Adabiviak
(Guajiro Pandoreño)
#10
I hate to consider adding this, but it is tough to beat the Legendary Soldier class mod. I still use the others for a hoot, but that one really is like Christmas compared to the others.
Also! If you have Double Up, and youâll be tossing one of your turrets in a safer location than the other, toss that one first. You can re-toss the second turret if it gets destroyed, but if the first gets destroyed, you canât re-throw. I, for example, will occasionally toss one right on me and throw the other into a distant mob. If they die fast, I can reclaim them for the cooldown bonus by grabbing my âlocalâ one. If the far one dies, I can re-toss it as long as the timer is up. (Iâm not sure how to put this into your list elegantly⊠"manage your turret deployment properly with Double Up?)
Gulfwulf
(Cast Iron Chef (R.I.P.))
#11
Axton gets crazy good grenade buffs. Use them!
Donât bother with laser sight because it actually makes your turrets less accurate.
Skip the RR and get a blockade instead.
ActionHank
(Action Hank)
#13
To actually expand upon something Gen said here, while Crisis Management doesnât work well with his shield boosting skills, it DOES work well with some survivability builds. If a player finds themselves going down quite a bit, Crisis Management might be work taking. With CM included, Axton has TWO skills that will buff his gun damage while in Fight For Your Life.
I back this up 100%. I used a lot of Turtle or high capacity shields on normal mode. Those only carried me halfway through TVHM, when I started dying literally all the time. In desperation, I tried the exact opposite of those huge shields, a purple generic Tediore. Iâm never going back. With fast Tediore shields, Axtonâs shield buffs and health regen when theyâre full, youâll never be unprotected unless you do something stupid. I just got a level 71 purple Tediore Blast Proof Shield. Higher recharge rate than capacity, less than 2 seconds delay and resistance to explosive damage. My shields are practically never down. I think itâs honestly my favorite piece of gear I have in my inventory.
If you donât have nuke and want to distract an enemy (like a badass), throw you turret right in front of the enemy. Your turret wonât last long though.
Call me crazy but I use
-legendary engineer mod
-double turrets with shield that slag
-bee shield
-43% turret cool down relic (my 61 is still better than any OP 4 relic I can find).
One thing I ended up loving about UVHM is how it makes you better and you eventually lose the fear of getting dropped. Sometimes with my DUKH you almost can live forever.
A guy hides, your turret is distracting him, run in head first and shoot him, if he drops you then more often then not you will easily get back up with second wind.
Iâm OP 4 now but with a OP 3 bee shield, and 72 weapons it is almost unfair to enemies right now.
1 Like
LTCanine
(All your base are belong to us!)
#18
Iâm assuming you mean Gemini? This works, I do this all the time and it does make things easier.
Raven_Ghosthawk
([-10h GMT] PSN: Raven-Ghosthawk || Tastefully Deletious)
#20
The kill skill âOnslaughtâ, any mod that boosts it (Shock Trooper, Legendary Ranger), and the glitch: http://www.gamefaqs.com/boards/638785-borderlands-2/
â
Not a walk-in strategy, but build/spec in preparation for the high possibility of dying, and fighting out of it. Get good at that, tho, and NOTHING will keep you downâŠlong.
For me in normal and even in TVHM I did a lot of dropping my turret and essentially running away. It got the job done as I would also toss out a couple of grenades.
That strategy doesnât work in UVHM though. Your turret is your brother in arms or more then that according to Axton. Take your longbow and take your mag lock. Have the Gemini perk.
You can throw one on a far wall and one on the ceiling almost right next to you. As it slags the enemies just mow them down with your favorite gun. As they will fall like it is TVHM.
I prefer a Tediore SMG if I go down to spam reloads to get back up with.
A side note. I find it to be very ignorant how if you were to only throw out one turret for a battle and it goes through itâs cycle you have to wait for the cool down cycle before throwing another one. This needs to be patched as it is extremely unfair. Considering Gaige for example has upshot robot allowing Death Trap to be spawned as long as kills continue to be made. There is no perk I know of to increase the duration of the turret once it is deployed via number of kills. I know you can increase its base duration but that still isnât the same.
I apologize if any of this was already said. I am not trying to steal anyones thunder. Just trying to help everyone. As Axton is my favorite Character.
1 Like
Giuvito
(Maining Ms. Phaseswole)
#22
Will be updating this once I put a bit of an order of importance to the suggestions (crowd sourcing a bit of knowledge at the moment).
Lompoc_Carl
(Lompoc Carl)
#23
Actually, the comment about Upshot Robot is wrong. Yes, DT will stay up as long as kills are made, to a point. If kills are too far apart, he will still go down. And you have to wait until the timer runs out for him to respawn. I have 5 in Upshot, and I have still had DT go down in the middle of a combat. I think you mean DT stays out as long as kills are made, theoretically for minutes at a time.
Sal has that too, with Yippee Ki Yay. And Zero, sort of, with Many Must Fall. I wish Axton had something like that.
ACNAero
(Boring Ol' Album Cover)
#24
???
But Upshot is a one-point skill⊠Do you actually have 5 points in it, or is this just a typo?
Lompoc_Carl
(Lompoc Carl)
#25
Just a typo. I remembered the name of the skill, but thatâs all. I juist remembered I have it.
The secret is using CrackâŠed Sash.
3 Likes
Eel37
(Big Stupid Jellyfish)
#28
I have noticed that Transfusion grenades can actually heal your turret. Perfect for keeping the aggro sink on the field longer. Toss out the turret along with a couple of Transfusions and it should last through the whole engagement.
5 Likes