Table of Contents
Class
Weapons
Curios
Talent Tree
Stimm Lab
Description
Try my build and you will have fun. Version 3.0
You know it's not that if you decide to play rock-paper-scissors by using only rock that you can blame others if they decide to pick paper. As it is now the class has fun ways to be played, and frustrating ones. That the class itself encourages a selfish gameplay and is sweatlord oriented because what matters about it is the damage that you output, is an entirely different matter. We do what we can.
That's it, you want to play Desperado but every effort makes you feel fragile and short living?
This is one of the possible CORRECT ways to play a ranged focuse build on the Hive Scum, a class that definetely has many ways not to be build.
The infantry autogun currently outputs much more damage than the autopistols, without sacrificing long range precision and crits that are back to back. Which the autopistols does not do by design.
Flak because it's on everything, unyielding damage for quality of life.
Between the stubs and the autopistols, the superior weapon is by a great margin the couple of autopistols. Fire Frenzy and Blaze Away. Furthermore the stubs are a weapon that allows for a much bigger human error to be played with results. Autopistols eventually are also a decent enough weapon to kill maulers, and as for any other weapon save for the needle gun you are hard countered by Crushers, which are intended to be deal with with your secondary mode on the melee weapon, for quite fast kills. Or they are intended to be dealt with by team mates that play a role more capable of managing them.
We moved away from the crowbar as the versatility offered by the shivs is unmatched with it being the best type of weapon (assassin weapon) that improves mobility, and offers a quick medium range solution for trappers and snipers alike though special action. 2 throwing knives and heavy melee on head to kill each crusher, 1 throwing knife for any other elite plus attacks.
Chemical Dependency is the best Keystone available to HS as the other two are, believe me, nowhere as good as you may think they are, which is why we keep just two point in the stimm lab. Start your mission and inject yourself immediately, then keep doing it until the 4 stacks are online. With a Psyker by your side you have around 75% CDR on your ability, which is ready about every 11 seconds.
I will make however a very important note. There is no reason to sacrifice potential because of the bad hud of the native game. Use Custom Hud to put the stimm cooldown icon in the center of the screen, use a mod to track the cooldown of the stimm, there is no reason why you should not get top Stimm performance and not have 100% chemical dependency uptime. It's 100% easy to do, you just have to chose not being stubborn about it.
Some of the survivability nodes such as Burst of Energy are bait, and you should not consider taking them. Useless if you get oneshotted, useless if you get hit twice in a small time window, useless if you get scammed by the fact that it has a cooldown.
Chem Grenade as it's the best Blitz in the game, no need for any modifier node.
The final perks of each relic are inherently to boost quality of life for a class that by itself has a selfish gameplay, as unfortunately you should not considered playing it in a support way as it is bugged and quite not enough relevant. Moreover it also pushes you to build in an antisynergistic way if you read all the talents that are around that kind of build.