DRL > Discussion
Shotgun Build discussion.
Ashannar:
I've only found one, but from my limited experience it seemed consistently precise.
HenWen:
Klear: Don't worry about the hyperblaster "spoiler" because it is actually incorrect. TAA won't give you a hyperblaster.
As far as reloader vs: juggler - the last version I played (9.9.6 (?)) juggler was clearly superior because shotguns had a higher base reload speed (1.5 or so)?. Thus the speed increase from reloader was not enough to keep enemies reliably knocked back. I always carried multiple shotguns around for Hell's Arena. Now, I think juggler is still probably better, but reloader is stronger as a result of the reload time decrease.
Pricklyman:
--- Quote from: HenWen on March 14, 2012, 20:25 ---Klear: Don't worry about the hyperblaster "spoiler" because it is actually incorrect. TAA won't give you a hyperblaster.
As far as reloader vs: juggler - the last version I played (9.9.6 (?)) juggler was clearly superior because shotguns had a higher base reload speed (1.5 or so)?. Thus the speed increase from reloader was not enough to keep enemies reliably knocked back. I always carried multiple shotguns around for Hell's Arena. Now, I think juggler is still probably better, but reloader is stronger as a result of the reload time decrease.
--- End quote ---
Juggler may be superior in the short run, but overall in anything but a MSH build - just go straight for the master you want!
However a masterless shotgun build naturally - can more than accommodate Juggler without a doubt!
Sambojin:
Just a skew of random thoughts on shotgun builds......
Shotguns don't actually get all that more damaging through leveling. They get more versatile. Rel/SM and Fin/Jug does up your DPS due to lack of reloading constraints, but doesn't really up damage during firetime. You move better, you swap better, you reload better, but you don't really do more damage. Mods up your damage. Power mods specifically. Assemblies up your damage. They all use power mods. So find some power mods. They give you a versatile character that can do damage.
A shotgun is an oddity of sorts. An area weapon that doesn't destroy items yet can obtain some knockback quite easily. The weapons are common as muck. It has fairly large ammo stacks for the damage caused. The problem being that these ammo stacks get rarer and rarer the deeper you go into the game. Sometimes you won't get another shell during the last 5 levels. It's like reverse plasma. You get a heap in the first five levels where it does wonders. Then you need to mod/build/play your doomguy and scrounge every shell from that point. Plasma is easy, every character can slap on some EE and some TH and walk over the game. No master traits needed, ammo is abundant. Shells, not so much. The right build, the right (modded) weapon, the right play, and you're better than anyone. From the first level onward.
Shottyman is ace, simply because it brings your single and double shotties back online. A double essentially doesn't work for any more than two blasts (or four with alt-fire) even with weapon swapping and juggler. Shottyman lets you play active defense/offense all game. Juggler caps out.
Reloader is also good. It works for all weapons, not just your shotguns. RL/ML/BFGs are all your big guns that want some reloader. Shotguns want reloader. Therefore reloader is good in a shotty build for all the weapons you'll need to use.
A technician can have a really easy time of things by taking reloader as their first trait and putting their tech mod on that first level shotgun. I've got to the Mortuary without finding a combat shotty. You can make it there with a tech modded shotty. Then power mod the assault shotty.
Tactical shotguns are the epitome of all a shotgun build wants. Ignore my last bit. Keep the tech mod. One power mod and you're there. In fact, combat shotties are the epitome of a shotgun build. Then you just want a couple of mods and you're there.
Playing a double shotty build is the funnest way to play shotguns. Especially AoD DB shotgun builds. Just pretend you're a melee build with a square or twos extra range, Close. Laugh. Boom. Laugh. Side-step. Laugh. Boom. Laugh, It's fun. It'll make you wonder why there is no "DB shotty kills" medals.
Juggler is great, but only to a point. It's versatile, it's quick to get, it suits all weapons. Unfortunately you'll need all those slots that are currently carrying weapons for ammo/armour/health and a couple of consumables if you want to play it safely. A double shotty (backup/p.elementals/skulls) and a main shotgun is all you want in a shotty build. Any other weapons are just your big hitters (RL/ML/BFG). Juggler caps out but starts off really strong. Reloader never caps out, neither does shottyman, neither does Int(2). Ever.
A scout with Int(2) by second level is just stupid for shotgun builds. It's perfect cornering, great damage mitigation, excellent shotgun scouting, ammo conservation plus and a good feeling of general safety. It's really good. Like, too good for shotguns. In fact, it'll get you up to and through the wall with the greatest of ease (by which time you have all the weapons you could want).
AoD is better than every other shotgun build. Fireangel doesn't work. Shottyhead isn't "just" a shotgun build. AoD gives you great passive defense, great active defense, good tactical defense and nice damage regardless of the situation. Or what weapons you find. Or even what armour. It's great with a tactical shotgun. But it works with a normal shotgun. It works with any shotgun really. It's THE shotgun build. Every other build does lots of other weapons well. AoD? Just shotguns, really well. And I guess reloading all your stuff. Like shotguns. Really well.
See, I told you. Just random thoughts. I'm tired.
Pricklyman:
Nononoo....Tactical Shotgun isn't the epitome of Shotgun builds...
P-modded Tactical Shotgun...
All you shotgun nerds just jumped for joy...I know you did! (I know I did...)
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