[quote=“urbanmech, post:1, topic:1504221”]What is the best way to approach UVHM?
[quote=“urbanmech, post:1, topic:1504221”]He’s my first character to really try the UVHM content and I’m dying left and right.[/quote]Welcome to the eastern front, rook. Bandits out here mean business; those first two playthroughs were just shenanigans to see who’s got the onions for a real fight. (Seriously though… UVHM isn’t for everyone; if the difficulty just isn’t enjoyable, don’t beat yourself up slogging through it. Do, however, give it an honest try; it will get easier as you get used to it and you get more skill points.)
First - use slag. Don’t eat it or smear it all over yourself (who invited the Psycho anyway ), just paint your targets, swap to something non-slag, and lean on the 3x damage multiplier. Seriously, the slag mechanics in UVHM were altered to accommodate this (everyone’s weapon swap speed is faster and slag lasts longer).
Second - use cover. As you’ve noticed, enemies hit pretty hard. You can run and gun in UVHM, but for your first few sorties, keep your head down until the shock of these nigh invulnerable enemies wears off a little. Have you seen their health regeneration yet? It can be a shock at first as that guy you just whittled down to half his health takes cover to reload, and pops back up a few moments later with a full health bar.
Third - match elements to the health type. In NVHM, you could fire a decent fire weapon at an armored enemy, and it might die from the DoT. In TVHM, you could fire a decent corrosive weapon at an armored enemy, and it might die from the DoT. In UVHM, death by DoT is quite possible (it’s one of my personal favorites), but you really have to spec and otherwise build around it; don’t count on this from your everyday elemental gear. You want to match elements to the health type to take advantage of the damage enhancement and (perhaps more importantly) avoid the damage penalty of off-element damage.
Fourth - weapons underlevel much faster in UVHM; outside of some one-off Unique things whose damage output is abnormally high, you’re probably looking at maybe two to three levels before a typical weapon isn’t producing the damage you need. A DPUH or Pimpernel, for example, might work well over five levels beneath your quarry before their damage starts to wane.
Fifth - work to maximize your character’s skills by choosing gear that’s specifically enhanced by them. This can be overkill sometimes, but once you get used to the difficulty in UVHM and can handle yourself here, you can back away from a min/max build into something that focuses on skills you think are fun at the cost of this damage (or stick with the min/max build - whatever floats your boat).