Hi all, long-time Moze player here. I picked her up on launch day and have spent – by far – the most time playing her. I mained Axton in Bl2 and Roland in BL1, so the Soldier class is pretty much my go-to.
But while I genuinely enjoy a lot of aspects of Moze’s gameplay, she isn’t in a good spot right now, and I don’t think small patches or tweaks can really fix her. I’ve come to believe that Moze’s concept is solid, but the execution is flawed. So to address that, I decided to sit down and create a proposal for an overhauled skill tree for Moze. I fully understand that changes this radical are incredibly unlikely at this point in the game’s life cycle, but rather than just complaining, I wanted to put a solution (or possible solutions) out there.
Goals: A re-imagining of Moze from the ground up to address some fundamental flaws in the execution of her core concepts and make her the same kind of versatile ass-kicker as Amara and Zane. Some skills are tweeked, some are moved, and some are replaced with entirely new skills, all with the goal of improving Moze’s synergy and build diversity.
This re-imagining of Moze’s skill tree is almost completely element-free, but makes elemental weapons more powerful. This is done to make her better able to handle end-game content which is almost exclusively armor and shields. Moze is the only vault hunter without a natural match to either of those health types. Rather than trying to change that, I am giving her more broad damage boosting skills with the idea of making her gear more effective to differentiate her from Amara (shock and corrosive), Zane (cryo), and Fl4k (radiation).
Iron Bear - Iron Bear’s base damage now scales according to mayhem level as a percentage of enemy health boost. Tentatively set at 1/10 of the Mayhem health boost, though that would obviously be subject to tuning to ensure higher levels of difficulty provide a challenge. Iron Bear also causes a knockback effect when triggered, allowing Moze to summon Iron Bear when mobbed by melee enemies. Iron Bear’s armor scales off of Moze’s total health pool (shields plus health)
Concept - This is the “glue” tree with multiple quality of life skills, which would synergize with skills from other trees to form specific builds.
Cloud Of Lead - Occasionally Moze and Iron Bear will deal bonus incendiary damage and not consume ammo [5 points] (unchanged)
Dakka Bear - A third hardpoint to which any unlocked augment can be attached. Functions as an auto-turret which automatically fires on any enemy in Moze’s sights when unmanned. [1 point] (changed to improve Dakka Bear’s functionality)
Specialist - Moze gains bonuses for her equipped weapons based on the manufacturer.
Vladoff - Increased Fire Rate and magazine size
Dahl - Increased accuracy, handling, and mode swap
Hyperion - Increased critical hit damage and weapon shield strength
Maliwan - Increased DOT chance and damage
Jakobs - Increased weapon damage
Torgue - Increased sticky damage
Tediore - Increased reload speed and reload damage.
Atlas - Increase projectile speed and mode swap speed
COV - Increased head dispersion (heat gauge goes down more quickly)
Size of bonuses are increased based on the number of pieces of equipment from that manufacturer Moze has equipped. Iron Bear gains damage when the same weapons are equipped on all of Iron Bear’s hardpoints. [5 points] (Replaces matched set and combined with Specialist Bear)
Elemental Economy - Increases elemental damage done by Moze and Iron Bear by 10% per level [3 points] (replaces Stoke The Embers for greater versatility when dealing with shield and armor bars.)
Redistribution - Critical hits cause Moze to regenerate ammo and health for 6 seconds. 5% of mag size per second, 3% of missing health per second. [1 point] (Health regen and duration slightly buffed)
Scrappy - While moving, Moze’s damage, handling, swap, and mode change speed are increased [5 points] (unchanged)
Rushin’ Offensive - Moze and Iron Bear gain boosts to movement speed, the ability to fire while sprinting, and 8% life steal [1 point] (added movement speed boost so Moze isn’t SO slow compared to the other vault hunters).
Scorching RPMs - Moze gains increased fire rate, charge speed (for Maliwan weapons), and critical hit damage. Iron Bear gains increased hardpoint damage [5 points] (unchanged)
Iron Bank - Moze gains increased magazine size. [5 points] (unchanged)
Some For The Road - Moze does not consume ammo for 5 seconds after exiting Iron Bear [1 point] (unchanged)
Click, Click - Moze does increased gun damage the more her magazine empties [3 points] (unchanged)
Forge - Moze constantly regenerates ammo in the magazine (10% of missing ammo) of Moze’s equipped weapon. [1 point] (No longer puts ammo back in Moze’s backpack. Once again allowing Moze to soft-lock her ammo at a certain level returns the unintended synergy between Forge and “Click, Click” which gives much-needed damage to bottomless mags builds.)
Shield Of Retribution
Concept - This tree is designed to augment Moze’s survivability and damage potential.
Torgue Cross Promotion - Moze and Iron Bear deal 5% increased Area Of Effect damage [5 points] (replaces Selfless Vengeance. “Area Of Effect” is the same as the role on artifacts and class mods, increasing both splash damage and splash damage radius, decreasing the likelihood of Moze randomly blowing herself up and making her damage more predictable)
Selfless Vengeance - Whenever Moze reloads, she loses 5% of her current health, while adding bonus damage (15% of damage dealt) to her and her allies. [1 point] (replaces Security Bear. Wording is changed to allow for more elemental flexibility for end-game content, as well as to move the damage to a different place in the formula, similar to Amara’s Personal Space, to give a source of multiplicative damage to builds that don’t use the Blast Master class mod)
Armored Infantry - When Moze’s shields are active, she gains bonus gun damage and damage resistance [5 points] (unchanged)
Drowning In Brass - Kill Skill. After killing an enemy, Moze gains a stack of Drowning In Brass. Moze’s fire rate is decreased for each stack, but her (and her allies) damage is increased. [3 points] (unchanged)
Thin Red Line - Reserves a portion of Moze’s health and adds it to her shields. [3 points] (unchanged)
Vladoff Ingenuity - Increases Moze’s maximum shields and shield recharge rate. Also adds elemental resistance [5 points] (added broad elemental resistance in place of shock resistance)
Full Can Of Whoop-Ass - Triggering action skill immediately causes Moze and her allies’ shields to begin recharging at an increased rate. [1 point] (wording changed for synergy with Auto Bear)
Experimental Munitions - Critical hits cause a secondary explosion centered on the target for 10% of damage dealt. [1 point] (Replaces Short Fuse. Has the same mechanics and formula as the current Short Fuse capstone. Damage is lowered as this is higher in the skill tree and critical hits should be more consistent than the current Short Fuse series.)
Behind The Iron Curtain - Moze’s shield recharge delay is reduced and shield recharge rate is increased. Moze also gains added damage resistance the lower her shield. [5 points] (added damage resistance based on shield level)
Desperate Measures - Moze and Iron Bear’s damage is increased based on how low Moze’s health is. [5 points] (changed wording slightly to ensure Iron Bear’s damage will scale off of Moze’s health)
Phalanx Doctrine - Kill Skill. When Moze kills an enemy she gains a stack of Phalanx Doctrine, granting gun damage and maximum shields for each stack. Each stack lasts 30 seconds and there is no limit to the number of stacks. [5 points] (unchanged)
Force Feedback - Whenever Moze deals splash damage she gains a stack of Force Feedback. Each stack improves Moze’s shield recharge rate and delay by 1 percent. Max of 25 stacks. [1 point] (Changed to avoid overlap with Shield Reboot, which previously made the skill redundant at best).
Tenacious Defense - Moze does increased gun damage, has increased shield recharge rate, and decreased recharge time based on percentage of missing shield capacity. [1 point] (Changed to make this capstone more functional with 1hp builds. Ideally, shields close to failure would begin recharging immediately, like the Cracked Sash from Borderlans The PreSequel)
Concept - Formerly “Demolition Woman”, this tree has been changed to focus more on synergies between Moze and Iron Bear. Quality of Life skills have been moved up the tree to allow for greater build diversity.
Vampyre - Whenever Moze damages an enemy with a grenade, she regains a portion of her missing health [1% of missing health per damage tic, per level. 5 points] (Changed wording to improve functionality with more grenade types. Replaces Fire In The Skag Den for greater access to healing, amount of healing decreased to compensate.)
Auto Bear - A quick press of the action skill button summons Iron Bear to the targeted area as Auto Bear. Moze can direct Auto Bear to fire on targeted enemies, as well as enter to use as normal Iron Bear. Auto Bear lasts 15 seconds and has a cooldown of 20 seconds unless Moze enters Iron Bear. [1 point] (replaces Deadlines to allow non-Iron Bear specific builds to access Auto Bear and quickly trigger anointments).
Grizzled - Killing an enemy reduces remaining action skill cooldown time. This skill has diminishing returns [5 points] (unchanged)
Means Of Destruction - Whenever Moze deals splash damage, there is a chance to add ammo back into her magazine. Smaller chance to return a grenade. [3 points] (unchanged)
Light ‘Em Up - Kill Skill. After killing an enemy, when Moze or Iron Bear deal weapon damage they gain a stack of Light ‘Em Up. Each stack increases gun damage by 0.2%. Unlimited stacks, but Light ‘Em Up stacks reset after 7 seconds following the initial kill. [5 points] (replaces Torgue Cross Promotion. Functions similarly to Consecutive Hits anointment, though bonuses end once kill skill ends)
Rampage - Iron Bear gains maximum fuel, armor, and damage. Firing Iron Bear’s weapons uses less fuel and killing an enemy increases available fuel, with diminishing returns. [5 points] (replaces Stainless Steel Bear, combined with Deadlines)
Pull The Holy Pin - Moze’s grenades have a chance to score critical hits. [3 points] (unchanged)
Security Bear - Iron Bear now spawns with a copy of Moze’s shield, which is scaled off of Iron Bear’s armor. Shield has all of Moze’s shield’s ability roles and red text abilities (if applicable) [1 point] (replaces Autobear)
Shock Trooper - Moze gains greatly increased damage for 10 seconds after entering Iron Bear and increased fire rate after exiting Iron Bear [5 points] (replaces Fire In The Skag Den after Vampyre was moved to Tier 1)
Why Can’t I Carry All These Grenades? - Increases Moze’s grenade capacity by 2 per level. Long press of throw button allows Moze to throw more powerful grenades at a higher cost. [5 points] (changed wording to increase grenade viability and usefulness)
To The Last - Moze gains the ability to throw grenades while in Fight For Your Life. [1 point] (unchanged)
Explosive Punctuation - Moze’s action skill cooldown is briefly increased when she deals splash damage. [5 points] (unchanged)
Mecha Moze - Iron Bear’s hardpoints (excluding Dakka Bear) are replaced with digistructed copies of Moze’s equipped and off-hand weapons. Weapons retain red text abilities and anointments, but they are limited to the hardpoint they are on. Mecha Moze has increased fuel consumption, and individual weapon heat is scaled off of magazine size. Weapons revert to equipped hardpoint augments when Auto Bear is active. [1 point] (replaces Short Fuse. This addresses my biggest concern with Moze, that the Iron Bear action skill effectively takes you out of the “Looter Shooter” gameplay loop. Even leaving Iron Bear’s inability to do damage, if you are using Iron Bear you AREN’T using all the loot you’ve farmed. This is designed to fix that without the unintended interactions that plagued Salvador.)