can be swapped for:
- bringing one extra Superspeed source.
- as a really strong panic button preventing you from going Down once.
can replace in rare cases when your melee uptime is high and your squad sustain tools allow it.
can be used instead of to grant short Stealth durations to your party.
| Rifle | Default Keybind |
|---|---|
| Auto Attack | |
2 |
|
5 |
| Med kit | Default Keybind |
|---|---|
3 |
|
5 |
| Elixir Gun | Default Keybind |
|---|---|
3 |
|
4 |
| Flamethrower | Default Keybind |
|---|---|
| Auto Attack | |
2 |
|
4 |
|
5 |
| Toolbelt | Default Keybind |
|---|---|
F1 |
|
F2 |
|
F3 |
|
F4 |
|
F5 |
Rifle is really convenient to use in large-scale fights for maximal Damages, but you can change your main weapon depending on your playstyle and preferences.
- Hammer brings as your main Ranged burst Cooldown that also Stuns. It gets access as well to for melee sustained Damage.
- Spear gains access to , which is similar to Rifle . Though, Spear can inflict Immobilize through to isolate enemies out of their stack.
As grants conditional Critical Chance, you can decide to go with more or less Precision on your gear: going with the lowest Critical Chance of 50% to achieve critical cap will make your bursts stronger when the trait is fully activated, at the cost of sustained Damage. Alternatively, if you decide to add Precision you will get constant Damage outputs but less burst potential, as you will rely less on the trait bonus.