[build] Rocket Bunny Moze | 11m14s M10 TRUE TAKEDOWN (No Yellowcake) LAUNCHERS MOZE BUILD!

What’s up everyone?

Rocket Bunny Moze is my take on a rocket launcher focused build which aims at extracting maximum damage out of them, while also sustaining great survivability. It does mobbing, bossing and is a fun, powerful and versitile alternative for your Moze gameplay!

In the build video above I go through three main gear loadouts, but the possibilites are actually far greater than that. Suggestions, comments and questions are very much appreciated! Enjoy!

Skill Tree

That said, let’s tackle the skill tree first, so you better understend the skill references when explaining gear choices.

Phalanx Doctrine Main Skill Tree

Main tree bellow achieves the ideal balance between sustained high damage and high survivability. It fits best at the Radiation Red Suit and Shock Mind Sweeper gear loadout you will see bellow at the gear section, and is a best all around option you should consider.


Main Skill Tree link

Short Fuse Variant Skill Tree

Next tree is a short fuse variant, capable of higher damage output in detriment of some survivability. More important, though, this option is a solid take when you need quick burst damage on some encounters, where you generally start without Phalanx Doctrine stacks and need a fast ad clearing arsenal at your disposal, such as the TTD Valkyries and Wotan fight.
It is a better fit for the Counter Element Old God loadout, and is the one used at the True Takedown footage above.


SF Skill Tree link

Bottomless Mags Tree

Main reason we go down the green tree is Rushin’ Offensive. That skill itself with its recent buff will provide you with insane survivability, topping you off only by running while shooting your cannons when using a Bloodletter class mod. It’s essential when running lower capacity shields while also granting you a far more consistant use of amp damage ones.

Cloud of Lead
Fire damage bonus and a straight addition into ammo sustain.

Redistribution
Slight contribution to ammo regen, and a consistant shield regen when running high capacity shields

Scrappy
Almost a must have skill for your increased swap speed. Really handy and also comes with a solid gun damage boost.

We should also talk about not going for Stoke the Embers. As you will see down bellow on gear section, we will make use of several gear setups which playstyle consists on receiving recurring splash damage returned from your shots. Besides being a great addition while running fire weapons, Stoke the Embers would raise fire damage from passives far too high for other gears to work.

Demolition Woman

Fire in the Skag Den
1/5 goes only for utility. At level one it can proc Consecutive Hits, Harmageddon and the fire dots on enemies also heal you with Rushin’ Offensive. Kudos to @Prismatic over these. More points here would be a problem similar to the reason stated above, about the Stoke the Embers in the green tree.

Grizzled
Good for Iron Bear cooldown. It has diminishing returns but we’ve gotta go down the tree.

Means of Destruction
This is your main ammo and grenade regen skill. Since you will be dealing exclusively splash damage it is a must 3/3.

Torgue Cross-Promotion
Must have 5/5, straight splash damage boost for launchers and Mind Sweeper grenades. We will go around the increased splash radius at the gear section. Should be well known around, but I’ll emphasize that bonus splash and AoE damage and radius affects barrels and world explosives, so be aware of that.

Pull the Holy Pin
Crit chance for your grenades chain when running Mind Sweeper (for more on that, I’ll leave a link to @sonicgundam’s Mind Sweeper math thread). Paired with a Cloning Madenning Tracker Atlas grenade it will constatly proc Redistribution as well.

Auto Bear
Unfortunately we cannot rely on Iron Bear for damage with the current Mayhem 10 scaling, but Auto Bear makes it for a decent aggro decoy that also applies Target Softening action skill debuff.

Vampyr
Consider it as a bonus survivability tool when running a Bloodletter. It will provide you with constant heals since you will be already tossing grenades ever so often for your Means of Destruction ammo regen.

Short Fuse
Moze’s best capstone, a solid option for high damage bursts that works really well with your launchers, mainly after you stack your Plaguebearers Overkill. On a important fact worth noting, its explosions damage is purely kinetic and thus doesn’t benefit of your element multipliers. Other than that, it is a great damage alternative.

Shield of Retribution

Armored Infantry
Go-to skill for the 5/5 first row skill points for going down the tree. Solid gun damage bonus and ok damage resistance addition.

Drowning in Brass
Great mobbing damage skill, also good when bossing with ads. Straight 60% gun damage boost.

Thin Red Line
3/3 will provide you with a big shield capacity boost. It’s also useful for droping you bellow the 50% health threshold for unhealthy rad anointment.

Vladof Ingenuity
3/5 for going down the tree. More shield and a good shock damage resistance bonus.

Experimental Munitions
Straight 15% bonus incendiary damage for your Mind Sweeper grenades. Great value for a single point passive. It will also boost your overall damage with your main launchers.

Desperate Measures
Full time 100% bonus gun damage while running a Deathless artifact. No brainer 3/3, one of Moze most powerful skills.
A Bloodletter class mod with +2 on Thin Red Line will also release the full +100% bonus gun damage, without the need of a Deathless Artifact. You will see at the gear section that a Pearl of Ineffable Knowledge is an artifact you could run as well.

Phalanx Doctrine
Another one of the great Moze damage skills from its red tree. It’s absolutely great when mobbing, as the shield capacity and gun damage bonus have no stack limits, depending only on your clearing speed. At a 7/5 PD you will be effectively doubling your damage at around 12 stacks, depending on your com and artifact passives. As you can see in the build video, attaining and keeping those stacks up is an easy task for the build.

Equipment and Gear loadouts

As stated before, you absolutely do not need to run these exact gear, build allows for a huge variety of equipment, mainly when talking about shields and artifacts.

  • Radiation Red Suit
  • Shock Mind Sweeper
  • Counter Elements Old God

Grenade
image
You should idealy run a Cloning Maddening Tracker on every loadout, so I’m just leaving it here. Alternatives are a Mitosis-Hunter Seeker or Recurring Hex with elements matching to your setup purpose.

Anointments to look up for:
25% damage on grenade thrown
50% element ASE

Radiation Red Suit

Objective here is to make the most use of an Elemental Projector artifact paired with the Red Suit Shield for reckless mobbing gameplay and amazing damage.
You will stick to radiation only damage weapons and anointments, and be constantly self applying Irradiated status. Torgue Cross-Promotion skill will help with that, as it increases the radiation nova blast radius. As tested recently, Short Fuse is a viable alternative here, if you feel comfortable running a lower capacity shield without Phalanx Doctrine. SF kinect damage will do no harm on yourself.
Elemental projector bonus is multiplicative to your main skill tree gun and splash damage multipliers, meaning a huge boost to your already high damage output.

Launchers
imageimage

Side Weapons
Any element Sand Hawks and ION Cannons with the anointments bellow should easily counter radiation imune or beefier armored enemies. :warning: BIG NOTE HERE: You WILL kill yourself with a Yellowcake!! :warning: As the damage output will be far too high, instantly downing you from returned fire damage from Experimental Munitions and Fire in the Skag Den. Nuclear Pie Moze 2.0 is your alternative build for your Yellowcake spam obscure needs.

Anointments to look up for:
300% over 90% health
150% rad under 50% health
160% splash on Iron Bear exit

Shield
image
No alternatives here. Amp parts are always welcome.

Anointments to look up for:
50% bonus rad ASE
75% bonus shield on Iron Bear exit

Class Mod
image
Look for one with a split between the skills above. You can run a +2 into Thin Red Line if you want to drop Deathless for alternative artifacts.

Ideal passives are: + Splash Damage; + Heavy Weapon Damage; + Weapon Damage; + Weapon Charge Speed (particularly useful with the Plaguebearers), + Increased Splash Radius

Artifact
image
Alternative artifacts are: Atom Balm, Victory Rush or Otto Idol. Only drop the Deathless, though, if you have 5/3 on Thin Red Line.
Ideal passives are: + Heavy Damage; + AoE Damage; + Radiation Damage; + Weapon Reload Speed

Shock Mind Sweeper

Shock launchers and the Transformer shield will allow you to run Deathless without a Bloodletter class mod. We will explore that interaction for boosting up damage with Mind Sweeper and the 300%/90% anointment.
Another note on Short Fuse when running this loadout. Due to its kinetic damage nature, it can and will produce kinetic Mind Sweeper grenades chain. Those will instantly get you into FFYL if you’re caught on explosion radius. Therefore I highly recommend going for the Phalanx Doctrine variant of the skill tree for that as well.

Launchers
imageimage

Side Weapons
image image
Other side weapons worth carrying: Sand Hawks and Kaosons in any other elements to counter single target beefier enemies.

Anointments to look up for:
300% over 90% health
160% splash on Iron Bear exit

Shield
image
No alternatives here.

Anointments to look up for:
50% bonus shock ASE
75% bonus shield on Iron Bear exit

:warning: As pointed out by @drevilgn the 50% Shock ASE will harm you while paired with some weapons, even with a Transforme Shield on. :warning: I’ve runned some tests and that still seems to be the case with both Plaguebearers and Backburners. I’m leaving the anointment recomendation here as it seems to be a non-intented mechanic and hope that we get a fix for that soon.

Class Mods
image
Grab the highest skill points on Torgue Cross-Promotion that you find. It will make the bonus Splash damage even higher and improve the odds of doubling the splash radius, which means more shield returned from your shock damage.

Ideal passives are: + Weapon Crit Damage; + Splash Damage; + Grenade Damage; + Heavy Weapon Damage; + Weapon Damage; + Weapon Charge Speed (particularly useful with the Plaguebearers), + Increased Splash Radius

image
Grab your Bloodletter for more survivability alternative… when you find that Mind Sweeper is a bit too much damage.

Ideal passives are: + Splash Damage; + Heavy Weapon Damage; + Weapon Damage; + Weapon Charge Speed (particularly useful with the Plaguebearers), + Increased Splash Radius

Artifact
image
No need to say anything here. Snowdrift utility and Deathless for shield and damage.
Ideal passives are: + Heavy Damage; + AoE Damage; + Shock Damage; + Weapon Reload Speed

Counter Element Old Gods

That’s where you optimize weapon element according to your enemies weaknesses and health bars. IE I was running a Corrosive/Shock/Radiation mix of launchers on the Maliwan Takedown footage, and a Fire/Radiation/Crio for Cistern of Slaughter. You really should place whatever fits you best here, shields and artifacts included.
Short Fuse is a valuable addition here, since you will be avoiding your own splash damage and will be running higher capacity shields, rendering you less dependant on Phalanx Doctrine stacks for high survivability.

Launchers
Litteraly any good launcher that you have fits in here.
image
image
image
Yes, that’s where you’ll use your Yellowcakes. You won’t need a x2 for mobing, stick to a x1 for better heat management.

Side Weapons
Any element combination of Sand Hawks, Kaosons and ION Cannons will do the job. Alternative damage sources are key, use for your advantage.

Anointments to look up for:
300% over 90% health
150% rad under 50% health
160% splash on Iron Bear exit
125% fire on Iron Bear Exit

Shields
image
image
Also flexible slot, feel free to run Transformers with varied 50% ASE anointments. Double Amp Big Boom Blasters are also a solid pick.

Anointments to look up for:
50% bonus elements ASE
75% bonus shield on Iron Bear exit

Class Mod
image
Look for one with a split between the skills above. You can run a +2 into Thin Red Line if you want to drop Deathless for alternative artifacts.

Ideal passives are: + Splash Damage; + Heavy Weapon Damage; + Weapon Damage; + Weapon Charge Speed (particularly useful with the Plaguebearers), + Increased Splash Radius

Artifact
image
Also not much to say comment here. Snowdrift utility and Deathless for shield and damage.
Ideal passives are: + Heavy Damage; + AoE Damage; + Radiation Damage; + Shock Damage; + Weapon Reload Speed

Alternative artifacts are: Atom Balm, Victory Rush or Otto Idol. Only drop the Deathless, though, if you have 5/3 on Thin Red Line.
Ideal passives are: + Heavy Damage; + AoE Damage; + Radiation Damage; + Weapon Reload Speed

Mayhem Modifiers

Overall there are no mandatory modifiers you must run, but there are definetely some that you should avoid.

To look out for

  • Speed Demon - Movement Speed increased by 50% for 10 seconds. Effect can stack up to three times.
  • Big Kick Energy - Gun Damage increased by 25%. Recoil is increased by 100%. Weapon Spread is increased 100%.
  • More Than Okay Boomer - Grenade Damage increased by 25%. Enemies drop grenade ammo when they die, which may be live. Look for when running Mind Sweeper.

To avoid

  • Charred Mode/High Voltage/Acid Reign/Totally Radical - Enemies may be infused with Element, which makes them immune to that Element damage and release a correspondent Nova upon death.
  • Freeze Tag - Enemies may leave a Cryo Orb upon death. Cryo Orbs constantly release Cryo Novas and are slowed when damaged. These will constantly prevent you from running, interrupting Rushin’ Offensive life steal.
  • Pain Tolerance - When damaged, enemies gain 3% Damage Reduction against the type of damage received for 3 seconds Effect can be stacked 20 times. Just… no.
  • Dazed and Infused - Enemies may be infused with a random element, which makes them immune to that type of damage and will release a Nova when killed.
  • Not the Face - Critical Hit Damage is reduced by 75%.
  • Holy Crit - Critical Hit Damage is increased by 25% Non-Critical Hit Damage is reduced by 50%.

Gameplay and Survivability

Main tip on this topic is stop jump spamming while playing Rushin’ Offensive. It ocasionally interrupts your “running condition”. Staying alive is closely related to keep yourself moving and you should get used to it fairly quick.

Not being affected by self blast damage doesn’t mean you have to shoot and run careless around the map. Well placed shots is a synonym of faster runs and clearing speeds. Mind your positioning to avoid getting stuck and you should run over every M10 content in the game.

What you will also start to notice is how effective you can be on mobbing when you learn to manage your overkill damage. That’s another strong reason to mind your every shot, try to not waste your overkill damage and you will see yourself breezing through the enemies.

Not much else to state here, you should refer to the build video for more notes about gameplay.

I guess that wraps it up and I hope that covers everything. Feel free to comment, suggest and ask anything bellow, or DM me on Discord ErichHS13#7284

Version log:
1.01: Included M10 Maliwan True Takedown run. Added Short Fuse skill tree variant.
1.02: Observations added on Short Fuse Red Suit mechanics and 50% Shock ASE.

2 Likes

I can’t tell what’s going on in the video, you run around chucking grenades, shooting randomly, and everything dies from splash damage? Often you shoot at an enemy, immediately turn away and go to the next as if its death is a forgone conclusion, it’s like a “launch it and forget it” build lol.

2 Likes

I love when you know a DoT is gonna finish something off and you can just run off to the next :joy:

1 Like

Yes, I tend to use the mini map more often than the actual screen for making sure enemies are dying :sweat_smile: :joy:

Yes, actually both the Plaguebearer and the Backburner have mini projectiles that keep spawning from the main pellet. On the shock-mindsweeper setup though, it’s grenade popping everywhere indeed.

Short Fuse skill tree added as a solid alternative and True Takedown gameplay included.

Would it be worth taking one point from desperate measures for experimental munitions?

That’s a tough one to math, since the build doesn’t rely strictly on crits for damage. We are not running Stoke the Embers as well.

I’d say go for it if you intend to mix your gameplay with weapons other than launchers. Otherwise no.

First of all, I love this build when running a Re-Router Plaguebearer setup. After getting used to Rushin Offensive, I’m really liking how effective it is.

Short Fuse has never done self harm. I run it on my Kaoson build and it never harms me. It’s always acted like artifact effects like white elephant and Launch Pad. Unless something changed recently.

I did notice that shooting a shock splash weapon at my feet with ASE shock on a grenade or shield will down me with a Transformer on. That never used to be the case in the beginning. I’ll have to test out a Backburner on Jack with Short Fuse.

1 Like

Thanks for the feedbacks mate, really appreciate that.

I’ve done some tests with short fuse with the Rad Suit loadout and indeed, the damage directly from its explosions are not returned on your shield, so I’ll edit and leave SF skill tree as a viable alternative for that version as well.

Also tested that with Plaguebearers and Backburners and that also seems to be the case, you will down yourself after leaving Iron Bear with 50% ASE shock on.

With a Shock Sand Hawk, though, you will receive only a shocked status, but the damage is still absorbed or simply ignored.

I was having some discussions with other people and I guess that must be a bug, since pure shock damage, being from ASE anoint or Base damage should not be treated any different for the Transformer Shield.

With a Red Suit and 50% Rad ASE it doesn’t happen, though. It grants you immunity no matter the damage source, just as intended.

Again thank you very much for shining some light on these topics.

I tested a Re-Router and wasn’t much comfortable with survivability, maybe with some shield/health regen? Are you running Phalanx Doctrine?

Glad you enjoy that, Rocket Launchers is my favourite playstyle for Moze and imo is where she really excels today.

Careful with the Sandhawk. It doesn’t do self damage at your feet. But the splash when hurting an enemy in melee range will hit you. So that’s good for shock on Transformer, but I’m betting that ASE shock will still ignore Transformer in that case.

Good to know red suit still works with ASE rad though.

I ran 272 hp regen on class mod, and on artifact. Then had 5% regen on ASE on the shield as well.

I believe I ran all the way down to 4 PD and 1 Force Feedback. Same green tree as you basically, and down to 2 vampyr. With a snowdrift deathless it’s manageable (40 aoe, 50 mag, 272 regen). Think that’s how I did the M10 slaughter shaft with Cartel on.

That’s great stuff as well. Force Feedback didn’t seem a reliable point spent for the gameplay I was aiming. I think it’s a skill that need some work, considering how far down on the tree it is.

Yes, I was testing body shots on Jack.

I rarely take FF, but I was curious to see how the 10% shield would add to survivability since I was already going down to PD anyway. And the difference between 6 and 7 in PD isn’t that huge.