I am interested in everyone's philosophy in using the skill tree.

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#1 Tue, 10/09/2012 - 10:03
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I am interested in everyone's philosophy in using the skill tree.

What class? What philosophy?

I have chosen to use all my skill points in  the sniper section of the assassin tree. Not positive that was a great idea. Time will tell.

Tue, 10/09/2012 - 12:10
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For my Siren, the top two rows across all three trees are great.  I've got things like increase shields/recharge rate, faster bullets and more damage, mroe elemental chance/damage, faster  reloads/bigger clips, higher critical hit damage.

So for me the first two rows in each tree i have points in most.  I got to the 3rd row ontwo trees and on one tree i went all the way down to the last.

I focused on stuff that made me kill faster and increasted the effects/longevity of my power which generally ment much more elemental effects.  I didn't put hardly any points in my middle three though whcih focused on health stuff.  I"m relying on class mods and relics to do that and one power enancement that gives me health orbs when i have someone phased.

Tue, 10/09/2012 - 12:20
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I played soldier in the last game because it was the support role with health and ammo regen.  I decided to stick with it this game even though those roles went to the siren.

I started out going down the right skill tree which has all the shield and health upgrades.  You will also get two turrets and your turret will have a shield.  So a great defense tree.

However, I decided to try the left tree which has the turret upgrades.  Your turret becomes OP if you go all the way down that tree.  It kinda isn't fun after awhile.  Your turret will take out everything.  I can toss the turret and continue on with the next area of the mission because the turret will clean house.  Case in point.  I have been playing with DeltaT, he is zero.  We had to fight Zed's Spycho.  He gets to it before me.  He fights it for a couple of minutes and gets it down to 75% health.  I come in toss my turret and he is down in 5 seconds.  Delta said it was a fun battle until I showed up.

Spoiler alert.  The warrior was easy.  My turret would take out the adds.  That left Delta and I to take out the warrior.  We didn't have to move.  We got on high ground to avoid the lava and didn't move from that spot.  We didn't really get hit by anything.  Mainly because my turret was aggroing the warrior.  So I think if you go down that tree the turret is a little OP and needs some adjustments.

Tue, 10/09/2012 - 12:27
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Commando, focused on Survival tree, leaning heavily on Efficiency Engineer mod (major increase to cooldown rate).

My philosophy was 2-fold: 1. Focus on skills that increase my shields, health, and longevity so I can take a beating, and 2. Aim towards having 2 shielded turrets, to help with keeping them up longer, and protecting my camarades on the field. The 2 turrets are nice, because if one of them goes down, the other one is still there to keep the enemy's attention. I've been trying to play more as a support role, effectively tanking for others to do the heavy lifting of the damage. The drawback is that I find I'm a little lacking in the damage output myself. Even with really decent at-level weapons, I just don't put out heavy numbers, so I have to rely on my turrets to deal most of my damage. It works out well though with the added rocket pods and a good engineer mod, as my cooldown is down to about 20 seconds.

The main skills I lean on:

Sentry (longer turret duration, more turret shots per burst)

Scorched Earth (adds rockets to turrets)

Phalanx Shield (shield for turrets)

Resourceful (increased cooldown rate)

Gemini (2 turrets)

Tue, 10/09/2012 - 13:47 (Reply to #4)
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Pyrus wrote:

Commando, focused on Survival tree, leaning heavily on Efficiency Engineer mod (major increase to cooldown rate).

My philosophy was 2-fold: 1. Focus on skills that increase my shields, health, and longevity so I can take a beating, and 2. Aim towards having 2 shielded turrets, to help with keeping them up longer, and protecting my camarades on the field. The 2 turrets are nice, because if one of them goes down, the other one is still there to keep the enemy's attention. I've been trying to play more as a support role, effectively tanking for others to do the heavy lifting of the damage. The drawback is that I find I'm a little lacking in the damage output myself. Even with really decent at-level weapons, I just don't put out heavy numbers, so I have to rely on my turrets to deal most of my damage. It works out well though with the added rocket pods and a good engineer mod, as my cooldown is down to about 20 seconds.

The main skills I lean on:

Sentry (longer turret duration, more turret shots per burst)

Scorched Earth (adds rockets to turrets)

Phalanx Shield (shield for turrets)

Resourceful (increased cooldown rate)

Gemini (2 turrets)

 

Looks like my build lol

Tue, 10/09/2012 - 12:40
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Early on with the soldier I went with health regen class mod.  But once you get the ability in the right skill tree to regen helath when you shield is max and you get a fast regen shield you would want to go after cooldown to get your turret out as past as possible.

Tue, 10/09/2012 - 13:55
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TANK wrote:
I focused on stuff that made me kill faster and increasted the effects/longevity of my power which generally ment much more elemental effects.  I didn't put hardly any points in my middle three though whcih focused on health stuff.  I"m relying on class mods and relics to do that and one power enancement that gives me health orbs when i have someone phased.

I went the opposite route.  I started with the health buffs in the center (harmony) tree.  I really like being able to revive mates with phaselock (Res).  Also like the constant team health buffs provided by my life orbs of love (Sweet Release).  Turning friendly fire into health (Restoration) isn’t as useful as it sounds.  Since Res I’ve mostly moved into the right tree (cataclysm) to generate more elemental effects.  I pick relics and class mods to reduce cooldown and increase gun damage.

Tue, 10/09/2012 - 14:08
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2 different designs for my 2 different main characters, both are Sirens. One is for my 4-man group only, so it is heavily team-based. The other is for when Im alone or with random friends, so that is much more damage based.

 

Siren 1:  Used the left tree to get to Convergence. Used (3/2) on first tier, all 5 to the Hangman's Noose perk (phaselock duration), then took Convergence so it pulls enemies in for my teammates to wail on them easier. Put all 5 into the Health Orb perk in the middle tree (Sweet Release), and will work towards unlocking the perk that allows you to revive someone with Phaslock (3rd tier middle). In the right tree I am using Helios in the 2nd Tier, and then the Ricochet one in the 3rd. Basically the idea is to get the good middle tier item in all three, which should best help the team overall. Anything left over will be used randomly at my discretion.

 

Siren 2:  Again, used the left tree for Convergence (that's a good one). Leaving middle tree alone. Pouring everything else into the right tree (5 to Helios, plus a mod that adds +2 as well) to get the to the bottom where it turns my Phaselock into a giant freaking elemental soup, lol. The idea is to max the damage I can cause while alone or with random friends.

Tue, 10/09/2012 - 16:00
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I built my Axton for two turrets with mag lock and shield and rockets. If I'm fighting a lot of melee things I can throw the turrets up on a wall so they don't get hit and can clear out the mobs, which keeps my shields recharging. When those are out I switch to a slag e-tech shotgun to infect as much as I can and double the turret damage.

 

Gunzerker was built right down the middle tree to 'zerk as long as possible with a +5 classmod for last longer and yippee ki ya. And with get some instead of having to wait for 'zerking to finish it starts to cool down as soon as I shoot something, so if there's enough enemies I can have gunzerking ready to good as soon as it's finished.

 

Zero I took down the sniping tree for high critical damage, but only as far as 3 points in kill confirmed since critical ascension is crap. Went into cunning after that to get him rising shot for the extra 50% damage per shot and ambush for the extra damage and death blossom for huge elemental damage.

Wed, 10/10/2012 - 11:13
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Here's my Siren build, EXCEPT add +5 to all the skills across the top row except the heart one dueto legendary class mod.  I have to test if over leveling a skill really makes a difference or not.  Otherwise i can reclaim 10 or so points off that top row and assign them elsewhere.  The pyramid with an eye in it is critical hit boost, it's at 10 right now.  I hit guys with an amp shield for around 400k damage.

As I said, it's all focused on killing and enhancing my power.  Converge + Ruin is awesomly awesome.

 

Wed, 10/10/2012 - 10:38
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My zerker is built down the middle as I want to go into rage mode and stay there until everyone is wiped out.

I'm only lvl 9 on the mechro, and I like a lot of the first level of skills, but I think I'm going to focus on the blue tree where it's more elemental damages throughout. 

Wed, 10/10/2012 - 12:10
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Full turret build with engineer mod on the Comando. No defensive perks, pure offence.

Wed, 10/10/2012 - 16:11
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I Started BL2 with an assasin.  I wanted to snipe and use pistols like I did in BL1.  In looking at the Skill tress i wanted high damage with the sniper,  One shot one kill  Below is my skill tree for my sniper

http://talent.87bazillion.com/2/assassin.php?532551555130000000000500000000

Most head shots at level 50 and a sheild yeild a kill and the Crit hits Stack on top of the Aim down the sights boost.  Vs Bunk-3r I at one point had over 30x crit hits stacked on top of a 5x ADTS bonus and was doing 1,000,000 Damage per shot( screen shows 1,000K damage. Unfortunately I got bored with this class.  I don't know why.

 

I then created a Commando:

Love this class.  I knew I wanted to get my turret up and bad ass while being able to lay down fire.  I purposely went for the 2 turret tree while mixing up in other trees.

The Legendary soldier mod gives +5 in all 6 of the top tree skills so I have atleast 1 point in each of those,  the mod also gives a =32% cooldown rate, +25% gun damageand +17% firerate.  My relics change back and forth but I generally run with a cooldown mod or a +30% Shotty damage mod

 

http://talent.87bazillion.com/2/commando.php?551001500011000000000550221...

 

 

Wed, 10/10/2012 - 16:57
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Fire, that's my original thought.  I had a good class mod that put a lot of points into the survival tree.  So I went down that tree to get the two turrets.  Going down the guerilla tree to get two barrels and slag does a lot more damage than two turrets.  It might just be the rockets though.  Slag helps because your weapon damage will be more so you can take the enemies down faster.

Here's my current setup at lvl33.  The combo of Able, Willing, and Preperation is insane.  Put on a fast regen shield and you will not die.  I prioritize my BA points to shield, then health, then damage.   I don't have points in Willing right now.  I haven't decided if I should put them in there now or get Prep up to 5/5 first.

http://talent.87bazillion.com/2/commando.php?50500145510000000000002000000000

Though the advantage of two turrets is you can spread them out and enemies can't get into cover as well.  

Though when I get to 50 I am thinking about doing this.  Fast health regen and a powerful double turret.

http://talent.87bazillion.com/2/commando.php?50550110000000000000005050155151

Thu, 10/11/2012 - 12:23
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My Siren build.

I have a class mod that adds +5 wreck, +3 minds eye, and +4 accelerate. Blight phoenix is nice but sets off all the elemental cannisters. Also it seems the way ward calculates the increase in shields total capacity benefits white and green shields more than the higher level blue and up shields. It basically works off the base value for that levels shields. So at level 50 the shield capacity for certain type of shield is set and depending on the rarity there is an added hidden percentage boast. Ward adds to the base number not what you see as the shield capacity. I will probably respec her if I get another class mod such as the legendary siren mod.

 

Thu, 10/11/2012 - 14:02 (Reply to #15)
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JimSmyth wrote:

My Siren build.

I have a class mod that adds +5 wreck, +3 minds eye, and +4 accelerate. Blight phoenix is nice but sets off all the elemental cannisters. Also it seems the way ward calculates the increase in shields total capacity benefits white and green shields more than the higher level blue and up shields. It basically works off the base value for that levels shields. So at level 50 the shield capacity for certain type of shield is set and depending on the rarity there is an added hidden percentage boast. Ward adds to the base number not what you see as the shield capacity. I will probably respec her if I get another class mod such as the legendary siren mod.

I'm kinda surprised you have 0 points in Suspension to increase your phaselock by 2.5 seconds.

And I swear i can't do what you did and skip Phoenix and just do Ruin.  I thought to do that you'd need at least 5 points in either Life Tap or Sub-Sequence or divided between both to enable the endcap skills. 

Thu, 10/11/2012 - 14:51 (Reply to #16)
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The 4 points in Flicker and 1 point in Cloud Kill covers the 5 points needed to reach Ruin while skipping Blight Phoenix. Also the 2.5 seconds from Suspension means 2.5 seconds more wait before be able to phase lock again. 

Thu, 10/11/2012 - 18:02 (Reply to #17)
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JimSmyth wrote:

The 4 points in Flicker and 1 point in Cloud Kill covers the 5 points needed to reach Ruin while skipping Blight Phoenix. Also the 2.5 seconds from Suspension means 2.5 seconds more wait before be able to phase lock again. 

 

Ah ok i get it, you still have 20 points in Cataclysm, i didn't realize that's how it worked.  I thought the next row only opened up when you put 5 points in it, not that it would keep enabling lower levels if you put 5 more points in that same row.

I kinda like my Phoenix wings though :)   The description says that after a kill you do constant corrosive and fire damage to "nearby" enemies for a short time.  Near by what?  Near my toon or near the guy who i just killed?

Thu, 10/11/2012 - 18:04 (Reply to #18)
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TANK wrote:

JimSmyth wrote:

The 4 points in Flicker and 1 point in Cloud Kill covers the 5 points needed to reach Ruin while skipping Blight Phoenix. Also the 2.5 seconds from Suspension means 2.5 seconds more wait before be able to phase lock again. 

 

Ah ok i get it, you still have 20 points in Cataclysm, i didn't realize that's how it worked.  I thought the next row only opened up when you put 5 points in it, not that it would keep enabling lower levels if you put 5 more points in that same row.

I kinda like my Phoenix wings though :)   The description says that after a kill you do constant corrosive and fire damage to "nearby" enemies for a short time.  Near by what?  Near my toon or near the guy who i just killed?

 

Yeah, the wings are nice. Getting damaged by a cannister I didn't see not so much. I am thinking of respeccing for a Harmony or motion build.

Fri, 10/12/2012 - 20:04 (Reply to #19)
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JimSmyth wrote:

TANK wrote:

JimSmyth wrote:

The 4 points in Flicker and 1 point in Cloud Kill covers the 5 points needed to reach Ruin while skipping Blight Phoenix. Also the 2.5 seconds from Suspension means 2.5 seconds more wait before be able to phase lock again. 

 

Ah ok i get it, you still have 20 points in Cataclysm, i didn't realize that's how it worked.  I thought the next row only opened up when you put 5 points in it, not that it would keep enabling lower levels if you put 5 more points in that same row.

I kinda like my Phoenix wings though :)   The description says that after a kill you do constant corrosive and fire damage to "nearby" enemies for a short time.  Near by what?  Near my toon or near the guy who i just killed?

 

Yeah, the wings are nice. Getting damaged by a cannister I didn't see not so much. I am thinking of respeccing for a Harmony or motion build.

The top tier Motion perk just lets you hypnotize a guy. Would much rather have a swirling cloud of death around my phaselock, than having one Psycho or Marauder helping me out. Haven't seen it in action, but going by the description, it just didn't seem worth it.

Fri, 10/12/2012 - 20:18 (Reply to #20)
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xBIGWIGx wrote:

JimSmyth wrote:

TANK wrote:

JimSmyth wrote:

The 4 points in Flicker and 1 point in Cloud Kill covers the 5 points needed to reach Ruin while skipping Blight Phoenix. Also the 2.5 seconds from Suspension means 2.5 seconds more wait before be able to phase lock again. 

 

Ah ok i get it, you still have 20 points in Cataclysm, i didn't realize that's how it worked.  I thought the next row only opened up when you put 5 points in it, not that it would keep enabling lower levels if you put 5 more points in that same row.

I kinda like my Phoenix wings though :)   The description says that after a kill you do constant corrosive and fire damage to "nearby" enemies for a short time.  Near by what?  Near my toon or near the guy who i just killed?

 

Yeah, the wings are nice. Getting damaged by a cannister I didn't see not so much. I am thinking of respeccing for a Harmony or motion build.

The top tier Motion perk just lets you hypnotize a guy. Would much rather have a swirling cloud of death around my phaselock, than having one Psycho or Marauder helping me out. Haven't seen it in action, but going by the description, it just didn't seem worth it.

Huh? I got Ruin and used the 5 points for BP to put into other things. What does thought lock have to do with it? A nice spike shield would do the same thing as BP and probably better without setting off cannisters. 

Thu, 10/11/2012 - 13:44
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Did this build last night after I made it to lvl 35 and headed to the final arena battles int he first play through.  I need to get down to the mag lock now as I like this setup.  The combo of fast shield regen and health regen when shields are full is great for surviving.  Just hide and you will quickly regain health.  The 1 point in Able does help keep you topped off as you duck out of cover and take pot shots.

http://talent.87bazillion.com/2/commando.php?50540110005005010000003000000000

It is the rockets doing the most damage.  Though, as I said, having the double barrel and slag helps you clear a board quickly.  What's nice about having the turret with rockets and longbow in the arena is you can throw the turret on one side of the arena, it will take everyone out over there.  You can work on the other side.  Put a shield and mag lock on that and you will have a great distraction device.

http://talent.87bazillion.com/2/commando.php?50540110005005010000005050142100

Sun, 10/14/2012 - 21:31
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     My first play through I used Zero and focused on the right skill trees, the ones that deal with his cloaking and melee ability.  I played up to level 30 and stopped to let some co-op friends catch up.  Along with a bladed pistol that adds +100% melee damage, when cloaked and hitting a guy from behind almost nothing can stand up to it.  Coupled with other melee damage mods and bad ass ranks that add to melee damage a single hit can deal over 52,000 points of damage.  

     Playing a second time through I'm using the Mechromancer.  I dig her a lot and unlike Zero where I aimed to completely fill out one whole tree so I can get him to recloak after killing a dude right away, I spread Gaige's points out.  Health regeneration with a full clip of ammo is a must, and her stacking Anarchy points is also a must.  It was a little tough for me to use it, as I reload all the time, but once I conditioned myself to empty any gun and let her reload so as not to loose the stacks, it got pretty awesome pretty fast.  Once her stacks get filled any gun you use does a ton of extra damage.  She's only level 15 so I don't have her tricked out all that much yet.  

 

 

              -Captain Debacle   

Mon, 10/15/2012 - 05:50
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I've got a Level 31 Gunzerker with most of my skills in the ramapge (blue tree).  I did put 5 points into the max health skill in the red tree (can't remember the name of it).  my remaining points will go to the skills in the gunlust tree where you get a better chance and more damage with pulling off criticals when switching weapons, guns that you aren't holding are automatically reloaded, and the one where your last shot does tons of damage. 

 

Basically my build will allow me to Gunzerk almost all the time, have weapons constantly reloaded, and pulling off massive crits and extra damage.

Mon, 10/15/2012 - 10:30
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The Mechro is fun but you can spec her to be a beast without Deathtrap.  Max out the stats for health regen on full clips, anarchy and anarchy stacks, close enough and the shield regen one in the right tree and you're unstoppable.    Gaige is pretty over powered.

 

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