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Level 30
Med
2
Eng
5
Exp
1
Gun
20
Ldr
5
Lck
4
Obs
11
Spc
6
Sci
8

War Machine
The Outer Worlds 2
Mercenary
build
Published · Updated

Max critical chance and All weapons range +50% makes SMG have 30M range, same for the Bio-Mass Shotgun corrosive having insane dmg,5 engineer and 4 lockpick to explore almost everything

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More: Endgame builds, Exploration builds, Long Range builds, Tank builds

Level 30 / 30
Perks 16 / 15
Level
30
Based on the skill points spent.
58 skill points (not including specialized skill bonuses)
Background:
Professor
You were a prominent voice in your field until your penchant for “full contact” archaeology and your colleagues’ jealousy at your success rate for retrieving artifacts long thought to be lost cost you both your tenure and position. Fortunately, your talent for dealing with the more unsavory elements of artifact trafficking will serve you well in the Earth Directorate.

Traits

Resilient
You can power through even the deadliest of injuries. It requires more than usual to take you down in combat.
Death is prevented for 3s the first time you would have died each combat.
Lucky
You're lucky, things tend to go your way.
+5% Critical Chance
Certain opportunities are just accessible to you.
Abrasive
You're hard on the ears and people don't like talking to you. Others have a hard time accepting you into their communities and organizations.
Reputation with any faction can never increase above Neutral, preventing any bonuses that would be gained from having a positive reputation with a faction such as vendor discounts.

Skills

2 / 2
0 / 0
Guns
20
For every level of Guns:
+10% Ranged Damage
+1% Armor Penetration
The Guns skill increases damage dealt with all types of guns, including ballistic, shock, plasma, and bio guns. Investing in the Guns skill allows you to select perks that further improve your ability to use guns of various types.
Guns Perks: 6 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
0
For every level of Melee:
+10% Melee Damage
-2% Damage Received while Blocking
The Melee skill increases damage dealt with Melee weapons. Investing in the Melee skill allows you to select perks that further improve your ability to use melee weapons of various types.
Melee Perks: 2 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
0
For every level of Sneak:
+35% Sneak Attack Damage
-2% NPC Awareness Detection Rate
The Sneak skill makes it harder for enemies to detect you while crouched. Investing in the Sneak skill allows you to select perks that avoid traps and perform sneak attacks.
Sneak Perks: 0 / 7
1
2
5
6
8
10
15
Lockpick
4
For every level of Lockpick:
Locks with a difficulty at or below your skill level can be opened
+1% Evasion Chance
The Lockpick skill allows you to unlock locked containers and doors. Investing in the Lockpick skill allows you to select perks that grant the ability to pickpocket humans and preview the contents of locked containers.
Lockpick Perks: 1 / 4
1
2
4
8
Engineering
5
For every level of Engineering:
Mechanical systems with a difficulty at or below your skill level can be fixed
+1% Damage Resistance
The Engineering skill increases the effectiveness of all armor, granting inherent Damage Reduction. In conversations and while exploring, Engineering aids in the ability to act on the knowledge of mechanical systems. Investing in Engineering allows you to select perks that further increase your defenses and benefits from weapon, helmet, and armor mods.
Engineering Perks: 1 / 4
1
3
5
20
Explosives
1
For every level of Explosives:
+10% Explosives Damage
+1% Damage Resistance against Explosives
The Explosives skill increases damage dealt with explosive throwables such as grenades and mines, as well as weapons that deal damage in an area. While exploring, it allows the disarming of sensitive objects like mines and traps. Investing in Explosives allows you to select perks that increase the potency of explosives and plasma weapons.
Explosives Perks: 1 / 7
1
1
2
3
6
8
20
Hack
0
For every level of Hack:
Hack checks equal to your Hack skill and lower can be overcome
+5% Damage to Automechanicals
The Hack skill allows unauthorized access to various mechanical systems such as terminals, automechanicals, and vending machines. Investing in the Hack skill allows you to select perks that let you disable automechs directly, hack into bounty terminals, and access the restricted inventory of vending machines.
Hack Perks: 0 / 6
1
1
2
5
10
20
Medical
2
For every level of Medical:
+7 Toxicity Crash Threshold
+5% Damage to Creatures
The Medical skill increases maximum Toxicity, allowing more uses of the Medical Inhaler at a time and increased resistance to Zyranium poisoning. Investing in the Medical skill allows you to select perks that further improve your inhaler, temporarily tame creatures, and make better use of corrosive weapons.
Medical Perks: 1 / 11
1
1
2
2
3
4
4
5
8
10
12
Science!
8
For every level of Science!:
+7 Gadget Energy Meter Max
+10% more stacks of non-Physical Damage Type side-effects
The Science! skill increases your maximum Gadget Energy, allowing you to use gadgets like Tactical Time Dilation for longer. Investing in the Science! skill allows you to select perks that further improve your gadgets and potency with shock weapons.
Science! Perks: 2 / 10
1
1
3
3
5
5
6
6
9
20
Observation
11
For every level of Observation:
Hidden objects with a difficulty at or below your skill level can be found
+15% Weakspot Damage
The Observation skill reveals hidden objects in the world and subtle behaviors in conversations. Investing in the Observation skill allows you to select perks that let you find more loot, track enemies, and more effectively use enemy weakspots.
Observation Perks: 1 / 6
1
1
1
3
5
8
Speech
6
For every level of Speech:
Speech checks with a difficulty at or below your skill level can be selected
+5% Damage to Humans
The Speech skill allows you to better influence others in conversations. Investing in the Speech skill allows you to select perks that let you get discounts at vendors, intimidate others, and gain more reputation with factions.
Speech Perks: 2 / 8
1
2
4
5
6
9
9
10
Leadership
5
For every level of Leadership:
+8% Companion Damage
+4% Companion Health
The Leadership skill increases the damage and survivability of your companions. Investing in Leadership allows you to select perks that let you use companion abilities more and improve the overall effectiveness of your companions.
Leadership Perks: 1 / 5
1
2
5
9
20

Perks

16 / 15
Inspiring Commander
Kills scored by either you or the party charge each companion's companion ability a small amount.
Companion Command meters fill 5% each time the party scores a kill.
leadership: 1
Hot Blooded
You now apply Burn faster and heal whenever Burn deals damage or reaches max stacks.
+20% more stacks of Burn applied when dealing Plasma damage
Heal for 50% of damage dealt by Burn and plasma explosions
explosives: 1
Pharm-Thusiast
You unlock an additional primer slot, allowing you to use the effects of multiple primers at once. Additionally, toxicity gained from using the inhaler is decreased.
-25% Toxicity received from the Medical Inhaler
medical: 2
Sharpshooter
Marksman, assault, and sniper rifles deal increased damage at distances >20m, but less below that distance. Sneak attack damage for these weapons is also increased.
+100% Sneak Attack Damage
+30% Damage to far enemies
-15% Damage to near enemies
guns: 1 and observation: 1
Commando
You unlock an additional weapon equipment slot.
melee: 1 or guns: 1
Trophy Hunter
You gain Critical Hit Chance with all weapons against all enemies. The chance is increased against Strong enemies, such as Leaders and Bosses that aren't heavily damaged.
+5% Critical Chance
+15% additional Critical Chance against Strong enemies
Rapid Recharge
After dropping to 10% or less gadget energy, energy recharges faster for a few seconds.
Energy Recharge Rate +500% for 5s
Cooldown: 30s
science: 1
Tinker
needs 2+ perks purchased
Your modded weapons now deal bonus damage, increasing with your Engineering skill.
+10% Damage with modded weapons. Increases by 2.5% per Engineering skill point.
engineering: 5
Crabble Rancher
needs 2+ perks purchased
Marksman rifles, pistols, and shotguns deal increased damage. While the magazine of one of these weapons is half empty, also gain a bonus to critical hit chance.
+10% Ranged Damage
+20% Critical Chance
guns: 2
Contingency Screen
needs 2+ perks purchased
When your health hits 25%, the Gas-Energy Deflection Apparatus gadget automatically activates without spending energy. Has a cooldown between automatic activations.
Cooldown: 30s
science: 3
Has gadget: gas-energy-deflection-apparatus
Wholesale Spender
needs 3+ perks purchased
Buying or selling items with a vendor accrues goodwill. After accruing enough, you gain a permanent discount and sell bonus with that vendor.
-10% Vendor Prices
+20% Sell Value at Vendors
speech: 4
Through the Keyhole
needs 3+ perks purchased
The contents of a locked container can be viewed before lockpicking. Also, you gain an increased range bonus with guns.
+50% Weapon Range
lockpick: 2
Deep Drums
needs 3+ perks purchased
Machine Guns, Special weapons, and Assault Rifles slowly reload automatically. Additionally, all weapons have an increased magazine size.
+50% Magazine Size
guns: 3
Charlatan
needs 4+ perks purchased
Many of your lies are more believable and will more likely be accepted as true. Additionally, the likelihood that enemies will target you is reduced.
speech: 6
Hail of Lead
needs 6+ perks purchased
Guns with automatic or burst fire deal increasing damage the more you fire. This bonus resets after swapping weapons or not firing for a few seconds and has a cap of +100%.
Hail of Lead: +2% Damage per Shot
guns: 5
Lucky Strikes
needs 11+ perks purchased
Critical hits do significantly more damage. Critical hits that kill cause the target to explode and deal damage to nearby hostiles.
+100% Critical Damage
Deals 20% of nearby hostile's health in damage on killing with critical hit
guns: 20 or melee: 20
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