are full health you are healing 132% of your health, and if you are full health that makes x times 132 and then if you pop Cold Snap before you can deal some really heavy hits.

Blighted Turret
Keeping the enemies Vulnerable by toxic so it wont affect by cc to give them immunity. Also try to always throw a new one once its of cd because once the old once dies it sends a healing burst to close teammates, it have saved my teammates more times than i can count. With all WS changes with the pax tree, Med burst has made itself useless as you now have the dmg to heal perk and alot shorter cd on Fixing wave. But the turret itself is still very viable as it inflicts toxic and vulnerability to those around you. And most important you can focus your energy on dealing dmg instead of tossing turrets in a bottle.

Cold Snap
Fixing some great potential dmg from everyone in your team, the explosions deal a whole lot of dmg and due to all the ice dmg boost mods and vulnerability you do great damage with your weapons aswell. But you will get some great use of it and the domino effect is very pleasing visually and sound wise.
Pax tree
Trixter
fitting well with the deception build and increases the dmg alot while making you even tankier.

Pyromancer
Most noteworthy is that I'm using Ashen regalia instead of Ashen wake to get that extra durability on large group of mobs. Other than that I'm just trying to get that sweet CD on my immobilize skills.

Devastator
Getting that all Seismic skills bleed is a huge game changer and will be amazing to get aoe bleed with tremor and to be able to remove Blood shock from my gears to free up a mod slot. Aswell as additional dmg output.

Technomancer
Great for solo sustain as well as team healing + dmg boost to you and all teamates
Ascension points
I'm a firm believer in not using Critical Chance, and that if you want to crit hit the head/weak spot. But I'm not stupid so i still take the points, just last of all.

Trixter

The most important ones
  1. Status Power
  2. Weapon Damage
  3. Elite Damage Mitigation
  4. Damage Against Elites
  5. Armor Pierce
  6. Close Range Damage
  7. Weapon Leech
  8. Resistance Pierce
  9. Resistance
  10. Armor
  11. Long Range Damage
  12. Anomaly Damage
  13. Health
  14. Healing Received
  15. Anomaly Power

    The lesser important ones
  16. Critical Damage
  17. Skill Leech
  18. Cooldown Reduction
  19. Magazine Size
  20. Critical Chance


Pyromancer

The most important ones
  1. Armor
  2. Elite Damage Mitigation
  3. Resistance
  4. Health
  5. Healing Received
  6. Damage Against Elites
  7. Weapon Leech
  8. Weapon Damage
  9. Status Power
  10. Anomaly Damage
  11. Anomaly Power
  12. Resistance Pierce
  13. Armor Pierce
  14. Critical Damage
  15. Magazine Size

    The lesser important ones
  16. Close Range Damage
  17. Long Range Damage
  18. Skill Leech
  19. Cooldown Reduction
  20. Critical Chance


Devastator

The most important ones
  1. Armor
  2. Status Power
  3. Healing Received
  4. Elite Damage Mitigation
  5. Cooldown Reduction
  6. Anomaly Power
  7. Resistance
  8. Damage Against Elites
  9. Health
  10. Anomaly Damage
  11. Skill Leech
  12. Resistance Pierce
  13. Weapon Leech
  14. Weapon Damage
  15. Magazine Size

    The lesser important ones
  16. Critical Damage
  17. Armor Pierce
  18. Close Range Damage
  19. Long Range Damage
  20. Critical Chance


Technomancer

The most important ones
  1. Weapon Damage
  2. Long Range Damage
  3. Elite Damage Mitigation
  4. Status Power
  5. Damage Against Elites
  6. Cooldown Reduction
  7. Weapon Leech
  8. Armor Pierce
  9. Resistance
  10. Armor
  11. Health
  12. Healing Received
  13. Critical Damage
  14. Anomaly Power
  15. Anomaly Damage

    The lesser important ones
  16. Resistance Pierce
  17. Close Range Damage
  18. Skill Leech
  19. Critical Chance

The don't even consider getting this, its better to have 10 points unspent, if you run one-shot sniper build with grand opening mod
  • Magazine Size

Gears (Base game)
Some of these items may vary in effects after WS update remade some of the old mods.
I have updated any builds that needed to with the mod changes to the core game mods that came in WS so these are still use-able if you are running base game.

Note that because I am running Worldslayer i have no way of checking the quality of these builds anymore, sorry in advance if one happens to not be viable anymore.

Trixter

Pyromancer
Removed due to loss of images.

Devastator

Technomancer
Gears (Worldslayer)
The images will be updated as soon as i get the gear i want, but all the mods is described below so you can follow it without the pictures.

Trixter

Core mods
  • Long Range
  • Damage Mitigation
  • A Little Bit Of Pain
  • Pain Transfer
  • Weakening Zone
  • Geiger's Wave
  • Big Range
  • Captain hunter
  • And Another One
  • Time Crack
*Core mods specifies the 10 basic mods before the Apocalypse 3rd mods.

Apocalypse mods
  • Introvert
  • Under Pressure
  • Not impressed
  • Double Time
  • Delivery On Time
*Apocalypse mods are the 3rd rng mod on apocalypse gears.

Gears

Start up
  • Trespasser's Cowl
  • Trespasser's Armor
  • Trespasser's Britches
  • Trespasser's Talons
  • Trespasser's Boots
Finalization
  • Ol' Reliable
  • Trespasser's Armor
  • Trespasser's Britches
  • Trespasser's Talons
  • Trespasser's Boots



Pyromancer
Personally for any pyro beginners I recommend starting out with Broken Phoenix and slowly swapping to Fallen Phoenix or Arisen Phoenix (my favorite is Fallen Phoenix of the two) once you get around to learning the class and the build.

Core mods
  • Self-Medication
  • Final Breath
  • Not impressed
  • Flame Grasper
  • True Blast
  • Anomaly Hunger -> Fire Trap (When you swap Boots Of The Reforged for Scorched Zealot's Feet)
  • Bullet Absorption
  • Death Sentence
  • Branded
  • Life Of The Party

If * change it if you are using the Fallen Phoenix or Arisen Phoenix class tree instead of Broken Phoenix

*Core mods specifies the 10 basic mods before the Apocalypse 3rd mods.

Apocalypse mods
  • Purity
  • Ashen Bloom
  • Captain hunter
  • Arms And Anomaly -> Damage Absorber (if running Fallen Phoenix)
  • Dead Clock -> Damage Absorber (if running Arisen Phoenix)

If * change it if you are using the Fallen Phoenix or Arisen Phoenix class tree instead of Broken Phoenix

*Apocalypse mods are the 3rd rng mod on apocalypse gears.

Gears

Start up
  • Cowl Of The Reforged
  • Vest Of The Cannonball
  • Waistcloth Of The Reforged
  • Hands Of The Reforged
  • Boots Of The Reforged
Finalization
If you would to get a better roll on Cannonball head you can use that one instead of the chest and use the reforged chest still, no mods will be lost and the stats will remain the same.
  • Cowl Of The Reforged
  • Vest Of The Cannonball
  • Waistcloth Of The Reforged
  • Hands Of The Reforged
  • Scorched Zealot's Feet
The gears showing is for Fallen Phoenix.


Devastator

Core mods
  • Life Of The Party
  • Earth's Legacy
  • Tainted Blood
  • Asunder
  • Ground Crush
  • Shock Therapy
  • Armor Boost -> Arms And Anomaly
  • Crush Sequence
  • Second Quake
  • Bloody Boost
Once the game flows well enough that you can do all of the content fast and smooth you can swap out Armor Boost for Arms And Anomaly to increase the damage and it should not affect your armor at all at that point, not at any level you can notice at least.

*Core mods specifies the 10 basic mods before the Apocalypse 3rd mods.

Apocalypse mods
  • Under Pressure
  • Not impressed
  • Captain hunter
  • Anomaly Echo
  • Danger Close
*Apocalypse mods are the 3rd rng mod on apocalypse gears.

Gears

Start up
  • Fighters Mask
  • Seismic Commander's Armor
  • Seismic Commander's Leg Armor
  • Seismic Commander's Gloves
  • Bannerlord's Footgear
Finalization
  • The Shackled or Anomaly's Visage
  • Seismic Commander's Armor
  • Seismic Commander's Leg Armor
  • Seismic Commander's Gloves
  • Bannerlord's Footgear


Technomancer

Core mods
  • Breath In
  • Icicle Storm
  • Freezing Boost
  • Shatter
  • Cold Purification
  • Party starter
  • Bad medicine
  • Mr. fixit
  • Long winter
  • Not impressed
*Core mods specifies the 10 basic mods before the Apocalypse 3rd mods.

Apocalypse mods
  • Euthaniser
  • Captain hunter
  • Virulent Compound
  • Purity
  • Quatermaster
*Apocalypse mods are the 3rd rng mod on apocalypse gears.

Gears

Start up
  • Torrential Downpour's Goggles
  • Robe Of The Borealis Monarch
  • Waistclith Of The Borealis Monarch
  • Gloves Of The Borealis Monarch
  • Boots Of The Borealis Monarch
Finalization
  • Torrential Downpour's Goggles
  • Robe Of The Borealis Monarch
  • Waistclith Of The Borealis Monarch
  • Gloves Of The Borealis Monarch
  • Boots Of The Borealis Monarch
Weapons (Base game)
Some of these items may vary in effects after WS update remade some of the old mods.

Note that because I am running Worldslayer i have no way of checking the quality of these builds anymore, sorry in advance if one happens to not be viable anymore. Also, Molten Eidola have been nerfed game wide so it's not as useful as it was once.

Molten Eidola
This is the main weapon i use for all 4 classes and what i use in almost all occasions, good to know is that it only holds 40 bullets 32 Bullets and easily run out of ammo so always know where the nearest weapon cache is and try not to run out of ammo :)

With all the nerfs happened on Grand opening and Sniper rifles I've had to rethink only using one weapon so this is now a dual weapon build but ofc Molten Eidola is the weapon i form my build around as pre WS.

PS. When facing a Brood Mother don't shoot in the stomach it just absorbs the grand opening.

Secondary weapon
For secondary weapon i try to use a weapon that matches my char, gears and so on, but still gives some pros and not just laying there. So i got the idea for using my secondary weapon for flying units and worked around with that idea.

I've made some adjustments to the secondary weapons to adjust the mod remakes and Grand opening nerf so these weapons should work great to have as dual weapons on base game aswell.

Trixter

Pyromancer
Removed due to loss of images.

Devastator
Removed due to loss of images.

Technomancer
Weapons (Worldslayer)
1st Dual Weapon
With all the nerfs happened on Grand opening and Sniper rifles I've had to rethink only using one weapon so these are now all dual weapon builds.

Trixter
Voodoo Matchmaker modded with Nikola's Revenge or Strings Of Gauss.

Due to the low boss dmg of these two weapons when running solo I've come up with a special for my trixter. So you really want a 2nd 1st weapon. In this case one that deal optimal boss dmg and can swap out your Voodoo Matchmaker and still not interfere with the cds of your secondary.

The Messenger modded with or Legendary Minefield.

Note that bosses only means the three Arbiters But can also be used vs Urka, Okriel, Yanmara and Snow Behemoth as well, but wont be as effective. Other bosses/elites with a lot of ads will your weapons still work as great as usual.

If you don't like the idea to swap weapons on bosses you can choose either one and put those mods on a sidearm, Voodoo Matchmaker can be swapped for Bolt & Thunder or Disintegrator for the exact same mods. For The Messenger on the other hand you cant really get all 3 mods, so I would recommend Bolt & Thunder or Disintegrator as well but keep the Strings Of Gauss and add Dimensional Rockets and Legendary Minefield.



Pyromancer
Thunderbird modded with Weakness Trap or Claymore Torrent.


Devastator
Heir Of The Desert modded with Slashing Twister or Ravenous Locust.

Checking a new weapon to swap due to changes in Mage's Rage.

Once they fix Violent Rupture I will take a spin and test out a Hellborne modded with Slashing Twister or Ravenous Locust.


Technomancer
Molten Eidola modded with Grand Opening or Ultimate Storm Whip.

My build is made so my sniper does really heavy and hard hits, so i swap weapon for each shot to proc both weapons mods as soon as they are of cd. But remember to reload the sniper before swapping or you wont have time to make the shot before the weakness and vulnerability debuffs on bosses time out.





























2nd Dual Weapon
With the new changes to Molten Eidola I've had to rethink my secondary to fit the build more and not just for aesthetic purpose (ofc we have transmogs for that now).

Trixter
Thunderbird modded with Weakness Trap or Storm Whip.
But if you do get a Thunderbird with Stigmatized keep it and use it with Weakness Trap until you get the weapon you want.

(gonna test out if The Daimyo with same mods will work out better due to not sharing ammo cap between the weapons.)


Pyromancer
Imploder modded with Dimensional Rockets or Ultimate Anomaly Surge.
But if you are running Arisen Phoenix you really want it modded with Mage's Rage instead of Ultimate Anomaly Surge.

Just keep hitting those crits and you stack up Hot Streak at the same time as you deal heavy aoe and if you keep using feed the flames its hard to run out of ammo.


Devastator
Thrunderbird modded with Mage's Rage or Dimensional Rockets

But it could also work just as well with a The Messenger with Ultimate Storm Whip and Mage's Rage meanwhile until you get that roll you want


Technomancer
Absolute Zero modded with Weakness Trap or Icebreaker.

Get that sweet dmg multiplier from my gears to help with the burst down of solo bosses (mainly the arbiters) and of doing over all good dmg.

AT 40 solo score board example (upcoming)
Will post here as soon as any of the builds is 100% with mods and reach AT 40.

I might even get around to doing a quick recording of a full TG run on each char, we will have to see if that's something people would want to see me add.

Trixter: Rift Manipulator

Pyromancer: Broken Phoenix

Pyromancer: Fallen Phoenix

Pyromancer: Arisen Phoenix

Devastator: Aftershock

Technomancer: Field Medic
Great leveling weapons and mods (Worldslayer)
Claymore Omen Of Gauss
So i have one particular weapon that is just awesome to use no matter what build and works great to use while grinding those tiers and for better gears. You can get it in 3 different variations either as Mythos, Bolt And Thunder or Damascus Offering. The 3 mods you want is Omen, Strings Of Gauss and Claymore Torrent.











Gauss's Torrent
If you're not that lucky with that 3rd mod on the last weapon you can look for any weapon with Strings Of Gauss and Claymore Torrent and a 3rd damage mod, preferably low cd and aoe like Weakness Trap for example or maybe even Ultimate Storm Whip even if its not aoe.








Tesla's Voodoo Strings
Great mods, not class specific (Worldslayer) (in progress)
Dimensional Rockets
This is a fantastic mod that came with Worldslayer and if you pair it up with any other dmg on crit mod you can deal heavy dmg no matter what build or gears as long as you keep getting crits. It's specially great vs elites and bosses due to their large body size the rockets get more hits than on smaller ads.





Dead Clock
This mod is just amazing, it's the only gear mod that enhances weapon damage instead of firepower which affects the weapon mods as well and not just base weapon dmg. So even with an AP build this mod could work, but ofc there are better mods for AP builds. But i highly recommend this mod for most builds as long as you partly rely on weapon mod damage.




Mage's Rage
If you're running an AP build this is almost a must at the moment, increasing your AP by 40% is a huge amount. If you can pair this on an Automatic weapon with a nice stability like an assault rifle you get 4 hs in the matter of seconds and can wait 15 sec until you have to do it again. Giving you one of the longest living AP boost in the game at the moment.
Bad weapon mods, that sounds good (Worldslayer)
There are a few mods out there, mostly for weapons that have big numbers that look appealing too the eye. But in these cases they have a large cd and compared to the lower cd mods makes these to have a really bad damage per second formula.

PCF have almost made all dmg mods for weapons so the longer cd the lower the dps but the larger the one time dmg. Benefiting those who use a lot of lower cd mods like the 2s/3s and in some cases 4s/5s/6s. The issue then is that you have to be fast with weapon swaps as you have to shoot with both weapons every 3 sec and a 4s/5s wep paired with a 3s wep might be good if you're not that fast on the swaps.

So be aware of the 8s/10s and some of the 6s weapons because they might be tricking you with large numbers.

Firestorm
I'm going to start with what I'm considering currently the worst dmg weapon mod in the game currently. Compared to any 3s cd aoe mod this have less than 1/2 of the dps and compared to 3s single target its about 1/3. And thats not all, to get use of the aoe you have to keep shooting the target for 8s making it impossible to swap weapon and trigger other weapon mods. And if you're thinking but i use it for static bosses and do 1 shot and then swap. Sure, the only problem then is that there is only 1 truly static boss in Tarya Gratar at the moment and even then it still deals about 1/2 of other weapon mods as dps so you still lose some dps.








Deathronome
This is not necessarily a bad mod, but in those cases you wanna use it to buff your AP it looks more appealing than it is. Since in most cases you wanna spam your skills with an AP build and this only gives effect if 2 skills are off cd at the time of use, so if you only have 1 skill off cd this mod is pretty much useless for you at the time and you spend time waiting for another to come off cd, which ends up lowering your overall dmg.







Relativity Theorem
Beside this mods awesome name, on initial look you might think "Oh that sounds awesome" until you really dig down to think about what it does. It reduces a skill cd by 10%, with all cd reduction in WS this is really pointless unless you have any really large cds reaching towards 15-20 secs and even then it's only 33% chance that the mod targets your desired skill (unless the other skills are not on cd). On top of that it has 2 sec cd itself so if you would to get the cd proc on a mod with 5 sec cd you'd get 0.5 sec cd reduction and have to wait 2 sec until you can get another one. Frankly that's just a waste of mod space IMO.
Sidearms (Worldslayer) (Sneak peek) (upcoming)
With courtesy of 76Nomad's question about sidearms.

I had no plan in updating this page until later on, but i came a cross a sidearm so op i just had to share it if anyone would get the same gun.

I've tried it on several chars now with different builds and i can only state that this sidearm is incredibly powerful and i can do a full TG run solo without switching weapon for at least 2 of my chars out of 2 tested.
Alternative builds, short showcases (Sneak peek) (Hopefully upcoming)
I will implement this part as soon as PCF implement that you can have more builds on each char. (This might not ever come, PCF seems to be working on new projects instead)

Devastator Empaler Support

Devastator Granite

Technomancer Minigun Tank

Technomancer Bio-Engineer

Technomancer Blighted Silent Assassin

Trixter Mythos Assassin

Trixter Glock God

Pyromancer Bombs Away Support

Pyromancer Boxing Champion
End note
Good luck out there outrider and most importantly have fun and blow sh*t up and enjoy the carnage.

If you have any thought or suggestions to how to improve this guide feel free to let me know and I'll see what I think.

Note. I will update these photos of my chars once i get to new AT 40 and have new cosmetics to use.

Side note
If you want to see any of the builds in action or just want to grind some send me a dm and I'm in as long as I'm free <3
24 Comments
Fluffy  [author] 31 Jul, 2022 @ 4:27pm 
hmm, i guess i will figure out something else to do then :/
Skyinou 29 Jul, 2022 @ 7:55am 
Confirmed.
Skyinou 29 Jul, 2022 @ 7:40am 
I haven't tested it out yet, but I expect Mage's Rage stack to disappear as well when swapping weapons. They wrote:
"Fixed a bug that was preventing stacks from dropping away as intended when player's swapped weapons"
Fluffy  [author] 29 Jul, 2022 @ 4:01am 
hey, i will still use mages rage, TBH i didn't even know it was bugged and since i swap weapons so much fortress is useless too me sadly. But still have to try the non bugged version of mages rage to know for sure, but i know it wont be changed for fortress at least, but i might change it, we will have to try and see. :PolygonHeart:
Skyinou 28 Jul, 2022 @ 3:05pm 
HI there!
Good luck with all those changes!
For your Devastator's second weapon, with the fix of Mage's Rage, I suggest a Fortress instead.
Fluffy  [author] 13 Jul, 2022 @ 9:15am 
Yea I'm well aware of the set, but I don't like the meta sets, plus that set is way too OP for me, I'd get bored hehe :)

Also I have played as a healer since original launch as techno and i just love it, wouldn't wanna swap ^^
Tallgeese 13 Jul, 2022 @ 7:26am 
You should check out Technomancer: Techmonger Set. Having too much fun with 3 Turrets and great survivability.
Skyinou 8 Jul, 2022 @ 7:47am 
I hope you're right, I kinda miss that dangerous content at the moment...
Thanks for your time though, I appreciate the answers! =)
Fluffy  [author] 8 Jul, 2022 @ 7:44am 
I did try out a new weapon and it took just below 90 sec for last boss.
Fluffy  [author] 8 Jul, 2022 @ 7:41am 
Yes I know there is a lot of improvements that can be made for the dmg, but the idea is that this build should be able to not just tank solo but also 3 person co-op if needed and the damage is good enough to work just fine in both solo and co-op, even thought I still am missing most of the dmg mods from apocalypse gears.

There is content able to hurt you as devastator though, you got both silence and berserker freezees that can be fatal if in the wrong situation.