For OUTRIDERS players, this is a guide about the devastator tank build with high DPS, if you want to know how to build a high dps tank, just read this guide below.
Build
Since the demo I have been theorycrafting builds for myself – here is one for Warden. I believe it will be unkillable at level 30.
PROS:
– very high health regen
– high armor constant 50-75 physical damage reduction without Golem skill.
– high Resistances while killing groups of mobs.
– 2 free class points
– high dps with right mods (section Mods)
– great mix of survi and damage
– can reach 150-250% extra weapon damage easily below level 20
CONS:
– slow start till Anomaly in the Veins third skill
– only 1 free skill slot to mtach your style
– constantly in the face of enemies due to close range bonuses
– not the highest armor for a warden
– depending on your build can lack party bonuses
BUILD
https://paradoxzyx.github.io/?c=devastator&s=AvBglIyznxhc-Fyi7jimoBE&p=4,6
Milestones reached at 5,8, 11, 16 and 18 class points. Two points are free although I recommend:
for shotgun path
for assault and close range damage.
For even more heal and survi.
Weapons
https://outriders.fandom.com/wiki/Essence_Thief at the beginningand later on an assault weapon with
https://outriders.fandom.com/wiki/Striga
and
https://outriders.fandom.com/wiki/Critical_Point.
2. High damage weapon – for me these are shotguns – standard pump action or narrow automatic.
https://outriders.fandom.com/wiki/The_Cycle
This is a must. It grants increasing flat weapon damage buff according to your health regen – for me it is 30% weapon damage increase and 70-80% total flat weapon damage increase after Tremor health regen effect. There is a sweetspot for regen and additional damage, but for now I cant figure it out. The value somehow decreases after certain threshold of healing per second, I thought it would be constantly increasing – overall it is still a solid damage boost.
Second mod is your choice – for bosses I prefer on hit effect for mobs increased armor or firepower after aimed kill.
Armor Mods
Gravity Leap variant – accessible at level 7. Good early game especially for single target damage, mostly overheals you. IMHO tremor variant is better. Great mobility skill.
https://outriders.fandom.com/wiki/Auto_Reflect
This mod shreds shotgunners or minigunners.
https://outriders.fandom.com/wiki/Bullet_Acceleration
This mod shreds shotgunners or minigunners.
https://outriders.fandom.com/wiki/Extra_Time
Further utility for our autodamage skill.
https://outriders.fandom.com/wiki/Golem_Of_Death
https://outriders.fandom.com/wiki/Human_Comet
Increase in damage means greater synergy with Life Absorption.
https://outriders.fandom.com/wiki/Life_Absorption
https://outriders.fandom.com/wiki/Perseverance
Tremor variant – has muuuuch more synergy with CYCLE weapon mod(next section). Damage is dealt over time such as heal. This skill setup lacks mobility skill.
https://outriders.fandom.com/wiki/Auto_Reflect
https://outriders.fandom.com/wiki/Bullet_Acceleration
https://outriders.fandom.com/wiki/Extra_Time
https://outriders.fandom.com/wiki/Golem_Of_Death
https://outriders.fandom.com/wiki/Perseverance
https://outriders.fandom.com/wiki/Crush_Sequence
More time with active buff means more damage increase from Cycle weapon mod.
https://outriders.fandom.com/wiki/Give_Me_More
More time with active buff means more damage increase from Cycle weapon mod.
https://outriders.fandom.com/wiki/Human_Fortress
Health regen increases our damage.
These are basics mods, all other mods are only boosters that further enhance your playstyle. For passives stack Health/Firepower in mix proportions (3 health pieces, 2 firepower), Close Range Damage, Cooldown Reduction and Healing Received.
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