This build may be outdated
This build was created in a previous patch and may not perform similarly in the current patch.
by Mouse on 26/06/2023

Corrosive Sludge Pump
Experimental Plasma Charger
Reinforced Power Drills
Satchel Charge
Heavy Drill Suit
Loadout Guide
Build premise: Sludge Pump that doesn't suck your teammates' FPS and their will to live. This build plays the weapon differently - you're making use of the fact that single shots have a small AoE component attached, allowing you to hit 2 grunts with each shot if they're close enough to each other and let them tick out. This also means you have to actively maneuver around and goad the Grunts into going for you in small groups. Requires Potent Goo Mix on T2 to hit the 1-Normal Shot + DoT kill breakpoint. Charged shots are only used to CC large groups of enemies.
Paired with Persistent Plasma TCF EPC to clean up Mactera groups / puddle survivors.
CSP Build
T1: Better Air Pressurizer is the best choice for Volatile Impact Mixture OC. Speeds up both normal and charged shots, ensuring they connect with the target and deliver the deadly chemicals.
T2: Potent Goo Mix, the required pick because we're fishing for Grunt breakpoints here. One direct hit and the DoT will tick the Grunt down guaranteed. 2 shots + DoT should kill a Slasher, 4 + DoT will kill a Guard. This also allows you to actually do some damage to large targets with normal shots - did you know that Corrosive Sludge Pump actually does 75% Kinetic / 25% Corrosive damage on Normal / Charged shots and Fragment damage?
T3: More Goo Canisters, as Superaturation is irrelevant and doesn't improve the ammo economy of a Normal Shot build. DoT duration increase doesn't get us any new breakpoints either.
T4: Spillback Extension fixes the Charged Shot ammo economy issues nicely and allows you to become the Goo Bomber you always wanted to be.
T5: Fluoroantimonic Acid allows VIM to retain Grunt breakpoints with the DoT from single-shots and increases DoT damage in general.
OC overview:
After U36, this build must be played with Volatile Impact Mixture; it incentivises you to shoot Charged Shots and Normal Shots directly at enemies instead of bothering with puddles. This OC allows Normal Shots to reach 250+ dps on a single target, which is something that only Ice Storm can match.
EPC Build This is my usual EPC build. T3 mod selection depends on what charge speed you learned the TCF distances with, same goes for T2.
T1: +24 ammo, TCF explosion damage is fixed and can't be improved by mods.
T2: Faster projectile velocity allows you to set off the Charged Shot projectile at higher ranges faster. Heat Shield is also viable here, I actually prefer it on all of my builds as I've relearned the timings of TCF blasting without the projectile mod as it gives me some spare time to aim the charged shot better.
T3: Crystal Capacitors because TCF blasting in combat is nearly impossible without it.
T4: +24 ammo is the only pick that actually works with TCF.
T5: Thin Containment Field, the build cornerstone. Does 240 Fire damage in a 3m, which destroys most Mactera / Grunts. Puddling and smashing with this also works.
OC: Persistent Plasma. Think of it as "even more damage after I TCF'd the target". Penalties are irrelevant because a) the field it spawns does bonkers DoT damage - 32-40 Fire DoT DPS for 7 sec. Additional 0.6 sec are added to the DoT duration ONCE per field duration if the target leaves / enters the field; b) the penalties apply to default Charged Shot damage, which TCF ignores as it has its own stats. This funky plasma ball also nullifies the issues of Sludge Pump as it deletes common Mactera from existence and gets rid of Swarmers / weakened Grunts quite efficiently and spectacularly, too.