How To Do Better Dmg In Fortnite With A Constructor

  1. He gets a base coverage distance second only to MEGA Base and his Base gives much better abilities then Mega Base does. Having a passive repair built in also lets you slot something other then self repair in his first slot. On the whole I would avoid any constructor built around melee as a gimmick (looking at you Bull, sorry bro).
  2. The Constructor is one of the four playable Hero Classes available in Fortnite.They are highly specialized for building fortifications efficiently and effectively. Their B.A.S.E. Ability grants +60 Defense Rating, while their Bull Rush ability allows them to push crowds of Husks away from their fort.

Jul 27, 2017  To do that, you need to unlock heroes. There are four classes of heroes, each catering to a different style of play. This guide will teach you how to unlock hero classes in Fortnite as well as provide an overview of each class so you can find a hero type that works for you.

Fortnite is Epic Games’ brand new co-op sandbox survival game where Minecraft meets Dungeon Defenders. Fortnite has four base classes which each have a variety of sub-classes available to them. It can get a bit overwhelming figuring out what abilities are provided by classes and which are provided by sub-classes so we put together a Fortnite classes guide below.

Find more Fortnite on Gameranx:

Class System

Fortnite has four base classes which include the Constructor, Ninja, Outlander and Soldier. As you may have guessed the Constructor is focused around building while the Ninja is more agile and based around hack and slash melee skills. This may seem very basic but each of those four classes also have a variety of sub-classes. The Outlander for instance can be an electrical based Shock Trooper or the support based Pathfinder.

On top of those differences each character you own will have different levels as well as a star rating. You could have two Tank based Constructor characters but each could have different levels as well as star ratings. Confused yet? Reaching a certain level of experience with a character will allow you to evolve them into a higher star rating provided you have the required materials to do so. The higher the star rating of a character the more passives and abilities you will unlock.

Not all Penny’s are created equal.

Constructor

For those who enjoy building things the Constructor class is for you. What the Constructor may lack in offense they more than make up for it in building support.

Class Skills

  • BASE: The BASE alters the matter of connected building pieces. Affected walls will do a base of 4 damage to any enemies that attack them in melee. Attached structures gain 12% damage resistance.
  • Bull Rush: The constructor charges 3 tiles forward, collecting enemies on a shield, knocking them back at the end of the rush or when colliding with a wall.
  • Creative Engineering: Increases build speed by 10%. Reduces building cost by 10%.
  • Kinetic Overload: Critical hits with a hardware melee weapon trigger a kinetic overload, dealing additional damage and knockback to the target.
  • Plasma Pulse: Deploys a device whit emits exploding plasma pulses every 0.5 seconds for 10 seconds.

Controller Skills

  • Decoy: Deploy a decoy that will distract enemies for 12 seconds.
  • Going and Going: Decoy lasts 3 seconds longer.
  • What Doesn’t Kill You: Decoy has 25% more health.

BASE Skills

  • Automated Defenses: Increases BASE connectivity by 1 building piece.
  • Electrified Floors: Enemies within the area affected by BASE take damage every 2 seconds.
  • Emergency Override: Immediately ends the cooldown of Bull Rush when the Constructor’s shield breaks from damage.
  • Long Rush: Increases Bull Rush distance to 4 tiles.
  • Safety Protocols: Increases damage resistance of structures within area of BASE.

Tank Skills

  • Actuated Attacks: Increases all blunt weapon melee damage.
  • Hammer Critical Chance/Damage: Increases critical chance/damage of blunt melee weapons.
  • Healthy: Increases maximum health.
  • Shielded: Increases maximum shield.

Ninja

The Ninja is a hyper movement melee based class capable of double jumping. If being a glass cannon appeals to you then the Ninja is a great choice.

Class Skills

  • Assassination: Dealing sword damage grants 1 stack of assassination, increases the damage dealt by swords. Lasts 5 seconds and stacks up to 5 times.
  • Dragon Slash: Spring forward 2 tiles.
  • Long-sassin: Increases the duration of assassination to 11 seconds.
  • Mantis Leap: Leap once more while already jumping.
  • Shinobi: Reduces fall damage by 10%.
  • Smoke Bomb: Throw down a smoke bomb, creating a cloud that slows and damages enemies for 5 seconds.
  • Throwing Stars: Throws ninja stars in a straight line.

Assassin Skills

  • Easy Sword: Reduces sword combo energy cost by 60%.
  • Easier Sword: Reduces sword combo energy cost by 80%.
  • Praying Mantis: Increases effectiveness of Mantis Leap.

Fleetfoot Skills

  • Fleet: Increases movement speed by 12%.
  • Soft Landing: Reduces fall damage by 40%.
  • Three Mantis Style: Reduces energy cost of Mantis Leap by 50%.

Skirmisher Skills

  • Cascade: Throw an additional throwing star.
  • Crescent Kick: A quick kick that does damage and stuns for 3 seconds.
  • Rain of Death: Throws an additional throwing star on the second toss.
  • Return of the Dragon: Reduces cost of Dragon Slash to 35 energy.
  • Wings of the Dragon: Increases length of Dragon Slash to 3 tiles.

Assassin Sarah, the 1 Star Rare Quality Ninja

Outlander

Those looking to explore the map and collect as much loot as possible for themselves and their teammates should give the Outlander a shot.

Class Skills

  • Anti-material Charge: Punches enemies or structures, knocking back smaller enemies.
  • Focus Acquisition: Increases chance to find double loot.
  • In The Zone: After 5 hits with a pickaxe, gain increased pickaxe damage.
  • Loot Llama: Deploys a loot llama for your team to whack open.
  • Phase Shift: Rapidly shift in direction you are currently facing.

Pathfinder Skills

  • Keen Eyes: Reveals containers that contain valuable objects within 2 tiles.
  • Keener Eyes: Increases range of Keen Eyes by 1 tile.
  • Loot Find: 6% extra chance to find double loot.
  • Passing Zone: Increases run speed while In The Zone by 12%.
  • TEDDY: Deploy TEDDY for 15 seconds. TEDDY will blast enemies within 4 tiles 4 times a second.
  • Work, Work: Increases harvesting weapon damage.

Shock Specialist

  • Capacitor: Increases duration of Shock Tower by 2 seconds.
  • Forked Lightning: Shock Tower can now emit a 3rd bolt of chain lightning.
  • Phased Out: Reduces re-charge time of Phase Shift to 10 seconds.
  • Shock Tower: Deploy tower that attacks nearby enemies with chain lightning.
  • Super Capacitor: Shock Tower lasts an additional 2 seconds.
  • Up The Voltage: Increases damage of Shock Tower by 35%.

Soldier

The Soldier is better suited for those that want to be good at everything but not great at anything. The Soldier is capable of dealing ample damage as well as providing some support to teammates.

Class Skills

  • Advanced Tactics: Health and Ranged Weapon damage increased by 10%.
  • Assault Damage: Increases Assault Weapon damage.
  • Debilitating Shots: Dealing ranged damage applies one stack of vulnerability, increasing damage taken from all sources for 15 seconds. Stacks up to 3 times.
  • Frag Grenade: Throw a frag grenade which detonates and deals damage after a few seconds.
  • Goin’ Commando!!!: Fire a weapon 18 times per second for 10 seconds.
  • Quick Clip: Increases reload speed by 40%.
  • Shockwave: Emit a shockwave which deals damage and knocks back enemies.
  • Survivalist: Killing an enemy with a ranged weapon heals you.

Centurion Skills

  • Combatant’s Might: Reduces the energy cost of War Cry to 35.
  • Lingering Pain: The Vulnerability debuff from Debilitating Shots can now stack to 5.
  • Mighty Roar: Increases the range of War Cry by 55%.
  • Perfect Engineering: Shockwave now applies 3 stacks of Debilitating Shots.
  • Power Impact: Increases the radius of Shockwave by 38%.
  • War Cry: Give a War Cry to teammates within 4 tiles. Grants 50% increased damage, 50% attack speed for ranged weapons, and 20% attack speed for melee weapons for 10 seconds.

Rescue Trooper Skills

  • Ammo Recovery: Damaging an enemy with an assault weapon has a chance to generate ammo for the equipped weapon.
  • Steady Aim: Reduces recoil by 29%.

Survivalist Skills

  • Clean Living: Increases base health by 20%.
  • No Time To Bleed: Doubles the amount healed by Survivalist when an enemy is killed.

Ramirez is one of the first Heroes you will unlock but she’s also well rounded and incredibly useful.

Hey mates, big changes at all levels of how Constructors work / play means big changes in how to build them now. Overall- I would say our options have been normalized – and if you’re not familiar with that term, it basically means everything has been brought closer to one average operational level. There was a few really powerful standout abilities / classes that have disappeared, (namely kinetic overdrive for one) but in turn, the weaker offerings of Constructors overall have received MASSIVE buffs.

And do not lament heroes like Syd or Catstructor who received the most heavy handed changes – I assure you, pretty much everyone has a niche and a role now. The new system offers so much customization and potential, literally any hero can be improved to viability or changed entirely with the new system.

That being said, in this guide I’ll be covering how to build a few choice Constructors, the ones I’ve selected are based on popularity, viability, and overall fun. The format of this guide is obviously different since my old guides on building constructors loadouts were suited for the old system. Each section will be for a specific hero, with a team bonus or two to build around, 1-3 primary / crucial support slot picks, and a number of secondary less pivotal support slot options, as well as proposing gadgets – although they're usually preference or one of a few options. I’ll be trying to provide more than enough suggested options for each Constructor’s support slots, to account for players who don’t have all the heroes I’m suggesting. I know we’ve all got recruitment tickets – but it would be unfair to assume everyone wants to spend those vouchers just for early constructor builds into the new system.

So let's get to it then.

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MEGABASE Kyle


David Dean™ / Handsome Smile

Commander Bonus: MegaBASE – Increases BASE range by 3 tiles. (Totals 7)

Team Bonus: Supercharged Traps – Increases trap damage within BASE range by 8.5% per constructor in support slots

Gadgets: Slow Field, Banner

Primary Support Bonuses:

  1. BASE Kyle – Lofty Architecture – Increase building health of structures attached to BASE by 28%
  2. Electro-Pulse Penny – Fully Contained – Enemies that attack BASE affected structures take a base 15 damage.
  3. PowerBASE Penny / Kyle / Knox – Power Modulation – Structures attached to BASE heal 4% max health every 10 seconds.

Secondary Support Bonuses: (Choose 2)

  1. Thunder Thora – Electric Floors – Enemies standing on BASE affected structures take base 12.7 damage every 5 seconds.
  2. Machinist Harper – Tough Traps – Increase Trap Durability by 17.5%
  3. The Ice King – Frozen Castle – Enemies on BASE affected structures are snared by 15%
  4. Warden Kyle – BaseMD – allies on BASE affected structures heal 3.75 base health every 1 second.

Notes: So this is going to be a bit more comfortable (or even nostalgic) for players who were really accustomed to playing the old BASE role constructors, (MBK, HBK, PBK) with most of their legacy pre-made kits focused on the BASE ability. MEGABASE has his old BASE range of 7 tiles when you play as him, which is really only very useful for SSD's and Cat 4 missions, but still feels bloody cool, and plays well with support perks that affect buildings anywhere in BASE range. Supercharged Traps should always be providing the maximum 42.5% increased trap damage (holy cow) given Megabase really appreciates constructor perks in his support slots, and if you're playing Megabase – you darn well better be building for traps.

Lofty Architecture gives his walls the increased health he's known for, which actually means a bit more now with the increased armor BASE provides. Husks attacking those walls will not have a good time, as Fully Contained has been tweaked a bit to now deal 15 base damage (for comparison Kinetic Overload is 25 base, shockwave is 102) per hit to anything attacking your base. Power Modulation of course, provides small but steady healing consistently to all structures affected by BASE- a big deal for things like poisoners, which now deal minor structure damage with their poison cloud skulls – or husklings, which can deal minor damage to odd spots of your BASE but die quickly thanks to fully contained.

The last two slots are best filled in depending on what type of mission / playstyle you're using MBK for. In SSD's and Cat 4's, where you've built out a floor 7 tiles in every direction for husks to walk over – Thunder Thora's electric floors are a welcome return from MBK's old kit, to add chip damage on top of fully contained before husks even reach a wall to attack. For SSD's specifically, adding Machinist Harper's Trap Durability can make a big difference – keeping you out of your trap tunnels to replace traps for an extra wave or so. The Ice King and Warden Kyle's abilities have pretty situational application – The Ice King's snare can provide a boost to DPS if you're using damage to snared weapons – but the 15% snare is a minimal effect compared to the floor spikes you should be using. The two on top of each other though, could be notable. The BASE MD healing though – can be a huuuuge help in keeping teammates and yourself topped off in scrappier public missions, when bees, poison clouds, and acid pools etc are a hazard. I didn't put her up there, but Demo Penny is also worth running in support IF you're using a launcher, but are aware of the danger presented to your trap tunnels by doing so. Use at your own caution.

In conclusion, MBK should primarily only be used as your primary hero when in an SSD or Cat 4, where his BASE size is actually necessary. But his massive base does synergize, as before – with several perks that interact with all BASE affected structures.

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Tank Penny


She protecc, she attacc, she give husk the whack

Commander Bonus: Actuated Attacks – Increases Hardware Damage by 50%

Team Bonus: Bio-Energy Source – For each hero with 3 or more stars, recover shield equal to .25% of energy lost.

Gadgets: Adrenaline Rush, Hover Turret

Primary Support Bonuses:

How To Do Better Dmg In Fortnite With A Constructor Key

  1. Guardian Bull / Knoxx / Penny – Hardware Critical Chance – Increases Hardware Critical Rating by 17.
  2. Dark Vanguard Airheeart – Software – Increase hardware heavy attack efficiency by 65%
  3. Steel Wool Syd – Maximum Overload – Increase Kinetic Overload damage by 50%.

Secondary Support Bonuses: (Choose 2)

  1. Assassin Sarah / Etc – Assassination – Dealing melee damage grants a stack of assassination, which increased melee damage by 4.5%. Stacks up to 5 times, lasts 5 seconds.
  2. Deadly Blade Crash – Corrossive Strikes – Melee critical hits snare 30% and apply affliction for 37.5% of damage dealt per second for 3 seconds.
  3. Survivalist Jonesy – Survivalist – Eliminations heal for 39 base health over 3 seconds. Kills refresh duration.
  4. Thunderstrike Mari – Dragon Daze – When your shield breaks, knockback and stun nearby enemies for 1 second
  5. Jolly Headhunter – Present… Arms! – Eliminating an enemy has a 15% chance to drop a present that grants 8.5% movement speed or 6.5% damage for 8 seconds – or 21.6 energy over time.
  6. Catstructor Penny – Rushed Rush – Decreases Bull Rush cooldown by 27%.
  7. . Anti-Cuddle Sarah – Rapid Charge – Melee kills grant 7.5 energy.
  8. Fleetfoot Ken – Fleet – increases movement speed 12.5%

Notes: Definitely not one of the classes gimped by the rework, Tank IS as strong as ever – if not moreso. The massive 50% damage increase to hardware granted exclusively by playing Tank Penny is no joke, and I daresay makes up for the removal of some of the crit-related perks. The increased crit rate provided by guardian is still valuable for weapon base damaage, as well or minorly contributing to making more Kinetic Overloads happen through crit impact. Syd provides a 50% increase to the damage of Kinetic overload, which is a huuuuge deal, formerly the ability damage or energized support bonus was only boosting it around 20%. The newcomer here is Dark Vanguard Airheart, who grants the Software perk – which was previously exclusive to Syd. Lowering the energy cost of heavy hardware attacks is surprisingly crucial – as Penny makes great use of it with how KO works now; especially synergizing it with Bio-Energy source for shields when you need them.

The reason I've listed so many secondary support perks, is because a lot of what else you'll want for Tank Penny is based on how your hammers are built. Players without armor or life leech on their hammers (totally understandable) will want more survival based perks in the last two slots. If you don't find yourself going down much, you can increase the damage output of Tank Penny with some non-constructor slots actually. Any assassin will provide stackable assassination bonuses to melee damage, deadly blade crash continues to provide her lovely snaring and affliction on crit, and fleetfoot ken will help you close the gap between targets with some bonus move speed (although it is fairly minor). If you need more sustain / survivability in your Tank Build, Survivalist is the go-to choice, giving you health regen on kill. Thunderstrike Mari gives Tank something similar to her old Firewall skill, and synergizes BEAUTIFULLY with Bio-Energy Source. Each shield break will stun enemies immediately around you and give a bit of space. Catstructor gives you a shorter Bull Rush at the full cost, which helps you use it more often for closing gaps to Blasters, and a bit of shield regen from the cost (love Bio-Energy Source). Jolly Headhunter is an interesting option, as all 3 of the buffs the presents can provide are a help to this build. The damage obviously, the move speed obviously, and the energy is again – fuel for heavy attacks or abilities that will earn you more shields immediately.

How do damage multipliers work? Borderlands 2 PC. Android Linux Macintosh PlayStation 3 PlayStation Vita Xbox 360. So I'm a siren in TVHM. I'm trying to work out my final weapon damage (bone shredder, 4482x3) with all possible buffs added to it. How do I progress in the story at level 50? Unanswered: Do Quest-Exclusive Weapons (i.e. Jul 11, 2016  But how important is a weapon's level, really? I am lvl 33 and a lvl 18 legendary shotgun is more effective for me than any of the lvl 33 green ones that I have. What does the x after damage mean in the stats (e.g. If it is a multiplier why the hell dont they give you the multiplied value? Borderlands 2 weapon dmg multiplier near power lvl. Dec 18, 2017  Borderlands 2. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. For example the pimpernel gains almost double the damage going from level 50 to 55. If I’m reading the wiki right. Weapons level exponentially with each level. That's probably the trickiest issue new players will have to face leveling the OP levels.

You won't necessarily want an older CR/CD hammer anymore, as anything that can roll impact will help stagger enemies and proc KO. See – the smasher basher. Attack speed is still important, as is crit damage just for increasing DPS. I'll do another writeup later for how to perk hammers for constructors with the new system. For now though, keep in mind for this build, USE YOUR HARDWARE HEAVY ATTACKS. They deal increased impact, which will almost always stun / knockback husks, in other words – always trigger kinetic overload. And as per the point of this build, you'll have decreased Heavy Attack energy cost from Software – meaning you'll be able to do it more often. And thanks to Bio-Energy source, whenever you heavy attack, you'll get shields instantly. This is a very sustainable build with a good mix of survivability and high melee damage output.

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Controller Harper / Sentinel Hype


Crowd Control Chicks

Commander Bonus:

Sentinel Hype – Going and going – Increase Decoy duration by 4.5 seconds.

OR

Controller Harper – Grease the wheels – Reduce Decoy cooldown by 43%.

Team Bonus: Bio-Energy Source – For each hero with 3 or more stars, recover shield equal to .25% of energy lost.

Gadgets: Air Strike, Adrenaline Rush (Teleporter if you're savvy on how to use it with launchers.)

Primary Support Bonuses:

  1. Sentinel Hype Going and going – Increase Decoy duration by 1.5 seconds (If using Controller as Commander)

OR

  1. Controller Harper – Grease the wheels – Reduce Decoy cooldown by 27% (If using Sentinel as Commander)
  2. Saboteur Bull – Get Ready for a Surprise – When Decoy is destroyed or expires it explodes for 51 Base Damage.
  3. Riot Response Hazard – One Hot Minute – Reduce Plasma Pulse Cooldown by 18%.

Secondary Support Bonuses: (Choose 2)

  1. Conqueror Magnus – Your move, creep – Decoy does base 6 damage every 1 second to nearby enemies.
  2. Demolitionist Penny – Faster Explosions – Increase explosives damage by 17%.
  3. Plasma Specialist Izza – Power Pulse – Increase Plasma Pulse's damage by 30%.
  4. Riot Control Izza – Plasma Pulse Blast – When Plasma Pulse is placed, it deals 43 base damage to enemies in a 1 tile radius.

Notes: I've put these two together very deliberately, because they are now debatably much closer than any other two characters in the game in terms of performance, provided you slot the other in support when playing either. I'll lay out in detail the DECOY performance for both here since that's the main draw:

How To Do Better Dmg In Fortnite With A Constructor Pc

Sentinel (with Controller support)

  • Duration: 10.5 seconds
  • Cooldown: 24.9 seconds
  • Downtime: 14.4 seconds
  • Uptime: 42% uptime.

With

Controller (with Sentinel Support)

  • Duration: 7.5 Seconds
  • Cooldown: 17 seconds
  • Downtime: 9.5 Seconds
  • Uptime: 44% uptime.

So you see, they're within 2% uptime of each other now, the major difference being Sentinel gets its uptime from how long its decoy lasts, Controller gets its uptime from how short its cooldown is. Controller is arguably better as a commander in most situations now because of that. Placing more decoys more often seems like the better option; but it may be more useful in endgame situations to have the Decoy holding them longer, and despite the 2% lower uptime – be able to cycle cooldowns more comfortably.

Now the big change here besides Decoy, is Plasma Pulse. Per the 8.0 patch notes;

How To Do Better Dmg In Fortnite With A Constructor Free

Plasma Pulse

Increased base damage per hit from 18 to 46

Plasma Pulse has been underperforming for a long time. This boost to damage should make it a competitive option for Constructors

Plasma pulse is now doing more than 250% of the damage it used to. And with these heroes Decoy pulling husks in close, it absolutely destroys hordes, better than it ever did before. Now, there are going to be some people who still just on preference, don't want to rely on plasma pulse for damage (even with the cooldown reduction it's a little over 40 seconds cooldown, which puts it just longer than even Sentinel's decoy) so slotting Demo Penny for the launcher damage to clear the hordes on your decoy (assuming you're not in a trap tunnel obviously) adds a means of getting rid of everything you attract. Or, the bigger things – because Saboteur Bull's Decoy Explosions should actually take care of all the small things you draw in. I'm leaving Your Move Creep as a secondary option because I haven't tested how viable it is in the new patch, but it seems like it may be more substantive damage now. No word on if it's still attracting non-objective mist monsters.

If you are part of the crowd that would like to give the new incredibly buffed Plasma Pulse a try, Power Pulse and Plasma Pulse blast WILL make that ability melt anything around your Decoy. You could also slot Vintage Tech Penny, although I didn't mention her above- to increase the size of the Plasma Pulse explosions. Kyle the 13th is also a solid option for the Decoy damage reflection, but its damage output may pale a bit compared to the other listed options. In summary; Decoy is a bit less constant now, but that's largely due to how many constructors can run Decoy builds – but Plasma Pulse is bringing the Decoy users that have access to it as well into the ability focused DPS hero category.

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8-Bit Demo


Get out mom I'm playing Minecraft

Commander Bonus: Enduring Machine – After ability cast, weapons lose 40% less durability for the next 6 uses.

How to burn mac os x install dvd.dmg in windows. ​

Team Bonus:

  1. Pre-emptive Strike – For each epic or legendary hero at 4 or 5 stars, increase damage to full health enemies by 6.5%

OR

  1. BOOM B.A.S.E. – BASE blasts Steel Wool Music, increasing Damage by 12% and Critical Rating by 15 for all allies within 5 tiles. Also makes you bloody cool but requires you waste 1-2 support slots.

Gadgets: Teleporter (if you're savvy on how to use it with launchers) or Adrenaline Rush, and Slow Field

Primary Support Bonuses:

  1. Demolitionist Penny – Faster Explosions – Increase explosives damage by 17%.
  2. Controller Harper – Grease the Wheels – Reduce Decoy cooldown by 27%.
  3. Skull Trooper Jonesy – Locked and Reloaded – After reloading increase Weapon Damage by 15% for 5 seconds. Switching weapons removes buff.

Secondary Support Bonuses: (Choose 2)

  1. Riot Response Hazard – One Hot Minute – Reduce Plasma Pulse Cooldown by 18%.
  2. Catstructor Penny – Rushed Rush – Reduce Bull Rush Cooldown by 27%
  3. Steel Wool Syd AND Anthony / Carlos (ONLY if running BOOM B.A.S.E.) – Syd – Maximum Overdrive – Increase Kinetic Overload damage 50%. (Anthony / Carlos do nothing for constructors. They burn a slot but let you use BoomBASE.)

Notes: So this young faced man has most of what's left of the legacy Demo class in Enduring Machine – and it mainly only works the same way if you really try and make it do so. But it can keep your launchers alive a fair bit longer still. The trick now, is to lower you ability cooldowns as much as possible (See Rushed Rush, One Hot Minute, and Grease the Wheels) so you can use an ability every 6 shots on a launcher, even if you don't need to – just to keep the durability reduction active.

Demo Penny also provides a lump damage increase to explosives even the old demo didn't have – but you do miss out on having a reload speed perk anywhere in the new system. Grease the Wheels is important not only for triggering Enduring machine, but also to just have a decoy to group enemies up as often as possible. Skull Trooper Jonesy actually lends his soldiering skill to Demo very well, given most launchers have you reloading after every shot, it's a reliable constant 15% damage increase. Both team perks you'd want on Demo primarily also don't require an all constructor squad, so he fits in. Who doesn't fit in so much though, is the Steel Wool bassist and drummer. You can use them for BOOM BASE on demo to give yourself a fair damage boost providing you hang around your BASE while spamming rockets, but Syd only gives you Kinetic Overload damage, and Anthony / Carlos won't do anything for a constructor. Ironic, since you need them to use the BOOM BASE team perk, which – can only be used… by, constructors.

Perhaps more sensibly, you can use Catstructor Penny and Riot Response Hazard to reduce your Plasma Pulse and Bull Rush cooldowns as well, which will let you gain the durability reduction effect of Enduring machine more often and reliably. In summary, this demo has more means to increase his damage than the old one – but the means by which he gets access to durability reduction is more precarious.

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Conclusion

I do intend to do a loadout / guide for every constructor. However, whereas before there were just 18 classes with various reskins – there is now 35 unique heroes, and bound to be more soon. That's a lot of loadouts. Also, as always – these are my subjective propositions on how to build each constructor, I'd love to hear how everyone else is playing them, as surely – we do it differently. There's no shortage of opportunities to build a plethora of builds for every single hero. As whitesushii pointed out; the number of combinations factoring all commander slot options, team perks, and support slots, is in the multi millions or billions.

Regardless of building hero loadouts though; I should also mention most of our Hardware may need to be rebuilt. That is to say, our hammers / melee weapons – Lead Sleads and Smasher Bashers included. Impact is a big factor in triggering Kinetic Overload now, and I'm still testing how best to take advantage of that. Running Impact on Hammers is absolutely a benefit now – but the extent of which, and relative to Crit stats – I'm yet to be certain of. For now, if you do have the option to put at least 1 impact perk on a hammer, I would recommend it.

Also, I know there's a few reallllly popular Constructors that didn't make this workbench. I promise, I am doing more. This one took a lot longer (a day or two, I guess) due to my using new reddit and new formatting to try and make it pretty (with pictures and stuff). In the meantime, Syd can use a build pretty close to the Penny one I mention, Demp Penny can run one pretty close to the 8-Bit Demo one I mention, PowerBASE, BASE, HeavyBASE, Machinist, and Electro Pulse can run a build similar to the MEGABASE build I mention (whitesushii also posted a lovely Electro Pulse build), and Saboteur, Magnus, and Kyle the 13th can run builds similar to the Controller / Sentinel build I mention. Again I will get to everyone, but it's not going to be right away.

If you made it this far thanks for the read, share your knowledge both with others and myself – and I hope this helps!

Source: Original link

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Top 10 Most Anticipated Video Games of 2020

2020 will have something to satisfy classic and modern gamers alike. To be eligible for the list, the game must be confirmed for 2020, or there should be good reason to expect its release in that year. Therefore, upcoming games with a mere announcement and no discernible release date will not be included.

Top 15 NEW Games of 2020 [FIRST HALF]

2020 has a ton to look forward to..in the video gaming world. Here are fifteen games we're looking forward to in the first half of 2020.

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