Firepower Devastator build despite the meta HA!
https://outriders.app/build/d9419c7a-1a0a-4acb-a928-659b99204abe
So here is my near-final Firepower Devastator build! I break down all the choices below by category.
Talents:
I opt to go for the extended close range reach given that there is so much close range damage in the build, in the talents, and in the mods and items. In exchange I miss out on the armor choices, as well as the cooldown and extended mag choices. I feel like the CD talent is unnecessary given the set bonus, and the extended mag is a QOL talent but doesn’t have any direct benefit.
Taking the +12% shotgun damage and +12% assault rifle damage seem like straight up better choices than +10% armor piercing choices.
Armor Items:
I go for the Deathproof set. Initially, I had this build in mind for the stone set which grants +100% FP during golem activation. And then abusing the +100% duration mod with the +2 second on kill duration mod to make golem last for a very long time. But I have found in the higher Ctiers bosses specifically don’t go down fast enough to keep golem up indefinitely, and the entire survivability of the build revolves around golem being active. So I have opted for the Deathproof set instead. It offers a lot more general survivability, as well as outputs likely as much or possibly even more damage. Every piece has Bonus Firepower and Close Range damage. I opt for the Cannonball gloves for the bonus FP, CDR, and high armor value. Boots can likely eventually be upgraded.
Mods:
*Set bonus 90% CD to boulderdash is super critical*
To start, Personal Space and Captain Hunter seem straight up mandatory, as they are the best damage boosting mods.
-Primal Armor doubles my armor, and since Boulderdash is on less than a 2 second CD I can guarantee it’s always active. This increases survivability tremendously, and my armor absorbtion goes over 70%. Also, with the set bonus, this mod straight up adds 100k FP to the build and over 100% bonus damage.
-Primal Constitution seems fantastic, since if I hit 5 enemies, my HP nearly doubles. Great for survivability and allows me to rely less on Golem and use it as a panic-button instead of a mandatory always-active-ability.
-Primal Chaingun straight up can double damage. Absolute must. Especially given how often you spam Boulderdash.
-I take Double Jump and Life Absorption to use Gravity Leap as a panic button. It always insta-heals, it’s great for escaping, it gives me two activations, and is awesome to save in between golem cooldowns.
-I take extended Golem with Perseverance and Golem of Death to have golem up nearly all the time when in large clumps of mobs. In particular, the bugs.
I have considered sacrificing some of the defensive options for more offensive mod choices, such as the FP boost when out of cover (I’m never in cover), or FP on skill activation mods. But I find their boosts insignificant, 5-10% only, and the ease of survival more beneficial this way. However, Primal Weakness can likely be swapped for one of these options.
To summarize:
My weapon damage is almost always doubled. My FP is almost always doubled. My armor is almost always doubled. My health is almost always doubled. Plus I have 3 panic buttons in the form of golem, and two gravity leaps which heal. Proper useage of skills should allow you to survive.
Weapon choices and weapon mods:
Ultimate Damage Link is OP. On a weapon with life leech, it adds again to survivability, and also cranks out the damage on everything. The damage link stays active even after a weapon swap, so the idea is you open fire with the rifle, then switch to the shotgun once close, triggering both Kinetic Stomp and Storm Whip, plus the high shotgun damage, and can even one-shot Alpha groups on CT15! The Kinetic Stomp on the shotgun is great for clearing groups of trash mobs, when you’re up close (which you always should be), and helps keep you at full HP with the close-range killing.
The Legendary Minefield choice on the rifle is for bosses, once trash mobs are gone, it still does damage. It’s also nice to have some AOE on the rifle if you’re too far for the shotgun, or out of ammo. Ultimately, I need Dark Sacrifice, and that will replace both Minefield and Storm Whip as the best options, and most likely increase damage tremendously, but I do not yet have that mod.
The shotgun itself can likely be upgraded to something with either Armor Piercing, or a better mod choice than Storm Whip for extra damage.
All in all I have had good success with this build both solo and in groups. People said FP Dev couldn’t be done! I say NEY! It can!
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