Action Skill:
Crucible
Using
Crucible allows you to have constant uptime on all your forgedrones. This is very important as you will be using your forgedrones to activate your Kill Skills through the skill
My Touch Is Death, all of which will provide drastic increases to your damage and ordnance uptime.
Augment:
Axe and Stone
Axe and Stone will allow you to use your cryo axes, forgeskill, and even your basic melee attack in order to refund ordnance cooldown and increase your movement speed drastically for a short time. This is a very useful utility augment for this build.
Capstone: None
This build does not spec far enough into a Cybernetics branch to unlock a capstone, but that isn't an issue in the slightest. Most of Amon's capstone abilities modify his forgeskills to increase their damage, but this build rarely ever uses action skills or forgeskills, let alone for damage.
Cybernetics Skills:
Tier 1:
Gathering Storm (5/5)
This is the first of the kill skills that will be activated by your forgedrones via
My Touch Is Death. At 3 stacks, you'll be getting a consistent +30% elemental damage, which will feed into your ordnance damage and your damage over time.
Tier 1:
Executioner (4/5)
Only take 4 points into this skill to move down the tree. +12% crit damage is never a bad thing, and this bonus will always be doubled because of your forgedrones.
Tier 2:
Tempered Pyre (1/5)
This is the first of four forgedrone skills you will use in this build. Because this build doesn't care about the melee damage the drones are actually dealing, you only need to spend one point in this skill.
Tier 3:
Twin Tempers (1/1)
This skill basically doubles up on the forgedrone skill above it. These two drones will both activate when you use your forgeskill, and they share a duration.
Tier 3:
Vital Organs (4/5 + extra points from class mod)
This skill is the largest source of crit chance that this build gets, and it is the main reason that you want to use the Outlaw purple class mod with points into
My Touch Is Death. My class mod grants me 3 points into this skill, so at 7/5 points, I'm getting a massive 42% increased gun critical hit chance that is always active during combat.
Cybernetics Left Branch:
Tier 4:
Tempered Ice (1/5)
Another forgedrone skill, this time activated upon ordnance use, so this will always be active if you cycle in and out of your ordnance every once in a while.
Tier 4:
Cacophany (4/5)
Only four points to move down the tree. +20% ordnance damage is a decent bonus.
Tier 5:
Endless Bombardment (2/5)
This is one of two skills that will allow you to sustain infinite ammo on your heavy ordnances. Any heavy ordnance that consumes 1 ammo but causes several instances of damage will get a lot of value out of this skill. Only spend 2 points here in order to have enough points for the skills you want to get in the Vengeance tree.
Cybernetics Middle Branch:
Tier 4:
Tempered Lightning (1/5)
The fourth and final forgedrone skill, this time activated when you use your action skill. Having all four drones active at once in combination with 3 points in
My Touch Is Death from the class mod will allow for 100% kill skill uptime and tons of
Machinist activations, without even having to kill anything. This is extremely important for any boss fights that have limited mobs.
Vengeance Skills:
Tier 1:
Scorched Kairos (4/5)
Another +20% ordnance damage, plus 24% magazine size for some leeway while spamming your ordnance in case you miss your shots and waste ammo. Only 4 points to move down the tree.
Tier 1:
The Thrill (3/3)
This is a very strong health regeneration skill that has saved me countless times during difficult encounters where enemies chew through my shield and leave me on death's door. Great skill for preventing going down, which can ruin your ordnance cooldown, and obviously, cause you to die. Always take this skill if you have the points for it, there's never really a reason to skip it if you're traveling down the Vengeance tree.
Tier 2:
Tail of the Comet (5/5)
This is the first of two huge damage skills that this build utilizes. All ordnance damage has a 30% chance to activate a stacking cryo status effect that deals damage based on the hit that activated it. In other words, all the increases to your damage that you've received so far will all feed into this very powerful skill. The application chance also scales with increases to status effect chance. For example, if you have +100% status effect chance, then the 30% base application chance will turn into 60%. This is the reason you really want to use the
Contamination specialization on this build, as it allows you to stack up this damage over time effect much faster, which is a huge increase to the build's DPS.
Tier 3:
Machinist (3/3)
With your forgedrone skills proccing
My Touch Is Death, this skill is activating all the time, even when you don't need it. It's a fantastic way to reduce the downtime between ordnance activations in case it goes on cooldown (spoiler alert: it will. This skill interaction is necessary to play this build smoothly in all content, without any big hiccups).
Vengeance Middle Branch:
Tier 4:
Icy Rage (5/5)
This is the only skill in this build that actually increases out gun damage. It's not a huge amount, but it definitely helps, especially when it feeds into your heavy ordnance damage at a 150% effectiveness due to the
Full Spectrum Arsenal specialization.
Tier 5:
Primal Surge (5/5)
This is the second skill that allows this build to shoot heavy ordnances infinitely. Since you will be activating status effects constantly with the combination of
Contamination,
Tail of the Comet,
Blackout, and
Vital Organs, this skill will proc many times per second, refilling your heavy ordnance ammo and shield almost instantly. The shield restoration this skill gives is a perfect way to keep your
Super Soldier active at almost all times.
Vengeance Right Branch:
Tier 4:
Blackout (1/5)
This is the second powerful damage over time skill this build utilizes. You might notice that I have only invested 1 point into this skill. This is due to a very unfortunate bug that causes the damage over time on this skill to not scale with the points invested into it. For example, at 1 skill point invested, you'll get +3% ordnance crit chance and a shock status effect that activates on ordnance crit, dealing 21% of the initial damage per second. Both the crit chance and the damage over time effect are supposed to increase in value when you spend points in the skill, but unfortunately, only the crit chance is being increased with subsequent points. However, even with just the 1 point in the skill, it's a huge improvement to the build's DPS. If/when the skill is fixed, this build will want to invest in the skill as much as possible, as it should be a huge buff to the build as a whole. With all that being said, the build still performs extremely well at maximum difficulty with all content currently available.
Calamity Skills:
Calamity Left Branch:
Tier 6:
My Touch Is Death (0/3 + points from class mod)
This skill is what makes most of this build possible, and it's the reason I went out of the way to use a non-legendary class mod. It enables so much of the build's damage and ordnance cooldown consistency that opting for a different class mod would chance the whole build's spec pretty drastically. You probably want at least 2 points into this skill from your class mod, with +3 being the optimal roll for the most consistency possible. If you want a good place to farm for purple class mods, you can farm Ripper Drill Sites as they tend to give a good amount of world drop loot. This farm will be even more effective if you do it with a co-op partner or two, and all farm one drill site each, which can potentially double or triple the efficiency.