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The Professional
https://www.lootlemon.com/class/moze#gxcj_5003151501131_5053551000101_0055000100000_2300200000000

ASE Cub

by Glenny and RamenDeliveryTruck

This build focuses on maximizing both some for the road uptime, action skill start, and action skill end 100 or 160 splash anoint. These anoints have always been in the game but relatively clunky for Moze to use but with this setup, you are able to take full advantage of it.

Action Skill: Iron Cub

Alternate Skill Tree Options/Flexibility:

  • Since this setup is based around ASE splash or IB 160% splash, ideally you want to not spend points in vampyr or biofuel. However, if you cannot obtain an ice breaker otto idol, you can easily put 1 or 2 points into vampyr for added healing for Moze. 
  • Those 2 skill points are very flexible depending on your gear choices, feel free to experiment with click click, vampyr, biofuel etc. 
  • If you want to build around the Lucky 7 for the purposes of time trials or just fun, I recommend using this spec. For the grenade, I would recommend the same as other ASE cub setups, but with the ASE Apply Terror anoint. ASS Revolter is still optimal. On the Lucky 7’s themselves, go for Terror Ammo Regen to maximize the uptime of good reload rolls. For Artifacts, you can go for a Jakobs Company Man with generally good rolls to optimize Lucky 7. Ideally, AOE, Action Skill cooldown, mag size, pistol damage, etc. Don’t worry about farming too hard for perfect rolls on this, as long as you get good top rolls you will be more than fine. As far as Class Mods, Mind Sweeper is king for killing bosses very quickly and even some mob clearing. For rolls, as many points in Skag Den as possible, and Redistribution if you end up reloading. Good passives are AOE damage, AOE radius (if you dare), grenade damage, etc. Again, not too dependent on rolls.

What makes this build (and others like it) work is the Eternal Flame COM from DLC5. This COM allows you to quickly get Iron Cub back after he goes on cooldown. Combining this with having Iron Cub kill itself with its own gun (and thus go on cooldown) lets you chain ASE/ASS anoint activation for maximum uptime on damage anoints that Moze previously had trouble keeping up.

All guns listed can be good with consecutive hits or 100% action skill active, if the gun has extra anoint flexibility it is listed.

For the shields, you will be looking at any ASS nova shield that you can get your hands on.

  • Revolter with Action Skill Start
  • Frozen Heart with Action Skill Start
  • Void Rift with Action Skill Start
  • Frozen Snowshoe with Action Skill Start
  • Nova Berner with Action Skill Start 
  • Stinger with Action Skill Start (Cryo if you plan to use the ice breaker with this set up)
  • 0.m Shield with Action Skill Start (Cryo for the ice breaker version)
  • Flame
    • 5 Nitrotrinadium Engines is the ideal and preferred skills on your class mod mainly because of the cooldown rate. Even though the class mod can negate cooldown, it is still RNG to get it to proc. Having cooldown rate passives elsewhere is still helpful, as sometimes you don’t get immediate cooldown. The more points into Nitrotrinadium Engines the better.
    • Splash Damage Radius is a must if you use a nova shield because it will allow for bigger shield novas to hit more enemies. The other 2 passives can be suited for your guns so weapon charge speed or weapon damage, weapon critical damage etc. 
  • Cloning Maddening Tracker with 25% damage on grenade throw
  • (Spring) Epicenter with 25% damage on grenade throw
  • Recurring or MIRV-Tacular Hex with 25% damage on grenade throw
  • Lightspeed with 25% damage on grenade throw
  • Snowdrift/Ice Breaker Victory Rush or Otto Idol 
    • Mag Size + AOE Damage, Weapon Type Damage (e.g. SMG Damage) Elemental Damage, and Cryo Efficiency. 
  • Pearl of Ineffable Knowledge 
    • Mag Size, Health Regen, Max Health, Fire Rate
  • Company Man (Top passives being damage, crit damage and fire rate or mag size) 
    • Mag Size, AOE Damage, Weapon Type Damage (e.g. SMG Damage), Elemental Damage.

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