This may be hard to come by, but it's the only way I'll recommend them. Assault Rifles: There are plenty of great assault rifles, but I also wouldn't recommend them. I feel this way mainly because nothing in just about any Zero skill tree supports the use of them and any assault rifle with explosive ammo is a liability. They're good mid-ranged weapons, but if you choose to use one, make it one that is effective at close range.
Sniper rifles: Zero has an entire skill tree devoted to these. You don't need one as a meleer unless you're a prodigy with no-scoping head shots. Even then, you can just aim your sword upwards to try and get headshot. When using a build with ambush and backstab, the damage will be superior to lining up headshots, which will slow you down as a melee build without the additional crit damage for guns.
You only need to choose a gun that will support and compensate for your short comings, not do the work for you. Rocket launchers: Rocket launchers are nice to have for quick second winds and for taking out buzzards with a carefully aimed shot. Their ammo is scarce, which is fine, because you will have whichever gun you choose in your main hand anyways. These are used soley as get-out-of-jail-free cards. If you choose one, be very careful about using it at close range and be even more careful if it's a Tedidore, because you don't want to blow yourself up on reloads.
The Bouncing Bunny is probably the most masochistic choice you could possibly make. Going with the meta-game is not always necessary, because there is a lot of potential to have when using Zero as a melee character.
Turtle shields: Ridiculously high shield capacity, which would seem underwhelming, but it allows you to eat far more bullets than most other types of shields. If you're reckless, these can be great, but definitely not necessary. Sacrificing health for more shields seems like a bad idea, but since shields are actually your first resort and health your last, it starts to make sense.
Roid: By far the most used Zero shield type and the way to access the greatest amount of Zero melee damage. The only problem is you have to keep your shields down to access it. This requires a much more animated play style, if having the shield deliberately down is your goal. Keep in mind, when the shield is up, it's just a normal shield like any other. Booster: Booster shields are also a respectable choice, because the booster backs that restore shield capacity can help you stay along for longer in the midst of danger.
Spike and Nova: Spike shields are a great option because high spike damage adds to the DPS against melee attackers without needing any kind of buff or without having to have your shields broken. It punishes your enemies for retaliating, which is another way to look forward to taking a hit or two, when coupled with Counter Attack. Nova shields are like spike, but explode with a radius when depleted.
If your goal is to get your shields to recharge quickly, having a nova shield with a low delay, lower capacity and high recharge rate would be a good choice. Absorb: These absorb and store bullets, but you won't need this quite as much because you won't be using most of the bullets returned to you. If you go through the pistol ammo you're given as a melee Zero, you're probably not really a melee Zero.
Amplify: AMP shields aren't necessary, because you probably won't have full shields often. The damage only applies to guns also, so at best you'll probably get one extra shot before your shield becomes no different than a standard one. Class Mods MZG Class mods are one of the greatest ways to modify a build and make it function to your liking. There are a lot of options with Zero class mods, but not every one is applicable to a melee build.
The stats that the class mod raises are just as important as the skills they raise, because the numbers scale with the level of the class mod and can genuinely make or break a build. The class mods Zero have are: Preferred Infiltrator: Increases fire rate and melee damage.
It's useful because it increases skills that are commonly used by melee zeroes, like Be Like Water, Unforseen and Iron Hand. The extra fire rate goes hand in hand with Be Like Water and can also assist in recovering from being downed.
Ninja: Increases melee damage. It has the potential to increase Backstab, resurgence and killing blow. Killing blow is useful, but it doesn't need a huge boost in skill points. Resurgence is the life blood of melee zero builds that don't rely on Law and Order and even then, it is still beneficial to have as one of Zero's FEW ways to get health back.
Backstab is one of Zero's most important damage boosting skills, in any melee zero build. Ambush and Backstab when combined will provide most of the damage you'll be doing as a Zero. Viable Killer: Increases team critical damage, which could potentially be useful on enemies that have critical spots that can easily be meleed.
Otherwise, it's something that is easily avoided. Fearless and Killer are better suited towards a Cunning gun build instead of a melee build and the only truly beneficial skill would be Ambush. Spy: The spy class mod has hidden potential with a melee build. Both Unforseen and Ambush are useful and add huge amounts of damage and the bonus cooldown rate would help with keeping Deception in arms reach.
Velocity isn't really necessary, but the bonus gun damage could be useful for grabbing second winds with weapons besides rockets. Stalker: Although Stalker doesn't give melee damage like Infiltrator or Ninja, it is completely viable as a melee build class mod. This is because Rising Shot, Followthrough and Counter Strike all affect melee damage and with high bonuses in those skills can compensate somewhat for the loss of melee damage.
The additional pistol fire rate and magazine size would also be of use if you're using the Law pistol or a Slag pistol with a bayonet attachment. Survivor: Survivor is completely viable as a class mod also, because the additional max health and regeneration will keep you alive for longer. With a Love Thumper build, it begins to make even more sense since you will not be relying on shields to protect you.
Ambush and rising shot affect melee damage and Resurgence will help keep you alive. Not recommended Professional: This is almost exclusively a cunning build class mod and doesn't help with melee builded zeroes besides the extra ambush damage.
Extra shield capacity is nice, but not at the expense of melee damage or crit damage. Shot and Sniper: The shot and sniper class mods are completely irrelevant to melee builds.
I'm sure they often get overlooked, but a good set of grenades will be a game changer. Elemental: It's always good to have elemental grenades around to compensate for the guns that you won't be carrying. With any grenade, homing is highly suggested because you can throw them from behind cover without having to peek up to look. Borderlands Wiki Explore. Borderlands Universe. Locations Missions by campaign Missions by location. Non-player characters Enemies Bosses.
Borderlands 3. Explore Wikis Community Central. Register Don't have an account? View source. History Talk Do you like this video? Play Sound. The more enemies, the better! It is one of the most powerful guns available in the game, but its main use for a melee Zero is as healing source.
In fact this gun has an extremely slow bullet speed, so shooting an enemy and then quickly switch to a Rubi or Grog before the pellets reach the target, will fully heal. Make sure you read each of them and pick the ones which matches your style of playing. Is zero better as a sniper or melee? What is the best melee build? Is melee zero viable UVHM? Are there melee weapons in Borderlands 2?
I'm thinking it's level based, meaning it will scale poorly endgame. Melee damage is only affected by level of character, skills, and modifiers on gear. More topics from this board Just how much did the new DLC change? Or was it through patches? How do you Tea Bag to death a rival Vault Hunter? General 1 Answer Can you change the voices in the game?
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