Fine. I’ll give you both set ups and the reason I use them…oh, and I DO use one piece of legendary gear, as I’ll explain below.
For me, Oscar Mike is my standard flanker. His assault rifle gives reliable damage at medium range, but it peeters out at long, and his grenades get a bit wobbily that far out as well. I don’t have leveling issues with him, as most engagements I can either stealth into for a kill, or out of for an escape. But I prefer to delay the latter option for a bit. So I use the following
- Blue: Rifleman’s Shot-Lock Stock(-15.01% recoil + -12.01 Recoil for 5 sec after reload.)
- Purple: Bolstering Duelist Glove(+8.86% Attack Damage, +95 Maximum Shield Strength)
- Purple: Phasing BunkerMax Booster(+140 Maximum Shield Strength, +10.50 Shield Penetration)
Total Cost: 2,893 shards.
Since OM’s damage and DPS are all solid, he’s got no real weakspots, save for an issue against some heavily shielded opponents. With the Rifleman’s stock and Phasing BunkerMax, I can still hurt people who are low health, but hiding behind a shield. With the extra +235 shield, I have one ult-safe protection if I get ganked in a fight, giving me time enough to stealth out. And even at long range, I can disable turrets and accelerators fairly quickly to help the team push.
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My Whiskey Foxtrot Build, revolves around an entirely different issue. Whiskey’s damage will generally outdo Oscar Mike in a straight up gun fight. And from levels 1-2, that’s what you really face. Levels 3-6 however, are a serious lull for Whiskeys. He relies on a lot of things combining together to amplify his damage, and during those levels, those things aren’t fully online yet. It’s why most Whiskey players start strong, but fade after the first eight minutes. They get stuck in that lull, and fall a level behind that takes them out of the match as a serious competitor. So my build with Whiskey, is to get him THROUGH that lull as quickly as possible, without requiring him to be a killing machine, and then bring his gameplay back with a vengeance To that end I use:
- Blue: Rifleman’s Shot-Lock Stock(-15.01% recoil + -12.01 Recoil for 5 sec after reload.)
- White: QuickCash Miner(+2.10 shards per second)
- Orange: RDC Ground-Pounders(+5.60 movement speed, +14.00 Recoil, +2.80 Damage Reduction for five seconds after taking damage from the sides or rear)
Total Cost: 3,012 shards
Unlike Oscar, Whiskey shines mid to late game, as a longer range version of Oscar Mike. His ability to kick up his damage by getting a minion or thrall kill, lets him hang back and save some very nasty surprises for people who dive deep. Chief among them, is his Overdrive. At a staggering 41.03% recoil reduction, it is a laser at anything save long range, able to deliver punishing fire for at least five seconds. Shield penetration isn’t an issue, as too few things will survive long between a damage boosting minion kill, plus a damage boosting Scrapshot that halves most shields, and then seventy five rounds of pain at full auto. Even if it DOES become an issue way late game, I can pick up What Shields at 10th, and negate the problems of Kleeses and Toby’s alike. 
The key difference between both builds though, is the early game. I don’t shoot for the Legendary, or the stock with Whiskey. I shoot for the Shard Generator, which lets me build turrets, heal stations, and bots which all add XP to me, getting me through 3rd to 6th in a faster time than normal if I was just relying on kills and wave-clear. Instead of being behind the leveling curve at 5th level, I’m often one good move away from hitting 6th, and bringing out my multishotting slowing BURNING napalm grenades.