Ties that Bind, Stillness of Mind, and Indiscriminate all combine to help more projectiles hit more enemies, and to share all of the damage around. Stillness of Mind isn’t required, but it is highly recommended for some weapons such as the Recursion.
Red tree benefits elemental damage and damage-over-time (DoTs or DoT damage) as much as possible. Blue tree is overspecced for DoT chance through Violent Tapestry, lots of gun quality-of-life skills, and action skill damage to benefit Ties That Bind and Remnant. Green tree just enough to reach Blight Tiger. Heavy Rain’s projectile speed in purple tree greatly benefits some weapons.
Slide between shots to get Toboggan amp for each one. Try to avoid taking damage so that your amp shield can recharge.
Always Grasp when it’s available. You want to keep your anoints up at all times. The anoint on your gun makes DoTs more reliable, and your 50% ASEs on your shield/grenade will add DoTs of their own. Forceful Expression can add its own DoT, but it’s much smaller than the others, so it’s not a big deal if it gets overridden by the bigger DoTs of your gun and ASEs. It’s often wise to keep your action skill element attuned appropriately for the enemies you are fighting, as that will ensure Ties That Bind shares lots of damage of that element, guaranteeing you max Overkill.
For maximum DoT damage, you want one or both types of amp applied to your shot, as well as Overkill (Guardian Rank perk) carried from the previous kill. Any type of damage can build Overkill: Ties That Bind, Remnant, Groundbreaker, etc. So if you miss a shot but there’s a Remnant still floating around or you have Groundbreaker built up, you can use that damage to add Overkill to your next shot, and therefore get big DoT damage. Overkill is just as important as amp.
Your gun will apply the largest DoT, with DoTs from your 50% ASEs at, obviously, half power. So your gun element is the most important one to get right for the content/enemies you are facing. Also, you always want Radiation 50% ASE on either your shield or grenade (and NOT as your gun’s element). Radiation has the longest DoT length (at 24 seconds when at 10/5 Anima), it can spread itself as long as it’s a bonus element and not the element of your weapon, and it creates radsplosions. Radsplosion damage scales with DoT damage. This build creates some very strong radsplosions.
For raid bosses, or any tanky enemy you want to get rid of, you can swap to the Guardian 4N631 shotgun after you’ve applied your main gun’s DoT, and it will increase the DoT damage the further you are from the boss.
Cryo is not used at all in this build, and DO NOT set your action skill element to cryo, as it will break Anima, completely preventing it from adding any DoT length or strength.
On the flip side, even though it’s not optimal everywhere, you can get away with always having shock as your action skill element. When shock is selected, Anima increases the length of shock DoTs (and only shock DoTs) by 35% per point, as opposed to 20%. And it will make sure you have at least a small DoT (of 18% from Forceful Expression) for dealing with shields.
Gun damage also directly factors into DoT damage. A 250% weapon damage after Phasecast anointment on your weapons will lead to higher DoT damage. However, it will make your cooldown longer, leading to less anointment uptime. And it won’t proc DoTs as reliably as the ASE status effect anoint. But if you want to do a big one-shot on a boss with DoT damage, it will be the best option.
There are a few enemies in the game that do not take DoT damage: Graveward, Red Rain & Blue Fire, and anointed Tinks. Use a 250% Phasecast hard-hitting rocket launcher, such as a Major Kong or Kickcharger, to defeat these enemies. Badass Maliwan Heavies are somewhat resistant to DoT damage as well.
Anything with a high DoT damage on the card:
Even non-elemental guns have “hidden” dot damage, so something like the Masterwork Crossbow, with its very high card damage, can apply decent DoTs through your ASE 50% elemental damage anointments. Strong, slow-firing weapons work best because for the most DoT damage, we need Amp damage from our shield and the Toboggan artifact.
Ideally, you want weapons in fire, shock, and corrosive. Avoid radiation weapons, instead opting for radiation as a 50% ASE anointment on your shield/grenade. Our main anointment is the 75% increased elemental chance/damage on action skill end. The additional damage is actually 40% instead of 75, but as a fresh multiplier, it is still very strong. The additional elemental chance also increases the reliability of our DoTs being applied.
Any shield with significant amp damage. The One-Shotter, a triple-amp-rolled purple shield from Pangolin, is the best, because of its high amp, low drain, and fast recharge rate. Other acceptable substitutes are double-amp Big Boom Blaster, 0.m, double-amp Infernal Wish, or just any double-amp shield, preferably Pangolin.
The anointment you need is 50% ASE elemental damage, different from the one on your grenade, and different from your gun’s element.
If you want to use a faster firing weapon like the Plasma Coil or Free Radical, you can use a Re-Volter with either 50% ASE or Action Skill Start anointment. If you use the Action Skill start anointment, the Re-Volter becomes your source of shock damage, and therefore you should have a different element on your grenade anointment, and a different element on your gun.
Another very good run-and-gun shield is the All-In, with its high absorb chance and boosters for faster cooldown. A 50% ASE anointment is required.
Anything you might find useful, with a variety of the 50% ASE elemental damage anointments, excluding cryo.
Phasezerker with as many points into Anima as possible. The cooldown, weapon damage, and Anima points all synergize very well with this build.
Toboggan for the amp damage. Amp increases DoT damage. It’s possible to run and gun like a normal gun build, without worrying about sliding between each shot. In which case, recommended artifacts are Atom Balm, Snowdrift, or Company Man of the appropriate manufacturer.