Showcasing my updated level 57 True Takedown Gamma build, huge weapon versatility across the board letting you cycle through different loadouts to keep things interesting. Soloing all end game content and allowing you to play either aggressively or more conservatively depending on your play style preferences.
With Mayhem 2.0 dropping soon I’m expecting Red Fang gamma approaches to be one of the best options for Flak if the difficulty gets up to OP10 levels, aggro control (while not having to sacrifice damage) could be a game changer. Keen to hear other people’s opinion on this
I’m thinking the same in regards to the Red Fang, especially if the next TD is eridian themed, or anything except armor really.
Yeah it’s going to be interesting to see how they handle the guardian takedown, I imagine there will be armour bars in some capacity but like the maliwan raid - radiation should hold its own pretty well if the mobs are anything like the guardian mobs in the base game. I could see the red fang helping quite a bit defensively given the erratic way the guardians move and teleport etc. If their damage is bumped up way beyond how they are in the campaign they could be a pretty fun challenge
I had to level a Fl4k to get the sapper COM for Moze, since the drop is bugged, and have been using a variation of Gamma Build. I agree going forward this build will eventually outshine the others.
I’ve got a buddy that will love this build, he should have all the gear too. He’s still running that gammagod but from what we can see his survivability has started dropping as levels go up.
You seem to be a huge fan of redfang you should experiment with “not my circus” and friend bot, pretty good combo to give three shot fadeaway an almost indefinite taunt.
that’s interesting, I’ve seen a large amount of sappers dropped as flak compared to any other class mod too. Yeah I get the feeling this kind of approach is going to be a big advantage if the content does get to levels of difficulty we haven’t seen since high OP levels
awesome man, hope he enjoys it! One of the things I really like about this approach is the amount of weapons that can work on the build, really keeps it feeling fresh.
Not my circus is a really interesting augment for fade builds, it’s great that you can get a semi red fang experience as just an augment on an already strong action skill in fade. I’ve toyed with it while building with fade in the past and yeah it definitely works better on the three shot approach. My focus has been rakks and gamma for a while but no doubt I’ll revisit fade when the content gets hard enough to demand that kind of playstyle
Rakks will always rein supreme.
still got mad love for rakks, such a fun playstyle. It’ll be interesting to see how they hold up in future difficulty given they lack the defensive utility of fade and gamma, we’ll see though
Between the healing from the rakks and rage and recover it shouldn’t be that hard until the floor is lava, but I’m hoping we get pushed into a less glassy meta tbh.
yeah for the general game rakks builds hold their own, im just not 100% sure that with the current state of rakks if those kinds of builds will be able to survive at really high levels of difficulty compared to fade and red fang gamma. Im thinking of a high op level type situation where you’re downed after a couple of shots if you’re not careful but then again we didn’t have shields that work in bl2, like we do in bl3 so it’ll be interesting. Rakks will always have a place but it could get interesting depending how intense the higher difficulties are
Sorry for the thread necro but this is an interesting discussion about Fl4k’s future. It is tough to tell what we will be facing come Mayhem 2.0, but I would assume that there will be 13-15 more levels (70-72) and skill points, which gives squishy Fl4k builds quite a bit more healing. Yes, the enemies get stronger and do more damage too, but Fl4k does not need damage. Fl4k need more heals, or even just one shield recharge rate skill (kind of like Zero’s Grim would do the trick - just a kill skill - and yes I know we have the GR skill that performs this function, but you really need more than a perk to which everyone has access).
For example, take a typical Hunter/Stalker Rakk build with Megavore and TPI. In addition to being able to max out points in SRS, TTAR, and RAR in the green tree, this same build now will now be able to get all 3 of those skills PLUS max out WRW and even put some points in Frenzy in the blue tree if you wanted to.
I think that being able to get all the damage skills AND all the healing and aggro relief skills will make Fl4k more powerful (relative to the other VHs) than he is perceived presently. I was kind of having this same discussion the other day with @boombumr in another thread.