Outriders – Every Demo Legendary Ranked | Full Discussion and Analysis



It’s time to talk about the legendaries we all farmed in Outriders just before launch day. There are a lot of options when it comes to striking down enemies, but with a little help you’ll be well on your way to taking over Enoch. Codiak and Livid are back with a new video and today they are analyzing and ranking every Legendary weapon from the Outriders demo.

1:31 – D Tier
4:03 – C Tier
9:21 – B Tier
15:07 – A Tier
22:26 – S Tier

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32 thoughts on “Outriders – Every Demo Legendary Ranked | Full Discussion and Analysis”

  1. I don’t entirely agree with the rankings, but I can’t fault the logic. While this wasn’t the first to market on the topic, the format and tag team and thoughtful consideration as to why the rank was what you stated, was far superior to others I’ve seen. Looking forward to diving deep into the variants and impact of these weapons once we start crafting!

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  2. I just thought of something that could make Amber Vault even more OP. What if there's a Double Gun variant fire-mode where the shots out of both barrels are synchronized? Like, you have 30 shots in your magazine instead of 60, but every shot is 2 bullets because the Double Gun's design has 2 magazines that I assume have 30 rounds each. 2 bullets per shot = higher dps since you're unloading your mag faster with the same overall damage from the bullets.

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  3. They nerfed Killing Spree. It only stacks up to 3 times. Still good but I'm thinking the Judgment perk on the pistols are going to be broken. I felt like Livid was reading my mind when I watch the Forum last night with you guys and the other YouTubers. If you take a one-shot Sniper with the Techno top tree that has a perk of 200% weapon damage after the reload, then you may have what I believe will be the biggest DPS combo in the game. The first shot gets 200% plus then reload to activate the Judgement perk. That could be a 10X multiplier on your base damage.

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  4. So with mods already starting to work against each other without crafting is this an issue we are going to run into consistently when we start to craft our own items?

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  5. I think the bleed info is a little bit wrong.
    The "dmg when you move part" only applies to players, not enemies, you can see that going in the "enemies" section of the guides.
    Bleed does substantially less dmg than burn or toxin, but it does continuous dmg just like the other 2 statuses

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  6. For VooDoo Matchmaker, Livid states that you could proc "Vulnerable" infinitely from the mod "Vulnerability Bullets".

    Question: Is "Vulnerable" not a status effect? Wouldn't bosses eventually build up to "Resist Vulnerable"? Seems like a pretty common thing for bosses to resist in gaming, in general.

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  7. On the Aerie master: The Crit Chance Mod adds 15% flat chance to crit. So for example your base chance is 5% equipping this weapon, you get 20%. The game has a stats screen and you can see the difference with this mod equipped (which is why I know this).

    This is a massively powerful mod for boosting damage especially on a gun with a high crit multiplier and a crit damage shard on it. It's hard to notice on that particular shotgun because of the fire rate and low ammo count. I noticed how good this mod was on an autoshotty. It was so good in fact that my 286 damage autoshotty with a crit mod, was outperforming my other shotguns with much more damage on them.

    Then there is Weightlessness:
    A shot gun is the absolute best for this mod because as you can see in the demo you can lift multiple enemies with 1 shot. On multiple occasions I lifted 5 plus enemies off the ground. Can't do that with any other kind of weapon (be interesting to see if it works with ricochet though). If there is an internal cooldown you just won't get that kind of mileage or utility from an automatic weapon( excluding the autoshotty)

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  8. Welp, looks like I’m good to go , after 60hr. in demo I got all of those weapons except Thunderbird , maybe will give a last go today for few hours to see if it will drop for me , other than that, can’t wait for full game in few days !!!!

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  9. Weightlessness works really well with bosses and technomancer. Throw down that ground missile aimed at the boss then use the shotgun. The boss will not bounce around as the missile hits it. Also, the arc from the missile exactly matches the rising effect you get from weightlessness. If you do it right, every missile will hit the boss which you could practically kill the boss within one skill.

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  10. I did manage to get all 10 legendaries. Amber Vault (S) was clearly #1 for me, Rarogs #2 (S), Migraine (F) was the worst, if I were to change on of the mods on it, it would be the tier 3 one, that tells you it's a bad weapon . Torment and Agony (D) was also bad. you don't want to be shooting at multiple enemies to mark them, you'll die before you get that reload from not killing anything. I'm suprised you had Voodoo at S . I would put it at D it felt incredibly weak. The AE rarely hit anything and when it did , it didn't hit for much. I agree with Livid that LMG damage feels weak, though I found them to be good with special ammo. Since you get 1 full clip and not a set amount. With a sniper you get 5 twisted rounds and with a LMG you get 100.

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  11. The absolute FIRST thing I am doing in the game is dismantling my Thunderbird and putting it's lightning mod on my ambervault. Not that it even matters, but I wonder if the ambervault mod will add more damage to the lightning bolt as well.

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