This build may be outdated
This build was created in a previous patch and may not perform similarly in the current patch.
by PadreDa on 25/03/2022

Deepcore 40MM PGL
Loadout Guide
Basic Explanations
T1.C and T2.B are required for certain breakpoints.
T3.A is the reason why this exists. The goal is to set things on fire.
T4.B to offset the AoE reduction. Don't risk it with homebrew and stun isn't what we want.
T5.B is also needed for breakpoints.
Advanced Tech
In order to set grunts/slashers on fire, you need 30 heat. This means that 60 damage is required (60/2), and 140 Area and 60 Direct Damage is more than enough (70 and 30 heat respectively). In order to set guards on fire, you need 60 heat. Once again, 140 Area and 60 Direct Damage will be enough. This is where it gets interesting. Praetorians and Oppressors need 100 heat (yes they have the same douse temp). 140 Area and 60 Direct is exactly 100 heat (140/2 = 70 ; 60/2 = 30 ; 70+30 = 100). This also explains why we need to not take T4.A, it's too inconsistent.
In order to actually set these big bads on fire, you have to hit them with the projectile itself. Then, the 60 damage (T5.B) will take effect, and will deal the remaining 30 heat needed for the breakpoint. Now, in order to finish off the mini-guide, there is one more trick up my sleeve.
I believe this was thanks to MeatShield, but in order to deal heat, you don't need to hit an unarmored spot on an enemy. Therefore, hitting an Oppressor in the face will set it on fire, despite hitting armor and not dealing damage. I know it's weird, but it is incredibly consistent. Remember, you have to hit the enemy with the projectile, but it can land anywhere once it does so.
This is really underrated...
Rock & Stone!