Aggressive Venting Enthusiast

by AverageJo on 04/03/2025

Salutes 2

"Lead Storm" Powered Minigun

"Lead Storm" Powered Minigun icon
+1.5 Cooling Rate, -0.15 sec Cooling Delay
+4 Rate of Fire
x0.25 Base Spread
+600 Max Ammo
+2 Damage per Pellet
+200% Armor Breaking
+20% Stun Chance, +2 second Stun duration
+1 Penetration
+15% Damage per Pellet after reaching Base Spread
-0.4 seconds spinup time
Increases how long the Minigun stays at Max Stability from 0.5 sec to 1.25 sec, +1 second spindown time
After overheating, deal 60 Heat Damage and 100% chance to apply Fear to all enemies within a 10m radius. Additionally, reduces Overheat duration from 10 seconds to 5.
Every kill subtracts 0.6 Heat from the Heat Meter (maxes at 9.5 Heat) and thus increases the firing duration before overheating
After the Heat Meter turns red, 50% of the Damage per Pellet gets added as Heat which can ignite enemies.
Rotary Overdrive

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

Primary Alts:

  • 32211 Bullet Hell: Better stun, worse ammo economy.
  • 3X221 Burning Hell: Instant AOE ignition, slower vent.

Secondary Alts:

  • T5B: Better as a stand-alone weapon, worse as a combo tool
  • 22213 The Mole: More speciallized into single target.
  • 23222 Lead Spray / 23321 Volatile Bullets (with each respective alt primary)

Grenades:

No alts for this one. We live and die by Leadbursters.

Playstyle:

This build is weird sometimes because the two weapons are divided between burst and sustain as opposed to single target and wave clear. Generally you'll want to lead encounters with coilgun and follow up by charging a vent. The reason this build takes generalist coilgun over bulldog or brt is that Rotary Overdrive provides no AOE on its own. All it really does is speed up aggressive venting, which still has a longer windup than anything else in gunners arsenal. Luckily, the overclock comes at no cost to the minigun's single target, meaning we can take coilgun for instant AOE, and take 2XX1X on a regular coil build to do fully charged shots against LSTs, while still being able to soften crowds for safety while baking a vent.