A flexible gun spec that takes full advantage of FL4K’s immense bonuses to Corrosive damage, a key element in endgame content. Very friendly to base game players, as there is no mandatory DLC gear!
Augments: Not My Circus + Until You are Dead. Strong aggro relief, reliable healing and movement speed.
Skill Flexibility:
Pet: Spiderant Scorcher has the best stats for your damage and survival, but if you want more movement speed then Gunslinger Jabber is available.
Playstyle: Get kill skills rolling via Bounty Hunter and enjoy utterly massive amounts of Corrosive damage. Weapons such as Breath of the Dying and Reflux excel in mobbing, and options such as the Blood-Starved Beast, Sand Hawk, and Monarch will handle bossing very efficiently.
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 swap to a Friend-bot class mod and kill an enemy, or shoot a Res pistol at the pet.
Flesh Melter introduces a significant ramp to your damage, so be aware when entering encounters that don’t have a large quantity of enemies.
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) and High Health Breaker (formerly 300/90, currently 150/90). Due to this build’s focus on Corrosive damage, elements other than Corrosive are discouraged.
Experiment with your favorite weapons! Corrosive weapons are the main focus but keeping multiple elements on hand to deal with immunities and resistances is ideal.
Anointment is a choice between 50% ASE (Rad or Corrosive) 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 (Rad or Corrosive) 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. Notably, OGT will help ensure Flesh Melter/Breath of the Dying/Kaos consistency more than an ASE element does.
Bounty Hunter, +3 Dangerous Game +2 Hunter’s Eye/Frenzy