by TinkyWinky69 on 01/02/2025

DRAK-25 Plasma Carbine
Nishanka Boltshark X-80
Grappling Hook
Flare Gun
Light Scouting Suit
Pickaxe
Loadout Guide
Rewiring Mod
Tier 1 A
There are sort of only two mods in T1: Fire Rate and Velocity. Since Velocity doesn't actually offer anything to the build with having theprecision secondary weapon, that leaves an obvious choice of increasing the weapon DPS through attackspeed. When I first tried this OC I made the mistake of literally just porting exactly what I was trying out at the time, which was full Reload with T1B and T3B as well. This does not amplify the Rewiring Mod regen speed alongside that of the Reload, making the OC feel worse than useless.
Tier 2 B
Given just how the OC works, Ammo is so countless times less valuable fromm mods, ergo Damage to buff weapon DPS again.
Tier 3 C
Once again, there are only two options here - Accuracy and Mobility and, again, since I'm taking a precision secondary it's an obvious choice. Synergises very well with the OC too, since it's designed to be overheated on repeat.
Tier 4 A
Going for raw DPS, Shock Damage is the way to go. The alternative would be Armour Pierce, but it just doesn't feel as good as the bonus proc Damage does. The Plasma Splash mod does feel like a really nice addition to scout, however I do feel like it's there for one OC in particular - and it's not this one.
Tier 5 A
The natural choice for an OC like this one. Frankly, the only OC that could use this one effectively. If you take the Fire Rate over Manual Heat Dump then you would assuredly struggle to keep proccing the Rewiring Mod effect, making it far less effective.
Cryo Bolts
Cryo is one of the most influential forces in the game as it stands. So to have access to it in such plentiful numbers means all the world to the scout. My one annoyance with Cryo Bolts over Fire Bolts is that it seems to tick slower on swarmers, so sometimes they can run through the chill zone when they couldn't run through the hot zone it feels like.
Tier 1 A
The options for this one are either a single target Taunt, a degree of Horde Clear, or an Area Denial tool. The most generically strong option is the Pheromone Taunt, which in a sense is horde Clear in that it distracts eleven enemies including ideally at least one praetor or larger. Not a lot more to be said about this, you can totally use a different arrow if you want.
Tier 2 B
Ammo for the base weapon is really nice. You really don't need many Pheromone or Chemical Bolts for them to be useful, however if you were to take the Area Denial Taser bolts, this is where you'd take the Expanded Special Quiver. The damage of the base Bolts is entirely unnecessary, as your primary objective is to apply effects onto enemies - be it Cryo or Pheromone.
Tier 3 B
This option has sparked a good amount of conversation amongst friends I've shared it with. I can't remember exactly why I decided to take Velocity over Reload and Swap Speed, but now I struggle to play without it. But I suppose much like my reasoning for not taking T1C nor T3A for my Drak, I'm doubling down on the roles of my weapons.
Tier 4 B
Again, this choice has opened conversation. A better marksman would undoubtedly find far better use out of Battle Frenzy than I, and Cryo Bolts are unretrievable. However both Pheromone as well as Chemical Bolts are still retrievable, so by the chance I do whiff some shots, this helps me out a surprising amount.
Tier 5 A
This is once more a fairly obvious choice. Pheromone Bolts don't electrocute and therefore mod T5B is worthless, and the intention of the bolts is to occupy enemies and get free damage, which Banshee Module actively fights against. Magnetic Shafts is for Taser Bolts and also for a different OC too. Perhaps in tandem with Bodkin Points, Trifork Volley pr Quick Fire, Banshee Module is more for Bodkin Points for additional procs, or Trifork Volley, also for multiple bonus procs.
Cryo Grenade
Voltaic Stun Sweeper
A little extra crowd control, a little extra damage. Never been disappointed with these around, however it's also very possible to get amazing use from the Pheromone Canister with the build instead.
Flare Gun
I really don't know what other people take for flare gun, but the way I've mathed it, you get the most light seconds from taking a single Ammo and a single Duration.
- A B C grants 1710s (single each)
- A B B grants 1680s (double Duration)
- B B C grants 1650s (double Ammo)
If you want to take Auto Reload then the most light minutes comes from taking Duration:
- B B A grants 1440s (Duration)
- A B A grants 1425s (Ammo)
If this were going to have a longer reload weapons, I would probably go for A B C and take Born Ready instead. Something like GK2 with Nishanka secondary.
Rig
Again, I don't take note of what the "meta" for the peripherals are, but this is just what I take. Stronger Shields and Stronger Charge because, once more I've mathed it and it works out to be the better option:
- 30/6 + 7.5 = 12.5s
- 30/3 + 4.5 = 14.5s
When regenerating any more than 18 points of shield health, the faster regen is the more efficient option, and that's a little over half the shield:
- n/6 + 7.5 = 2n/6 + 4.5 | (-4.5, -n/6)
n/6 - n/6+ 7.5 - 4.5 =2n/6- n/6 + 4.5 - 4.5
- 3 = n/6 | (x6)
- 18 = n
Take Shockwave for Swarmers. Scout's truest bane, anything to mitigate swarmers reaving you on repeat. And yes, that's another reason to take Cryo Bolts over another OC.
Pickaxe
Very standard... I think, at least for me. Again, I don't pay attention to what's meta, I just really like the shorter power charge time compared with the other options.