Gear
Class Mod:
Teen Witch
All that lifesteal we have? Now it applies to shields and gives us overshield! As you'll see in the Shield section, this also translates directly into giving us another bonus element and a multiplicative damage buff through nearly-perpetual amp uptime.
Skill Rolls:
Grave Thirst is our major focus for points with the Teen Witch. at 5/5, we get 7.5% lifesteal per stack up to a base of 3. But since it's a Kill Skill, that goes up to 4 through
Grave Power for a total of 30% lifesteal from a single skill.
Blood Is Power of course converts this to a 90% buff, meaning our total from Blood is Power can be straight up doubled from these 5 points. Happy farming!
NOTE: It seems that Grave Thirst is currently limited to a max of +3 on this class mod. I'm unsure if this is a bug or intentional, but I'll update the rest of this guide to properly reflect that cap if this isn't something that gets fixed within the coming weeks.
Blood Is Magic is another good option, giving action skill damage based on the fullness of Vex's health. Considering we're pretty much always full, this is almost always active. And while it lists specifically action skill damage, this does still apply to the bonus element from
Blood Is Power.
Corporeal is pretty solid, giving us increased overshield capacity and duration along with a bit of a damage buff while we have overshield active. It's nothing too crazy and definitely overkill considering how fast we generate overshield, but not bad.
Conjunction gives up to 30% gun damage based on the fullness of Vex's shield. Another decent damage buff, but nothing too crazy.
Of course as mentioned,
Grave Thirst is easily the focus. Luckily, the rest of the skill rolls are pretty great across the board so it doesn't matter too much where those other 2 points go.
Repkit:
Triple Bypass
Most often best in slot option for Repkit. It gives us near constant action skill uptime with
Now With Caffeine while also being very spammable during combat to get its buffs.
War Paint
A very long CD repkit, though you're likely to be in the fray with this build so the passive effect will bring it back reasonably quick. This repkit provides fire rate and movement speed, both incredibly nice stats for this build. The fire rate stacks nicely with
Drink Full while the movement speed feeds into
Bullet Train. This is a far more offensive repkit option.
Repkit Passives:
Ideally you want some sort of damage buff on your roll. Fire Rate (Spasmodic), Enrage (Experimental), Speed (Caffienated) (being a damage buff through
Bullet Train) are your best options. Unfortunately, Leech (Parasitic) does not work with
Blood Is Power.
Shield:
Watts 4 Dinner
Another bonus element to buff up our damage, though being shock also gives us some added coverage for shields. This bonus elements is only active while Overshield is, but
Teen Witch and all our lifesteal keeps that overshield capped almost constantly, giving constant shock damage.
The Watts 4 Dinner also has the advantage of being able to roll with AMP Synergized. Amp is one of the few multiplicative damage bonuses we have access to, meaning it's incredibly impactful. And with the Teen Witch letting our Lifesteal apply to our shields, we can utilize amp very effectively even with higher fire rate weapons to spam out amped shots.
Note: Amp on shields can roll as 50%, 100%, or 150%. I can confirm that the Watts 4 Dinner rolls 50% and 100%, though I have yet to confirm that it can roll 150%, though I'd assume it's possible.
Protean Cell
This shield is a very solid alternative to the Watts, actually providing an even larger shock bonus element at 40%. Unfortunately, the Protean Cell ends up generally weaker than the Watts due to not being able to roll with amp. And as mentioned, amp is a huge damage buff. If you do not have a Watts 4 Dinner with an amp roll, then the Protean Cell wins out. Otherwise, use the Watts.
Enhancements:
Being a very general build, your enhancement should match whatever you're currently using or what matches a majority of your part rolls. The following will be my most commonly used enhancements currently, though I recommend taking a look through the Enhancement Database to look through all the Enhancement abilities and legendary Enhancements.
Note: Gun Damage and Weapon Type Damage (SMG Damage, Sniper Damage, etc.) passive rolls on Enhancments are a multiplicative buff. They're very big damage buffs.
Vladof Bullet Hose - Guns with Vladof-licesnsed parts have a 30% Chance to add an extra Projectile per shot
Vladof Box Magazine - Guns with Vladof-licensed parts gain +20% Fire Rate and +20% Magazine Size
Jakobs Piercer - Guns with Jakobs-licensed parts have a 20% Chance to grant a Critical Hit
Jakobs Sequencer - Guns with Jakobs-Licensed Parts grant consecutive Critical Hits a stacking +5% Bonus Damage for a Maximum of 8 Stacks
And pretty much all the Atlas & COV Enhancements slap.
Ordnance:
Jakobs Grenade
A Penetrator Jakobs knife is easily the best in slot ordnance, though it's quite boring and no longer as strong. Having an additional 30-90% auto crit (as currently it does stack with itself) does mean much more consistent Kill Skill activation during bossing, though it's definitely not necessary if you don't want to use it.
So for some more fun options:
Sho Kunai
This is likely the second best in slot. This isn't an Ordnance build, so we don't have much in the way of buffing Ordnance damage. Sho Kunai isn't good because of it's damage, but rather the utility, giving us 10% movement speed on hit stacking up to 70% which we then translate into damage through
Bullet Train.
Note: You can also stack this movement speed buff by throwing the kunai at interactable objects like ammo crates. This means you can prestack movement speed before many bosses.
Bottled Lightning
Dishes out some serious damage even without Ordnance investment. Has a massive AOE on it, so it can be super effective at taking out an entire group.
Jelly
Truly a for fun option, I'm just a fan of the Jelly. You can pick up some kills with this on squishy enemies, and I'm happy enough with that to run it sometimes. Pretty solid for knocking off crystals from Vile enemies, though.
Weapons:
I said this can use anything, and I mean it. This section is gonna be long and is not going to be all-encompassing. I highly recommend experimenting with whatever guns you might think are gonna be fun. I'll give some notes on some stand-outs, list additional guns that I've really enjoyed, and leave you to play around with more.
Mobbing:
Whiskey Foxtrot - A newer love of mine. Got a roll dealing 10k DPS, not sure I need to say more, but I will. The Whiskey Foxtrot can roll with one of two alt-fires. One of them is a shotgun firing arcing projectiles that debuff enemies on hit while the other lets you swap between burst and full auto. Both of these variants are incredibly good, but my favorite is by far the shotgun. Currently I've been running a Whiskey Foxtrot with a Ripper mag and it absolutely shreds.
Wombo Combo - Just a crazy AR that can be a great option for elemental damage. While generally we want to be attuned to kinetic due to
Leeching Attunement giving us
Blood Is Power damage, the Wombo Combo is more than strong enough to make up for it.
Star Helix - A favorite of mine in BL3 that unfortunately returned a bit weaker in 4. However, a bit weaker than the GOAT is still pretty damn good especially considering all 3 projectiles fired from this thing gets Amp applied to them.
G.M.R. - A very simple yet powerful AR for those that just wanna point and shoot. Highly recommend a Jakobs part.
Bonnie and Clyde - The Blanc from 3 returns in a way cooler form, now swapping between being an AR and a shotgun. Very fun combat loop, super strong gun.
Goalkeeper - The GOATkeeper. The only charge Order AR I've enjoyed using so far. Currently on the hunt to see if it can roll with Ripper.
Lumberjack
First Impression
Seventh Sense - No idea why they buffed this thing. Absolute slapper.
Rangefinder - Very simple pistol option. Nothing super spectacular, but good enough if you just want a very simple pistol to slot in.
Queen's Rest - Actually a very solid option, enough so that I was surprised to see it get buffed. Only issue is that sometimes enemies straight up move faster than the bonus projectiles.
Bully
Lucky Clover
Darkbeast - Great gun, unfortunate that it's corrosive locked.
Luty Madlad
Linebacker - VERY good gun and pretty damn fun. Feels like the Flakker from the previous games, though functions a bit different. Fantastic for just wiping a group of enemies off the face of Kairos.
Hot Slugger - Big damage slug shotgun. Satisfying as hell to use.
Convergence - DPS machine. Great for mobbing, also pretty damn solid for bossing. Another one I question the buff of considering it was still strong as hell prior, but I'll take it!
Bod - Just straight busted. Very simple shotty.
Hellwalker - I'm Hellwanking!!!!
Stray - Sniper go BRRR
Boomslang - Sniper go BOOM
Truck - Sniper go BANG
Bossing:
Complex Root - Makes very quick work of large hitboxes. Less effective against smaller bosses. Comes in all elements, letting you match bosses. A Jakobs part roll is very nice to have.
Kaoson -
Witchy Trigger Finger lets us just spam any boss full of stickies and watch them quickly melt. This is easily the most consistent gun to boss with, though boring.
Wombo Combo - Also a very solid bossing gun. Dishes out tons of damage very fast, can melt pretty much anything.
T.K's Wave - Get an Atlas tracker part. It's a gamechanger. Track a boss and start spraying. Keep in mind, actively reloading lets you reload quicker, so spamming 'R' while firing will let you DPS faster.
Convergence - As mentioned, absolute DPS machine especially against larger hitboxes. A bit weaker than other options, but super fun and usually consistent.
Various Underbarrels - Of course, you also have a wide array of underbarrels you can choose from to boss with. Beam Tossers, Spread Launchers, any of the 10-20k base damage underbarrel crowd, really.