User:Eyestothesky/Gaige - Electromancer

Welcome ladies and gentlemen, to my Electromancer build page. Before we get started, I want to specify something. This build is a somewhat advanced build, for a few different reasons. First, it requires you to be at about level 40 before you can actually start using it the way it is meant to be used. Second, simply put, the Hail; but I'll get into that in a bit.

To start, here's a video of the build in action.



Best Friends Forever
Not a whole lot is going into this tree. Reason being, it focuses heavily on Deathtrap, which is not the goal of this build. However, it does provide some essential and important skills.

Close Enough 5/5
This skill is basically an necessity for anyone who is using Anarchy to any capacity. At level 5 each of your shots has a 50% chance of bouncing back and hitting the enemy at half damage. With the numbers in damage you'll be pulling off with this build, that will be more than enough to kill most enemies.

Cooking up Trouble 0/5
Thanks to the healing we'll be recieving from our weapon of choice, you won't need to worry too much about your health since every shot landed will heal you for 3% of the damage dealt. This skill is completely unnecessary.

Fancy Mathematics 0/5
Any build that uses Blood Soaked Shields doesn't need anything else. Simple as that. We're going to be using BSS to the fullest, so this skill is useless.

Buck Up 0/1
Same deal as Fancy Mathematics; we're using BSS so this skill becomes useless as well. Also, its still bugged and every once in a while Deathtrap will actually use the skill on an enemy. It's been said that if the enemy has shields this will actually regenerate them for the enemy, but I've never seen this happen. I have seen him using it on the enemy, and I've seen the beam hitting them, but their shields stayed down. Still wasted attack, wasted time, and with this build, wasted points.

The Better Half 5/5
Hands down, this is the most useful skill we'll be investing in on this tree. Anything that lets you increase your fire rate is a plus, Faster bullets=faster kills, reaching your reloads faster, and faster Anarchy gain. Do you see a downside to this? I don't.

Upshot Robot 1/1
As I said before, Deathtrap is not our focus for this build. BUT he still does serve a purpose. In heavily congested areas, DT is going to be your distraction. The longer you can keep him out on the battlefield the better. He might not be wiping the floor with people, but they'll still be shooting at him instead of you, and even without any buffs, he'll still be able to take a few baddies out here and there. This is where we stop in the BFF tree.

Ordered Chaos
The essential skills here are (obviously) Anarchy, Smaller, Lighter, Faster, and Blood Soaked Shields. Due to the overall damage we'll be dealing thanks to our points in Little Big Trouble, we aren't really going to need too much out of this tree.

Anarchy 1/1
A no brainer. If you ask me, any Mechromancer should have this skill in their spread. At just 150 stacks you're looking at an impressive increase in your damage, an increase that makes the hit to your accuracy negligable, especially considering we have Close Enough at our disposal.

Smaller, Lighter, Faster 4/4
Required to move any further into Orcered Chaos. But it is a very handy skill for Anarchy. The Hail has a rather large magazine size, so even with 4/4 here, you should be seeing 28 rounds per mag. The reload speed increase is helpful too; while the Hail isn't the slowest reloading gun, it isn't what I'd call fast either, so that'll help things along too.

Blood Soaked Shields 5/5

Say what you want; as much as I love this class, this move is insanely OP. Every enemy killed resores 100% of your shields. 100%! Since you'll be killing people left and right, this skill will ensure you never have to worry about your shields. And since we're using nova shields, even LOSING your shields will likely mean you'll be getting them back in full.

Robot Rampage 1/1
Totall optional on this one. I tend to like using it as it gives Deathtrap a means to defend himself better, thus maintaining his usefulness as a distraction.

Preshrunk Cyberpunk 0/5
We won't be needing any more than 150 stacks of Anarchy. Heck, we really don't even need 150, but that's the minimum so it is what it is. Unnecessary.

Discord 1/1
The final skill we'll be investing in on Ordered Chaos. Believe it or not, you can consider this skill optional...sort of. If you play on the PC accidentally reloading is less of an issue because you can simply re-map the button to some obscure, out of the way key. You don't have that luxury on consoles. Reload is always going to be bundled with use. So every time you pick up ammo, there's a chance you might miss it and reload instead. Discord will prevent that from meaning you lose all your Anarchy. But, if you feel your good enough to not have that happen to you, by all means, take the point out. We don't need the health regen, and the fire rate and accuracy increase is nice, but not needed in the least.

Little Big Trouble
This is the bulk of this build. All our element buffs will be coming from here, and that's exactly what we're looking to jack up. While looking at this tree, keep in mind, we're looking mainly at raw elemental damage really damage over time.

Myelin 5/5
An increase to our overall shield capacity is pretty nice, and resistance to shock is a nice side effect as well. Mainly we're putting points into this to progress due to how worthless More Pep is for us.

More Pep 0/5
Like I said, we're concerned with raw, outright elemental power, not DoT status effects, so this skill is meaningless.

Shock Storm 5/5
This skill may as well be a kill skill. Every critical hit kill you make causes the enemy to go down with a small electrical explosion that will cause any nearby enemies to get hit with electrocute damage. At first hitting with criticals can be difficult with the Hail, but after you get used to the aiming mechanics of it, you'll see this skill shine. Also, any kill Deathtrap makes will cause the enemy to unleash a shock storm, so this plays into things even more for him.

The Stare 1/1
Like Robot Rampage, this is an optional skill. Again, the main reason you'd invest in it is to keep DT out there longer to draw more enemies attention. Feel free to move the point elsewhere.

Strength of Five Gorillas 0/5
Mainly a buff for DT. We aren't focusing on him, so we don't need this.

Evil Enchantress 5/5
The one DoT skill we do want to invest in. Thanks to our weapons and to some extent, Shock Storm, we will be dealing DoT damage whether we like it or not. Since our gear is going to be increasing raw damage, we want this skill so our status effects aren't completely useless.

Shock and "AAAGGGGHHH!" 1/1
Basically we get a miniature shock nova every time we reload. For one point, why not? Just be careful around those pesky elemental barrels!

Wires Don't Talk 5/5
And here's the big one. This is the skill that's most important to us. It gives all our electricity based elemental damage a boost, and since this build is called the Electromancer...yeah. We need this skill, and it needs to be maxed out.

Guns
We want our main weapon to be of an electric type. Like I've been saying this entire time so far, you want to try to get used to using the Hail. I got the idea of using it from Cykotr0n, a user of the Gearbox Boderlands 2 forums and creator of the popular "Shocking B!tch" Mechromancer build. Due to it being a Moxxi weapon, it has an inherent 3% health recovery per shot, which will keep our health reserves topped off most of the time (to see just how effective the healing factor can be, just watch the part where I fight the Super Badass Loader in the demo video up top). If you absolutely can't stand or get used to the Hail, you'll want to find the most powerful electric type gun you can get your hands on.

Sapping Hail - The main weapon of this build. It's the quest reward for Fink's Slaughterhouse. The only way to get the version you want is to complete all 5 trials, and then turn the quest in. It will then let you see the stats of the gun. You want to make sure the one you get is called "Sapping Hail". If you don't get it, exit the game without saving and turn the quest in again. If you mess up, the only way to get the gun again is to either have someone trade you one, or to get back to level 50 and try again.

Honestly, other than the Hail, your other weapon slots are optional. You'll want to keep a corrosion weapon handy for Ion Loaders (I use Miss Moxxi's Rubi for the increased health recovery), and a fire weapon for fleshy thunder enemies (I still haven't found one I'm in love with yet, but again, for the health regen, I'm using the Good Touch). You might also want to keep a launcher handy (I'm a fan of the Norfleet).

Shield
This is a toss-up between the Black Hole or Flame of the Firehawk. The Black Hole is the highest damaging single nova in the game. Paired up with the singularity effect it has this means any enemies in close to medium range will get pulled in toward you, staggered by the pull, and then slammed with a crazy powerful nova explosion. As good as that sounds, it doesn't gaurentee a kill, especially when you're playing with 4 players. Flame of the Firehawk lacks the singularity, and the single nova damage is much less damaging, but the catch is that you'll keep firing off those novas until your shield begins to recharge. So in effect, the more you're shot after your shields are dropped, the longer they'll take to recharge, and the more novas you'll be able to blast out. So potentially, Flame of the Firehawk's damage output can vastly eclipse the Black Holes. Unless you have a Black Hole to start with though, you can get the Flame of the Firehawk much quicker and easier being it's a quest reward, where as the Black Hole is a rare drop from Foreman Jasper/Foreman Rusty. I'd suggest getting FotF first and use it until you get ahold of the Black Hole. Then switch to that and play until you figure out which one better suits you.

Grenade
This one is your choice. I'm a huge fan of the Storm Front myself, but I used and loved the Leech before I found the Storm Front.

Class Mod
You want the best mod you can find that will give Wires Don't Talk +6. I use a Wired Catalyst myself which gives +40% team elemental damage, +6 to Wires Don't Talk, and +5 to Evil Enchantress. For areas that Deathtrap will see extended use in I have an Ionized Catalyst mod that gives the +40% elemental damage, and +6 to Shock Storm, and +5 to Wires Don't Talk.

Relic
Elemental Relic with a +30% to shock damage for general use, switch to Vault Hunter's Relic before firing the killing shot on boss mobs,