said by Mcrobrewer:
I wanted to love the rifles... but fact is half of the attacks have to be used in melee range practically anyway...
Certainly no really "distance" advantage to using a rifle.
I found a decent rotation with the rifle to keep the baddies at bay, at least for a single mob. Sorry, I don't remember the names of all the abilities but I hit 5, which launches you at the enemy and does like a ground pound, then immediately hit 3 (blunderbuss I think) then 4 (overpowered shot) which launches you back away. If the mob is still alive net him with 2 and auto shoot until dead. If he's still
alive shoot him until he gets close and blunderbuss should be off cooldown; you can repeat the rotation minus the opening ability (5).
said by Remulis:
Ive been focusing on inventions and firearms traits at the moment. Been doing a turret build dropping the healing, rifle, flame thrower, and rocket turret at the same time I annihilate things. Ill have to double check to see if I can lower there cool downs once they are picked back up if possible. Once I get the trait for them to self-repair Ill be golden for any pve/ dungeon scenario
.Hopefully, Ill have to check back with my findings once I fill out my trait tree with this build. Still on the fence on what 3rd trait tree I want next. Ive been rolling with a pistol/shield combo and have been enjoying more than any other combo at the moment. Provides great survivability and versatility.
I like the shield abilities too, not to mention it looks awesome, but since I'm stacking vit I'm finding it's not necessary and I can focus on condition damage. I had a 'duh' moment last night when I realized the rocket turret does more burning damage (and damage in general) than the fire turret so I swapped them out. I love the idea of having multiple turrets up but I hate trying to loot something and accidentally picking my turret up.