My first run I’m doing a melee focused build, challenger/engineer. Overall melee feels a lot more viable this time around. Also, the melee for the handheld minigun actually does a ton of damage

3 points

I am enjoying the fact that there are no builds online (yet), so there is a lot of space for experiments.

Anyway, I am currently running a medic / hunter.

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3 points

Handler/challenger until I find more engrams. Hoping we get a sort function for rings and relic fragments cause right now it takes a while to sift through and compare them all

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2 points

Challenger/medic with heal shield and rampage, fire ring, fire shot and typewriter, ammo return mutator and maxing out on reload was ok. Constant fire damage up, and spewing out mod power up the wazoo. Using an amulet to turn used mod power into cooldown reduction to keep spamming heals and fire rate was cool too

I’m playing invader explorer now, and while invader is cool and all, they don’t seem to have much synergy.

I do have a ring thag procs on perfect dodge, and invader has an autododge.

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2 points

Started challenger and picked up medic pretty early. Got a ton of trinkets that lean towards shield so that’s what I’ve been running for a while. Got both up to 10 and really had fun with them. Been trying to switch up archs to get levels spread around and to give more archs a shot but I’ve had a rough time of it sense low level archs don’t have much going for them

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1 point
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I’m still leveling all my archetypes. If I had to put a build down out of what I have, it would either be engineer/explorer or maybe challenger/engineer depending on what content im running.

But for weapons, everybody should get the Star shot pistol, the Detonation Trigger Amulet, and the stone of malevolence.

It’s fucking stupid yall.

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Remnant

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Unimaginable Worlds. Unrelenting Odds. Remnant 2 is releasing for PlayStation 5, Xbox Series X/S, and PC on July 25, 2023! Pre-order: http://bit.ly/3Ne9eaI


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