Other skills build on that like Money Shot. Locked and Loaded + Quick-draw + Auto Load are the cornerstone, meaning every time you kill an enemy the reload happens automatically on guns in your inventory, you then swap the already reloaded for you guns gaining faster fire rate, have more crit damage. The main feature here are plain damage output, never needing to reload, no reliance on Gunzerker, some solo survivability. Gunlust - very plain and simple build (this is what i will be going with my first time most likely): Gunlust Brawn is the cookie cutter tanking tree if one goes all the way but it is a great tree to dip some points into for any build to up your solo survivability too. Secondly is Rampage centred builds focused on keeping Gunzerkering going as long as possible as frequently as possible. First is to have a constant firepower and staying power going while Gunzerkering is down, in the Gunlust tree it's all about keeping it going and going in a straight up fight. Seems pretty clear cut basic play styles. So i did some builds centered mainly around solo play: Gunzerker Salvador Altho some builds of Maya and Zero might have a bit harder time with bosses, but be more powerful in the rest of the game. Iron Hand skills or that Deception bonus increases like crazy with each You can almost top out 2 skill trees at max level (example 25/20) at the expense of not having the last class skills and one 5 point skill towards the end, but that can be played around with (like All classes seem quite adept at solo play if built correctly, with main factors for that i consider health and shield recharges. Trees seem unfinished and broken a bit in a few places, like Zer0's Killing Blow vs. That first run will be spent getting all those points so the builds won't actually start fully functioning for a long time. The first play through you are going to be in the 30s by the end so if only playing through once you just have enough to top out one tree, just like in the first game. Also good to see every action skill have a whole boatload of modifiers that adjust how they function. But I would rather have this more balanced approach. While this makes the trees a bit harder to theory craft with and harder to make definitive super perfect builds. They seem much more balanced then in the first game, and more active skills as well that do something when X happens instead of just pure stat boosts (tho those still exist). Hmmm, having dug around a bit I am really liking where they took the skill trees overall.
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