Rapid phase transition or RPT is a phenomenon realized in liquefied natural gas (LNG) incidents in which LNG vaporizes violently upon coming in contact with water causing what is known as a physical explosion or cold explosion.
You like blowing sht up? Of course you do, that’s why you buy TORGUE! I heard some nerd talking about how Explosive wasn’t as good as Elemental since Splash damage “doesn’t crit,” so I politely BLEW HIM UP. THEN I BLEW HIS FRIENDS UP. CRITICAL HIT, SUCKER! Tombstone lets you crit with pretty much anything, which includes glorious EXPLOSIVE splash damage. **WHY ARE YOU STILL READING THIS GO BLOW SHT UP**.
… You’re still here?
You say you want to blow sh*t up EVEN HARDER?!
“No f*cking DUH,” I hear you thinking…
Well get this:
- Frozen enemies take TRIPLE Explosive Damage
- Frozen enemies take +200% more Type A Critical Damage (google it)
- Explosive damage can benefit from BOTH OF THESE AT ONCE
- Normally, the extra splash on Explosive weapons doesn’t Crit
- But it can Tombstone Crit, and will benefit from your Critical Damage boosts.
Ice, ice… EXPLOSIONS?
- Casual Torguemada
- Has 100% splash on the pellets, then spawns 3 flaks per pellet each with 100% splash. WHEEE
- Torgue Grip
- Niveous Mining Laser (Cryo )
- Huge freeze chance and pierces enemies, meaning you can get Trick Shot even after a direct hit. This may well be the perfect Cryo weapon for this build in terms of skill synergies. However, without Hell’s Comin’ With Me active, this weapon can feel really slow. Keep this in mind.
- Hyperion Grip, Stock
- Rabid Hail (Shock )
- Hail is probably the best available Lifesteal weapon in TPS, and although it doesn’t play very well with Showdown due to its unusual firing pattern, Trick Shot helps somewhat. Outside of Showdown, it’s extremely potent if you can adjust to its quirks due to its innate Critical Damage Bonus, Splash Damage, splitting bullets, and the fact that it can trigger Trick Shot. Most of the time you won’t be needing this since Cryo+Explosive is nearly as potent as Shock against most shielded mobs, this weapon will serve you well against Shielded bosses provided you understand how to aim it.
- Vladof Grip
- fwap a Nukem
- Uh… It… Nukes… em? Great FFYL tool.
- Torgue Grip, Exhaust
- Tediore Sight
- Luneshine: 30% chance to ignore enemy Shields.
- Asteroid Belt Shield
- Instead of Boosters, this shield deploys Explosive homing meteors when hit. Ideally, you’d have one of each Immunity.
- Priority: Grounded > Alkaline > Warming > Inflammable
- Longbow Cryo Grenade
- Basically guarantees enemies will freeze
- Bomber Oz Kit (Explosive )
- Free grenades, and more damage with them. Grenade Damage also boosts some kinds of splash damage, which fortunately includes all Torguemada’s splash damage.
- Chronicler of Elpis Class Mod
- This is a direct upgrade from Crapshooter. Both boost Tombstone and Trick Shot, but this one also gives Faster n’ You, which is better than some Critical Damage in my opinion. And we get High Noon and No Pain, No Gain practically for free! The stat boosts are icing on the cake (get it). This class mod gives a lot more DPS to Mining Laser in particular.
- Cryo Damage, Freeze Chance, Shield Capacity
- +4 No Pain, No Gain
- +4 Faster n’ You
- +4 High Noon
- +4 Tombstone
- +4 Trick Shot
- 5/5 Bona Fide Grit
- Health recovery and Critical Damage for a few seconds after a kill. The Critical Damage is especially helpful thanks to Tombstone, but the health recovery is a welcome secondary boost.
- 5/5 Quick Shot
- Gun Damage and Fire Rate when shooting from the hip for a few seconds after reloading. Which should be most of the time with this build anyway because aiming down scope doesn’t tighten Torguemada’s spread, and we have Crack Shot and Hell’s Comin’ With Me!
- 1/1 Fistful of Bullets
- +3 Magazine size on all guns. This might not seem like a lot, but for some things like Torguemada and Nukem, it’s more than you’d probably get from even a 5/5 skill that boosts Mag Size by percentage. Excellent 1-point skill.
- 1/1 Impatience
- Each kill gives you a stack of Impatience, and each stack gives +20% Reload Speed up to 21 stacks. Reloading consumes the stacks. Even just one or two stacks of this is on par with what you can get out of a lot of 5/5 skills, so it’s well worth the single point, like Fistful of Bullets.
- 4/5 Crack Shot
- Extra damage on the first shot of a magazine. This might seem insignificant, but if you manually reload often you can make good use of it (this will also help with Quick Shot and Hell’s Comin’ With Me!). Enemies killed with the first shot of your magazine will explode, dealing Explosive damage to nearby enemies. 4/5 is enough to get to the next tier, and it’s plenty of damage as well considering its conditional nature.
- 5/5 Trick Shot
- Chance for shots that hit walls or objects to ricochet towards a nearby enemy. This is the bread and butter of this setup, since it offsets two of the main weaknesses of Torguemada: mediocre accuracy and slow bullet speed. You can borrow a point from this skill if you want One For Each of Ya, but since I don’t use pistols I don’t bother with that skill.
- 1/5 Tombstone
- 1 point is enough to benefit from this thanks to our Class Mod bonus. Further investment gives a smaller payoff, so I prefer to put those points elsewhere to round out the build’s potential in other situations rather than focus on Tombstone Crits.
- 1/1 The Unforgiven
- During Showdown shots that hit enemies ricochet towards other enemies, dealing 10% damage per hit. When Showdown ends, enemies hit by your shots or the ricochet shots each trigger an Explosive Nova (which also damages that enemy). One of the most satisfying ways to use this skill is to shoot Fridgia or Niveous Mining Laser during Showdown to freeze the entire map with ricochets and automatically Explode them all when Showdown ends, doing tons of extra damage thanks to the Freeze bonus.
###Fan the Hammer
- 5/5 Saddle Up
- Gun Damage and Movement Speed for a few seconds after a kill. I don’t use Showdown all that often, so I chose this rather than Ruthless, but I can see a case for either one. This is merely a matter of preference, in my opinion. It’s also a pony.
- 5/5 Bottled Courage
- Restores a percentage of your Shield when you activate Showdown. This gives Showdown an interesting defensive aspect that appeals to me. I said I don’t often use Showdown, but the shield restoring effect gives me incentive to do so more often, and the Recharge Rate/Delay bonuses while Showdown is on cooldown are a nice secondary bonus. Magnificent Six does nothing for any of our guns, so the choice for the first 10 points in this tree is basically to pick two skills between Saddle Up, Ruthless, and Bottled Courage.
- 1/1 Short Fused
- Shots deal bonus Explosive Damage for a few seconds after a kill. The farther away you are from enemies, the less damage they take from this. Might not seem very substantial most of the time, but it has particular synergy with Fridgia which can freeze and deal Explosive at the same time with this skill. Worth a point just for that, in my opinion.
- 5/5 Faster 'n You
- Fire Rate, Reload Speed, and Swap Speed for a few seconds after a kill. This skill is a whopper! It’s also boosted by our Class Mod, which turns it from a very solid skill to an amazing one. If you’ve gone this far into Fan the Hammer and you haven’t gotten this skill, I’d like to know what you’re smoking. It’s also a bunny.
- 5/5 Hell’s Comin’ With Me!
- Chance to fire twice for a few seconds after reloading. Since this has the same condition as Quick Shot, and they work pretty well together, this skill just feels right. The extra shot comes out at about 10 Fire Rate, which helps slower weapons feel a LOT faster. Theoretically, this multiplies your final Fire Rate, and in practice it gives you periodic bursts of extra shots. Excellent skill, well worth the points we spent in Faster 'n You to get this far.
- 1/5 High Noon
- Gun Damage bonus that increases the longer you’re in Showdown. This is worth a point since the Class Mod boosts it, but otherwise my intermittent use of Showdown means I don’t care to focus on this skill.
###Law & Order
- 1/1 Order
- When you take 15% of your max health in damage, you get an Order stack. 1.2% chance per stack when taking damage to heal by double the damage taken. This is Nisha’s most powerful source of survivability. Note that even damage to your shield counts for both conditions, so a high capacity shield won’t go to waste here. The rest of the points we’re spending in this tree are for getting other stack-building conditions, getting additional benefits from stacks, or increasing the max stack count, which starts at 10.
- 4/4 Law
- Shield Capacity and Melee Damage. Remember what I said about high capacity shields? This skill is a perfect fit, even though it’s actually required to progress further in the tree. We don’t really use the Melee Damage, but that’s okay because the Shield Capacity is helpful on its own.
- 1/1 Rough Rider
- Increases Slam Damage, and Slams give 2 Order stacks for each enemy damaged, and +5 max Order stacks. The Law & Order skill tree is populated by a number of useful 1-point-wonders, and this is among them. I like to use Explosive Oz Kits because they have higher Slam Damage naturally, which goes hand-in-hand with this skill and the ease with which our Cryo Grenades can freeze enemies.
- 4/5 Wanted
- When an enemy would make you gain an Order stack, it (also) gets a Wanted stack, up to 5. Damaging the enemy consumes the stacks and deals bonus damage based on the number of stacks. Enemies still get Wanted stacks even if your Order is full. I thought this was more useful than The Third Degree since this isn’t a Melee build. The damage isn’t very high, and it’s Non-Elemental, so it’s not really a huge thing, but it’s not nothing either.
- 1/1 Discipline
- Melee Damage, Gun Damage, and Shield Recharge Delay per Order stack if you have 10 or more, and +5 max Order stacks. When reaching 10 Order stacks, your shields are restored to full. Useful, well worth a point.
- 1/1 Blood of the Guilty
- When you or an ally kills an enemy, you gain an Order stack and restore 5% of your health, and +5 max Order stacks. This completes our trifecta of 1-point-wonders and brings our max Order stacks to 25, and the effect is a good one, allowing us to gain stacks more quickly and to get periodic heals from kills. In conjunction with Bona Fide Grit and Order itself, we have a pretty solid amount of survivability.
- 4/5 Jurisdiction
- During Showdown, regenerate health and gain movement speed. Since we don’t use Showdown constantly, this isn’t particularly great, but it does allow us to unlock more useful bonuses. And it’s not nothing.
- 1/5 No Pain, No Gain
- One point is plenty here, since it’s boosted by our Class Mod. Furthermore, I’m not a huge fan of skills that are based on how low your health is when they’re in a tree designed to keep your health high, but if nothing else this gives a good boost during FFYL and right after a Second Wind, for one point.
- 4/5 Rarin’ to Go
- This is why we got Jurisdiction. Even just 4 points into this can make a big difference at full Order stacks. Spending the final point into Thunder Crackdown actually gives us more overall than spending it here due to Discipline also giving Gun Damage based on stacks, and the increased potential of Order itself thanks to the max stack increase.
- 1/1 Thunder Crackdown
- While this isn’t a Melee-oriented build, this skill increases our maximum Order stacks, making this a point well-spent. And the Melee Override can be a cool thing to do once in a while when you’re at full stacks, especially on a frozen enemy.
- Mining Laser ( Fire , Shock , Corrosive )
- Since it has such great synergy with this spec, it’s well worth considering Mining Laser in other elements in addition to Cryo.
- Hyperion Grip, Stock
- Miss Moxxi’s Vibra-Pulse
- Alternative to Hail. Beam Lasers have good synergy with Showdown because the auto-aim ignores their absurd Recoil, allowing you to make full use of that Continuous Firing Bonus. The downside is that they don’t trigger Trick Shot or Unforgiven. Vibra-Pulse has its own built-in chain lightning effect, and during Showdown can put out a good amount of hurt, but since this build isn’t designed around Showdown, it doesn’t live up to its potential. Still, if you can’t get Hail to work for you, try this.
- Fixed Parts
- Stopping Fridgia
- This is probably the most efficient freezing weapon overall, but it lacks natural DPS, which can be a problem. Compared to Mining Laser in this particular spec, this weapon doesn’t quite hold its own. Still, it’s an excellent weapon and worth having if you don’t enjoy Mining Laser’s reliance on Hell’s Comin’ With Me and Trick Shot to do work.
- Casual Flakker
- Each shot spawns a big cube of EXPLOSIONS. Harder to use than Torguemada, but extremely powerful against very large enemies. Grenade Damage and Trick Shot do not affect it, though, which is why I prefer Torguemada in this build despite Flakker being my favorite of the two generally.
- Torgue Grip
- Luneshine: 30% chance to ignore enemy Shields.
##Videos (Level 60)
An earlier version of the spec vs Darksiders
The finalized spec vs Iwajira using Bonus Package
JonnyDeeWSC vs Iwajira in ONE Flakker shot (modified spec)