Fvux' Turret Mania!
Looks like a decent no-kit build, but I’d recommend to switch net turret with rifle.
You run s/d with max points in tools, so the synergy is real.
Still, adrenal implant as grandmaster makes no sense, since you already proc perma-vigor with the traits you’ve chosen, and vigor already hard-caps your endurance regen (means, the trait and boon do not stack their effect, vigor just overrides the trait).
One could argue deployable turrets would help this build, but that just messes with the healing turret combo, so I’d recommend scope or armor mods as replacement.
Also, I’d recommend to take 2 points out of firearms and get transmute in alchemy and explosive powder keg in explosives. Transmute solves your condi-clear issue, without sacrificing your rng burst potential from air+fire, while explosive powder keg does more dmg per bomb than bunker down. And since you have perma vigor, you can use your dodge offensively more often.
If you then want to get some decent performance out of rifle, switch rifle mod with hair-trigger. Reduced cd’s, and therefore more cc / better availability of burst is way more valuable than a plain 10% dmg modifier that only helps your AA and 2 burst skills, and this also compensates a bit for the absence of net-turret.
Personally, I’d rather take TK with this, but since you want to go the full turreteer route, the above given recommendations will greatly improve your balancing between cc, dmg and survivability (if you decide for armor mods)
Looks like a decent no-kit build, but I’d recommend to switch net turret with rifle.
You run s/d with max points in tools, so the synergy is real.Still, adrenal implant as grandmaster makes no sense, since you already proc perma-vigor with the traits you’ve chosen, and vigor already hard-caps your endurance regen (means, the trait and boon do not stack their effect, vigor just overrides the trait).
One could argue deployable turrets would help this build, but that just messes with the healing turret combo, so I’d recommend scope or armor mods as replacement.Also, I’d recommend to take 2 points out of firearms and get transmute in alchemy and explosive powder keg in explosives. Transmute solves your condi-clear issue, without sacrificing your rng burst potential from air+fire, while explosive powder keg does more dmg per bomb than bunker down. And since you have perma vigor, you can use your dodge offensively more often.
If you then want to get some decent performance out of rifle, switch rifle mod with hair-trigger. Reduced cd’s, and therefore more cc / better availability of burst is way more valuable than a plain 10% dmg modifier that only helps your AA and 2 burst skills, and this also compensates a bit for the absence of net-turret.
Personally, I’d rather take TK with this, but since you want to go the full turreteer route, the above given recommendations will greatly improve your balancing between cc, dmg and survivability (if you decide for armor mods)
Thanks for the feedback!
First of all I was not aware of the endurance regen cap so indeed I can better remove implant.
Next to that I tried to run with rifle turret but it gives you less controll over the enemy, resulting in less surviveablity.
The traits you suggested are great and I will definetly try it
As for last indeed toolkit would be so useful, but since this is indeed a full turret build and I want to keep that its not an option:)
Greetings Fvux!