This build may be outdated
This build was created in a previous patch and may not perform similarly in the current patch.
by Daigarun on 16/05/2022

"Hurricane" Guided Rocket System
Armskore Coil Gun
Zipline Launcher
Loadout Guide
Hurricane:
The damage upgrade in T1 makes one-tapping grunt heads possible, though its hard to aim - so ammo can be substituted.
Armor Break in T2 to help with Grunt Guards, who are resistant to explosive damage, and because JFH already has a velocity boost.
I prefer clip size over fire rate in T3, especially if running damage so as to boost the ammo a bit.
Weakspot damage in T4 to lean further into the strengths of the OC.
Stun in Tier 5 is the only real choice. Nitro only adds about 1 damage and the fire conversion isn't worth it (especially since we have our coil gun for area denial).
Armskore:
Ammo in T1. You can swap in Charge Speed, but I actually like the slower charge to abuse the partial charge upgrade in T2.
The partial charge is great for quickly bursting the 20 damage from T4 to instantly delete clouds of swarmers. You can use damage resist, which is bugged and semi-permanent, but I find such mods to be crutches and don't like abusing bugs.
The stun in Tier 3 and electrocution in T5 ensure that our targets stay in the trail for as long as possible. The electric and fire DoTs also stack. Note that the electric will proc in a partial charge, but not the stun or the fire. You can use this for a value slow against big targets in emergencies.