Pickaxe Tech with Tank Variation [Ver. 3]

by PadreDa on 10/02/2022

Salutes 2

M1000 Classic

M1000 Classic icon
+40 Max Ammo
+10 Direct Damage
+25% Focus Speed
-30% Spread per Shot, x0.8 Max Bloom, x0.5 Recoil
+220% Armor Breaking
+25% Focused Shot Modifier
+6 Clip Size
+3 Penetrations
+20% Weakpoint Bonus
Focused shots Stun enemies for 3 seconds
Killing an enemy with a Focused Shot to a Weakpoint will inflict 2.5 Fear on enemies within 4m of the kill
Manually reloading within 1 second after a kill reduces reload time by 0.75 seconds
Electrocuting Focus Shots

Jury-Rigged Boomstick

Jury-Rigged Boomstick icon
+8 Max Ammo
+3 Damage per Pellet
+7.5 Rate of Fire
-0.7 Reload Time
+20% Stun Chance per Pellet, +3.5 seconds Stun duration
+12 Max Ammo
+3 Pellets per Shot
+3 Penetrations
+300% Armor Breaking
+20 Blastwave Damage to any enemies in the area extending 4m infront of you.
Reloads automatically when unequipped for more than 5 seconds
Deal 0.5 Fear Factor to all enemies within 5m of you every time you pull the trigger
Convert 50% of Pellet damage to Fire element and add 50% of the Damage per Pellet as Heat which can ignite enemies
Jumbo Shells

Loadout Guide

I noticed that See You In Hell (SYIH) has some underutilized interactions with breakpoints. I'm using the M1000 because I don't have an M1k build that I've posted yet (I think). Having to hit weakpoints is fairly tricky, so this build is a little more user friendly.

Pickaxe damage (from what I understand from it, look at the wiki)

Base Damage: 11 Two types of attacks... I'll call them the WP (weakpoint) attack and the AP (armor pierce) attack WP attack : Base damage x1 (in this case it's 11), gets a weakpoint bonus, armor reduces damage AP attack : Base damage x1.5, no weakpoint bonus, ignores armor

SYIH gives an extra 20 damage to EACH attack, meaning... WP attack : 11 + 20, + weakpoint bonus AP attack : (11 + 20) x 1.5, no armor penalty

Some breakpoints to know (M1k shots will be set at 55 damage) When SYIH is active, a headshot will kill a grunt (108.5 total damage) Additionally, a body shot plus an M1k body shot will kill a grunt (115.3 total damage)

Version 3 Changes: NEW M1K T1.A - no need for damage and +40 ammo is great T2.A - no need for AB, a charged shot will kill T3.B - no need for damage, bigger mag is more helpful T4.A - gives you the ability to electrocute more than one enemy T5.B - more versatility, guaranteed to fear grunts, a good way to escape OC : EFS

Boomstick : Nothing in particular, use whatever you feel like using. I wouldn't advise running T5.B because it's only .5 fear. That means that grunts have a 25% chance to get feared, and other enemies are even more resistant.

Electric/Tank variation: Slowing some grunts down can give you more time to hit them with the pickaxe/run away. After all, this build revolves around free heals and tanking almost everything.

Perks: Vampire - If you don't run this, what are you doing? See You In Hell - Those breakpoints mentioned above are meaningless if you don't run this Vet. Depositor - Not needed, but allows you to take less damage while healing

This build is wack. -PadreDa

Rock & Stone!