I have a slight bias towards shotguns, but honestly most handguns perform very well and all feel quite nice. all the standard sidearms are very serviceable and only the weapons with fixed mods seem to feel better or worse by comparison
I hope the Bring back the long gun "Ruin" from Remant 1 in the DLC. That Gun could work very well for apocalypse runs give its unique mod. An with the vertsilitity of builds in Remnant 2 the gun could have quite a bit of modularity.
@@linked2dio26there are other self revive options though, while I agree it would be cool addition I think a mod rework is necessary. Handler and Challenger both get self revives as primes plus Black cat ring. It sounds like a cool concept to have 3 life saving ‘abilities’ but also seems like overkill to me.
For Hellfire, there's an amulet found on Ne'er that increases explosive damage and causes the explosions to deal fire damage. This lets the mod scale well off of fire damage and let's both fire modes synergize well.
Starshot is BIS for explosive status builds using detonation trigger and a long gun using tremor. Each shot will apply a potent fire dot, and will very quickly give you max charges, and tremor for aoe add clear will give you 2-5 charges on starshot depending on number of enemies hit. And on bosses you can switch tremor for something more potent like helix or rotted arrow.
Fun fact about the Silverback is that it's actually accurate that it is a 6 shooter. The style of it is likely similar to older revolvers without a safety for the hammer so you don't load the last bullet in and let the hammer rest on the empty slot to avoid accidental discharges. Think it's called 'cowboy carry' or something. Unsure on the English terms. It's at least a real thing and pretty neat they include it.
@@amyyost7022 Naw. As long as you holster it you'd want an empty chamber for the hammer to rest it. It's the 'safety' in a way. Unless you want to risk it shooting you in the leg. It was either fill all 6 always or 5. 5 makes more sense as you usually don't use the secondary constantly.
@@troll5262 And when you’re not holstering it? Which was my entire point? Like dead in the heat of battle, when you know you’re gonna want to shoot at least six more bullets before holstering, it just doesn’t make sense to make your life harder. And especially because loading five and then firing completely removes your “safety”. It’s such a methodical way of handling a gun that you’d only do it when you know you’re about to holster it, not when you’re in the middle of a gunfight.
@@amyyost7022 Again, they'd have to choose either or. If it always loaded 6 and it was then holstered it'd not be a callback to the design it is. Which is one without a safety. Having an extra animation for unloading a round would make it clunky as fuck. Or just it'd simply not be a callback, which would be fine but different completely. To reiterate. You never kept an old 6-shot revolver loaded with more than 5 rounds. It just wasn't done at the time because it was a safety hazard. You could for sure, and if you knew you'd be going into a fight *with the weapon in hand* you might load in the extra bullet but that was kinda it. Otherwise one chamber was kept empty. That was the safety on the gun.
"People swap off the gun, so they want to use it as little as possible, that IMO makes it a bad gun" I think that's a really narrow way to look at it, as at any given point in time you can only shoot ONE gun A gun that can do passive damage while you're swapped to your main gun is definitely going to account for more than a gun that you HAVE to stick to eg bolt driver or the mp5 maybe you dislike the playstyle of constantly swapping weapons every 10 or so seconds, but it doesnt mean that it's not effective
Agree. You can smell the bias as is evident by him mentioning that the votes absolutely disagreed with him. With any actual practical field tests you'll soon realize how powerful and stupid Nebula can get. You press one button and voila now all trash is dead and you don't even have to do anything for 15 seconds. How is that a weak mod.
@@TheGrouch91 To be fair, in Apoc its weaker . Takes a couple of seconds per mob so its a bit weak for swarming. Also , without Stone of Malevolence you cant use the mod as often and SoM isnt working as intended. It generates mod power for active mods (and it shouldnt)
@@shadowkhan422 Use Archon and you will have very little downtime when running through areas. Obviously the 2 mod power rings just screw everything up atm (make me not want to to dabble with pure mod builds tbh) but it's still an extremely powerful mod even with 0 investment. It's a heat seeking DoT that lasts for 15 seconds that you can just use and forget. Nothing else comes close to this. The only comparable thing I found was the Familiar but that one is super wonky compared to the swarm.
Nebula with a status build is nasty. If you use the status explosion amulet you can one tap trash mobs. And if you spec into elemental and status damage the tics are pretty good too. Definitely part of my arsenal atm. But obviously I can see why regular dps builds might not care about it
@@ethan007 the amulet is really good. Every status you apply will cause a little explosion. Can destroy groups of enemies easy. You can get it from the labyrinth pretty easily
Agreed, but the Energized Neck Coil has been too inconsistent for me. It doesn't always proc the explosion and I have no idea why other than it's bugged.
Nebula is S tier in any build where you want to stick to the main ranged weapon (or melee). There's no handgun that will give you this much value with this little commitment.
Earlier today, I decided to have a go at the flying boss in Yaesha (the big red flying optional boss), and I knew it'd be a slow burn since it always flies away from you. But with Enigma, I decided to try shooting it with the mod weapon... and boy am I glad I did that. As long as you line your shot up and hit it, the mod will do consistent high damage to the target even as it flies away from you. It only took three fly-bys for me to take the thing down, and this was with no upgrades to my weapons at all.
This game could really benefit from a loadout system. It's really annoying to swap things back and forth from fighting bosses and fighting the world and forgetting to swap them again
Was mostly in agreement with the tier list until the Sorrow. Fantastic weapon. Easily clears trash mobs and can chunk elites if you first dump 10 shots into them and then recall the bolts. Also because of the mod, you don’t have to worry about ammo and barely even have to worry about healing since recalling the bolts heals you a good amount. Used it in a quick clear of apocalypse. S-tier weapon for me.
I 100% agree with you on that. While I'm not a fan of using Sorrow myself, the number of times I've been reloading my Bonesaw and watched my squad mates nuke an entire room with Sorrow is too high to put the gun anywhere on the list than Upper A tier, if not S tier. It also nukes bosses, so not sure about it's placement here. At least with Meridian (the other rating I don't agree with) you can always say it should be lower because you can easily kill yourself. Sorrow really doesn't have a draw back, and while I'm too much of a simp to use it myself, gotta say you're right in this case.
I am finding it difficult to move away from the CUBE GUN. Pair it with the ring that generates mod power on reload and it is insane as it will recharge both long/short gun mods in seconds. Also, the cube gun mod continues to block projectiles as it slowly moves away. It is great for creating cover.
Or maybe I am just exploiting a bug... 😅 It counts every returned bullet as a reload for purposes of ModGen. (The cubes return after hitting a target, which is why it takes sooooo long to reload if you fire them into the air). Basically, fire at the ground for 3 seconds and both guns mods are fully recharged. 😊
My go to is usually the Magnum, the stagger is great specially with so many melee things running your way and it is a Babus says when in a pinch first shoot centre to stagger then weakspot to kill. Other than that the range allows to clear flyers so easily from a far.
Finally someone brought up the service pistol, I've never seen anyone talk praise on this gun before this video even in my personal group of friends who also play the game. Now I'm a boring default man and almost always use the reliable pistol sidearm even in call of duty games where everyone is running SMG + sniper rifle or something dumb like that and everyone forgets "switching to your secondary is faster than reloading" and I blindside people with pure speed and precision shots quite often And I have to say, once I got the service pistol I never got rid of it for the rest of my campaign even after leveling other weapons higher than it just to see how I felt about it, it won't ever be on the top, but for how basic of a gun it is it may as well be S tier just for it's ease of use, point at thing and shoot it, good damage, good clip size, doesn't hurt the trigger finger too much with it's 9 shots, but also doesn't feel too light, it feels fantastic to use
I know tier lists are subjective and all, but sorrow is one of the strongests sidearms in the game dps wise, is comparables to the strongest rifles, is not a good map clearing weapom but is a boss killer in apocalypse.
There is some overlap with mutators when it comes to bows and fusion rifles since they both want supercharger, but there are other options if you want to run two. Slayer works in any single shot weapon and Momentum is good in pretty much any gun, same with Twisting Wounds.
@@garbagebandit5934 bandit isnt good on fusion Rifles/Bows since their Fire rate is determined by charge speed, and much less by ammo capacity/actual reloads
(harmonizer) Nebula is easily S tier simply because its a secondary that you dont need to use. Unless youre doing Annihilation (enigma) or specifically using your secondary to trigger Twisted wounds there simply isnt any reason to ever pull it out on most builds. You explain This yourself with bolt driver, which if properly itemized almost deals A-tier primary dmg, but it requires either losing super charger on your primary, or losing a ring slot and using archers Crest with a primary that doesn't benefit from it. Any weapon that passively offers utility/damage >>> any damage secondary on most builds because the primary does it better.
14:46 Silverback Model 500 is what I started with and the first weapon that I upgraded to max (+20). I play with friends, and like to stay far from the threats and take careful weakspot shots and this is the handgun for that. If something gets closer to me, I switch to my Bulldog Shotgun. Yes, I have pretty much stayed with my starting Challenger weapons through most of my play, even though I didn't keep with Challenger archetype past reaching level 10 with it.
My flamethrower forever #1 just melts pair itcwith the amulet that explodes targets it's super fun. You have to be good at dodging and sacrifice health and put on crit rings.
Nebula has one clutch use for me. On Yesha the mod can lock on to the flying bird enemies regardless of how fast and far away they get from you. It makes taking them or any other flying enemy (the little robots on N'erud for example) a breeze.
This list is a generalisation perhaps, but many of the low ranked weapons are great when used properly with the right build. The Sorrow is fanatic with some builds. You can use it for a primary weapon in many cases. Some builds I used it with, you seldom ever have to reload it because you fill the mod very fast and return the bolts before it runs out of shots. A better tier list would be one that properly builds around each weapon to highlight the strengths. Same applies to primaries. With the wrong build focus, you can make most weapons weak, compared to how they can perform when done right.
This list is NOT a generalization. This entire game is built around "builds" so ignoring that context is about as dumb as it gets. But that's besides the point, on guns he likes he would talk about specific builds that the weapon shines in and guns he doesn't like were met with "so you have to run this build or it's useless"
Just wanted to add that the mp60r is amazing with the fire rod/bullet mod it stacks so much burn and crit damage that I’ve only ever used my long gun for boss/elite enemies; it cleans up large amounts of enemies rushing you with the amulet that causes explosions whenever you apply status damage to a enemy equal to 30% of its damage too AoE and you’ve got a vicious cycle when you use the poison bullets on your long gun too; helps chip away any extra hp or armour that your enemies could have, I’ve also paired it with the doe staff to help with keeping my health topped up when roaming instead of wasting ammo on everything
The smg works well for me paired with low ammo primarys,I use the mutator that has a chance to put bullets back in your reserve when it's lvl 10 it can do the same for your other weapon,keeps my bulldog fed
I put the cube mixed in with the Mutator that procs poison and its unbeatable. Like real life machine guns. Its effective by holding the trigger in spurts to not overheat. By procing poison. Damage is still continuous without the need to go what my machine gunner teammate used to say in the military "cyclic rate" Maximum rate of fire. If your close range and near walls or rocks or aiming slightly down. Missing is not a problem. It will revert back to the gun real quick without the need to reload. Just dont go cyclic.
I went through most of the game on my first playthrough with Nebula and the Energized Neck Coil. If you're put off by the fact that Nebula has basically no stagger, the explosion of corrosive damage it creates whenever you so much as clip an enemy with the poison stream will solve that issue. One puff would pretty much clear an entire crowd of trash.
fyi the cube gun is ridiculous for mod generation. The shiny hog lure ring generates mod power for both weapons based on number of rounds reloaded, and each round the cube gun fires counts as a reload. On Archon, you can fire back to back cubes. I can get up to 4 or 5 fires storms going at the same time. And the cubes are really nice for blocking boss projectiles.
I think he considers Nebula to be sorta broken at moment . Not directly but its main use is with mod builds that include Stone of Malevolence. And mods builds are not working as intended at the moment (oor so I heard) . If the devs nerf SoM , suddenly Nebula is a lot less usefull
Also considering he didn't like hellfire you shouldn't be surprised. And yeah, short range, relatively low damage. It's not very impressive. @@shadowkhan422
Some guns are S tier when paired with the right build. The meta medic\summoner immortal build for Apoc runs Nebula so you can lightly damage friends and summons for more stacks
Not sure what you don't get about Nebula. The "debuff" dot and the mod ARE the gun. It's like saying the Engineer turrets are bad because you're not actively using them... That's the whole point. Pair it with the ring that doubles dot and run a dot based build. You just spew one smoke at an enemy, keep running, and it will die. Spew a quick arc of smoke in a bunch of enemies and they're all dead. You kill everything effortlessly and never stop running. In corridor fights, you kill one trash, then all the others just die on the cloud and spawn more clouds. Horde events are a joke. My boss fights are: proc corrosive, swap to main weapon, proc bleed with mutator, use a fire mod, then run around and shoot or focus on timed backstep and counterattack with the assassin's blade. The Nanoswarm melts adds when needed. Any gun that keeps dealing damage while you're not holding it is OP. You literally deal damage with both main and secondary at the same time. Its only downside is that some major bosses are too far away to hit... and that forced me to learn the pattern of Sha'Hala. Maybe that's not the gameplay you like, but it is easily top A tier.
the shield from the mod in the cube gun will protect you 100% from the orbs in annihilation apoc and you can ignore that move, I couldn't have killed that mf if not from that mod, I put the bleeding mod on it so I would switch to that gun just to apply bleeding and pop the shield.
True but you can also pop them all with Enigma and drop a chaos driver on his face. Or put song of Eifer on anything to one shot them. Lots of options.
I actually think Hellfire can be a fantastic utility gun in a similar vain as Nebula, i run a full fire/status build and the amount of ways to boost fire damage in comparison to overclocked and corrosive and its easy of just "1 tap of fire and bam your burning" makes it a pretty good status applying weapon, slap that shit with a bonesaw with hotshot, the explosive status amulet and twisting wounds and you can run through every single mob the game throws at you, then swap out the the sun amulet or chain of amplification for bosses and unless they have elemental resist you have a solid constant status build
I was running with sorrow for a while and I noticed it has terrible aim assist on the projectiles. Made it basically impossible to hit the head on the villagers because shots would either fly way over their heads or lock to their chest even at close range and aiming above their head
Cube Gun's mod has an interesting interaction with Abomination that it acts like an unpassable entity to it so you can actually somewhat stop it from moving
Meridian I find to be a great panic weapon. Yes you need kinship if the plan is to blow yourself up but more often then not it's better to hit everyone then just get him yourself if you find yourself surrounded. I'm only on nightmare right now and I've already made this the highest damage weapon I have. The funny thing about the projectile weapons is once you get to the point of landing most of your shots for get vary good with things like the grenade arch then these weapons get MUCH more dangerous. A tier for me
Enigma should be at #1. I'm melting everything instantly with that gun. It also takes put multiple enemies at a time, making it an instant go-to weapon.
If the Energized Neck Coil actually worked 100% of the time, the Nebula and the Hellfire wouldn't be as bad. If combined with the Timekeeper's Jewel, Blasting Cap ring, and a couple others of your choice, the Nebula will absolutely wrecking all mobs as soon as the gas touches them... as long as the explosion actually occurs like it should. I hope they fix the Neck Coil, because that build with the Merciless as my long gun was fun.
Sureshot is my baby, and nothing makes me happier than running Slayer or Twisting Wounds on it. Never really considered running it with a sniper, since I prefer my guns to work at different ranges and HUGS isn't my thing, but with shotguns or auto rifles, it earns its keep easy. Plus it's funny knocking people on their ass provided I don't just delete them outright.
I wanna see a “run really fast and fart” build. Just stack movement speed with corrosion dmg and use the weapon swap “fart” talisman…. Think its called the Release Valve or something like that? Maybe pair it with the ring that give you infinite stamina, and then never stop sprinting. Might make for a good challenge run too. “Can you beat Remnant 2 by only farting?” Yeah… Edit: actually related to the vid, for fixed mod weapons, the Timewave mutator is really good. Slows everything around you, and making everything move slower really helps survivability. I use it with with Sorrow with high Spirit, so once I get a mag full of 10, I can basically stay there and just pump the mod button well before I ever reload. Ever. Try it out, might work with that burst fire gun too.
Not to argue your point but i think that the nebula isnt meant as a stand alone weapon. I think its defining attribute is that it puts status quickly on enemies and that synergy is goo for builds that work off alot of status ailments on enemies. I think its brings it up a notch. Alot of side arms are either for clearing elites or mobs. There are a few exceptions. Like second phase nightweaver. Using the enigma is basically playing ghostbusters without have to aim hard.
Lots of good handgun options, but I stick with the double barrel with extender for most builds right now. It’s just so powerful and satisfying to use. And it makes a good complement to long-range primaries.
Starshot is amazing for farming adventure mode. Run through the dungeon picking things up with a mixed stamina and mod power build, then turn around and nuke the swarm of mobs.
I feel most handguns need buffs to their crit chance, reload speeds, weakpoint damage, overall base damage, or all of the above. The amount of people I see only using Enigma/Nightfall is an eyesore at this point, and seeing more guns brought up a bit would help others check out other guns aside from "hurr, chain lighting go brrrr".
@@requiemagent3014keep telling yourself that, love. When everyone is gravitating towards the Enigma that should show you just how much the other people are using those sidearms. A bump in weakpoint/stagger damage for high damage sidearms (Silverback 500 & Hunter Pistol (the 1-shot reload) for example should have higher weakpoint damage for what they're supposed to excel in, which should be well placed weakpoint hits. You could easily just use the machine pistol/smg with momentum and it'll achieve better dps via body shots majority of the time than well placed weakpoint shots because the enemies are almost always moving and the long reload for those guns holds them back. Make those high damage shots feel impact-full and WORTH becoming a better shot.
@@tobiasrex8052 Outside of the final boss fight you see almost nobody using the enigma? You live on a different planet then we are. Nebula has become obnoxious at this point. But Enigma is almost gone by this point. You are delusional
@@requiemagent3014 How are you gonna tell me what I've seen when I've been playing with randoms going through their campaign runs/adventure modes and I see the Nightfall/Enigma setups lmao.. Comment aside; I'm not asking for huge buffs for every other sidearm, I'm asking for reasonable buffs to help guns excel in their ideal roles (like Silverback and hunter pistol for rewarding precision aiming). You act like as if it's sacrilege to request such a thing lol.
@@tobiasrex8052 Maybe on Nightmare. Not on apocalypse. One way to tell on yourself. It doesn't matter what you use below Apocalypse. So why does this even matter to YOU? You won't reach that difficulty anyways lmao
I have a problem with the Service Pistol, the Western Classic and the Repeater: they're quite good in theory, but in practice they break my mice by making me click too fast. I'm missing a full auto toggle in the menus for them, they're just uncomfortable to use, and having to set up a script just to full auto them feels bad. Another thing you missed is that the main difference between the Tech and the SMG is that the Tech has substantially better accuracy, which has a lot of value because you don't have to invest on accuracy, a thing that's needed on the SMG if you want to take advantage of its extra range dropoff.
Its crazy how fast you kill enemies in your videos. Maybe its because I always play in a 3man group that everything is beefier but its rare I can get a build to clear as fast as you do, and you do it with every gun!
This... I agree with most of the list, including his thoughts on the throwers. But because of the screamers mod, Meridian is S tier in my book. Even without a scummy overkill generate bonkers mod generation, (like just Archon in Prime slot) you have rockets reliably enough to clear trash and do hellish damage to bosses. As I beat both Apoc Annihilation and Apoc Venom with it, I can't give a gun a higher spot on the tier list!
I strolled the rest of the maps after I got the Meridian. Once I got used to the arc of the projectiles, with the right amulet and rings, I walked it!!!!!!!
@@anthonyadams2620 I just fully upgraded it yesterday and I am still using it. Not to great for open areas but the close quarter dungeons, is where the gun shines. Also Great for just breaking everything to get scrap and not wasting any ammo.
Star Shot and Nebula is my fave paired with Energised Coil amulet for elemental damage causes explosion. For me Star Shot and Nebula is S tier but he is just biased. Clear appocapse easy with all weapons deals elemental damage.
One other thing about Nebula (or should I say, it's mod, lol). The swarm, whether intended or not, is one of the few mods that count as ranged damage when doing a lifesteal build (using the 10% ranged ls amulet) making it awesome to pair with a melee lifesteal build 🥰
Nebula ((nano swarm) generates ungodly amounts of mod power with the stone of malevolence and archon. Probably second only to firestorm. As far as mods go i put it in the top 3 or 5 best mods in the game.
Stone of Malevolence is one of the few reasons mods are " out of wack" according to a lot of people though . It generated mod power with mod active and it shouldnt apparently . Gives you infinite mods for Nebula . Same problem with Faerin Sigil .
@@shadowkhan422 RM2 needs to make up is mind about generating power while the mod is active. Some do baseline like firestorm or fargazer, some don't like special rounds and stone of Malevolence do it for all off them. I can see argument in both, but it needs to be consistent. If you can chain firestorm (or even make them overlap), I don't see why you shouldn't for special rounds
@@shadowkhan422 Oh thats lame. Feels like its working as intended to me. I figured that it was a combination of archon and feedback that was making nebula get its mod power back for 100% uptime. Without that its complete trash and i would drop it immediately lol. They should never fix that "bug" if its a bug. You can do the same thing by just alternating firestorm and something like witchfire for infinite generation without ever shooting bullets.
Nebula in B tier kinda sad... I beat entire appoc difficulty with nebula, the effect is so OP, and the poison ticks count towards nebulas special giving it a very fast recovery time.
Idk how crazy enigma was on release, but I started and finished my first run very recently and gotta say this gun is ridiculously OP, with the right build you can clear any room with it without a ranged weapon
The crazy thing about it is the pure simplicity of its use. If you tag one enemy with the lightning everything else is the room is also getting zapped and hit with the electricity status effect. The mod also lets you hit from range and set lingering damage ticks for elites and bosses while you take a second to reload or use a relic. It’s tough for me to justify swapping it out sometimes.
I just got mine yesterday, after the nerfs of course, and it made my life much easier.. the gun is just broken.. Enigma is even better than a lot of long guns (leaving builds out of the comparison)
Personally I've found pairing Sorrow with the Bandit mutator to be both fun and effective. I often find myself running a projectile based long gun, so tend to have some boost to my projectile speed active already, which can make Sorrow feel even smoother. Prob won't blow anyone's mind or be the foundation for any cracked apoc builds, but worth giving a try 👍
The nebula is awesome dk what your taling about. Wow other weapons you pit higher are controversial u werent kidding. But it your opinion list so i respect it
I have a slight bias towards shotguns, but honestly most handguns perform very well and all feel quite nice. all the standard sidearms are very serviceable and only the weapons with fixed mods seem to feel better or worse by comparison
I hope the Bring back the long gun "Ruin" from Remant 1 in the DLC. That Gun could work very well for apocalypse runs give its unique mod. An with the vertsilitity of builds in Remnant 2 the gun could have quite a bit of modularity.
@@linked2dio26there are other self revive options though, while I agree it would be cool addition I think a mod rework is necessary. Handler and Challenger both get self revives as primes plus Black cat ring. It sounds like a cool concept to have 3 life saving ‘abilities’ but also seems like overkill to me.
For Hellfire, there's an amulet found on Ne'er that increases explosive damage and causes the explosions to deal fire damage. This lets the mod scale well off of fire damage and let's both fire modes synergize well.
That’s the issue with it imo. If the weapon needs such an arduous set-up that takes away slots for other things, then why use it?
Starshot is BIS for explosive status builds using detonation trigger and a long gun using tremor. Each shot will apply a potent fire dot, and will very quickly give you max charges, and tremor for aoe add clear will give you 2-5 charges on starshot depending on number of enemies hit. And on bosses you can switch tremor for something more potent like helix or rotted arrow.
Exacly .it's the best fire build gun
I almost don't use my long gun anymore . With status to mod power ring u get unlimited mod blasting everything
Sorrow in C is a crime against humanity
Timestamps:
00:00 Intro
00:15 Criteria
00:40 Bolt Driver
01:50 Cube Gun
03:09 Double Barrel
03:59 Enigma
05:15 Hellfire
06:18 MP60-R
07:11 Meridian
08:24 Nebula
10:15 Repeater Pistol
11:04 Rune Pistol
12:32 Rupture Cannon
(Rusty Repeater magically appears on D Tier for obvious reasons)
13:47 Service Pistol
14:46 Silverback Model 500
15:37 Sorrow
17:15 Star Shot
19:23 Sureshot
20:22 Tech 22
21:10 Western Classic
22:23 Conclusion
22:55 Patreon Champs
legend
Da real MVP!
Fun fact about the Silverback is that it's actually accurate that it is a 6 shooter. The style of it is likely similar to older revolvers without a safety for the hammer so you don't load the last bullet in and let the hammer rest on the empty slot to avoid accidental discharges. Think it's called 'cowboy carry' or something. Unsure on the English terms. It's at least a real thing and pretty neat they include it.
V interesting, thank you!
But if that were the case, wouldn’t we strictly keep it that way outside of combat, and keep six loaded whenever we’re in a fight?
@@amyyost7022 Naw. As long as you holster it you'd want an empty chamber for the hammer to rest it. It's the 'safety' in a way. Unless you want to risk it shooting you in the leg. It was either fill all 6 always or 5. 5 makes more sense as you usually don't use the secondary constantly.
@@troll5262 And when you’re not holstering it? Which was my entire point? Like dead in the heat of battle, when you know you’re gonna want to shoot at least six more bullets before holstering, it just doesn’t make sense to make your life harder. And especially because loading five and then firing completely removes your “safety”. It’s such a methodical way of handling a gun that you’d only do it when you know you’re about to holster it, not when you’re in the middle of a gunfight.
@@amyyost7022 Again, they'd have to choose either or. If it always loaded 6 and it was then holstered it'd not be a callback to the design it is. Which is one without a safety. Having an extra animation for unloading a round would make it clunky as fuck. Or just it'd simply not be a callback, which would be fine but different completely.
To reiterate. You never kept an old 6-shot revolver loaded with more than 5 rounds. It just wasn't done at the time because it was a safety hazard. You could for sure, and if you knew you'd be going into a fight *with the weapon in hand* you might load in the extra bullet but that was kinda it. Otherwise one chamber was kept empty. That was the safety on the gun.
I love the "Mountaintop" line in there for Meridian. As a D2 player, I know exactly what you mean lmao
"People swap off the gun, so they want to use it as little as possible, that IMO makes it a bad gun"
I think that's a really narrow way to look at it, as at any given point in time you can only shoot ONE gun
A gun that can do passive damage while you're swapped to your main gun is definitely going to account for more than a gun that you HAVE to stick to eg bolt driver or the mp5
maybe you dislike the playstyle of constantly swapping weapons every 10 or so seconds, but it doesnt mean that it's not effective
Agree. You can smell the bias as is evident by him mentioning that the votes absolutely disagreed with him. With any actual practical field tests you'll soon realize how powerful and stupid Nebula can get. You press one button and voila now all trash is dead and you don't even have to do anything for 15 seconds. How is that a weak mod.
@@TheGrouch91 To be fair, in Apoc its weaker . Takes a couple of seconds per mob so its a bit weak for swarming. Also , without Stone of Malevolence you cant use the mod as often and SoM isnt working as intended. It generates mod power for active mods (and it shouldnt)
@@shadowkhan422 Use Archon and you will have very little downtime when running through areas. Obviously the 2 mod power rings just screw everything up atm (make me not want to to dabble with pure mod builds tbh) but it's still an extremely powerful mod even with 0 investment. It's a heat seeking DoT that lasts for 15 seconds that you can just use and forget. Nothing else comes close to this. The only comparable thing I found was the Familiar but that one is super wonky compared to the swarm.
@@TheGrouch91fargazer, as well as grenades
Also checkout his shoutgun swapper thing. He doesn’t hate swapping. At least not as much as I do
Nebula with a status build is nasty. If you use the status explosion amulet you can one tap trash mobs. And if you spec into elemental and status damage the tics are pretty good too. Definitely part of my arsenal atm. But obviously I can see why regular dps builds might not care about it
I like this gun but can’t get a good build around it, mind sharing your build and gears?
@@ethan007 ua-cam.com/video/m4M_tGR1ru4/v-deo.htmlsi=UcJHnBZATOaimLKD
@@ethan007 the amulet is really good. Every status you apply will cause a little explosion. Can destroy groups of enemies easy. You can get it from the labyrinth pretty easily
Agreed, but the Energized Neck Coil has been too inconsistent for me. It doesn't always proc the explosion and I have no idea why other than it's bugged.
Nebula is S tier in any build where you want to stick to the main ranged weapon (or melee). There's no handgun that will give you this much value with this little commitment.
Earlier today, I decided to have a go at the flying boss in Yaesha (the big red flying optional boss), and I knew it'd be a slow burn since it always flies away from you. But with Enigma, I decided to try shooting it with the mod weapon... and boy am I glad I did that. As long as you line your shot up and hit it, the mod will do consistent high damage to the target even as it flies away from you. It only took three fly-bys for me to take the thing down, and this was with no upgrades to my weapons at all.
This game could really benefit from a loadout system. It's really annoying to swap things back and forth from fighting bosses and fighting the world and forgetting to swap them again
They just added it
@@BadAtGaming3484 dude I just saw! I'm excited. Might have to hop back on for the halloween event
Enigma & Nebula are my favorite handguns but probably will test out the double barrel 🔥
Was mostly in agreement with the tier list until the Sorrow. Fantastic weapon. Easily clears trash mobs and can chunk elites if you first dump 10 shots into them and then recall the bolts. Also because of the mod, you don’t have to worry about ammo and barely even have to worry about healing since recalling the bolts heals you a good amount. Used it in a quick clear of apocalypse. S-tier weapon for me.
I 100% agree with you on that. While I'm not a fan of using Sorrow myself, the number of times I've been reloading my Bonesaw and watched my squad mates nuke an entire room with Sorrow is too high to put the gun anywhere on the list than Upper A tier, if not S tier. It also nukes bosses, so not sure about it's placement here. At least with Meridian (the other rating I don't agree with) you can always say it should be lower because you can easily kill yourself. Sorrow really doesn't have a draw back, and while I'm too much of a simp to use it myself, gotta say you're right in this case.
I am finding it difficult to move away from the CUBE GUN.
Pair it with the ring that generates mod power on reload and it is insane as it will recharge both long/short gun mods in seconds.
Also, the cube gun mod continues to block projectiles as it slowly moves away. It is great for creating cover.
Or maybe I am just exploiting a bug... 😅
It counts every returned bullet as a reload for purposes of ModGen. (The cubes return after hitting a target, which is why it takes sooooo long to reload if you fire them into the air).
Basically, fire at the ground for 3 seconds and both guns mods are fully recharged. 😊
My go to is usually the Magnum, the stagger is great specially with so many melee things running your way and it is a Babus says when in a pinch first shoot centre to stagger then weakspot to kill. Other than that the range allows to clear flyers so easily from a far.
Finally someone brought up the service pistol, I've never seen anyone talk praise on this gun before this video even in my personal group of friends who also play the game. Now I'm a boring default man and almost always use the reliable pistol sidearm even in call of duty games where everyone is running SMG + sniper rifle or something dumb like that and everyone forgets "switching to your secondary is faster than reloading" and I blindside people with pure speed and precision shots quite often
And I have to say, once I got the service pistol I never got rid of it for the rest of my campaign even after leveling other weapons higher than it just to see how I felt about it, it won't ever be on the top, but for how basic of a gun it is it may as well be S tier just for it's ease of use, point at thing and shoot it, good damage, good clip size, doesn't hurt the trigger finger too much with it's 9 shots, but also doesn't feel too light, it feels fantastic to use
I think of the nebula more like a frog nozzle or slagga in bl2
Cube gun with refunder mutator at 10 is my ammo generator
I know tier lists are subjective and all, but sorrow is one of the strongests sidearms in the game dps wise, is comparables to the strongest rifles, is not a good map clearing weapom but is a boss killer in apocalypse.
There is some overlap with mutators when it comes to bows and fusion rifles since they both want supercharger, but there are other options if you want to run two. Slayer works in any single shot weapon and Momentum is good in pretty much any gun, same with Twisting Wounds.
I find Bandit to be a pretty good general pick if you want to shoot more and reload less.
@@garbagebandit5934 bandit isnt good on fusion Rifles/Bows since their Fire rate is determined by charge speed, and much less by ammo capacity/actual reloads
Star shot with Bandit is amazing, it gives me a consistent 20-25 shots with each magazine and helps the poor fire rate
Nano swarm on the nebula in a mod build is obscene for clearing adds and for boss damage if you need to run around like crazy dodging!
(harmonizer) Nebula is easily S tier simply because its a secondary that you dont need to use.
Unless youre doing Annihilation (enigma) or specifically using your secondary to trigger Twisted wounds there simply isnt any reason to ever pull it out on most builds.
You explain This yourself with bolt driver, which if properly itemized almost deals A-tier primary dmg, but it requires either losing super charger on your primary, or losing a ring slot and using archers Crest with a primary that doesn't benefit from it.
Any weapon that passively offers utility/damage >>> any damage secondary on most builds because the primary does it better.
I might have missed it but sorrow also gives you health regen. I feel it is an awesome gun that at the least deserves B tier
14:46 Silverback Model 500 is what I started with and the first weapon that I upgraded to max (+20). I play with friends, and like to stay far from the threats and take careful weakspot shots and this is the handgun for that. If something gets closer to me, I switch to my Bulldog Shotgun. Yes, I have pretty much stayed with my starting Challenger weapons through most of my play, even though I didn't keep with Challenger archetype past reaching level 10 with it.
I enjoy the slight DPS boost and range of Bonesaw, but I’m gonna max invest Bulldog next time I play because it’s a really solid gun for sure.
My flamethrower forever #1 just melts pair itcwith the amulet that explodes targets it's super fun. You have to be good at dodging and sacrifice health and put on crit rings.
Nebula has one clutch use for me. On Yesha the mod can lock on to the flying bird enemies regardless of how fast and far away they get from you. It makes taking them or any other flying enemy (the little robots on N'erud for example) a breeze.
This list is a generalisation perhaps, but many of the low ranked weapons are great when used properly with the right build. The Sorrow is fanatic with some builds. You can use it for a primary weapon in many cases. Some builds I used it with, you seldom ever have to reload it because you fill the mod very fast and return the bolts before it runs out of shots. A better tier list would be one that properly builds around each weapon to highlight the strengths. Same applies to primaries. With the wrong build focus, you can make most weapons weak, compared to how they can perform when done right.
This list is NOT a generalization. This entire game is built around "builds" so ignoring that context is about as dumb as it gets. But that's besides the point, on guns he likes he would talk about specific builds that the weapon shines in and guns he doesn't like were met with "so you have to run this build or it's useless"
@@thomasdick6797Yes it is. And the Remnant games weapons can generally be utilised well in different builds. The games are designed that way. Dumb.
@@thomasdick6797 Calm down princess...
@@brendonmaher1513 good one, next time you should say you slept w my mom. Might be more insulting
@@brendonmaher1513 oh I thought you were unfunny, turns out it's a mental handicap. Sorry buddy!
Just wanted to add that the mp60r is amazing with the fire rod/bullet mod it stacks so much burn and crit damage that I’ve only ever used my long gun for boss/elite enemies; it cleans up large amounts of enemies rushing you with the amulet that causes explosions whenever you apply status damage to a enemy equal to 30% of its damage too AoE and you’ve got a vicious cycle when you use the poison bullets on your long gun too; helps chip away any extra hp or armour that your enemies could have, I’ve also paired it with the doe staff to help with keeping my health topped up when roaming instead of wasting ammo on everything
The smg works well for me paired with low ammo primarys,I use the mutator that has a chance to put bullets back in your reserve when it's lvl 10 it can do the same for your other weapon,keeps my bulldog fed
I put the cube mixed in with the Mutator that procs poison and its unbeatable. Like real life machine guns. Its effective by holding the trigger in spurts to not overheat. By procing poison. Damage is still continuous without the need to go what my machine gunner teammate used to say in the military "cyclic rate" Maximum rate of fire. If your close range and near walls or rocks or aiming slightly down. Missing is not a problem. It will revert back to the gun real quick without the need to reload. Just dont go cyclic.
Just watched the long gun teir list you had, i like that you base your findings without bugs in mind
I went through most of the game on my first playthrough with Nebula and the Energized Neck Coil. If you're put off by the fact that Nebula has basically no stagger, the explosion of corrosive damage it creates whenever you so much as clip an enemy with the poison stream will solve that issue. One puff would pretty much clear an entire crowd of trash.
Well I’m glad I’m not the only one who understood the mountaintop reference.
Starshot is amazing if you use the necklace that adds a fire dot to explosions..
I love the double barrel too😊
Star Shot is S for me, normal shots are explosive and the mod is a nuke, i beat Apocalypse only using it as my main damage dealer
@@Planterobeets when you make Targetus Deletus a weapon mod, what more could you want?
@@Planterobeetssame here, I managed to get through apocalypse using the explosion amulet with this beautiful "alien revolver"
fyi the cube gun is ridiculous for mod generation. The shiny hog lure ring generates mod power for both weapons based on number of rounds reloaded, and each round the cube gun fires counts as a reload. On Archon, you can fire back to back cubes. I can get up to 4 or 5 fires storms going at the same time. And the cubes are really nice for blocking boss projectiles.
Nebula not being A tier with as much utility as it has got me ultra SUS
I think he considers Nebula to be sorta broken at moment . Not directly but its main use is with mod builds that include Stone of Malevolence. And mods builds are not working as intended at the moment (oor so I heard) . If the devs nerf SoM , suddenly Nebula is a lot less usefull
Also considering he didn't like hellfire you shouldn't be surprised. And yeah, short range, relatively low damage. It's not very impressive. @@shadowkhan422
@@Xandros999You missed the point.
If you don’t want to use archer’s crest for the bolt driver, you could always use the supercharger modifier
Some guns are S tier when paired with the right build. The meta medic\summoner immortal build for Apoc runs Nebula so you can lightly damage friends and summons for more stacks
Not sure what you don't get about Nebula. The "debuff" dot and the mod ARE the gun.
It's like saying the Engineer turrets are bad because you're not actively using them... That's the whole point.
Pair it with the ring that doubles dot and run a dot based build. You just spew one smoke at an enemy, keep running, and it will die. Spew a quick arc of smoke in a bunch of enemies and they're all dead. You kill everything effortlessly and never stop running.
In corridor fights, you kill one trash, then all the others just die on the cloud and spawn more clouds. Horde events are a joke.
My boss fights are: proc corrosive, swap to main weapon, proc bleed with mutator, use a fire mod, then run around and shoot or focus on timed backstep and counterattack with the assassin's blade. The Nanoswarm melts adds when needed.
Any gun that keeps dealing damage while you're not holding it is OP. You literally deal damage with both main and secondary at the same time.
Its only downside is that some major bosses are too far away to hit... and that forced me to learn the pattern of Sha'Hala.
Maybe that's not the gameplay you like, but it is easily top A tier.
the shield from the mod in the cube gun will protect you 100% from the orbs in annihilation apoc and you can ignore that move, I couldn't have killed that mf if not from that mod, I put the bleeding mod on it so I would switch to that gun just to apply bleeding and pop the shield.
True but you can also pop them all with Enigma and drop a chaos driver on his face. Or put song of Eifer on anything to one shot them. Lots of options.
I use starshot in my AOE build. At max charge the build lets it’s mod crack 8k damage.
nebula at B is madness.
I actually think Hellfire can be a fantastic utility gun in a similar vain as Nebula, i run a full fire/status build and the amount of ways to boost fire damage in comparison to overclocked and corrosive and its easy of just "1 tap of fire and bam your burning" makes it a pretty good status applying weapon, slap that shit with a bonesaw with hotshot, the explosive status amulet and twisting wounds and you can run through every single mob the game throws at you, then swap out the the sun amulet or chain of amplification for bosses and unless they have elemental resist you have a solid constant status build
Also pair the hellfire with the flamethrower that is used by the engineer and it's all fire all the time.
I was running with sorrow for a while and I noticed it has terrible aim assist on the projectiles.
Made it basically impossible to hit the head on the villagers because shots would either fly way over their heads or lock to their chest even at close range and aiming above their head
Cube Gun's mod has an interesting interaction with Abomination that it acts like an unpassable entity to it so you can actually somewhat stop it from moving
Meridian I find to be a great panic weapon. Yes you need kinship if the plan is to blow yourself up but more often then not it's better to hit everyone then just get him yourself if you find yourself surrounded. I'm only on nightmare right now and I've already made this the highest damage weapon I have. The funny thing about the projectile weapons is once you get to the point of landing most of your shots for get vary good with things like the grenade arch then these weapons get MUCH more dangerous. A tier for me
I like to pair the cube gun with the shiny hog lure ring. I just swap to the cube gun fire for a few seconds, and I have mod on my long gun back!
Enigma should be at #1. I'm melting everything instantly with that gun. It also takes put multiple enemies at a time, making it an instant go-to weapon.
7:14 D2 reference, nice
Enigma is all you need, out does everything
So far I just can’t stop using the smg. It’s so good
If the Energized Neck Coil actually worked 100% of the time, the Nebula and the Hellfire wouldn't be as bad.
If combined with the Timekeeper's Jewel, Blasting Cap ring, and a couple others of your choice, the Nebula will absolutely wrecking all mobs as soon as the gas touches them... as long as the explosion actually occurs like it should. I hope they fix the Neck Coil, because that build with the Merciless as my long gun was fun.
Sureshot is my baby, and nothing makes me happier than running Slayer or Twisting Wounds on it. Never really considered running it with a sniper, since I prefer my guns to work at different ranges and HUGS isn't my thing, but with shotguns or auto rifles, it earns its keep easy.
Plus it's funny knocking people on their ass provided I don't just delete them outright.
Great list! Thanks for making and sharing this.
I wanna see a “run really fast and fart” build. Just stack movement speed with corrosion dmg and use the weapon swap “fart” talisman…. Think its called the Release Valve or something like that? Maybe pair it with the ring that give you infinite stamina, and then never stop sprinting.
Might make for a good challenge run too. “Can you beat Remnant 2 by only farting?” Yeah…
Edit: actually related to the vid, for fixed mod weapons, the Timewave mutator is really good. Slows everything around you, and making everything move slower really helps survivability. I use it with with Sorrow with high Spirit, so once I get a mag full of 10, I can basically stay there and just pump the mod button well before I ever reload. Ever.
Try it out, might work with that burst fire gun too.
Not to argue your point but i think that the nebula isnt meant as a stand alone weapon. I think its defining attribute is that it puts status quickly on enemies and that synergy is goo for builds that work off alot of status ailments on enemies. I think its brings it up a notch. Alot of side arms are either for clearing elites or mobs. There are a few exceptions. Like second phase nightweaver. Using the enigma is basically playing ghostbusters without have to aim hard.
Lots of good handgun options, but I stick with the double barrel with extender for most builds right now. It’s just so powerful and satisfying to use. And it makes a good complement to long-range primaries.
Starshot is amazing for farming adventure mode. Run through the dungeon picking things up with a mixed stamina and mod power build, then turn around and nuke the swarm of mobs.
Gotta love the Mountaint-I mean Meriden
I feel most handguns need buffs to their crit chance, reload speeds, weakpoint damage, overall base damage, or all of the above.
The amount of people I see only using Enigma/Nightfall is an eyesore at this point, and seeing more guns brought up a bit would help others check out other guns aside from "hurr, chain lighting go brrrr".
Almost every single handgun in this game is more then fine. Have you even watched the video? Absolutely nothing needs adjustment at the moment
@@requiemagent3014keep telling yourself that, love.
When everyone is gravitating towards the Enigma that should show you just how much the other people are using those sidearms.
A bump in weakpoint/stagger damage for high damage sidearms (Silverback 500 & Hunter Pistol (the 1-shot reload) for example should have higher weakpoint damage for what they're supposed to excel in, which should be well placed weakpoint hits. You could easily just use the machine pistol/smg with momentum and it'll achieve better dps via body shots majority of the time than well placed weakpoint shots because the enemies are almost always moving and the long reload for those guns holds them back. Make those high damage shots feel impact-full and WORTH becoming a better shot.
@@tobiasrex8052 Outside of the final boss fight you see almost nobody using the enigma? You live on a different planet then we are. Nebula has become obnoxious at this point. But Enigma is almost gone by this point. You are delusional
@@requiemagent3014 How are you gonna tell me what I've seen when I've been playing with randoms going through their campaign runs/adventure modes and I see the Nightfall/Enigma setups lmao..
Comment aside; I'm not asking for huge buffs for every other sidearm, I'm asking for reasonable buffs to help guns excel in their ideal roles (like Silverback and hunter pistol for rewarding precision aiming). You act like as if it's sacrilege to request such a thing lol.
@@tobiasrex8052 Maybe on Nightmare. Not on apocalypse. One way to tell on yourself. It doesn't matter what you use below Apocalypse. So why does this even matter to YOU? You won't reach that difficulty anyways lmao
I put fetid wounds on the hellfire for corrosive damage ngl quick kills even on apocalypse I was melting enemies quickly
I have a problem with the Service Pistol, the Western Classic and the Repeater: they're quite good in theory, but in practice they break my mice by making me click too fast. I'm missing a full auto toggle in the menus for them, they're just uncomfortable to use, and having to set up a script just to full auto them feels bad.
Another thing you missed is that the main difference between the Tech and the SMG is that the Tech has substantially better accuracy, which has a lot of value because you don't have to invest on accuracy, a thing that's needed on the SMG if you want to take advantage of its extra range dropoff.
Star shot with detonation trigger is unbelievable.
Its crazy how fast you kill enemies in your videos.
Maybe its because I always play in a 3man group that everything is beefier but its rare I can get a build to clear as fast as you do, and you do it with every gun!
Bro this was months ago there have been many changes to things
I run a modspam build with the meridian and kinship. I rarely fire any normal shots and it’s really fun to shoot just with screamers
This... I agree with most of the list, including his thoughts on the throwers. But because of the screamers mod, Meridian is S tier in my book. Even without a scummy overkill generate bonkers mod generation, (like just Archon in Prime slot) you have rockets reliably enough to clear trash and do hellish damage to bosses. As I beat both Apoc Annihilation and Apoc Venom with it, I can't give a gun a higher spot on the tier list!
I love the smg. I used to use it slmost exclusively
Enigma will forever be the best secondary in the game imo. Simply for its utility.
i really miss the lightning long gun from remnant from the ashes ... it was a really good scout rifle and the mod made it soo fun to play
I strolled the rest of the maps after I got the Meridian. Once I got used to the arc of the projectiles, with the right amulet and rings, I walked it!!!!!!!
Starshot “cant boost both mod and main fire” brother forgot Detonation Trigger exists
I feel like the cube gun is underrated.
Same its my main squeeze
@@anthonyadams2620 I just fully upgraded it yesterday and I am still using it. Not to great for open areas but the close quarter dungeons, is where the gun shines. Also Great for just breaking everything to get scrap and not wasting any ammo.
Pair the cube gun with the shiny hog lure for rapid mod recharge on both guns
I use cube gun, just for stuff that gets in my face, M1 for all the rest
Rupture Cannon + Helix Mod is my physical dmg nuke for the handgun slot
Sorrow with bandit is 👌🏽
Do you have a build using the double barrel? Those clips looked crazy fun
Im over 60 hours in, I've been using the MP60 the whole time. Ive tried other sidearms but they aren't as good.
Star Shot and Nebula is my fave paired with Energised Coil amulet for elemental damage causes explosion. For me Star Shot and Nebula is S tier but he is just biased. Clear appocapse easy with all weapons deals elemental damage.
One other thing about Nebula (or should I say, it's mod, lol). The swarm, whether intended or not, is one of the few mods that count as ranged damage when doing a lifesteal build (using the 10% ranged ls amulet) making it awesome to pair with a melee lifesteal build 🥰
My question is where and how long did it take you to get all that simulacrum to get all the weapons to max?
this game not having hip firing is a crime
Thx
If you use the mpr 60 with the typewriter crit build it pairs really well with it!
just got the game and enigma is your enemy when you’re a melee player
The enigma is so annoying in co-op im a close range fighter so im constantly gettin hit by my buddy
7:13 😂😂😂😂 love destiny inside jokes lol
Only thing I'd personally change on the list is swap Hellfire and cube gun, other than that, I can agree with it :)
Enigma is still nuts with the ritualist
Nebula ((nano swarm) generates ungodly amounts of mod power with the stone of malevolence and archon. Probably second only to firestorm. As far as mods go i put it in the top 3 or 5 best mods in the game.
Stone of Malevolence is one of the few reasons mods are " out of wack" according to a lot of people though . It generated mod power with mod active and it shouldnt apparently . Gives you infinite mods for Nebula . Same problem with Faerin Sigil .
@@shadowkhan422 RM2 needs to make up is mind about generating power while the mod is active. Some do baseline like firestorm or fargazer, some don't like special rounds and stone of Malevolence do it for all off them. I can see argument in both, but it needs to be consistent. If you can chain firestorm (or even make them overlap), I don't see why you shouldn't for special rounds
@@shadowkhan422 Oh thats lame. Feels like its working as intended to me. I figured that it was a combination of archon and feedback that was making nebula get its mod power back for 100% uptime. Without that its complete trash and i would drop it immediately lol. They should never fix that "bug" if its a bug.
You can do the same thing by just alternating firestorm and something like witchfire for infinite generation without ever shooting bullets.
@@shadowkhan422really hope it was not fix, or nebula is just bad to use.
Nebula in B tier kinda sad... I beat entire appoc difficulty with nebula, the effect is so OP, and the poison ticks count towards nebulas special giving it a very fast recovery time.
I belive in cube gun supremacy, but im biased because it has the rule of cool
Mountain top? Lol man of culture right thereXD Hmmm on d2 break?
the magnum is still my to go to
Star shot must be used with a detonator amulet, that way, every shot will burn enemies and it will reload mod MUCH faster
Idk how crazy enigma was on release, but I started and finished my first run very recently and gotta say this gun is ridiculously OP, with the right build you can clear any room with it without a ranged weapon
The crazy thing about it is the pure simplicity of its use. If you tag one enemy with the lightning everything else is the room is also getting zapped and hit with the electricity status effect. The mod also lets you hit from range and set lingering damage ticks for elites and bosses while you take a second to reload or use a relic. It’s tough for me to justify swapping it out sometimes.
I just got mine yesterday, after the nerfs of course, and it made my life much easier.. the gun is just broken.. Enigma is even better than a lot of long guns (leaving builds out of the comparison)
Personally I've found pairing Sorrow with the Bandit mutator to be both fun and effective. I often find myself running a projectile based long gun, so tend to have some boost to my projectile speed active already, which can make Sorrow feel even smoother. Prob won't blow anyone's mind or be the foundation for any cracked apoc builds, but worth giving a try 👍
I been running sorrow, what long gun do you use to pair with it?
The nebula is awesome dk what your taling about. Wow other weapons you pit higher are controversial u werent kidding. But it your opinion list so i respect it
Nebula with the right build can absolutely smack
It may just be my nebula or glitch but when he kills enemy it leaves a asset Cloud for an AOE denial area really it's a lot of enemies quickly