A short guide to Mordecai’s skill tree.
I’m not the Mord player like I am the Roland player so the better Mords may need to correct me on a thing or two. I’ve finished 3 Mordecais with emphasis and neglect in each branch of the tree, so I’m going to share what I learned from those games.
If you’re looking for a bunch of numbers then that’s what the wiki is for.
Sniper: Long Range
Synergy: Sniper, lol
Tier 1
Focus doesn’t seem like much, as accuracy buffs work on diminishing returns (anyone using a Sniper Mod with the +accuracy line will tell you they won’t notice a difference), but it’s actually one of Mordecai’s strongest buffs. It improves accuracy at rest, worst accuracy, speed of accuracy recovery, and of course helps keep sniper rifles steady, especially at lower levels of proficiency. Because this boosts just about every aspect of keeping a gun straight, instead of only one value, it is a must on every Mordecai. Especially Sniper Mordecai - Caliber can wait.
Caliber increases damage dealt by sniper rifles. Simple. If you’re running the Sniper Class Mod, this is a strong option, but due to the massive critical damage you deal it’s not a priority. Put one point in early to get the class mod’s boost, sort out other priority skills, then max this later to prepare for the health pools of end-game enemies so you can keep one-shotting.
Tier 2
Smirk is mostly useless, since it’s so easy to overlevel in Borderlands already. If you’re good at keeping in level before playthrough 2 ends it can be less useless, but if you’re playing solo I’d still say it’s effectively useless. At Level 69 its only remaining effect is boosting the speed of gaining proficiencies, but of course not for weapons incapable of crits (Rocket Launchers and some Eridians), which arguably are most difficult for Mordecai to level. Once you have all desired crit-capable proficiencies this becomes a 100% dead skill.
Killer is love. Killer is life. A heavy DPS boost for your weapons during kill sprees, especially when running Assassin. Always take this after Focus. Come on it’s 8% damage and 6% reload per point! It applies to all weapons, even rocket launchers, carnage shotguns, and eridian weapons.
Tier 3
Loaded lets you double the number of rounds your snipers can fire before reload. On a dedicated one-shot sniper this is useless early because you only need one bullet for most enemies anyway, and Killer trivialises reloads. Crit-driller snipers who use semi-automatic S&S/Hyperion/Dahl rifles will find this much more useful than I do, so it’s much more useful to max this early with that style. At Level 69 it’s much more valuable to have regardless of style, as enemies are considerably tougher. Strangely this is boosted by the pistol-focused Gunslinger class mod, but some players like myself can take advantage of this. Gunslingers usually run ammo regen and are used to firing constantly without care. Being able to shoot more with a sniper without stopping to reload keeps things feeling famliar; maybe it’s just me but taking Loaded instead of Carrion Call worked on my Gunslinger.
Carrion Call is a must on just about every Mordecai, except Gunslingers because they don’t need Bloodwing’s help. This applies on every single bullet fired, meaning the Skullmasher is Mordecai’s sniper of choice. One full hit from a Skullmasher with this skill will reset Bloodwing’s cooldown entirely. More Bloodwing means more heals, more aerial impacts, and more damage (explosive) or debuffs (corrosive). 3/5 is enough, so don’t worry about it getting in the way of your build. Remember you can reset Bloodwing pre-emptively while he’s still out on the field for an immediate re-release.
Trespass
Depending on how you’re playing this could be the best or worst to take.
Yes it lets you one-shot Guardians and trivialises Mr. Shank, but they’re not common encounters so it shouldn’t really influence the decision on how much of this you want.
Snipers will love this, because more skipped shields means more enemies will be one-shot.
Gunslingers will love this, because who wouldn’t want their mashers to skip shields?
Elemental Mordecai doesn’t like this! Elemental effects do not trespass, so for example, shooting someone with a Volcano will ignore the shield and tick fire damage on their shield for reduced damage, instead of the bullet popping the shield and letting the fire tick for full effect on their health. One point in Trespass is still nice to get a lucky snipe but it’s not worth taking more.
One important thing to note is enemies do not ‘flinch on hit’ while their shields are up, so unusual Mordecai builds with fully automatic weapons will have a lot of trouble and just get shot to pieces by unwavering enemies. I wouldn’t recommend it for those builds.
Rogue: Bloodwing
Synergy: Hunter
Tier 1
Swift Strike doubles Bloodwing’s damage and makes him go from target to target even faster. This means more health returned with Out For Blood and much higher DPS with Bird of Prey. Max this on every build.
Swipe should only ever have one point and no more in it, and only if running Scavenger. It tends to just scatter money everywhere and make a mess, in a game where it’s too easy to overcap money and even bug it in to negative. In co-op it’s a lot more useful, dropping health and ammo more often when players need them. Yeah sure in the 1st playthrough Swipe can be powerful at accelerating your cash, but its usefulness declines very very rapidly as you gain levels, so I’d say it is the worst Rogue skill.
Tier 2
Fast Hands makes you reload faster, but proficiencies also make you reload faster and to greater effect. It’s strong in the 1st playthrough but diminishes in usefulness later on, being completely overshadowed by your proficiencies. Nice if you can spare the points, and worth it when running Survivor, but I wouldn’t recommend it otherwise.
Out For Blood is Mordecai’s key survival skill that should always be taken. Combined with 5/5 Bird of Prey you can throw Bloodwing out in advance and call him back at just the right time when you need a heal. Except on the funny but sad occasions when Bloodwing gets stuck this will keep you alive through just about everything, Crawmerax included. It’s important to note that Bloodwing needs to deal damage, so Explosive Wing is required for many bosses (Crawmerax included, due to his minions’ various resistances). Elemental-resistant bosses will take 0 damage from Elemental Bloodwing variants, while Explosive Wing always deals damage.
Tier 3
Aerial Impact has varying usefulness depending on the way you’re playing and building. On crit-focused and sniper builds it’s extremely useful for enemies that get too close, so you can aim better for those headshots and suffer less twitch from them shooting you back. On Bloodwing Hunter/Ranger builds it’s a core skill because you’re putting all your chips on Bloodwing. However I am unsure if overcapping this improves the chance to daze higher level enemies or if it remains the same as at 5/5. If running the Hunter Class mod only I’d take the safe option of 2/5 +3 (you want the +4 in Swift Strike for maximum damage, so 1/5 +4 is undesirable).
Ransack is one of the best skills in the game… when you’re high level. The average quality of loot dropped is directly tied to Mordecai’s level, so taking this early won’t really be that much use, especially since often it procs money or ammo drops. A Level 69 Mordecai will be able to generate Crawmerax-quality loot regularly, with Dr. Ned’s DLC being a prime Ransack location due to the high volume of squishy enemies that can easily be mowed down. Be warned that overcapping this is useless (100% for one piece of loot does not get better), so if running Scavenger the ideal spec is 1/5 +4 for 100%.
Bird of Prey
Combined with Swift Strike and Out For Blood this is an amazingly useful investment.
I would not recommend ever going lower than 3/5. Sure it doesn’t affect 1v1 situations with bosses, but those are few and far between - mobs and Crawmerax are the greatest threats and they are where Bird of Prey will shine brightest.
With 5/5 it is easy to release Bloodwing at the start of an encounter, play fully aggressively, then when shields go down and health begins to fall, call him back to get a heal just after you fall below the health gate, then take cover for your shields to recharge. With 1/5 this pre-emptive release just isn’t possible - he’ll always come back before you need him, so you have to release him closer to when you think you’ll need the heal, but then he’ll come back too late and you end up in FFYL anyway.
I was amazed at just how much I was losing out when playing this at 1/5, and that is what makes me say to take no less than 3/5.
Gunslinger: Close Combat
Synergy: Gunslinger, lol
Tier 1
Deadly is a global increase to all critical hits, and it is understated (technically). You actually gain 15% per point, but it only applies to the base damage. The math is something to do with a crit against a bandit making it a 6% increase in total damage, but it’s awkward to think about it that way. You’re increasing your damage by 15% per point if you’re a good shot, just think of it that way - isn’t that awesome?! Take on almost every build.
Gun Crazy gives you a chance to do double damage with pistols & revolvers, also taking in to account multiple projectiles, so your masher can fire 14 projectiles! This is broken as hell on any Gunslinger or even a Hunter toting pistols around, but when starting up a new game it’s not actually the best choice. Unless your only weapons are pistols/revolvers then it will be far more beneficial to take Deadly first and Gun Crazy later. Revolvers gib enemies so easily in playthrough one, so doing double damage to something that’s already dead to single damage… it’s wasted. Gun Crazy is best taken immediately after you’ve reached the end of your first branch of choice.
Tier 2
Lethal Strike at 5/5 absolutely breaks your melee in playthrough 1, and makes it a powerful option at Level 69 against most non-Knoxx enemies. It is a far better option than Riotous Remedy and is loved by many, myself included, but should you always just take it when you get there? No.
Riotous Remedy is a slow passive heal that is only active during killing sprees, and will always do something, even if it’s very little and makes kittens cry at how weak it is. If you’re not making any use of your melee attack, don’t keep a jagged (+150% Melee Tediore/Torgue/Jakobs/Atlas/Dahl) shotgun handy, and don’t plan to, then Lethal Strike will do absolutely nothing for you at all. I love me some shanking, but not everyone does it. The best options is to take Gun Crazy + Deadly, but if you’re playing Sniper and don’t want any melee for enemies that get close then it looks like you’re taking Deadly + Remedy. I’d still recommend shanking enemies that get close if you’re a sniper, just give it a go. =P
Tier 3
Relentless