Not a good skill, these status effects are very rare in the game unless you let grenades and melee guys attack you. Sweet Spot - somewhere between 6-10 ( removes the movement penalty ) It's useless on weapons with 0 spread like the snipers, magmamaker, disintegrator, and the explosive excessive weapons, useless on weapons with homing projectiles like the burst rifles and almost useless on fully automatic weapons with very low spread like the Dread, E77 and p900.įor HMGs and Miniguns it's debatable, those weapons gain high spread very quickly and can only deal a few shots with pinpoint accuracy, i guess it's up to the player if they want a couple of points here as even 1 point makes a difference you can survive easily with 0.īalance - Determines resistance to stun, knockbacks and staggers, and the movement penalty for moving while firing heavy weapons. This skills is better on Handcannons and Shotguns, weapons with the ability to 1-shot kill most small enemies where you won't need to shoot much unless it's a big enemy and you don't really care that much for accuracy against these types of enemies. This is where some guides are making mistakes, this skill does exactly what it says, weapon spread recovery only happens when you stop pressing or holding the trigger, it reduces the time needed for the weapon to be accurate again. Invest more if you don't feel the recovery is quick enough. Sweet spot - 10 (cannons), 15 (shotguns). Just like Tactical Sense this skill is good for most of the builds, at 15 you will start to really see when this skill shines, at 20 it's able to cut reload speed by more than half.Īiming - Determines weapon spread recovery rate. Sweet spot - over 15 but 20 is what you should aim for if you have the points. Weapon Handling - Determines reload and weapon swap speed. ![]() I'd also say it's best to invest the whole 20 points in it or skip. It's still a very useful skill against bosses since you can't kill them very quickly, the thing here is priority, higher priority for high RoF weapons with lower bullet damage and lower for low RoF weapons with high bullet damage. This is a good skill but it's not that useful for everyone, i don't think you can go over 25% crit rate in this game so in the end only 1/5 of your shots are going to crit, this stat is not a priority for weapons with low firerate that can kill enemies with a few shots but it is more important for weapons with high firerate that needs more shots to kill enemies. Tip: If you deal damage higher than the enemy hp that extra damage will also count for tactical charge calculation, so using weapons suchs as Blastmaster and maybe Shotguns that can destroy enemies with 1 shot will recover tactical very quickly per enemy.Ĭritical Hit Rate - Determines Critical Hit Rate. It's a good idea to invest 9 after finding or buying a good tactical and invest in other stats until/if you see fit. This is a skill that for the most builds is really useful, this skills becomes more important as you find better tacticals. Tactical Sense - Determines amount of tactical charge gained for damage inflicted. In any case you should do whatever you want with you build.įor level by level information about the skills try using the fextralife wiki: I have not considered augmentations they scale with certain skills so you should consider that when creating a build. ![]() I tried to find "sweet spots" for each skill, at these spots it is a good idea to see if you should still prioritize the skill and invest more or start investing in another, you will also see a big difference at these spots. I have seen a few guides out there that doesn't explain right what Aiming does, so inspired by them i created this small guide to try to help people build characters and understand a little bit more of what the skills do.
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