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Level 30
Med
4
Eng
20
Gun
20
Hck
4
Spc
6
Sci
10

Eletric LMG
The Outer Worlds 2
Dps/tank eletric dmg
build
Published

A durable, high-damage build—grab the boss weapon (Chainspark Cannon) and breeze through the rest of the game; it’s perfect for those who like to play aggressively, without overthinking things, and just wipe out everything in sight.

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Level 30 / 30
Perks 15 / 15
Level
30
Based on the skill points spent.
58 skill points (not including specialized skill bonuses)
Background:
Lawbringer
After experiencing a youth of hardship and corporate malfeasance, you joined the Earth Directorate, devoting your life to bringing order to colonies in the throes of chaos. You are a champion of the people, whether they want one or not. The law is not to be trifled with, and neither are you.

Traits

Brilliant
You're intelligent, able to more easily solve problems and pick up new skills.
During skill selection, Specialize in 1 additional skill. Specialized skills start with 2 points.
Lucky
You're lucky, things tend to go your way.
+5% Critical Chance
Certain opportunities are just accessible to you.
Dumb
You weren't recruited for your ability to plan or solve problems. You just can't learn some things.
During skill selection, lock 5 of the 12 available skills. Those skills can never have points added to them.

Skills

3 / 3
5 / 5
Guns
20
At level 20 of Guns:
+200% Ranged Damage
+20% 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: 3 / 15
1
1
1
1
2
2
3
3
4
5
5
6
8
14
20
Melee
Locked
0
For every level of Melee:
+10% Melee Damage
-2.5% 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: 1 / 10
1
1
1
2
5
6
8
10
15
20
Sneak
Locked
0
For every level of Sneak:
+35% Sneak Attack Damage
-2.5% 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
0
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: 0 / 4
1
2
4
8
Engineering
20
At level 20 of Engineering:
Mechanical systems with a difficulty at or below your skill level can be fixed
+20% 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: 4 / 4
1
3
5
20
Explosives
Locked
0
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: 0 / 7
1
1
2
3
6
8
20
Hack
4
At level 4 of Hack:
Hack checks equal to your Hack skill and lower can be overcome
+20% 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
4
At level 4 of Medical:
+28 Toxicity Crash Threshold
+20% 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
2
3
4
5
5
8
12
Science!
10
At level 10 of Science!:
+70 Gadget Energy Meter Max
+100% 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: 3 / 10
1
1
3
3
5
5
6
6
9
20
Observation
Locked
0
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 lets you find more loot, track enemies, and more effectively use enemy weakspots.
Observation Perks: 0 / 6
1
1
1
3
5
8
Speech
6
At level 6 of Speech:
Speech checks with a difficulty at or below your skill level can be selected
+30% 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: 1 / 8
1
2
4
5
6
9
9
10
Leadership
Locked
0
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: 0 / 5
1
2
5
9
20

Perks

15 / 15
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. Using the inhaler with multiple primers equipped applies the effects of both on use, but combines the total toxicity of all primers when used.
-25% Toxicity received from the Medical Inhaler
Medical 2
Electro-Therapist
You now apply Electrocuted faster when dealing Shock damage. Additionally, Weak Automechs become Scrambled rather than Paralyzed when reaching max stacks. Scrambled automechs will attack their allies for a duration and will still take damage over time. Strong enemies, such as leaders and bosses, cannot be Scrambled this way until their health has been sufficiently reduced.
+20% more stacks of Electrocuted applied when dealing Shock damage.
Scramble: Will fight for you for 5s
Science! 1
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
Scrapper
Automechanicals always drop some additional crafting materials.
Engineering 1
Bulletshield
You gain a bonus to damage resistance and max health, but enemies are more likely to target you over your companions.
+10% Damage Resistance
+10% Base Health
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
Space Ranger
Your Speech skill also scales damage.
+2.5% Damage per Speech skill
Speech 1
Brand Enthusiast
needs 1+ perks purchased
While all of your equipped armor and weapons share the same brand, gain bonus damage and armor.
+20% Damage
Armor Rating +10
Tinkerer
needs 2+ perks purchased
Your modded weapons now deal bonus damage, increasing with your Engineering skill.
+10% Damage with modded weapons. Increases by 1% per Engineering skill point
Engineering 5
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
Gadget: Gas-Energy Deflection Apparatus
Science! 3
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
Makeshift Armorer
needs 4+ perks purchased
Whenever you craft items, your armor gains a temporary bonus to its armor value that degrades from incoming attacks. The amount of armor added is based off the total value of the materials used. The bonus armor can take more hits before degrading as your Engineering skill increases.
+1 Armor Value to your equipped armor for every 50 bits crafted
Engineering 3
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
Master Armorer
needs 9+ perks purchased
Your body armor gains an additional armoring mod slot, allowing you to add a second mod to your armor.
Perk: Makeshift Armorer
Engineering 20
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 20.0% of nearby hostile's health in damage on killing with critical hit
Guns 20 or Melee 20
Add Perks
Quest perks: 8 / 17
Serials
Serial Dabbler
Serial Enthusiast
Serial Fanatic
Tram murals
Art Enthusiast I
Art Enthusiast II
Art Enthusiast III
Art Enthusiast IV
Art Enthusiast V
Order audio logs
Canon Crusader
Dogma Dismantler
Tenet Transgressor
Convictions
Convictions Believer
Convictions Skeptic
Scrabbles
Inhalant Scavenger
Otto's Friend
Mentally Refreshed

Flaws

Overprepared
Missing only a shot or two? Doesn't matter, you've already reloaded. If you ever let a weapon run out of ammo you'll deal less damage for a short time, but all your guns now hold more ammo.
+50% Magazine Size
-40% Damage for 8s after a weapon's magazine hits empty
Tunnel Vision
You have your favorite and don't see much use in branching out from it. You lose your second weapon slot but gain a bonus to armor penetration as long as you don't swap weapons.
+25% Armor Penetration
Add Flaws
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