I'm honestly not sure why they nerfed its max damage %, it was strong but nothing compared to meta picks in today's sandbox. My only thought is that some handcannon is getting a fundamentally unbalanced perk combo and this is a pre-emptive nerf
Yeah the nerf was a bit much in my opinion but I have found it still very much able to do what it did before in terms of champs amd boss damage just needs a bit of help. After the nerf if you set it up with radiant /weaken surges you can still take off most of a champs health even in a GM making them easy to finish off with a finisher most times or a bit more damage from a spécial likeva good fusion rifle, shotgun, etc. It also still does a very good chunk of damage in a DPS weapon. It does as good or better burst damage than most all spécial weapon options and has infinite ammo. I like using wardens law with choir of one plus a cascade BaS chill inhibitor. Wardens with lucky pants can kill 98% of everything, even in GMs, amd if anything survives the first mag amd is not finishable, a few hipfire shots of choir kill it..... in a DPS situation you can fire your mag, then spam your choir mag very quicky for a very good chunk of damage then empty your chill inhibitor whike BaS is going....have marksman or facet of command to reload ypur heavy bery quickly and you can get most of your shots off very quickly.....not saying its the absolute best DPS option but its pretty good.
This is some really amazing stuff here. You made me think about things I hadn’t before. I like all the different build options for different content. I’m going to try my Adept Wardens Law with Enlightened Action and Vorpal paired with a Puglist/Incandescent Aberant Action. The stunning recovery 2 burst procs faster like Crimson’s 3 burst, Puglist gets withering blade back fast. I can use an exotic in my heavy like Parasite. Wow the damage potential here. Thank you Edit: I’m going with Acrobats dodge for the radiant with these solar weapons.
Been using a solar yeehaw build and I have to say Last Word is too much fun. When I'm using other builds it just doesnt feel as fun as twirling last word and gunning down knights and wizards.
When it comes to LP's damage boost, what's your thoughts on swapping between two HCs...? be it swapping between two burst fire frames at 6 stacks, or using a 120 with Eriana's Vow, I feel there can be some kind of play by resetting the timer often...
@@ursadon1341 well... crud... would've sworn it reset... in the meantime, i wonder how reliable using Martyr's Retribution with the same perks could compare to Aberrant Action...
It's definitely possible, the biggest thing to consider is that you have to wait before the 5 second timer is up before swapping and only getting 6 stacks while you do. Personally, the best way to do this is by using more unconventional HCs that won't have as much downtime. For example, wardens law is great for stacking lucky pants by itself, by due to how fast it stacks, if your goal is to rapid swap between 2 HCs, its not great. The exception is if you pair it with Erina's vow. Since erina's fires so slow, it can't reach x10 stacks, but if you prep to x8 with wardens, then swap to Erina's you can carry the damage boosting over and get to x10 where you normally can't. For a more common dual rotation, seventh seraph with reconstruction and vorpal is my best pick, as reconstruction will double your mag size, and lucky pants only checks to see if your HC is loaded to its max base magazine count. So you can fire 6 shots, swap off, and even if it's not fully regen'd, you'd have more ammo than your base mag still, so lucky pants would still proc. Paring this with erianas or a decent lower RPM HC with decent perk combos would be really good for a dual HC version of this build
When you say 7 stacks of damage with the hand cannon - does that just mean 7 shots regardless of the gun, or does it vary depending on the damage output of the gun?
You get 1 stack per pellet landed no matter the hand cannon. For something like Crimson, you get 3 shots per burst, even though you only "fired" once, so you get 3 stacks. For stuff like last word, it's basically one stack per shot since you're only firing one pellet. So if you were chaining this between handcannons, you'd want to land 6 pellets/shots with your first one, then stop and reload. Once the timer runs out for lucky pants, then swap to the other, fire 6 and repeat.
@@KodiakD2 Sweet, thank you for the clarification. I hadn't been aware of the removal of 'Out of Luck' and I'm keen to go give this a try. Also was happy to see you mention the Seventh Seraph. I'd gotten grief from mates for using that gun, but with reconstruction you could basically proc LP without ever having to manually reload, which was fantastic and freed up an exotic weapon. I'm guessing with the right timing you could probably chain three rounds of LP from a double capacity SevSaph magazine before you dip below the standard full mag and need to actually reload.
@@KodiakD2a fun combo I’ve found is wardens law with Erianas Vow, especially in GMs with wizards or solar shields. It was amazing with overload hand cannon but shurikens more then make up for it
As a Hunter main and long time Lucky Pants user, I would highly recommend pairing The Last Word with the Explosive Personality grenade launcher. This grenade launcher can be crafted with auto-loading holster and disruption break, creating excellent synergy with The Last Word and further increasing your overall damage output when you break a combatants shields.
That sure was a lot of work. We're grateful for that.
I was so depressed when they put in the rework but this build gives me hope again. I’m back to yee-hawing
I'm honestly not sure why they nerfed its max damage %, it was strong but nothing compared to meta picks in today's sandbox. My only thought is that some handcannon is getting a fundamentally unbalanced perk combo and this is a pre-emptive nerf
@@KodiakD2 you could solo gm champs with it. really outta band, I’m sad about it too, tho
@@KodiakD2they 100% revert it back and call it a buff/rework jus like youngham and renewal
@@thiagoarxalmeida606 to be calirfy, it still do the max damage as it is now or it is nerf
Yeah the nerf was a bit much in my opinion but I have found it still very much able to do what it did before in terms of champs amd boss damage just needs a bit of help. After the nerf if you set it up with radiant /weaken surges you can still take off most of a champs health even in a GM making them easy to finish off with a finisher most times or a bit more damage from a spécial likeva good fusion rifle, shotgun, etc. It also still does a very good chunk of damage in a DPS weapon. It does as good or better burst damage than most all spécial weapon options and has infinite ammo.
I like using wardens law with choir of one plus a cascade BaS chill inhibitor. Wardens with lucky pants can kill 98% of everything, even in GMs, amd if anything survives the first mag amd is not finishable, a few hipfire shots of choir kill it..... in a DPS situation you can fire your mag, then spam your choir mag very quicky for a very good chunk of damage then empty your chill inhibitor whike BaS is going....have marksman or facet of command to reload ypur heavy bery quickly and you can get most of your shots off very quickly.....not saying its the absolute best DPS option but its pretty good.
10/10 build man. Thank you so much for this build its actually the most fun I've had
I appreciate the gameplay still playing while you did the build walk through. You’ve earned a sub.
This is some really amazing stuff here. You made me think about things I hadn’t before. I like all the different build options for different content. I’m going to try my Adept Wardens Law with Enlightened Action and Vorpal paired with a Puglist/Incandescent Aberant Action. The stunning recovery 2 burst procs faster like Crimson’s 3 burst, Puglist gets withering blade back fast. I can use an exotic in my heavy like Parasite. Wow the damage potential here. Thank you
Edit: I’m going with Acrobats dodge for the radiant with these solar weapons.
Been using a solar yeehaw build and I have to say Last Word is too much fun. When I'm using other builds it just doesnt feel as fun as twirling last word and gunning down knights and wizards.
All i can say is just "Yeeehawww"
Actually knife trick does work with stylish executioner. It’s the only melee that does
Huh, I'll have to go back and retest it, thanks!
When it comes to LP's damage boost, what's your thoughts on swapping between two HCs...?
be it swapping between two burst fire frames at 6 stacks, or using a 120 with Eriana's Vow, I feel there can be some kind of play by resetting the timer often...
the LP damage boost stack stays even if you swap to other HC, so it doesn't work
@@ursadon1341 well... crud... would've sworn it reset...
in the meantime, i wonder how reliable using Martyr's Retribution with the same perks could compare to Aberrant Action...
It's definitely possible, the biggest thing to consider is that you have to wait before the 5 second timer is up before swapping and only getting 6 stacks while you do.
Personally, the best way to do this is by using more unconventional HCs that won't have as much downtime. For example, wardens law is great for stacking lucky pants by itself, by due to how fast it stacks, if your goal is to rapid swap between 2 HCs, its not great. The exception is if you pair it with Erina's vow. Since erina's fires so slow, it can't reach x10 stacks, but if you prep to x8 with wardens, then swap to Erina's you can carry the damage boosting over and get to x10 where you normally can't.
For a more common dual rotation, seventh seraph with reconstruction and vorpal is my best pick, as reconstruction will double your mag size, and lucky pants only checks to see if your HC is loaded to its max base magazine count. So you can fire 6 shots, swap off, and even if it's not fully regen'd, you'd have more ammo than your base mag still, so lucky pants would still proc. Paring this with erianas or a decent lower RPM HC with decent perk combos would be really good for a dual HC version of this build
When you say 7 stacks of damage with the hand cannon - does that just mean 7 shots regardless of the gun, or does it vary depending on the damage output of the gun?
You get 1 stack per pellet landed no matter the hand cannon. For something like Crimson, you get 3 shots per burst, even though you only "fired" once, so you get 3 stacks. For stuff like last word, it's basically one stack per shot since you're only firing one pellet.
So if you were chaining this between handcannons, you'd want to land 6 pellets/shots with your first one, then stop and reload. Once the timer runs out for lucky pants, then swap to the other, fire 6 and repeat.
@@KodiakD2
Sweet, thank you for the clarification. I hadn't been aware of the removal of 'Out of Luck' and I'm keen to go give this a try.
Also was happy to see you mention the Seventh Seraph. I'd gotten grief from mates for using that gun, but with reconstruction you could basically proc LP without ever having to manually reload, which was fantastic and freed up an exotic weapon. I'm guessing with the right timing you could probably chain three rounds of LP from a double capacity SevSaph magazine before you dip below the standard full mag and need to actually reload.
@@KodiakD2a fun combo I’ve found is wardens law with Erianas Vow, especially in GMs with wizards or solar shields. It was amazing with overload hand cannon but shurikens more then make up for it
When’s banshee selling that godroll grenade launcher
It'll start on November 19th, after the reset
D.F.A > seventh seraph revolver
As a Hunter main and long time Lucky Pants user, I would highly recommend pairing The Last Word with the Explosive Personality grenade launcher. This grenade launcher can be crafted with auto-loading holster and disruption break, creating excellent synergy with The Last Word and further increasing your overall damage output when you break a combatants shields.
what is bg music