Fade Away is a mix of good survivability and very high DPS. It focuses on cycling cooldowns with high hit rate/multi-pellet weapons, while also being capable of high burst damage.
Augments: Until You Are Dead + Not My Circus, with the latter being core for proper usage of Hidden Machine. Unblinking Eye is recommended for burst/high single shot damage weapons.
Alternative Skill Setups:
This setup forgoes the points put towards reaching and partially investing in Barbaric Yawp in favor of significantly increased reload speed.
Skill Flexibility:
Playstyle: Your gameplay loop revolves around cycling Fade Away cooldowns as quickly as possible. You’ll want guns with high Head Count proc rates for this, like the Reflux, Monarch and any other that fit amix of high pellet count + decent fire rate.
The time spent during Fade Away can be used for “planning”, a breather or just straight up murder while cycling cooldowns. For areas with high enemy density, you can comfortably spam Reflux and just cycle Fade Away with ease. To wipe off single targets, you want to use the available weaponry for that mixed in with any cooldown utility so you can cycle back Fade and trigger anointments.
You should always aim for the enemy weak-points, because Fade Away hits are not the same as hitting a true crit.
If your pet goes down and you don’t want to manually revive it, you can go into the skill menu, equip another pet, go back into the game and then back into the skill menu to re-equip the desired pet. Alternatively, you can skip the last step and just swap to the next best pet each time one goes down. Another way is swapping to a Friend-bot class mod and killing an enemy, or shooting a Res pistol at the pet.
3 shot Fade Away gives a great deal of flexibility for any type of ASE anoint, and as usual non-action skill anoints such as Consecutive Hits, Killstack (12.5% reload speed and gun damage per kill stacking up to 10 times) Urad, and High Health Breaker (formerly 300/90, currently 150/90).
Anointment is a choice between 50% ASE or ASS Break/Fill Effect on some shields. The ASS anointment can provide great survival and utility on some shields
Anointment is a choice between 50% ASE or 25% On Grenade Thrown. 50% ASE has higher potential when element matching properly, while OGT is not ASE dependent and can provide a slightly higher damage multiplier in theory. If using OGT, you might want to consider running the “Okay Boomer” modifier for grenade sustain.
General stat boosts to look for on all class mods are: