Deep Rock Galactic Halvard's : Warthog / Breach Cutter Build Guide Review

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Published on ● Video Link: https://www.youtube.com/watch?v=XjpqV7nxVAo



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Big thanks to Halvard for providing this build. Please Check out his Channel
https://www.youtube.com/user/nwheatcraft

His Build Writeup;
Warthog
Tier 1 - Choose Supercharged Feed Mechanism | Reason: Magnetic Pellet Alignment impacts the ROF which is needed for follow-up burst damage (IE: Pretorian/Dread/Oppressor).
Tier 2 - Choose Loaded Shellls | Reason: More pellets more damage, the overclock already gives you the same effect as Choke and the extra damage may stretch out your sustained damage but impacts your ability to deal quickly with enemies.
Tier 3 - Choose Recoil Dampener | Reason: Do not tap fire the shotgun, simply fire THROUGH the first round and hold the trigger down when burst is needed. With this mod each shot AFTER the first will be a laser. So if you can take the slower ROF and time arriving at weak points as the new round is chambered you can John Wick a group of grunts. Don't reload because I reload animation cancel every chance I get.
Tier 4 - Choose Bigger Pellets | Reason: More Damage. Weak point build, amount of damage soaked by armor is nothing compared to the amount of damage lost not shooting weak points. I almost NEVER run armor break due to some of the stat differences for some weapons.
Tier 5 - Choose Miner Adjustments | Reason: DPS, burst damage when you need it is what keeps the slashers back and you alive. Turrp is et whinice, but depending on it mixes good combat placement for the shotgun with the happenstance the turret is even firing on an enemy that matters. You will have to glance away from a threat to engage your turret which may or may not even HAVE ammunition or a target of value. The fire rate lost by putting on turret whip isn't substantial but if you do this, change from Recoil Dampener in Tier 3 to High Capacity Magazine. You will be effectively tap firing the shotgun at the ROF you will have with Turret Whip engaged you just lose the benefit of speed chaining enemies. (edited)


Breach Cutter
Tier 1 - Choose Prolonged Power Generation | Reason: You want range for taking out enemies.
Tier 2 - Choose Condensed Plasma | Reason: Damage on this Tier directly impacts the Burst damage.
Tier 3 - Choose Quick Deploy | Reason: You want the full beam out immediately as to cut down a swath of enemies.
Tier 4 - Choose Disruptive Frequency Tuning | Reason: Stun will allow you to act on Pretorians and the such. This will also allow time for the dot to whittle down the enemies health who survived the burst damage but are now subject to sitting in the sustain damage and damage over time from burning.
Tier 5 - Choose Plasma Trail | Reason: Sustain damage and mitigation of swarmers. This may not look like it does a lot of damage, but it immediately starts after the breach cutter round fires.

The breach shot with infernos burst dps, and sustain with plasma and fire dots ignore armlor.

Turret:
Tier 1 - Gemini system | Reason: Focusing on crowd management the extra gun puts rounds down range that allows for other angles. IE: Always aiming at a butt if both turrets are 20m apart and aiming at each other.
Tier 2 - Quick Deploy | Reason: Managing turrets needs to be the LAST thing I need to think of and the first to come out in a pinch. Long 4 second delays even with host advantage building animation cancels will still get you killed. You need to lean on this weapon and it needs to be OUT and functional.
Tier 3 - Extended Ammo Capacity | Reason: I don't want to babysit this turret, I'm going to put it down, its going to do its job, then I'm going to recall both. I don't refill, I just recall.
Tier 4 - Defender System | Reason: There is no other logical choice. For the sake of argument. Directed fire is always more effective than 360 degree arcs. More damage is more ammo friendly and it gives me the ability to control my effect on the battleground.

Perks
Born Ready | Reason: You don't have time to reload a breach cutter in a H5.
Resupplier | Reason: If you get downed, you need to get health as quickly as possible. If you are the last one up, and dry on all your weapons you need ammo as quickly as possible. It also doesn't hurt that this almost COMPLETELY heals you.
Unstoppable | Reason: I'll take every consistent advantage to be able to back peddle away from a swarm. Getting hit by a slasher will put you below the swarms run speed. With this perk, some jumps, terrain placement, you can walk away from a slasher. No one cares about the carry speed, everyone should be throwing carried objects not hefting them like they work at a loading dock.
Dash | Reason: Saves you, it also completely negates any negative effects that might be rooting/snaring you. Think goo bomber, being electrocuted. Tap a button, wipe it off. Anything that effects your mobility will kill you in H5.
SOLO Heightened Senses | Reason: I hate leeches, I hate grabbers.
Team Iron Will | Reason: H5 requirement. You don't want to lose an entire mission when you could have come in clutch. (edited)




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