Hazard 6x2 Fire Gunner

by MountAndDewMe on 19/11/2021

Salutes 18

"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.
Burning Hell

"Bulldog" Heavy Revolver

"Bulldog" Heavy Revolver icon
-0.7 Reload Time
x0.3 Base Spread
+10 Direct Damage
-80% Spread per Shot, x0.75 Recoil
+12 Max Ammo
+3 Penetrations
+30 Area Damage in a 1.5m radius, x0.5 Direct Damage
+35% Weakpoint Bonus
+12 Max Ammo
+10 Direct Damage
No aim penalty while moving
50% chance to inflict Neurotoxin DoT on all enemies hit by the Revolver. Neurotoxin does an average of 12.0 Poison Damage per Second for 10 seconds
Volatile Bullets

Reinforced Impact Suit

Reinforced Impact Suit icon

Loadout Guide

This is the build I used here (I was the Gunner): https://youtu.be/T57J6ZGgG70 For T3, honestly all of them are really good depending on your playstyle. If you wanna synergize more with your Driller, I do recommend the increased stun instead of blowthrough since Driller really is all the AOE you need and burning hell is a backup AOE if something slips by or you get split from the Driller. The increased stun is really good for macteras, menaces, and spitters. Armor breaking is good too especially for shellbacks which are game breakers in Haz6x2. Blowthrough can also be good just to help out a bit more on wave clear if you don't want to rely too much on your Driller. Even without blowthrough, Gunner with Burning hell has really good AOE clear; just tap fire your gun at close range against the enemies. They'll die to the fire easily unless they're an immediate threat who is in range to attack you then keep gunning them down, especially slashers. Guards on fire can be useful to be left alive as an ignition starter for the fire spread mechanic.

Combined with a competent Sticky Flame Driller, this is the best duo synergy that can steamroll through any Hazard 6x2 mission. This combo has practically no downsides or weaknesses at all; all aspects in combat are covered by each other's synergy. Sticky Flame Driller will be your AOE and CC, their job is to keep constant sticky flames on the ground to protect the Gunner so that the Gunner can focus on gunning and heating up large targets and take aim with Volatile Revolver. Driller can easily take out mactera with EPC, it's your job as a Gunner to keep all of the mactera stunned as the Driller charges their shots. Of course, Gunner can help out in killing mactera too since Driller does have to prioritize flaming the ground so they may not be able to EPC mactera all the time. And lastly, the whole reason why the entire fire setup in the first place---Volatile Bullets. One taps wardens and spitballers, easily shreds through a praetorian that is buffed by a warden, can easily take out multiple breeders no problem, oppressors, brood nexuses, etc...

Pickaxe: Damage Perks: Vampire, Thorns, Born Ready | Dash, Iron Will