Grineer have health and armor, but no shields. Once the armor is gone, they count as “flesh” and are vulnerable to slashing weapons. Maximize your puncture and corrosive damage, with slash being considered as a secondary objective because it helps kill light Grineer.
1: Base damage
2: Multishot: Lethal Torrent, Barrel Diffusion, Split Chamber, Hell’s Chamber.
3: Corrosive elemental, which is equal to electric + toxic. If you don’t have toxic, use blast (heat + cold) instead.
4: Crit build: If your weapon has a large crit percent, add a crit build here.
5: Puncture – The bonus from puncture mods have been reduced dramatically from damage 1.0, so it is often not worth putting them on.
6: Corrupted damage: Heavy Caliber is worth it, Vicious Spread might be depending on how many polarity slots you have, Magnum Force is not.
7: Bane mods: Bane of Corpus, Expel Corpus, etc.
8: If you still have points left, use a reload or fire rate mod.
Generally, it is better to have a few mods all the way up than more mods at low levels.
Sample Builds: (mods all the way up, unless noted otherwise)
Soma – Serration, Split chamber, point strike, vital sense, infected clip, stormbringer (rank 1), Hammer Shot.
Extra Mods: Finish off Stormbringer, Fast hands, Bane of Grineer.
If you don’t have infected clip, replace stormbringer and get Cryo rounds and Wildfire and/or Hellfire instead for Blast Damage.
Supra – Serration, Split Chamber, infected clip, stormbringer, Fast Hands, Speed Trigger (rank 2).
Other mods: Shred, Bane of Grineer, Piercing hit, Heavy Caliber.
Hek – Blaze should be in the lower right. Point Blank, Charged Shell, Hell’s Chamber, Flechette, Contagious Spread (unranked), Blaze (place last to keep Corrosive damage).
Extra mods: Contagious Spread, Accelerated Blast, Ammo stock, tactical pump.
If you don’t have contagious spread, the build is Point Blank, Hell’s Chamber, Blaze, Flechette, accelerated blast, and chilling grasp, with extra points going to Incendiary Coat.
Acrid – Hornet Strike, Lethal Torrent, Convulsion, Barrel Diffusion, Pathogen Rounds.
Extra mods: Expel Grineer, stunning speed.
Despair – Hornet Strike (use V polarity), Lethal Torrent (Use V polarity), Barrel Diffusion, Pathogen Rounds, Convulsion, no return, Rank 1 expel Grineer.
Fang Prime – With Fever Strike: Killing Blow, Focus Energy, Rending Strike, Sundering strike, Fever Strike, Reflex Coil, Fury (remaining points)
Without Fever strike: Killing Blow, Rending Strike, Sundering strike, Reflex Coil, Fury, North Wind (D polarity), Molten Impact. Remaining points in Smite Grineer if forma’d.
Moas count as “Robotic” enemies for damage, and Crewmen count as flesh. However, many Corpus have shields, which means that impact is the best type of phyical damage. Since slash gets +50% against Crewmen, it is less important to have impact only weapons when fighting the Corpus. If you really wanted to optimize, you could have an impact weapon for Moas and a slashing weapon for Crewmen and switch between them.
Feel free to use balanced weapons, such as the the Hind or the Brakk, as long as you can add Magnetic damage (electric + cold). Magnetic damage is the only elemental damage which gets a bonus against both robotic enemies and shields, making it the ideal anti-Corpus damage type.
If you don’t have the mod, just go to the next one and add that instead. It is better to have a few mods all the way up than more mods at low levels.
1: Electric Damage – Even more important than base damage is getting electric damage up.
2: Base damage.
3: Get magnetic damage by adding freeze. For unpotatoed weapons, the build may very well end here. For melee weapons, if you have focus energy, put it on. Secondary weapons can use ice storm in addition to Cryo rounds.
4: Multishot: Lethal Torrent, Barrel Diffusion, Split Chamber, Hell’s Chamber.
5: Corrupted damage: Heavy Caliber is worth it, Vicious Spread might be depending on how many polarity slots you have, Magnum Force is not.
6: Impact: If your weapon is primarily impact damage, add a impact mod.
7: Crit build: If your weapon has a large crit percent, add a crit build here.
8: Bane mods: Bane of Corpus, Expel Corpus, etc.
9: If you still have points left, use a reload or fire rate mod.
Sample Builds: (mods all the way up, unless noted otherwise)
Synapse – Serration, Point strike (rank 3), Vital sense, Cryo Rounds, Stormbringer, Hammer shot.
Other mods: Split Chamber, Heavy Caliber, Fast hands, magazine warp.
Note: This is a very unusual build because of the extremely high crit chance. Hammer Shot actually produces more damage per mod point than Split Chamber!
Hind – Serration, Split Chamber, Stormbringer, Cryo Rounds, Bane of Corpus, Speed trigger.
Other mods: Fast hands, Shred, magazine warp.
Strun – Charged Shell, Chilling Grasp, Point Blank, Blaze (placed in slot 8), Hell’s Chamber, Cleanse Corpus, remaining points in Tactical Pump.
Other mods: Shotgun Spazz, Ammo Stock, Disruptor.
Note this build can also be used for the Sweeper Sentinel weapon.
Twin Vipers – Hornet Strike, Convulsion (use – polarity), Deep freeze, Barrel Diffusion, Ice Storm, Lethal Torrent.
Other mods: Pistol Gambit and Target Cracker, Expel Corpus, Quickdraw.
Kestrel – Focus Energy, Killing Blow (Use V polarity), North Wind, Shocking Touch (Use – polarity), Whirlwind, Rending Strike (for charge damage), Reflex Coil
Other mods: Smite Corpus, fury, Heavy Trauma.
For close range melee weapons, replace Whirlwind with Fury and consider adding pressure point.
The panoply of damages in Damage 1.0 have been replaced by 3 physical, 4 basic elemental and 6 elemental combo damages. Impact is good against shields, Puncture is good against armor, and slashing is good against health.
As for elemental, fire is still good against infested, electric is still good against corpus, and cold is still good against shields, but magnetic looks better. If you can get corrosive (toxic + electric) that looks like the best anti-armor element. Without an explicit toxic mod however, that means you’re stuck using the torrid and acrid. However, it should be easy to get this element type on the dual ichor and mire melee weapons thanks to the focus energy dual mod.
While people are complaining that Damage 2.0 is more complex than Damage 1.0, that’s only because a) they don’t understand just how complex the old system actually was and b.) You can’t just use a rainbow build Soma/Acrid/Galatine for every single mission and enemy type anymore. You actually have to change your build and loadout for different enemies.
Damage bonuses for:
-Impact does +50% vs Robotic and Shield and -50% vs Infested.
-Puncture does +50% vs Armor and Robotic and -50% vs Infested.
-Slash does +50% vs Flesh and Infested and -50% vs Robotic.
-Heat does +75% vs Flesh and +50% vs Infested. – Best vs. Infested
-Cold does -50% vs Armor and +50% vs Shield.
-Electricity does -25% vs Infested and +50% vs Robotic.
-Toxic does 50% vs Flesh and -50% vs Robotic.
-Blast does +25% vs Armor and Flesh. – 2nd best vs. Grineer (listed because toxic is hard to get)
-Radiation does +10% vs Flesh and +50% vs Robotic.
-Gas does +25% vs Armor and Flesh and -50% vs Robotic.
-Magnetic does +75% vs Shield and +50% vs Robotic. – Best vs. Corpus
-Viral does +100% vs Flesh and -50% vs Robotic.
-Corrosive does +75% vs Armor and +50% vs Robotic. – Best vs. Grineer
Corpus Crewmen and light Grineer count as flesh. That means you want some slashing damage against Corpus and Grineer, even though they aren’t the “best” damage types.
Advantages of Damage 2.0
No more counterintuitive simultaneous damage types – You don’t have fire + cold anymore.
No more Rainbow build, all powerful weapons – Each faction has its weaknesses instead of just always using the Acrid and Soma.
Non-armor ignoring weapons are now viable.
Non-charge melee attacks are worthwhile.
Melee and ranged weapons seem more balanced.
Disadvantages/Things that could be improved
Some unnecessary complexity – Infested and non-infested flesh could be combined.
Some elemental types are not useful, either many weaknesses or no good bonuses (blast, gas, viral, toxin), whereas others have only strengths (Heat, corrosive, and magnetic).
Infested only have one defense/health type and only one physical and one elemental damage type they are weak against – slash and heat.
Infested – Maximize slash and fire
Primary: Flux rifle, ignis, soma, Mk-1 Braton
Secondary: Vastos, Seer, Lato
Melee: Scindo, Dual Heat Swords, orthos, galantine
Sentinel: Deth Machine gun, Laser rifle
Corpus – Maximize magnetic, and impact
Primary: Synapse, Sobek, Strun Wraith, Strun, gorgon,
Secondary: Bronco, Vipers
Melee: Lecta, Amphis, Fragor, furax, kestrel, Kogake
Grineer – Maximize puncture and corrosive. If you can’t get corrosive, use blast.
Primary: Latron Prime, boltor, Hek, Paris, Paris prime, snipetron (+vandal), supra
Secondary: balistica, despair, kunai, bolto/akbolto, furis/afuris
Melee: fang, fang prime, jaw sword
Sentinel: Stinger, burst laser
Jack of all Trades weapons: Hind, Braton, grakata, Twin Gremlins, Brakk.
One thing that clearly strikes me is that each faction will need its own unique weapon loadout instead of just changing mods. Weapon slots are at a premium, so if you don’t have at least 12, I would recommend buying more.
Pension plans are designed to get older workers to retire. The reason for this is that while pay tends to increase over a worker’s life, their productivity often flatlines or even declines in old age, especially in physically demanding jobs. Often the industries with the largest declines in productivity with age also have large pension schemes with generous early retirement provisions, such as steel companies and airlines.
Over the past decade or so, the relative productivity of older workers has increased. And, as one might expect, retirement plans have become more stingy in response. There is no need to try to drive older workers out anymore, now that knowledge work is relatively more important than phyiscal work. Interestingly though, pensions have not simply become smaller, but the structure has changed in such a way as to perform exactly the opposite function they once did!
401ks trick workers into working longer. People underestimate how much retirement costs, and when they get close to retirement, they realize they will need more retirement savings and thus prolong employment longer than their younger selves had anticipated.