Table of Contents
Class
Weapons
Curios
Talent Tree
Stimm Lab
Description
This Build allows heavy boss dmg from the stimm and melee chem stacks, I have always preferred no keystone on this class mainly because I forget to Stimm to prok Chem Dependecy... so now I refuse to take it because I'm wasting points also I'd like to have my Stimm when I need it and not because a Keystone demands it. Critical chance reaches 25% after a dodge (and you're always dodging) +5 from the knife which proks Channeled devastation, you could take the Crit Chance Aura but I fined having a longer stimm duration with 15% Crit + Melee DMG Aura more beneficial for Boss Damage. Slippery is an essential node that easily allows you to solo an Objective such as Power Cell, Cryonic Rod or my favorite Vacuum Capsule moving! Having another form of Melee Dodge is highly underrated and can save you from Mutant Grabs, Overheads etc when in Clutch Situations. Combined with the Ranged Invincibility frames from Sliding/Stripped Down Blessing, you are untouchable until your path is blocked, That's When your Blackout Grenades (Known as Pocket Sand in my group) comes in handy.
The Knife is my preference but Shivs are ultimately better I know there is high Favor for the Needle Pistol as well for both Boss Damage and Specialist Killing, although that is the case I prefer the Infantry Auto for the Headshot/Crit multiplier and when 12-20 Ragers are trying to brawl me I can whip out my Assault Rifle and deal with them with a high Headshot/Crit Multiplier quicker than the Needle Pistol can. Crushers are Certainly a Problem for everyone melee Chem Stacks and the knife are certainly not a bad choice against them. Getting Stuck in a corner is never fun, Forged Bellows and Pocket Sand has prevented so many bad situations from occurring and the slower attack speed seems to break Boss AI for a few seconds rendering them immobile. The CC from Pocket Sand is amazing stunning flamers/trappers at the back of hoards you otherwise couldn't stun, they are amazing for Reapers/Gunners having a reliable effect, Bulwarks seem to resist the stun quite a lot of the time (even resist Forged Bellows) Crushers seem to be more reliable but can sometimes shrug it off too. If you prefer RPG's remove Pocket Toxin and replace with Extra Blitz.
The Cartel Stim could also be changed for Finesse Damage, but with the lack of an Effective Chem stack applier (I.E Needle Pistol) having the extra crit chance is handy. I've compared the two with "Creature Spawner Mod" and the Chem Stacks supersede Finesse Damage for Monstrosities and the Twins but Captains having a damage Cap between shield pops and the fact they remove stacks Finesse is better. CDR combined with longer stimm and your curios shaves over 7.35 seconds off your cooldown (not sure on the actual number). it's situational but sometimes you'll want to stim with rampage sometimes you'll stimm to get rampage back faster.