Holistic Ghalt Guide – Battleborn

Holistic Ghalt Guide - Battleborn
Holistic Ghalt Guide - Battleborn

Overview

Considering Ghalt’s lore has him as the leader of the Battleborn and an ex-combat engineer, it seems strange to me that Ghalt isn’t much of a support character and is actually more of a DPS powerhouse. Before the nerfs to his scraptrap (it used to stun, now it slows), he was a decent controller but now he’s basically all DPS (he still has the “controller” tag on his command page, but you haven’t been able to trust those for a long while), which isn’t a bad thing. He can really wreck face.

In PvP, Ghalt works very well as a target selector for a group: throw down some traps in the middle of your team and then hook an unwitting enemy into said trap so that your team can curbstomp them. It’s remarkably demoralizing. He’s also got straight up insane DPS with his shotguns.

In PvE, Ghalt is just straight deeps. Enemies tend to die quickly and deal more damage in melee than at range so you don’t really need to hook enemies into advantageous position and, often, hooking the wrong enemy can end up killing you by getting them right in your face for a shield slam/head butt. The damage/slow on his traps isn’t even particularly impressive, so, while it would behoove you to place them in places you know that enemies are going to spawn, it’s doubtful that you’ll really notice if you don’t.

Abilities

UPR M8-R Revolver Shotgun:

Ghalt’s basic attack.
It’s high damage with reasonably small spread, for a video game shotgun. You won’t really be able to do much with it long range, but it’s deadly at short and medium ranges. There’s negligible recoil and the reload is pretty fast (he reloads all rounds at once since it’s a revolver). The most interesting thing about this attack is that, for mechanical purposes, each pellet is considered a separate attack that originates from a single attack. This means that each pellet starts off with all of the same buffs and is capable of generating effects separately as if they were different attacks. This doesn’t mean too much to the average individual, but when you get into optimization with gear (and I will) this becomes extremely valuable.

Ghalt’s alt-fire is simply aiming down the sights of his shotgun. It’s not really useful since, you know, shotgun, but it decreases spread a little bit, making it viable at slightly longer ranges.

Tactical Shells:

Ghalt’s passive.
Ghalt’s final 4 rounds before he has to reload deal 25% additional damage. It’s a massive damage boost, but it isn’t enough to justify running around with only half of his ammo unless you’re sure you can kill someone in 4 shots.
An incredibly interesting element of this passive is that the Tactical Shell are universally treated as skill damage: they are augmented by skill damage (as well as attack damage), trigger effects generated by skill damage (such as Bola’s Target Finder), and are counted as skills for the purpose of ops side missions that require kills with skills.

The Hook:

Skill 1.
A mid-range attack that pulls a single target hit by it right over to Ghalt. The projectile defaults to middling size and is quite slow. If a target is moving, you’re liable to miss them unless you’re leading the target significantly. The range is middling as well, though the hook ignores gravity (it doesn’t fall) so the end is somewhat abrupt. This is definitely Ghalt’s most annoying ability since the pull can be extremely disorienting and places someone right where they would probably rather not be (surrounded by your friends, for example). When being pulled, the game does check for collision, so if you try to pull a target through a space that they couldn’t pass through, they’re not going to pass through it. Keep this in mind when using it. There are also some excellent helix options that you can use to make this even more annoying/dangerous.

Scraptrap:

Skill 2.
It used to be awesome (since it stunned) but now it languishes (since it slows). Even worse, the traps take a few seconds to get ready and there’s a slight delay after they are tripped before they do their thing. In addition, Scraptraps have hp and can be destroyed; they’re not that durable and most AoEs are going to just wipe them out no matter what. One advantage of this is that, in PvE, you can place one near enemies and have them waste a few seconds attacking it instead of you. The only way to really use them as intended (i.e. as a trap, not a micro-taunt) is to throw them under someone’s feet while they’re preoccupied or hook someone into them. Even so, you’re not really going to be getting a lot of mileage out of them. Some helix choices make them significantly stronger, but none of them really make the Scraptraps anywhere near as amazing as they used to be.

Dual Wield:

Ultimate.
This isn’t so much about “doubling damage output” as it is about “not having to reload”. It’s also somewhat disingenuous since the shotguns don’t count as Ghalt’s basic attack shotguns: they aren’t improved by attack damage gear (they are improved by skill damage), don’t benefit from Tactical Shells (since you don’t track ammo while the ult is active), and don’t benefit from anything else that your basic attacks do (except increased attack speed). Still, it’s an excellent ultimate because you’re still unleashing a torrent of damage upon your opponents (you don’t have to reload so just keep on firing). Just keep in mind that it’s skill damage, not attack damage. Furthermore, you can’t sprint nor can you rez (or interact with objects like build nodes) while the ult is active. Either wait for it to end itself or press the activation button again to end it prematurely. Also, if you are stunned or silenced, it ends immediately, which can suck. As such, if you’re in PvP, keep an eye out for characters like Rath, Galilea, or other characters with the ability to slap you with those effects when you’re using it.

Helices

Level 1: The Big Draw v. Stealth Scrap

Recommendation: Any
Both of these exist to make their parent skill more useful. Big Draw makes it easier to hit targets by dramatically increasing the projectile size of the hook while Stealth Scrap makes it basically impossible to see your Scrap Traps until your opponents are within melee range of them. For Stealth Scrap, keep in mind that the traps don’t go super stealthy until they are fully activated, so your opponents still have a few seconds after you throw them down where they’re easily visible.

Level 2: Shocktrap v. A Little Somethin’ Extra v. The Scrappening

Recommendation: Shocktrap
Shocktrap gives your traps a bit of an AoE DoT, which can add up to decent damage if it doesn’t die immediately. The other 2 helices just don’t amount to much: you can only have out 2 Scraptraps normally (at level 7, there’s a helix that allows you to have 4), so you’re not going to see much of a damage increase (Shocktrap roughly doubles the damage), and the 3 additional bombs provided by Scrappening tend to miss, for some reason.

Level 3: Barrier v. Pellet Party

Recommendation: Any
Both of these are excellent options and force you to choose between greater survivability (Barrier) and greater damage (Pellet Party). Barrier is an incredibly powerful survivability helix and turns Ghalt into a remarkably durable target (since he’ll have 540 shield and 165 shield regen, pre-gear); if you want to build a tank Ghalt (which is possible), this is the option for you. Pellet Party, on the other hand, increases the spread of his shotgun without decreasing the density of pellets. You’ll do more damage if all pellets hit (all pellets still deal the same damage), but the main advantage is that it’s harder to miss completely at longer ranges. Due to the unique nature of Ghalt’s multi-pellet attacks, If you stack the right loadout, Pellet Party can give you a pretty obscene DPS increase. The one caveat here is that Pellet Party doesn’t affect Dual Wield at all. When you activate Dual Wield, you’ll return to standard reticle size and pellet count.

Level 4: Hookshot v. The Hook(s) v. Efficient Extraction

Recommendation: Hookshot or Efficient Extraction
Hookshot gives you a bit of damage to go with your Hook. If you’re not having any problems hitting targets with The Hook, you don’t really need to turn your nose up at some damage to go with it. Efficient Extraction makes it easier to hit targets since it travels faster and goes further. If you’re having problems hitting targets, go with EE.
Now, a lack of recommendation for The Hook(s) shouldn’t be taken as a reason *not* to try it out (I recommend trying out everything, if only to verify why I recommend against it). The additional hooks mean that you can hit multiple targets, but I’ve never had much success with them. The spread on the hooks is too wide that the additional hooks are really just rolling the dice on hitting something randomly and they leave plenty of empty space between them. Even with The Big Draw, it’s doubtful that you’ll actually snag more than one target. Thankfully, collision between allies is no longer an issue so you can actually pull enemies onto the same spot (they’ll separate shortly after arriving, but at least they’ll get there).

Level 5: Hobbling Shot v. Boomstickier

Recommendation: (PvP) Any; (PvE) Boomstickier
Both of these buff your Tactical Shells (final 4 rounds). Boomstickier is great because more damage is always nice, especially when it’s attached to your primary source of damage. Hobbling Shot is good for PvP because slows are awesome for PvP but not so much for PvE since you don’t really need to make enemies stop running around like manic fleas, as players tend to do.

Level 6: Drain Chain v. Duct Tape and Bailing Wire

Recommendation: Drain Chain
Even though Drain Chain says that it “drains” shield and health, it is not restored to Ghalt in any way so, in reality, it’s just straight up 360 damage over 3 seconds. As much of a let down as not having a self-heal on The Hook is, it’s still good because it’s a decent bit of damage. DT&BW means that your Scraptraps aren’t going to die as easily, but 100% of “very squishy” is still pretty squishy, especially when the traps are destroyed when they explode. If you use your Scraptraps as “taunt-traps”, could be useful since they’ll survive a bit longer, but they’re still not going to survive long enough to actually explode if they’re being attacked by anything significant.

Level 7: Speedloader v. Scrapstack v. Both Barrels Blazing

Recommendation: Speedloader or Both Barrels Blazing
The Scraptrap is pretty crappy and it’s not really useful as a trap, as such, being able to throw out 2 more of them can’t really compete with the significant improvements to your basic attack that the other 2 helices provide. Speedloader makes reloads extremely fast (with some reload gear, it’s almost instant) while BBB slows down your rate of fire a bit but doubles the number of pellets that each trigger pull unleashes. You’ll only get half as many shots per reload as you were before, but they’ll hit like a truck. As with Pellet Party, BBB can do some utterly disgusting things with the right gear loadout (since it increases the number of pellets per attack), though, once again, it doesn’t affect Dual Wield at all. Even with BBB, Dual Wield will fire a single set of pellets per trigger pull.
In general, my recommendation is to use Speedloader for situations when you’ve got a lot of enemies and BBB for situations when you’ve got a few big ones (e.g. Speedloader is for killing trash and BBB is for killing bosses).

Level 8: Short Fuse v. Quick and Dirty v. Big Trap

Recommendation: Any
All 3 of these make Scraptrap much more useful. If your traps keep dying before going off, Short Fuse. If you always seem to find your Scraptraps on cooldown when you’d like to use one (such as if you want to sync up the CD of The Hook and Scraptrap), Quick and Dirty. If you want to hit more enemies with Scraptrap, Big Trap.

Level 9: Here Comes the Hook v. Easy Target

Recommendation: Easy Target
This largely comes down to the primarily utility of The Hook, in my mind: setting up a specific enemy for rapid, imminent death. If a target escapes, you kind of wasted it. Easy Target makes it very unlikely that the target is going to escape since you’re increasing their damage taken (this still applies to targets that aren’t pulled, such as bosses in PvE, turning Hook into a DR debuff). Furthermore, if you reduce the cooldown time on Hook, you’re just pulling the Hook out of sync with the CD on Scraptrap by more (which is bad because of the obviously intended Hook-into-a-Scraptrap combo).

Level 10: Gun ‘n Run v. Can’t Touch This v. Incendiary Shells

Recommendation: (PvP) Gun ‘n Run or Can’t Touch This; (PvE) Incendiary Shells
In PvE, crowd control isn’t that common and you don’t often need to haul♥♥♥♥♥while still unleashing hell on your opponents since NPCs don’t run (if you need to haul♥♥♥♥♥in PvE, it tends to be while facing away from your opponents, since you’re running away). As such, the mediocre bit of additional damage that Incendiary Shells provides is the best you can hope for (also, it looks really cool, since you’re shooting flaming projectiles from your shotgun).
In PvP, on the other hand, you often have to chase down fleeing opponents as they run in fear of your dual wielding goodness and CC effects (like stuns, slows, and blinds) are common and can really ruin your rampage (a stun will actually end it immediately, which sucks). As such, those get the recommendation.

Gear Stats

Ghalt is a remarkably versatile character. He can be surprisingly tanky (with gear and Barrier) or a dastardly DPS fiend (with the right gear). I’ll go over all stats here, based on how I personally categorize them, and provide a priority list for each category.

Offensive

(Attack Damage>Reload=Attack Speed>Skill Damage>Critical Damage>Cooldown>Shield Pen>Recoil)
Attack Damage is the best way to beef up Ghalt’s damage because he reloads (so attack speed doesn’t provide full benefits) and his damage is almost entirely from his basic attacks (and his ult happens to dip from both attack damage and skill damage).
Reload and Attack Speed both make him unleash his basic attacks faster. Reload is better for his basic attacks (even moreso if you took BBB since you’re reloading twice as often), but Attack Speed also makes his ultimate more effective.
Skill Damage is high because it augments Ghalt’s Tactical Shells as well as his skills (especially his ult). This is a lower proportion of his total damage than Attack Damage improves (since his ult is a majority of his skill damage and is improved by Attack Damage) so it’s lower priority, but stacking Skill Damage in addition to Attack Damage allows you to double dip for huge improvements.
Critical Damage is low mainly because Ghalt isn’t really a precision shooter. The wide spread of his attacks means that you might get a crit with a couple pellets, but a majority are going to be normal hits. As such, Attack Damage is better. Furthermore, if you’re targeting an isolated crit location (like a Varelsi Channeler’s head), you’re going to get a lot more misses than hits/crits, so you’re better off aiming for center mass. Only go for crits if all of the other pellets are going to be hits.
Cooldown is low priority since, like with Skill Damage, Ghalt isn’t really a skill damage dealer. Furthermore, Dual Wield’s CD doesn’t count until the effect is over so you can’t stack a bunch of CD and go perma-Dual Wield.
Shield Pen gets the standard disclaimer: it’s only useful in PvP because most enemies in PvE don’t have shields (and no bosses have them; Rendain’s shield doesn’t care about shield pen).
Recoil is at the bottom because, while he does have recoil, Ghalt just doesn’t have enough to bother mitigating it through gear.

Defensive

(Max Health=Max Shield>Damage Reduction=Shield Recharge=Health Regen>Shield Regen=Healing Received>CC Duration):
As with most characters, Max Health is the best defensive stat though, if you take Barrier, due to the incredibly high shield regen he gets, Max Shield ties. Without Barrier, Max Shield falls to the wayside and drops down significantly.
Ghalt doesn’t have the hp+shield to really make Damage Reduction incredible (he falls short of the 3333 mark by a fair amount), but he’s got enough to make it worthwhile if he takes Barrier (not just because of the higher shield but because of the regen too). The massive increase to Ghalt’s Shield Regen with Barrier also makes Shield Recharge *extremely* attractive.
Since Ghalt has no native self-healing or hp regen, Health Regen is a high priority.
Barrier kind of renders Shield Regen redundant since that one helix provides 105, which is more than you could get with an entire loadout devoted to it.
Healing Received is lowish priority since Ghalt is pretty shield heavy with Barrier.
CC Duration receives the standard disclaimer: CC duration is functionally worthless. CCs don’t last that long so the minute values of CC duration on gear basically mean nothing.

Control (Cooldown):

If you want to make Ghalt a better controller, the only option is to grab Cooldown. He’s not that great at it and Cooldown doesn’t do a stellar job of improving that element of his play, but it’s all that you can do.

Mobility

(Move speed>Sprint speed>CC duration):
Move speed is useful in combat and out of combat and is increased by sprint speed. Sprint speed is only really useful outside of combat. CC duration reduces the duration of slows and stuns but is still absolutely terrible.

Economy

(Shards>Buildable):
Getting shards helps you buy gear as well as construct buildables. Buildable reduction makes them way cheaper, however. Something to consider is that I only find these stats remotely useful in PvP. PvE gives you shards like candy; unless you’ve got someone who bogarts all of the shards, every mission should provide a surplus of shards even if you have a triple legendary loadout (like I do for pretty much everyone). In PvP, however, these are absolutely amazing and can actually be the foundation of an effective strategy.

Legendaries

These are some specific legendaries to keep in mind for Ghalt.

Gloves (attack damage):

Pacifier (algorithm), Symbiotic Gauntlet (sentinel)
Attack damage beefs up the shotgun, which is good. Both of them also contribute to your survivability with his best defensive stats. SG is better offensively but you probably need to have some source of healing since Ghalt can’t really keep himself topped off on his own; Pacifier gives a nice little attack damage debuff whenever he damages an enemy, which he should be doing all the time.
Vow of Vengeance should probably be mentioned because it’s one of the most popular legendaries out there. Do not use it on Ghalt. The stacks only apply with his quick melee and the stacks fall off very quickly (a matter of seconds). VoV is for melee, which Ghalt is not.

Helmets (CC Duration):

Silverback Hydebear Hide (upr)
While CC Duration gear is generally *never* taken and pretty much never recommended for anyone, this is a true exception. The primary stat is basically worthless, but you get DR as well as regeneration, both of which are exceptionally good stats. If someone else on your team has a Demon Bear item, it’s basically an additional epic injector that you can take if you’ve already got one (since it’s a legendary and costs a helluva lot more). It’s not *stellar*, but it’s something to consider, especially if you really want to push the regen and DR.

Watches (cooldown):

UPR Synchrograph (lore)
Ghalt’s lore legendary buffs his skill damage and CD time, neither of which is particularly useful for him. In addition, it increases the rather anemic damage his traps deal when you hook a target. It’s definitely encouraging an intended tactic, but it doesn’t do it in a particularly useful way (especially since the tactic is more about making it easy to unload basic attacks in a target that can’t defend itself effectively than killing someone with the trap).

Goggles (critical damage):

Vigilant Power Scouter (sentinel), Hostile_Takeover.exe (algorithm)
VPS used to be extremely powerful on Ghalt, but a stealth nerf in the WU that prevented the stacking of the proc dramatically diminished its potency. Still, it’s extremely powerful because Ghalt is so friggin’ good at scoring crits: while he doesn’t often get crits with all of his attacks, he’s able to generate the proc (and buff the rest of his bullets next time he shoots) better than anyone else in the game.
HT isn’t particularly good for Ghalt on the pure numbers front but his shotgun spread means that he can score hits extremely easily. While VPS is definitely better on the damage front, HT can keep a target’s shield shut down extremely effectively.

Pauldrons (damage reduction):

Blissbeast Skull Plate (void’s edge), “Alamo-7” Armor (algorithm), Porta-bUnkr Phalanx Rig (upr)
Blissbeast is a powerful survivability tool: it gives DR and a lot of health regen, both very useful stats for a tanky Ghalt, especially since he doesn’t have a huge hp pool to made triggering the proc difficult. Alamo-7 Armor gives 2 nice stats and, although the cooldown time on the legendary effect is extremely long, it is *extremely* powerful (2 seconds of total immunity). Porta-bUnkr is similar: if you’re on a pure UPR team, you can group up and become almost unkillable.

Injectors (health regen):

Oath of the Sustained (renegade)
An excellent utility legendary that also helps out your team. You get health regen, increased damage, and a portion of all damage dealt (which should be a lot) is given to your allies as life. Considering Ghalt’s impressive DPS, this can be quite a boon.

Armor (max hp):

Vigilance Link (sentinel), Vampiric Vestment (jennerit), Pain-2-Gain Re-Knitter (upr), Squad Goals BDU (mike ops)
Vigilance Link gives you 2 excellent survivability stats and makes your team more durable as well. Excellent for team players and more support minded people. Vampiric vestments will give you hp, more hp when you kill things, and more attack damage so that it’s easier to kill things. Normally, I wouldn’t recommend VV for PvP, but Ghalt is pretty durable and a damned good killer so it can be quite effective.
Pain-2-Gain Re-Knitter has DR on it, which will make Ghalt incredibly tanky; it also has the capacity to double the max hp increase, as long as you don’t die. If you’re running ops, SG BDU is better (and is actually the single best TTK item you can get) because it provides more hp than P2G with the exact same DR contributions: if you’ve got at least 56 ops points, SG BDU is better than P2G can possibly be.

Batteries (max shield):

One-4-All Shield Array (experiment), Modernista (saboteur), SKNK-WRK Decoherence Refractor (montana ops)
Modernista is a good anti-ranged shield with a decent secondary stat. A good way to discourage snipers in PvP since you can avoid the first crit and hurt them in the process. One-4-All Shield Array gives you more shield, your allies more shield, and can stack up some shield penetration if you want to push a shield pen build.
If you’re doing ops, SKNK is absolutely incredible since provides the most DR possible on any single item (19.2%) if you’re running for 100 ops points: 19.2% DR is a 23% increase in TTK, which means that it’ll provide more survivability than anything else except for the SG BDU.

Boots (move speed):

UPR Boot-Loader Bandolier (upr)
Move speed is move speed but these boots can provide an incredibly huge boost to your reload speed if you have a nearby UPR friend (that isn’t Galilea): you can get a 30.8% increase in your reload speed on a near permanent basis, making this quite devastating.

Stocks (recoil):

Starkweather’s Oscillator (llc)
SO basically gives you 15% lifesteal for your shield. Considering Ghalt’s incredible damage potential, this can be extremely useful, though, because it doesn’t have particularly good stats on it, it’s not really a “must use” legendary.
I will mention Stable Executioner here because it *used* to be awesome and part of an absolutely incredible Ghalt loadout combo, but, with the WU changes, this legendary was both buffed and nerfed: it was buffed to have a 20% chance to deal 50% additional damage but it was nerfed (especially as it applies to Ghalt) since it no longer considers each proc a crit and no longer triggers off of skills. Don’t use this any more. It used to be amazing, but now it’s just kind of meh and no longer makes Ghalt a death machine.

Magazines (reload):

Hidden Charger (llc), Vyn’s Quiver (sentinel)
Both of these are about increasing survival while keeping you shooting. The only question is whether you prefer to top off your shield or top off your hp. If you take Barrier, go with Hidden Charger; if you don’t, take Vyn’s Quiver.

Pins (skill damage):

Bola’s Target Finder (experiment), Lorrian Skill Spike
The only skill damage item I would actually recommend, not because skill damage is useful, but because it has a useful secondary stat and an absolutely amazing legendary effect that only got *better* with the Winter Update. If you want to build around making Dual Wield a death sentence, this will be the centerpiece of your build (it will also make your hook and trap even more devastating and upsetting).

Non-Legendary Gear

Since legendaries generally require extensive PvE to acquire (even the loot pack legendaries are easier to get via PvE due to the ease at acquiring commander packs via the ops), most PvP players won’t have ready access to many of them. Of course, because they require so many shards to activate, many PvPers don’t bother using them in the first place (they’d rather activate cheaper gear and use spare shards on buildables). It should also be mentioned than many newbies won’t have ready access to a full spread of gear either so this provides them some stuff to look out for.

Keep in mind that all of these items can be acquired from Core loot packs; each item also has a relevant faction listed; if you’re looking for a specific item, your best bet is to open faction or commander packs of that type so that the loot table is smaller.

This list will not be comprehensive. I’m only mentioning those items that I feel are most relevant/important. I’ll also be labeling them based upon faction, rarity, and if you want the version with a penalty if possible (items with penalties are cheaper to activate; in general, only use gear with a penalty that doesn’t affect your character since it’s basically a free cost reduction).

Gloves (attack damage):

LLC (epic), Eldrid (all), Rogue (rare)
First and foremost, the Eldrid gloves are all awesome because max hp is absolutely amazing and the conditional effect on the rare and uncommon versions are extremely easy to activate. Ghalt does have a shield so you don’t want to reduce it with the penalized versions.
The LLC epic glove is good because it provides some more shield. The other gloves aren’t worth it because of bad conditional requirements.
The Rogue rare glove is awesome because Ghalt can quickly peel shields and is extremely good at scoring crits with his shotguns to guarantee and maintain the conditional buff.

Wrenches (buildable cost):

Rogue (common, penalized)
While Ghalt *is* affected somewhat by a healing received debuff, it’s the least penalizing of all of the possible penalties. The higher rarity and non-penalized wrenches tend to not be worth it because you’re spending shards to save the same amount on later purchases.

Injectors (health regen):

Eldrid (rare), LLC (rare)
Ghalt has no other way of recovering hp on his own so a regeneration item of some kind is virtually a necessity. The conditional on the Eldrid one is extremely easy to activate (just don’t die) and stays up for as long as you might need after it’s been activated. The LLC variant will give you regen when you’re in combat (when your shield is down), but it won’t really heal you as much outside of combat so which is better depends upon how often you figure you’ll die.

Armor (max hp):

Eldrid (rare), LLC (rare)
The LLC rare is one of the best max hp items in the game for PvP. As soon as your shield breaks, your max hp and current hp both increase by 210. As soon as you have a shield again, your max hp and current hp are both reduced by 210 (though no less than 1). It’s extremely good. The Eldrid variant is basically a bridge gap until you can get the LLC one.

Magazines (reload speed):

UPR (rare)
If you take BBB (which doubles ammo consumption), this is virtually a necessity; even if you don’t, this is incredibly powerful. If you’re chain firing, you’ll easily be able to fire all of your rounds in less than 5 seconds and maintain the full 30.8% reload speed improvement.

Shard Gen (free shards):

Rogue (common, penalized)
Virtually required for most PvP loadouts, this free shard gen doesn’t penalize Ghalt at all. The higher rarity shard gens tend to not be worth it because you’re having to wait to activate it before starting to generate shards, effectively doubling the cost.

Loadouts

General:

Vigilant Power Scouter, Symbiotic Gauntlet, one of (Vyn’s Quiver or Hidden Charger)
The choice between VQ and HC depends largely upon whether you’re running with a healer (and whether you’re taking Barrier). Overall, you get plenty of survivability and a goodly portion of damage. If you want to go for pure DPS, replace either the magazine or VPS with a Bola’s Target Finder.

Pure Survivability PvE:

Blissbeast Skull Plate, Hidden Charger, Pain-2-Gain Re-Knitter
If you’re going with this loadout, I’m assuming you’re also taking Barrier. This gives you a full suite of survivability stats: plenty of +hp, a lot of shield recharge delay to make Barrier even better, and DR. If you’ve got a group of UPR allies, Porta-bUnkr is probably the way to go instead of BSP, but you need to have a bunch of friends of a specific faction and that’s not gonna happen too often, at least in my experience. If you’re running ops, go with Squad Goals BDU instead of P2G and SKNK instead of Blissbeast.

Dual Wield PvE:

Bola’s Target Finder, Stolen Edge of Arcvynorr, Doomsday Key
The whole idea here is to maximize attack speed and skill damage. SEoA gives you a huge amount of attack speed and some move speed. Bola’s Target Finder gives you skill damage, attack speed, and more damage when you chain hits on people with Dual Wield. Since Pellet Party doesn’t affect Dual Wield, you’re probably taking Barrier, which means you’d like Shield Recharge Delay and, when your shield breaks (which will probably happen if you’re constantly attacking like you should be), you’ll get even *more* attack speed.

Mike Ops / Legendary PvP:

Sketchy “Easy Money” (-heal power), one of (Symbiotic Gauntlet, Pacifier), one of (Vigilant Power Scouter, Vyn’s Quiver, Hidden Charger, Bola’s Target Finder)
Free shard extractor allows you to afford the legendaries: the gloves are just so powerful because of Ghalt’s extreme basic attack damage while the second legendary is based largely upon what other aspect you wish to excel at.

Fast Leveling PvP:

Sketchy “Easy Money” (-heal power), free wrench (-skill damage, -cooldown, -healing received), legendary glove (Pacifier, Symbiotic Gauntlet)
Build as much as possible to get easy xp and level up as quickly as possible. Make sure you stick around the fights as well so that you’re not sacrificing minion xp for build xp. The legendary is there for when you hit level 10 and don’t need to spend shards on leveling up. Pacifier and SG are the best choices for a specific legendary, but Hidden Charger is another good option. Honestly, it’s really “legendary of your choice”.

Cheap and Functional PvP:

Stout Ekkuni Wristguard, 2 of (Sportsman’s Haute-Couture Kevlar, Stout Aelfrin Warblade, Rifleman’s Hailfire Mags)
Since there aren’t any legendary items, you don’t really need a free shard gen (though you could replace either the glove or the pin if you really wanted). The Eldrid uncommon glove and sword can be replaced by the epic versions if you’re worried about dying, but it will increase the price a fair deal (going from uncommon to epic would cost 336 each). The glove is basically mandatory but the choice for the rest lies between craptons of hp, attack speed and hp, or craptons of reload speed.

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