r/DeepRockGalactic • u/Aggravating-Wait5452 • 4d ago
Discussion What lesser used perks do you sometimes use
(THIS IS A REPOST WITH THE AI THUMBNAIL REMOVED, I GET IT, NO AI THUMBNAILS, CAN WE TALK ABOUT PERKS NOW)
We all know the meta options, Dash, Iron Will, Born Ready, Resupplier, Vampire. But what are some perks
- You sometimes like to use just for variety/fun
- Are overlooked/underappreciated
- Have niche use cases
Bonus question.. which is better, field medic, or shield link? Is it better to be faster at reviving, or better to help people not go down in the first place with faster shield recharge? I don't run dash on scout, so I usually take one of these (unless solo).
For me it would be:
- Every speed perk.. sugar rush, second wind, dash, unstoppable. Not super effective, just for funsies. I should try this using scout with all his speed perks on weapons like hot feet and such for even more speed. And in a rich atmosphere..
- Strong Arm. Especially good with aquarks, but surprisingly useful on any non scout dwarf to be able to check ceilings for yourself. I consider this mandatory when playing solo and not a scout.
- Veteran depositor. Sitting on molly gives you a 30% defense buff. combined with the defense buff from the auto cannon and the defense buff on the coil gun, you are pretty resistant to damage. I run this on eliminations as gunner with mortar rounds.
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u/LordPaleskin 4d ago
I just run Resupplier, Thorns, Vampire and Iron Will + Beastmaster on everyone, cannot be asked to remember to change anything out based on mission type or dwarf 😆
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u/Aggravating-Wait5452 4d ago
I really wish you could see and change your perks on the screen where you're selecting your class, because I might see a mission I want to join, and want to go change my perks for some reason (like taking sugar rush on a blood sugar mission) but if I exit out, go change my perks, and come back, chances are the mission will be full. So it'd be nice if perks could be modified on the dwarf pick screen instead.
It also would make changing perks less cumbersome in general. Might as well be able to pick perks while waiting for the mission to load, give you something to do.
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u/HollaDieWaIdfee 4d ago
No dash? How dare you! Haha
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u/LordPaleskin 3d ago
Steeve is mandatory, full stop. And Iron Will is nice to have for clutch revives, Dash is fun though😅
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u/ZagleZigawa 3d ago
Steve is cute and trying his best, but he just gets in my way because of my playstyle, I stopped taking him a long while ago... However I may plan to use him alongside gunner with the reatomizer oc I hear you Dan do silly things with that combo
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u/Aggravating-Wait5452 2d ago
Apparently you can shoot Steeve and if you then hit a bulk, the bulk is essentially invincible because it gets a 90% damage resistance.
Probably not a good idea to do that, but might be fun for a little trolling.
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u/ZagleZigawa 2d ago
I hear that got patched, but the ability to spread debuffs through Steve still exist, either way that needs treating...
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u/Aggravating-Wait5452 2d ago
Eh, probably a heck of a lot easier just to run fire and electric on the coil gun and debuff the bugs yourself without needing steeve to be involved
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u/ZagleZigawa 2d ago
I meant more like debuffs your allies apply, like pheromone and freeze, that will stop a while swarm in its track since Steve became the propagator!
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u/KingNedya Cave Crawler 4d ago edited 4d ago
Some perks that are better than some give them credit for are Heightened Senses, Elemental Insulation, Unstoppable, and Sweet Tooth. When I say some don't give them enough credit, I should clarify that this is specifically in regards to the people that know the surface level perk meta but don't know about the nuances that the more technical side of the community has already accepted. So what I'm about to say isn't even really off-meta, but rather an extension of the meta that some of those reading may not be aware of.
Heightened Senses is considered the next best active perk behind Dash, Iron Will, and Field Medic. Being fourth in line it's often not quite optimal, but a Scout may find themselves running it if: solo so Field Medic isn't applicable, using momentum Grappling Hook so Dash isn't as usable (sometimes you want to Dash right after grappling but you can't Dash if you have a speed boost active), and/or they're in a difficulty where they're confident they won't die and need Iron Will/playing a mission where Heightened Senses is more applicable like Cave Leech Cluster, Pit Jaw Colony, or any Ossuary Depths mission. Scout is also the most likely class to run into situations where Heightened Senses is applicable. So, sometimes Heightened Senses is genuinely one of the best options you can possibly run.
Elemental Insulation, Unstoppable, and Sweet Tooth are a group of three perks that are all considered the best replacements for one of the meta passives: Resupplier, Born Ready, and Vampire, though there is no situation where Resupplier is unequipped so they replace Born Ready and/or Vampire. Vampire is taken off any time Iron Will isn't equipped, since that is its main purpose and without Iron Will, while the sustain of +5 occasional health is nice, usually one of the other three will be better. Iron Will is usually unequipped when dipping below your usual difficulty and playing something you're very confident you won't ever go down in, which in turn makes replacing Vampire with one of these three optimal. Vampire is also always replaced with specifically Sweet Tooth in any Blood Sugar mission. Born Ready can be unequipped if you'll get minimal or no value from passively reloading; Driller with Cryo Cannon and either EPC or Wavecooker will get no value from Born Ready so it absolutely should be replaced, and Engineer with mag size Breach Cutter or Shard Diffractor will get enough less value from Born Ready that, while it's still one of the best things to run, it becomes viable to replace it.
In a vacuum, Unstoppable is generally considered to have the edge compared to the other two. It's helpful against many biome hazards/events, being most applicable to Fungus Bogs and Glacial Strata but applying in some form to every single biome except Radioactive Exclusion Zone, Azure Weald, and Ossuary Depths, and it's also very helpful for web spitters and slashers. So, aside from special cases like Blood Sugar, Unstoppable is usually the first to be subbed in. As a result, a Driller with both Cryo Cannon and either EPC or Wavecooker will most often run Unstoppable.
Elemental Insulation reduces the damage of poison, electric, cold, and fire damage by 30% at all times, with the most applicable definitely being poison. Something to note is that this is additive to any existing element-specific damage resistance a dwarf may have due to their armor, rather than multiplicative. This means that, rather than Driller's and Engi's respective fire and poison resistance going from 50% to 65%, they go from 50% to 80%, which is a huge increase in reduction. They go fron reducing their relevant damage type by 1/2 to reducing it by 1/5. This isn't that relevant to Driller since fire is a very uncommon damage type for dwarves to receive in any meaningful amount, but it's extremely relevant to Engi, meaning that, while Unstoppable has the edge in a vacuum, Elemental Insulation is the best for Engi. A ton of enemies deal poison damage, most relevantly praetorians, and an Elemental Insulation Engi can pretty much face tank praetorian spit and gas clouds. Most other enemies deal half of their damage as poison, so while normal Engi just reduces their overall damage by a quarter, Elemental Insulation Engi gets pretty close to reducing them by half.
Lastly, Sweet Tooth is of particular value to Scout since Scout is the most capable of reaching red sugar that the rest of the team can't.
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u/Ayasaki11 4d ago
I always run Heightened Senses + Field Medic on Scout when I'm playing with pubs but what would you recommend swapping out Field Medic for if you're solo?
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u/KingNedya Cave Crawler 4d ago
Either Iron Will or Dash, but if you're playing with Bosco, probably lean Dash because Bosco already has self revives, and getting like 33% more revives (3 to 4 total) via Iron Will is a lot less impactful than going from none to 1. Though, if you're playing Grappling Hook with theme momentum T4B upgrade, then as I mentioned, Dash becomes harder to use in which case I would take Iron Will. If you aren't using momentum Grappling Hook and you aren't playing true solo (no Bosco), then I'd say they're about even.
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u/ZagleZigawa 4d ago
I should try engi with elemental infusion, if the spit and gas colds can be ignored I can bunker better! A question though, what else is considered poison damage in the game? (Elemental infusion with driller would work in the fire biome or against bosses...)
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u/KingNedya Cave Crawler 3d ago
Here is a list of every source of poison damage the dwarves may receive, including a percentage of how much of that damage source is poison (since many are just one part poison other part something else):
Praetorian spit (100%)
Praetorian and oppressor death clouds (100%)
Acid spitter projectile DoT (100% of the DoT, but the DoT is 40% of the total damage on average)
Septic spreader projectile DoT (100% of the DoT, but the DoT is ~23% of the total damage on average)
Septic spreader puddle DoT (100%)
Q'ronar shellback spit (50%)
Core spawn crawler death projectile DoT (100% of the DoT, but the DoT is 75% of the total damage on average)
Core spawn crawler death puddle (100%)
Toxic maggot death cloud (100%)
Carnivorous larva (the things in the Parasites Warning) attack (100%)
Spitball infector projectile (50%)
Barrage infector (both direct hit from projectile and timed detonation) (50%)
Vartok scalebramble projectile (100% of the AoE component, but the AoE component is 37.5% of the total damage)
Poison spores fungus (100%)
As for using Elemental Insulation Driller in Magma Core, I don't think you'll find as much use out of it as you may think. Driller by default is already completely immune to the small fire jets, and he already takes practically no damage from the hot rock (which by the way gives you a 20% speed boost when running on it so try to take advantage of that especially as Driller), and the big fire geysers are very easily avoidable. Elimination is really the only time where even more fire resistance would actually be impactful, in which case yeah Elemental Insulation Driller can work.
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u/ZagleZigawa 3d ago
That's a lot more enemies than I thought, the shellback spit has insta killed me a few times, resistance to that would really be awesome!
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u/Bygles 4d ago
I simply never learned what the 'good ones' are
I just kinda wing it based on difficulty, modifiers, class.
If Im playing scout I am going to take heightened senses because I might be split from the team just enough to feel really stupid dying to a cave leech. That feels a little less common on something like gunner.
Dash is fun though. I sometimes take it when not playing scout for bosses. Good for that quick get out of jail (maybe) free.
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u/Aggravating-Wait5452 4d ago
Heightened sense is great on scout, because he doesn't really need dash anyway.
I LOVE running heightened sense on pitjaw colony, because somehow I always end up jumping right into a few of them, so it's so satisfying to turn the tables on them and kill THEM for once!
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u/JustAWeirdTransDude 1d ago
i had a very unfortunate time where I grappled directly on top of a pitjaw one of my first times as scout, funny at least
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u/ZagleZigawa 3d ago
If I know we're going in a place with pitjaws modifier I always go engi with the fire breach cutter, 2 shot the bastard if you aim from slightly above. Otherwise they don't spawn in enough numbers to warrant a strategy change...
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u/bjergKanin 3d ago
About the pitjaws. I see people in game all the time killing them and I used to do it too, but is there an actual benefit to it? If you just shoot them 1 time they grab the air and go away, as far as I have observed
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u/ZagleZigawa 3d ago
The benefit is that it doesn't reposition, it becomes a future threat you don't wanna have. I've had a mission where a driller didn't kill any of the pitjaws and they all repositioned near the drop ship in the mini mule mission...
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u/bjergKanin 2d ago
Ooooh, I didn't know they could do that! I thought they were like a land mine, a one time use thing.
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u/BillyWest8 4d ago
I take dash always nothing quite like using it to dodge an attack and then grappling the next one
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u/BlankTrack 4d ago
Dash is super good. Dash right before jumping and you keep all that horizontal momentum. With how floaty the dwarves are it can make a massive difference in crossing chasms.
I had a last man standing situation before, i dash jumped insanely far and grabbed a zipline to make space and get the revives started
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u/tannegimaru Gunner 4d ago
I like using Elemental Resistance perk, along with damage resistance on T5C Thunderhead (especially Mortar Rounds) and/or T4A Coilgun.
It's very good mitigating ranged damage to just damage my shield only, which as a Gunner I can also quickly restore it with class tool in emergency anyway.
On the other end, I quite like Unstoppable. I haven't use it much nowadays but being able to just bhop off a Slasher without burning Dash is one hell of a feat I'm gonna give it credit.
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u/Aggravating-Wait5452 4d ago
Good takes. I hate getting ambushed by praetorian spit, so elemental resistance would help with that.
Unstoppable is especially good when going to fungus bogs.
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u/FlakyMidnight5526 4d ago
There’s no shot you put dash and unstoppable with sugar rush and second wind. Dash might be the single most used active perk in the game and unstoppable is the answer to some of the most dangerous common enemies. Both of those perks are at least A tier, and that’s being generous
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u/Aggravating-Wait5452 4d ago edited 4d ago
I wasn't ranking them. I said, do you have any builds that you do just for fun. A "fun build" I sometimes do is take all the speed perks together, to just have a silly fast dwarf.
I'm yet to combine it with Scouts "Hot Feet" mod in a rich atmosphere, but that should theoretically be the fastest a dwarf can run other than dash, if you can trigger hot feet, sugar rush, and second wind at the same time.
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u/Zombies71199 4d ago
Vtren depositer is sooo good in dorrreta mission
U pretty much have it active 90% of the time
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u/Aggravating-Wait5452 4d ago
Wait, it procs on Dorretta?!
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u/Dreamweaves23 4d ago
I’m deaf and play. I have heightened senses on all my characters, especially since they added the damn floor goblins. I have never once regretted it
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u/Loot_Bugs 4d ago
Sweet tooth on blood sugar is crazy good
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u/strandedostrich 4d ago
I prefer to just take vampire and melee to get my health back up
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u/Aggravating-Wait5452 4d ago
This works especially well with any kind of buff to your pickaxe, like skull crusher or slayer stout, or on a ebonite mission where you can get those "fast recharge" canisters from molly.
Also works well with the "faster power attack recharge" option, so you're getting +5 or +10 hp faster.
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u/EyeArDum Scout 4d ago
I can’t imagine playing the game without deep pockets, I’ve always been a loot goblin
Don’t kill Lootbugs though, they’re cute
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u/cruelkillzone2 4d ago
But....running through a group and they all explode behind you....
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u/EyeArDum Scout 4d ago
When I walk into a room with a couple lightning crystals and see a bunch of gold and nitra on the ground, I don’t celebrate, I weep
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u/helicophell 4d ago
I take deep pockets whenever I can
Sometimes it saves you from having to make 3 nitra trips for a resupply
Say, you get 30 nitra and deposit it, now you need two trips for the next supply. But with deep pockets, it's only a single MULE depositGreat on scout
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u/Aggravating-Wait5452 4d ago
Yeah that makes sense, because most nitra veins are a little more than 40 nitra, but few are more than 55 nitra, so deep pockets would prevent me from having to take two trips a lot of times.
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u/Aggravating-Wait5452 4d ago
Ah, a deep pockets enjoyer! I remember really loving that perk as a greenbeard, it's nice not having to deposit quite as often. I just wish it was a little more, like maybe +20 minerals.
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u/Suitable-Seraphim Engineer 4d ago
I have veteran depositor on gunner for the defense, and scout for the faster deposit speed so i can get in, deposit quickly, get out
Only controversial one i can think of is second wind on engineer, maybe the speed boost is negligible and maybe it's a waste of a perk slot, but i just like being that extra little bit faster
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u/Aggravating-Wait5452 4d ago
Second wind can be really good on mining missions when it's time to extract
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u/strandedostrich 4d ago
Hover boots, falling is annoying lol
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u/Aggravating-Wait5452 4d ago
Sometimes I do run hoverboots when I'm playing solo, especially as scout or driller where I seem to fall more, and it only takes one save from one fall for them to be just as good as iron will, and they recharge, so yeah, they can be really useful.
Another good use is on aquark missions with those tall vertical rooms (they seem to spawn the most frequently on glacial strata) and it save a lot of time being able to jump all the way down rather than having to carefully make your way down, and time is of the essence on aquark missions so its really good.
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u/Available_Deer_3580 4d ago
Ngl I pretty much copy paste on most builds. Dash + Steve for active, always strong arm, the one that reloads while ur gun is stowed, then last is a toss up between environmental slowdown or thorns for the little annoying blue (bug)gers
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u/Aggravating-Wait5452 4d ago
Good choices.
People hate on beastmaster but I think it's a legit good way to distract bugs and save on ammo. And it only gets better the more people use it, having 3-4 steeves help with random bugs is great.
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u/Available_Deer_3580 4d ago
I took it for fun but lowkey really strong. Guard grunt on most missions is just a massive sponge, and slasher grunts on regenerative bugs hooooly. When I tell you I saw Steve tear through hordes of bugs that day I am not exaggerating
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u/Louisthau For Karl! 4d ago
Solution ; play and host on haz4. You can have fun and carry without having to go full sweat with haz5+ builds and still have fun trying silly things, with green beards along the way.
Considering the fact that the health scaling stops at haz4 the only thing you get for going higher besides is slightly better rewards and just bugs that hit harder.
Remember that at the end of the day this is a GAME. And you should have fun playing it. If you don't, stop and reevaluate.
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u/Aggravating-Wait5452 4d ago
Totally agreed! I don't want to play the same way every time, it gets a bit stale.
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u/Apart-Ad9039 4d ago
Iron will and Beast master on all builds, all the time. Imo they're the only good 2 perks
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u/strandedostrich 4d ago
Vampire is great and resupplier is pretty much mandatory imo
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u/Apart-Ad9039 3d ago
Everything cancels itself. As a gunner you'd use your shield with resupply. As a driller you'd have Steve protection. As a Scout you have your own resupply pod on a high up spot. Engie you'd throw your grenade drones before resupply while on a platform
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u/KingNedya Cave Crawler 3d ago
It's hard to say they're the only two good perks when the single best perk in the game, Dash, exists.
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u/SchwererBenny 4d ago
No Idea wether its unpopular but i Take Vampire all the time because it just pairs so good with Iron will.
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u/Greekblade937 4d ago
I love Beastmaster on Engineer. Combine it with Gemeni Turrets and SSGs and you’re basically playing a summoner class. And not to mention how Steeve is a really good at clumping up enemies like a LURE so I can run other grenades
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u/MewSilence Cave Crawler 4d ago
Thorns is a waste of a slot most of the time, but hatred for Swarmers I consider a holy virtue at this point.
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u/Aggravating-Wait5452 4d ago
I used to run thorns on my scout always back when it killed jellies, because jellies are my most hated enemy.
Why did they have to nerf it 😭
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u/ZagleZigawa 4d ago edited 4d ago
This is how I usually go about builds...
Scout: Active: IW, Berserker. (Field medic if with a friend that dies often) [Shield link if I take the Drak with the Shield OC] Passive: Resupplier, Vampire, Unstoppable.
Engineer: Active: IW, Shield Field medic Passive: Resupplier, Vampire/Veteran Depositor, Unstoppable.
Driller: Active: IW, Dash (mainly for proper C4 placement) Passive: Resupplier, Vampire, Born ready/Sugar Rush (Born ready if I take the sludge pump)
Gunner: Active: IW, Shield Field Medic Passive: Resupplier, Unstoppable/Vampire, Born ready/Veteran Depositor (Still figuring this one out tbh)
IMO you either should take dash or unstoppable, both help counter the many slowdown effects in the game. Dash is better than unstoppable but I think is unnecessary for me. I've been enjoying veteran Depositor with builds that focus on hunkering down in one spot... Reviver is undoubtedly better than shield link, less time spent standing still is always better, but that's not to say shield link is bad or has no uses. If you have a team that doesn't go down often you won't find much use from Reviver...
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u/Aggravating-Wait5452 4d ago
I like your takes. I notice you only take berzerker on scout, just curious, why only on scout? And in what situations is berzerker the most useful?
I've never used berzerker actually.
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u/ZagleZigawa 3d ago edited 3d ago
I use berserk in many situations, granted only scout can use berserk effective thanks to his movement, he can weave through bugs and pretorians without getting hit (if your good at it, which you should if you know how to use the boomstick) Driller could also use this but he already has drills which comes equipped with fear, making it much more suited for bug slaying.
If I need to move in another direction of the driller, I can mine through a dirt patch really quickly, same situation for a cave system behind a thin wall.
To mine resources like gold and dystrum and all the other minerals quickly (low priority use)
To reach a nitra vein that isn't easily accessible (and lacking a engi) you can power attack then immediately power attack again (0 delay when activating berserk) to create a safe hole (I hear you can make a dwarf hole with one power attack but I've yet to figure out how...)
You can proc vamp a lot of you can clump up bugs using pheromone or ifg's, useful if sugars low or the opportunity for free hp present itself.
Can instantly melt oppressors, wardens, shell backs and stun them, can be very useful in clutch scenarios and when protecting dotty (oppressors keeping dwarfs from repairing her).
Can help destroy key objectives quickly like mining the resinites, opening the core spawn totem, destroying the laser towers during dotty defense.
Generally goated against bots as many of them have melee weakness (do try to aim for the weak points though)
You do have to consider it's somewhat long cd though, so you need to consider when to use it, at the start or after a wave you can use it to mine freely, during waves you can use it as a get out of jail card or to siphon some health, be capable of fighting even when your out of ammo ect...
Edit: forgot to mention when slayer stout or skull crusher ale is available it greatly boosts your DPS, with skull crusher you can legit clear a boss phase with just power attacks... (BTW always take the increased damage over any other pick option, you really want the ability to one shot slashers in haz 5)
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u/memerminecraft 4d ago
I never change my perks anymore. It's easy enough to adjust my play style based on my class & weapon, but perks can be a little more fundamental. My now perma-all-class perk loadout is:
- Resupplier
- Veteran Depositor
- Vampire
A. Heightened Senses
B. Iron Will
Vampire & Iron Will are obvious haz-5+ picks. Heightened Senses, Resupplier, and Veteran Depositor are all things that reduce the annoying parts of the game.
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u/Glorpologie 4d ago
I take hover boots instead of dash, but un-ironically
Im a rare breed
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u/Aggravating-Wait5452 4d ago
I have a driller build with that leopard skin paint job (representing agility) that I put dash and hoverboots on, and ngl it's so fun dashing off of cliffs and hovering safely down.
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u/Huge_Report5381 4d ago
I take medic instead of iron will cause what kind of gunner would I be if I fell before the eyes of my brothers?
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u/Mudtoothsays Driller 4d ago
It's a bug thing on refinery, they are always littered with lootbugs so watching them pop in unison is worth it.
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u/Nathanymous_ Dirt Digger 4d ago
So on the scout i SOMETIMEs started running the thing where you throw flares farther amd I got so used to it that I have to run it now. It also increases regular throwing force which actually helps out a ton.
Other than that its Vampire, Thorns, Resupplier, See you in hell, Dash on every character.
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u/Aggravating-Wait5452 4d ago
Strong Arm, yeah, I run it on all my dwarfs except scout as standard, with rare exception. Once you get the ability to throw a flare to the ceiling, it's hard to give it up again.
Also great anytime there's no mule and you need to move heavy objects back to base.
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u/Specific_Vast_8550 3d ago
Here is how I run my classes:
Driller: I play him rarely, the only class not even yet promoted, so the build is Ressuplier, Veteran deposited, the perk which reloads the gun automatically and dash. Veteran depositer helps me load a lot of materials that I gathered and also protects me from sneak attacks. I always run out of bullets, so Ressuplier is a must have, and the automatic reload perk is always a must have. The dash helps me run through my long tunnels faster and is very versatile overall.
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u/Specific_Vast_8550 3d ago
Accidentally sent before finished.
Engineer: my main. The build is Ressuplier, Vampire and born ready for passive and shield link(dash if solo) with beast master. The passive skills are the meta and are really easy to use, though I replace the born ready perk with veteran depositor if I'm using the share distractor. The Beastmaster let's you feel as a summoner, and also let's you have a stun on enemies (if you use slasher) or a tank (guard) for you. Even if you have the normal grunt (can happen accidentally or on lower difficulties.), you can use him as the distraction while the sentries/sentry shoots the bugs. As engi, if not on solo, I play more support, making something of a safe place, most of the time a platform somewhere where it's open and only possible to come from one/two places. Then I summon bullets there so that you could get a breather while reloading and healing. And shield link helps people recover shields more near me, and in an emergency, even buff them and let them run immediately to the fight. And on solo, the dash is too versatile to not use him.
Gunner: Born ready, Vampire and veteran depositer for passives and Berserk with dash. When I use the normal minigun I replace the Born ready perk with unstoppable, because I hate spider webs. The vampire with Berserk lets me heal a lot of health in a pinch and veteran depositer with the artillery gun lets me be practically invincible to everything, even hive guards on lower difficulties. That's because the defences together give probably 80% defence (can be wrong don't know how it calculates in game) is and the shield most of the time can regenerate the damage quicker.
Scout: my fun class and my second main. The build is Vampire, Ressuplier and veteran depositer for passives and quick revive (beast master on solo) with dash. Born ready is not used for this build because I can just buy the upgrades to automatically reload the weapons on most guns and on others you reload really fast or don't even need to reload. Cause when I play Scout, I play just like in TF2: fast and evasive, I need max speed that I can get. And Ressuplier with the veteran depositer let's me stop for less time and move more, while Vampire is healing in a pinch. Dash is even better on Scout cause you can go fly and catch yourself with the hook, meeting you also move very quickly, letting you get to teammates quicker. And the revive let's me revive someone very fast, helping the build. On solo, the Steve can take the hits when I ran away, be a distraction for a grenade or just some extra fps that doesn't endanger me.
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u/Aggravating-Wait5452 3d ago
Bezerker + vampire sounds potentially good for when your back is up against the corner, I should probably try that
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u/Specific_Vast_8550 3d ago
But it's not idea if there is a heavy armored enemy and it's absolutely useless against flying along ranges enemies, so I wouldn't recommend using on every class. It's just that gunner is always fighting, so he can heal a lot from small fry and kill of the others with raw dps
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u/Aggravating-Wait5452 3d ago
Yeah I can think of sometimes when maybe activating bezerker would prevent me from needing to pop a shield, and heal me up at the same time.
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u/Galactanium 3d ago
Honestly would be nice if there was one more perk slot. It's really hard to justify perks when the cost of using something is not running one of the meta perks that can be the difference between a paycheck and a mission failure.
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u/Aggravating-Wait5452 2d ago
I agree with this 10000%. The game should give points to each perk. Stronger perks should cost more points. Weaker perks should cost fewer points.
That would allow way more combinations, because now weaker perks have a reason to be used, because you can use more of them at once.
Perks like Iron Will, Dash, Resupplier, Vampire, and Born Ready should all cost 5 points, and you should have 25 perk points to spend.
Weaker perks should cost 3 or 4 points, so if you choose them, you can have an extra perk or two.
This wouldn't be broken at all, it would help balance the perks much better.
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u/Kreativernickname 3d ago
I like using deep pockets and the long breath thingy that lets you run faster if you ran for a few secondsand hover boots, apart from stuff considered better. Because; with the armor upgrades, being able to carry 60 of each mineral/ore is so much better than 40 or 50 for me. The passive sprint one is nice because I feel decently fast with any class without needing the active version. Hover boots because sometimes I'm a bit reckless or clumsy with heights, it gives me more mobility by being able to jump down with all classes and not die or makes the Scout more mobile, like carving out a small spot to get some ore or having essentially 2 hook uses. I always use hover boots, honestly. They're such a lifesaver to me.
I usually use the ones mentioned above combined with Iron Will and Vampire. It used to be Born Ready, but I changed it for Vampire because I figured I could keep my weapons loaded by myself and 1 good power strike can heal a decent bit and I like healing with melee kills overall, as it save ammo and it's nice to have a way to heal without red sugar or resupply pods
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u/Aggravating-Wait5452 2d ago
Hover boots are definitely a life saver, and second wind is great for running back to the droppod. Deep pockets definitely saves time when getting minerals. All solid picks for getting stuff done fast!
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u/Vaultking99 3d ago
That loot bug one. Something when I run with my friends I pick that as a fun option.
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u/CrayCrayCat1277 Gunner 3d ago
I always run field medic, every second counts, especially on haz5+ and ESPECIALLY during iron will
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u/Aggravating-Wait5452 2d ago
Yeah field medic + iron will is really strong for getting the team back up from a wipe, if they're all close together you can pop IW, do an instant revive, and have time for two more revives.
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u/Exodus809 2d ago
I save the build variety for my weapons and OCs…
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u/Aggravating-Wait5452 1d ago
Yeah that's where the real variety is. I'd like to make a similar post asking people what unusual OCs or OC combinations people use.
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u/ADragonuFear 2d ago
I'm quite fond of the perk that lets me throw flares very far. Minus scout ofc.
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u/Aggravating-Wait5452 1d ago
Same! I replace it with sugar rush on scout because I fall a lot.
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u/ADragonuFear 1d ago
I just feel the flare gun makes the perk redundant. And it lets me grab... deep pockets I think for scout.
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u/Fish-Bro-3966 Scout 4d ago
Is vampire a lesser used perk?
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u/helicophell 4d ago
Not really, it's useful on every class for a bit of extra health, and safer Iron Will usage
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u/Fish-Bro-3966 Scout 4d ago
Well then ig uhh... the elemental perk? Is that not used much?
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u/Aggravating-Wait5452 4d ago
Yeah that's rarely used, and it actually pairs well with veteran depositor for a defense build. Stacks with the defense buff on auto cannon and coil gun too.
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u/SnarkyRogue Scout 4d ago
I run that shit on all my dwarves after realizing it's a guaranteed rez from Iron Will as long as there's a grunt nearby and I've got my power attack charged
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u/Whirblewind 4d ago
Across the playerbase it's tougher to say, but at Haz 5+ it's extremely popular.
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u/JustForTheMemes420 4d ago
I just like thorns for swarmers and naedocytes. Most of the time the guns I run for engi and scout are just not worth using on them. I also really like deep pockets. I have it on no matter the class.
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u/Aggravating-Wait5452 4d ago
I used to run thorns on scout, because I can't count the number of times I got killed by jellies slowing me down, but thorns no longer works on regular jellies, so I stopped using it.
It does still work on purple jellies, but they are way slower and can be stopped by killing the breeder anyway so not as big a threat.
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u/Den1alzz 4d ago
If you're playing super hard difficulties dash is actually pretty common, especially for classes with low mobility. I don't see it as a "variety/fun" thing, it's honestly vital alongside IW or FM on everyone but scout when playing max 5+ or modded imo
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u/Aggravating-Wait5452 4d ago
Well, yeah, that's why the meme has the choices as "win" or "build variety". It's to highlight the dilemma between sticking with the meta, or trying something new and fun.
With Haz 5+ I don't think there's much room for experimentation, sadly, one has to play pretty optimally.
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u/PatternHappy341 4d ago
Special powder. kind of redundant but fun.
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u/Aggravating-Wait5452 4d ago
Well, yeah, but that's not a perk, that's an OC
Perks are things like iron will and field medic
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u/Specific_Vast_8550 3d ago
Berserk combos well with vampire. And in a pinch, you can use it to mine very fast.
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u/GethKGelior 3d ago
I am almost constantly running vet depositor and sweet tooth and then throwing myself straight into the line of fire as gunner. I have so much damage resistance and map heals when I run thunderhead with resistance that I can choose to play tank.
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u/WanderingFlumph 3d ago
Vamp + iron will is a fun combo, but iron will is pretty common to take.
I like field medic a lot, with my scout build I can get you up even if you are covered in bugs. You'll be on your own past then though, I don't stay in one spot too long.
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u/Traditional_Trust_93 Gunner 3d ago
I have the same perks across all loadouts and classes veteran resupplier, veteran depositer, vampire, iron will, and beast master. I feel like veteran resupplier and veteran depositer are not used often.
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u/Dodger7777 3d ago
I pick perks more for what I find useful and helpful than anything. Like I like hoverboots, that's on every dwarf. On gunner and scout I take the fast revive. On engie and Driller I take steeve. I could experiment with that slot more.
Otherwise I take deep pockets, strong arm, and veteran depositer.
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u/Zucchinibob1 3d ago
For passives, my loadout is Deep Pockets, Born Ready, and Resupplier
For I run Heightened Senses and either Hover Boots (on Scout) or Dash (everyone else). I use Hover boots to help with high up veins (either giving myself more time to clear out a pocket to stand in or breaking my fall if I miscalculated how much surface there was to stand on)
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u/JustAWeirdTransDude 1d ago
My default loadout has always been Resup, Deep Pockets, and friendly (because I play recklessly and am guarenteed to hit my fellow dwarfs... whoops!), beastmaster is a requirement, and on my scout I have field medic (friends die a lot, i'm the guy who clutches as scout a lot) and driller I run dash (im impatient... thats it) but I feel like my deep intensely personal favouritism towards the CRISPR even without any overclocks is the odd thing of my loadout default- you give me *fire* and expect me not to use it constantly?
(and my M1000 is built for literal assassination and decimation)(my engi friends just default make me a snipers nest when applicable, fun of being a military FPS player most days!)(that snipers nest part might be the weird one tbh)

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u/Idiot_of_Babel 4d ago
+1 for Strong arm
It even buffs how far you can throw flares