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Writer's pictureScuzz

GUNNER: The Burning Love Build | All Fire Mods


[TIME CODES IN DESCRIPTION] This is a solo demonstration of what I call "The Burning Love Build" for the Gunner. Basically this is building to utilize fire damage to it's max with this class by way of the BURNING HELL overclock for the minigun modded with hot bullets combined with the VOLATILE BULLETS overclock for the revolver for bonus fire damage and Incendiary Grenades as the icing on the cake. I highly endorse this as one of the most fun elemental builds in the game.


BURNING HELL: This is a revisit of the BURNING HELL overclock for the gunner which remained a staple of mine for the better part of my first year playing Deep Rock. Just on it's own it's a wonderful overclock. Basically, up close (within 5 meters) anything you hit pretty much ignites, now combine that with the HOT BULLETS option on the final tier of the weapon and anything you hit at any range while the mini is in the red will also ignite...and you're constantly pushing the red with BURNING HELL because it overheats quickly. Most everything you hit takes fire damage and/or ignites with this set up. While there are multiple ways to set up BURNING HELL and Hot Bullets, I highly recommend also using the buffed stun on tier 3 of the weapon as well. When you stun a standard enemy that's on fire, you've pretty much resolved that threat on the spot as it will mostly burn to death before it snaps out of it.


VOLATILE BULLETS: This OC for the Bulldog Revolver nerfs our base damage a bit, but gives you a nice damage bonus to any target that's already on fire, so along with our mini tricked out this way it's a match made in hell. This is a staple build for many gunners. While day in and day out I generally go with other OCs for this weapon if I'm taking something other than BURNING HELL on the Mini.


INCEDIARY GRENADES: The Burning Love Build would not be complete without the most glorious way for gunners to set stuff on fire. You can't go wrong (unless you miss your targets after they ignite).


MISSION NOTE: I've been asked why I do some weird stuff from time to time, one of those things is when going for the last egg in an egg hunt, why am I jerking around trying to zip line back up to top level of the map. A tip for those unfamiliar with Drop Pod mechanics. The pod is going to try to land at least 100 meters away from where you call it (or from the bulk of the team in multiplayer). And in most mission types, it's going to land on a different level. Calling the pod on low ground and trying to escape up through a tunnel or on a zip line slowly can be death. I get to the high ground knowing that it's easier to get DOWN to the pod faster, and in the case of things like Egg Hunts, I'll also probably have an open clear view from up top of where it's going to come down. Vastly easier than chancing having to work my way back up the map.


EGG HUNT: "IRRATIONAL ECHO"

Biome: Hollow Bough

Cave Complexity: 2 | Mission Length: 2

Secondary: Fossils (Did not attempt)

No Warnings/No Anomalies

Beer Buff: None

Video: High Settings/21:9/1440P


01:18 Pod Land | Stabber Vine Welcome

03:30 Mini Swarm

06:50 Spitball Infector-Brood Nexus-Menace-Shellback

09:15 Why Zip Hanging is Not Safe-Mini Swarm

11:40 1st Egg - Mini Swarm

14:01 2nd Egg - Full Swarm

16:40 3rd Egg - Mini Swarm

18:49 4th Egg - Mini Swarm

20:13 5th Egg - Full Swarm

23:39 Why Zip Line Hanging is Not Safe Part 2-Mini Swarm

26:00 6th Egg - Mini Swarm

27:37 Pod Call (from high ground) and Escape


GUNNER CLASS:

"LEAD STORM" POWERED MINIGUN

MODS: 2-2-2-2-3

OC: BURNING HELL


"BULLDOG" HEAVY REVOLVER

MODS: 2-1-1-1-2

OC: VOLATILE BULLETS


SHIELD GENERATOR

Mods: 2-2-3


ZIP LINE LAUNCHER

Mods: 2-1-1


PICK AXE: 1-1 | ARMOR: 1-2-1-2


THROWABLE:INCENDIARY GRENADES


PERKS:

Passive: Thorns, Deep Pockets, Resupplier

Active: Dash, Beastmaster


BOSCO MODS: 3-1-3-1-3


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