Plasma Wrangler

by Seven on 13/06/2024

Salutes 1

"Hurricane" Guided Rocket System

"Hurricane" Guided Rocket System icon
+72 Max Ammo
+4 Direct Damage
+0.8m AoE Radius
+7.5 m/sec Max Velocity, x2.25 Turn Rate
+100% Armor Breaking
x2 Magazine Size
+1 Rate of Fire
+50% Weakpoint Bonus
+4 Area Damage
Convert 33% of Direct Damage and Area Damage to Heat
Any enemy damaged by a rocket has a 25% Chance to be Stunned for 3 seconds
For every 0.75 seconds that a missile has flown through the air, it gains +1 Area Damage.
Plasma Burster Missiles

Armskore Coil Gun

Armskore Coil Gun icon
+40 Damage
+280 Ammo
+2 sec Trail Duration
After fully charging a shot, every additional 0.25 seconds that you hold the shot will add +12.5 Kinetic-element Direct Damage to the shot (up to a maximum of 100 extra damage at 2 seconds past full charge)
Lowers the amount of charge required to fire a Charged Shot from 100% to 25%. The Damage and Ammo consumption of the shot is reduced proportional to the percentage charged (intervals of 25%, 50%, 75%, and the default 100%).
+150% Charge Speed
Adds a 50% chance to Stun enemies within 1.5m of the shot's trajectory for 3 seconds
Applies a 250% Base Fear Chance to enemies within 5m of the shot's trajectory
While charging up or holding a Charged Shot, you take x0.5 damage from all sources (50% Damage Resistance).
Deal 20 Kinetic-element Area Damage to enemies within 3m of the Coil Gun's muzzle when you release a Charged Shot
The primary Damage Component gains a bonus +30% damage as Fire-element + Heat when damaging Burning enemies. Additionally, killing a Burning enemy will cause an explosion that does 80 Fire-element + Heat Radial Damage in a 6m radius.
+1m Trail Radius
Adds an Electric Trail to each of your shots. Any enemy in contact with the Electric Trail takes 8 Electric Damage per Second and has their movespeed slowed by 80%.
Triple-Tech Chambers

Zipline Launcher

Zipline Launcher icon

Shield Generator

Shield Generator icon

Reinforced Impact Suit

Reinforced Impact Suit icon

Pickaxe

Pickaxe icon
Tactical Leadburster
Tactical Leadburster icon

Loadout Guide

This build is what made me fall in love with Gunner as a class. It has a super unique and fun playstyle that's really unlike any other Gunner build I've experienced, and turns into a fun minigame of constantly trying to make best use of your Plasma Missiles before they collide with the ground. Definitely for players who are looking for a new challenge with Gunner and are ready for a new experience.

The Plasma Burster Missiles are really fun to work with, allowing you to stun enemies and fly groups of missiles through them. (I take T5 Stun over Nitroglycerin because the latter is unfortunately extremely weak, even on this OC). Go for weakpoints and use the increased turning radius to consume anything you target; groups of mactera are particularly vulnerable to this weapon.

For situations where the Hurricane is not optimal, I've chosen a Triple-Tech build that's so versatile that it can act as a primary weapon on its own. It deals with both single targets and groups quite easily, and once you get experienced with the recoil, you can take down whole groups of Grunts, deal with three Web Spitters, or eliminate a bothersome Menace in only a single charge.


Suggested Perks:
Born Ready: Really helps with long reload times, and due to the extreme versatility of both weapons, you can rely on one while the other is reloading.
Dash: A must-take for mobility on all non-Scout classes, and this build is no different.
Field Medic: Helps to give that extra time to revive under shield.