The Secrets of Whiskey and the Foxtrot

Son of a

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Where’s that from? o:

@mzealley: Random Drop from Loot Packs (UPR Faction Pack) :wink:

Tertiary Effect was ‘Stack -1.75% Recoil with each shot. Max 10 stacks.’ before the patch. A definite improvement.

UPR loot pack, that combined with Vow Of Zealous Fury and Whiskeys legendary is killing =w=

Edit:

Heres what im using, in pve atleast, probably gonna lose the vow of zealous fury for a shard gen or something unsure right now
image

whats the best guide to use in terms of build?

I would go

  1. left
  2. left
  3. preference (i choose right)
  4. Middle
  5. middle
  6. middle
  7. Prefrence/depending who your up against
  8. Preference
  9. Preference
  10. Depends who you’re up against

I always run reload speed no matter what. Sometimes I’ll run some shield pen with a Jennerit Epic crit item or sometimes I’ll run regen and attack damage. I don’t think he needs attack speed anymore because of his buff. You can alrdy fire is gun fast enough.

If you SHOOT a shard, rather than run over it, it counts as a kill and kicks up your damage CONSIDERABLY.

How certain are you of this? I noticed today that it is not activating his health regen from the level 5 mutation.

Worked for me last night

It only works on big shards as far as I know

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So if you dont play him like OM what do you do? Im still lost on what exactly is this guys role. Whats his role for a team.

I use him as a backfield striker. With his rifle, he can respectably poke from range. With a lot of recoil reduction, he can crit from those ranges, and put on some serious hurt. I close in, only when I want the kill. If I see someone asleep or out of position, I get close, pop my grenades that slow and burn, and burst the down. If it’s someone hard to kill, I’ll pop Scrap Cannon first, for a little extra damage on my shots. I save his ult, for when someone is either trying to kill me or another teammate. rig it at 10th level to go right through shields, and no one will suspect they’re dying…well, till they’re dead. :slight_smile:

The difference between him and OM, is that OM can’t trade. He can’t sit there and slug it out with someone to push them onto the backfoot. If he gets the jump on them, OM can secure the kill usually. But if he GETS jumped, he has to stealth out or hope for a trick play or external reversal. Whiskey CAN stay in, and force the reversals himself. Tag someone with scrap cannon, bump your assault rifle damage up and they’ll generally beat feet long before you do. And that’s when you hit them with the nades in the nads, and drop em. :slight_smile:

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whats your gear? I have 30% recoil reduction, 30% reload speed and 14% cc reduction

What Whiskey excels at is applying pressure and kill participation. He has more accuracy than mike so he plays more like a cross between mike and marquis. He also differs from mike in that he has an early slow, and has way more single target burst (even more so with his recent buffs). Mike can burst, but it requires the enemy to either not be intelligent to walk out of his Aoe’s or they are locked in place. Whiskey at level 5 also gets the ability to bounce back from being harassed out of lane whereas mike might have to teleport back to base or find a healer.

He is a good counter to tanks and can reverse pressure on snipers. He is definitely weaker to flanking than mike is, but is more capable of bursting down high priority targets as his dps is split between his skills where as Mike only has his grenade before 5. That is how I would consider his play diferent from mike.

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The only thing I would disagree on is that Mike can hip fire just like Cal or Melka. He’s not as good, but this gives him more mobility while fighting than WH imo. I won’t say he’s better at closing range skirmishes because I suck with whiskey in pvp, but he’s definitely able to stay more mobile and do damage.

I think whiskey can hip fire just as well as Om, so there is that.

Left for the 2nd choice? I rather go with right because it becomes better once you’re able to get the helix choice that increases scrap cannons distance and tightens its spread thus making it devastating. I remember getting a bunch of people who tried to run away and needed that burst of dmg. Having 3 charges makes a huge difference. Yeah most people should go with the acog scope as whiskey isn’t that great up close, also it provides a major boost in accuracy. I always go for the quick reload because the 4 shot burst always leaves an uneven number of bullets left in the clip and if ur able to reload quickly for a whole new clip then it’ll provide more bullets for more dmg. I started going for the 15% more grenade dmg because the CD time isn’t that long.

Alright, since it’s been asked in several places by others, here’s my build. I’ll explain further:

http://battlebornforum.com/pages/battleborn-helix-build-editor-whiskey-foxtrot/?rows=-1,-1,1,-1,0,0,-1,-1,-1,-1,

  • 1st: Weighted Down - Self Explanatory slow. It starts off kind of weak as an arcing skillshot, but later on, they become quite dangerous once your mirving your grenades. Shield Scrapper might be a decent alternative option, but it’s only good against someone like Kleese who relies on a really strong shield. Flak Off is useless. If you have to push your enemy back, AWAY from your crosshairs, you’re doing a lot more wrong than just picking that mutation.

  • 2nd: Swiss Cheese - This is actually fairly useful. Against in-close or melee enemies, pop this early, and burst down their shields, to force them into retreat. At range, save it for when you get a snare, stun or knockup. When they get down to about 1/3rd health. tag em, and hammer it home. Don’t shoot for all the pellets to hit. Any one will trigger the damage amp. Couple this with Combat Rhythm, and your assault rifle will be doing an extra 40% damage per bullet. :slight_smile:

  • 3rd: Scoped Up - I’ve heard the arguments for an Attack Speed build, coupled with the Red Dot…and what you give up in reach, isn’t given back in speed. You become a closer Ghalt, with no stun, no yankback, and only a single slow. Take the ACOG, and you are just under Marquis in range, without a six shot clip. :slight_smile: It also gives you excellent turret Accelerator and bot/Thrall destroyer without needing to close.

  • 4th: Triple Threat - The key difference between Triple Threat and Sticky Mirv(the mutation choice) is that you can still guide the second and third grenades with Triple Threat. In theory, you could hit three separate targets with Sticky MIRV at the same time. In practice, you’re more likely to waste two of the grenades. And unless you’re REALLY good at hitting arcing skill shots, Stick N’ Sap, is a massive loss of tactical capability.

  • 5th: Killer Regen - Reload and Speed Burst, are decent choices if you don’t have the mutation unlocked. But once you do, this is your go-to every game. it basically gives you a 22 HR stat on every kill(be it bot, minion, turret shard or player) you make. You become your own healer. Need a quick heal? Burst down a minion, wait ten seconds, burst down a shard, wait ten seconds, burst down a turret. :slight_smile:

  • 6th; Napalm - So, who thinks Oscar Mike is still rabidly unfair? :slight_smile: he only shoots ONE incendiary grenade, and his don’t even slow on impact. Once you unlock this, start training to nail that first grenade, and THEN the other two. if you can hit with the first, the others will generally land on most medium to large sized BB models, tripling your explosive damage. If you want to get creative, hit with the first, and then try and land the next two where your enemy will run. :slight_smile:

  • 7th: Duct-Taped Mags - Shield Pen and When There Just Isn’t Enough, are servicable if you have a really good reload speed. But basically, this gives you 60 rounds to shoot with, as D-TM’s reduce your reload speed to just over a single burst from WF’s rifle. :slight_smile: It’s a good pressure builder on enemies who think they can wait and burn your clip before countering.

  • 8th: Spread Shot - Largely, Scrap Cannon is useless at anything but close range. So, don’t think of it as a damage effect beyond that. Think of it as bumping up your assault Rifle damage at a critical moment. You want a wide spread at range, as any single pellet will trigger the damage amp.

  • 9th: Swift Stickies - More slows, more nape, more boom…what’s not to love? :slight_smile:

  • 10th: What Shields - Now, this is a BIT subjective. What Shields is generally the better choice, as there are almost no groups that don’t run SOME kind of shields. But, it can lose effectiveness based on how many non-shielded Eldrid there are against you. If you run against one of those rare teams, Overoverdrive could be a better choice. If you find yourself totally unconcerned with shields in the late game, OOD is fine. Otherwise, I’d stick with What Shields.

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I always go ACOG, and 4-shot burst, now that it’s not glitching out his ultimate. I know most players frown on it, but it crams 4 shots into the 3-shot burst window, and I think it makes his DPS even more unpredictable than Duct-Taped Mags, which is still an awesome choice. I love it when Helix choices are a toss-up, or situational.

Anti-Motion Brace is good, but I’d rather have Mini-Singularity Launcher… tag the Miko, slow him, shred him with flak. Mushroom risotto. Good times.

I think it’s worth mentioning that when playing Incursion, the final Helix choice is even more situational. If one’s team is winning, Overoverdrive after Swiss Cheese can strip a healthy chunk of a Sentry’s shields. If one’s team is losing, What Shields may be necessary to backdoor a rear Sentry to a 50-49 win.

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This is what i like about Whiskey, all his helix are good and balanced… except maybe at level 6 where the napalm seams better than the 2 others.
Maybe add a second effect to Sticky Speed like -30% time before explosion or +30% radius and something like increase his movement speed by 20% for 3 seconds on Flakback or a 2sec slow

7th: Duct-Taped Mags - But basically, this gives you 60 rounds to shoot with,

I have to thank you for this explanation. I’d been avoiding this helix, because I thought it would be annoying to have reload speed be uneven. But when you put it this way, it makes a crap-ton of sense.

I’d been playing around with the shield pen helix and bunker buster, and while I do think it is neat, it’s also gimmicky/situational and this seems like it has far more utility and I can use something else in that gear slot (like singularity).