Damage Pip with a pinch of Support cuz why not 3.0

by VersuS (ign. Versu5)
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Catalyst
Enemies hit with Explosive Flask take 35% increased damage from your weapon shots for 4s.
Explosive Flask
Reload
Reduce the Cooldown of Healing Potion by 0.6-3s for each ally it hits.
Healing Potion
3
Medicinal Excellence
Increase the radius of Healing Potion by 8-40%.
Healing Potion
3
Smithereens
Generate 1-5 Ammo for each enemy hit by Explosive Flask.
Explosive Flask
2
Shrewd Move
Reduce your active Cooldowns by 8-40% after getting an Elimination.
Armor
3
Moxie
Increase your Healing received by 6-30% while at or below 50% Health.
Armor
4

Guide

Reload and Medicinal Excellence sync very well with each other and if you play in a group then the healing potion can actually have a nasty cooldown reduction.
On top of that, M.E. has nice perk that if you have lots of range on it, you can throw it before yourself release it after and it's wide range will allow you to get in the healing range. M.E. below level 3 has no usage whatsoever. And on level 3 you kinda have to practice your quickcasting skills but it's nothing hard really.
And if you have your ally next to you, you can use the reload to your advantage and occassionally actually participate in the team play.

Smithereens is one of a kind card that doesn't really need much points to have insanely well seen results. One will ask why would you even prioritize this card? Well for clutching really. As I know that Pip mostly uses Explosive Flask at the start and prefferably with full ammo. This card is mostly for cases when it's a bit harder to do so.

Moxie counters cauterize or whatever effect they have set up for now so it's always cool to have.
And Shrewd Move works very well if your teammates are actually sapient and allows you to get back on the track relatively early. Also it doesn't count off your
eliminations alone. It actually also works on assists. Or one would say any death you contributed with. Obviously enemy player's death. (lol)

As you can see the loadout is more about cucking on the cooldowns and game systems. Feel free to get creative with it and change some aspects/values.
Maybe your knowledge of the game will allow you to think off of something better and this loadout was just a convenient first step for your breakthrough.
If that will be the case then I will be more than happy to help with it by posting the "now most card-accurate loadout".

Now if you're wondering why wouldn't I put cards like Acumen or Graviton. Or cards that affect weightless.
Well frankly speaking... From my experience (which is quite dated as I have ditched this game 2 or 3 years ago [or more]), it's low duration made many of the Weightless cards pretty much unviable and the third person view was quite getting in the way of aiming so expanding it's duration wasn't necessarily as good as one could say. On top of that, plenty of Pip's cards require like 4+ points to achieve mediocre results. The only exception to it being Moxie here really.
Graviton is complete ass. It doesn't prolong the duration of damage boost but just the slow which is still inferior version of Crippled debuff.
Acumen won't work well because Pip still has insanely huge hitboxes that make every battles with him last like around 2-3 seconds and his weapon's insanely long recoil makes it less rewarding to use.
Most of his cards are insanely niche and Mojo-Jojo Company refuses to actually add any more logic to his kit which is sad but ehh at least you can maneuver with whatever little there is here.

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