DRL > Discussion
Shottyman - help me out here.
Sambojin:
I've been playing around a fair bit with MFa and it does play a lot differently to MAD. I'm assuming (probably incorrectly) that you're playing AoS or shotgun only runs as you can otherwise just waste the bigger guys with a better weapon. The boost to HR is nice with the 15% per level dodge chance now (which really adds nicely to running's dodge chance and perfect shotgun accuracy). Really the shottyman trait is just a bonus for MFa, the build really is for the lack of splash damage in it. Which is pretty much the only dangerous thing in the later game.
The new tactical boots are your friend in early game. Whilst they contain anti-knockback (a bad thing), the extra run speed does really help you get into position for shotty blasts and running away from daemons early on. I also find that putting in Fin->Jug--....-->MFa at the start of the MFa chain pretty much makes the build both liveable and very powerful. You can then run-and-gun or become a high-dodge-weapons-platform whenever you need too. Juggler is actually probably a fair bit better than shottyman for AoS runs anyway if you're not going MAD. But then again, I'm of the opinion that juggler is probably a lot better than most traits for most things than a pistol build anyway.
Other than that, just ALWAYS use your diagonals unless you have a very good reason not to, and run diagonally at the enemies if you think you can shotty them out more quickly by doing so. Sometimes it'll help keep your shotgun damage high enough, sometimes not. It's one of the few builds where a tech mod probably is better on a shotgun than a power. Speed is of the essence.
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