Deep Rock Galactic Guide

Starter Characters Guide (Perks and Weapons Upgrades) for Deep Rock Galactic

Starter Characters Guide (Perks and Weapons Upgrades)

Overview

Simply Guide Of Characters To Upgrade Weapons And Perks Properly

Introduction

This is an orientation guide, there can be many variations, I proceed to explain the upgrades in the simplest way, for the begginers who do not know what to upgrade. Experiment, try, test because there are many different ways to build your characters!

Without further scrambling, let’s begin
  • Engineer
  • Scout
  • Driller
  • Gunner

Engineer

A skilled engineer is the backbone of every scout. He also protects the team with his turret and places platforms to flatten rough or destroyed terrain. The engineer is neither tanky nor extremely but has a versatile kit of weapons to make up for that.

Engineer turret “sentry gun” build


B – LMG MKII
A – Expanded Ammo Bags
C – Expanded Ammo Capacity or A – Armor Hardend Rounds
A – Defender System

Auto shotgun build for “Warthog” Auto 210


B – Overstuffed Magazine
C – Choke or B – Loaded Shells
C– High Capacity Magazine
C– Bigger Pellets or A – Tungsten Coated Buckshot
B– Miner Adjustments

Single target or AoE grenade Launcher build


B – Extra Ammo
A – Expanded Ammo Bags
B – Pressure Wave
B – Homebrew Explosive
B – Spiky Grenade

“Stubby” Voltaic SMG


B – Upgraded Capacitors
A – High Capacity Magazine
A – High Velocity Rounds
B – Larger Capacitors
C – Electric Arc

Breach Cutter damage build


B – High Capacity Magazine
A – Expanded Ammo Bags
C – Loosened Node Cohesion
A – Armor Breaking
C – Tripple Split Line

Best Platform Gun


B – Expanded Ammo Bags
A – Plastcrete MKII
A – Expanded Ammo Bags or C – Repellant

Active perks for Engineers
The first choice should be Field Medic to revive your teammates faster. It also allows you insta-revive a teammate once per mission.

Second choice I would advise Beast Master if you prefer to have a pet around that draws aggro. But keep in mind you have 3 teammates that are also useful to confuse the enemies.

Passive perks for Engineers
Passive perks are very subjective. The ones I use fit the more defense playstyle I use.

Second Wind is a useful perk because it will allow you to gain extra speed after sprinting for 4 seconds. You do not need to press an extra button, it will kick in automatically after a short while.

Born Ready will reload your unequipped weapon after 5 seconds. This passive perk will allow you to shoot your grenade launcher, switch to your shotgun, empty your shotgun and swap back to your now reloaded grenade launcher.

Resupplier because it allows me to pick up ammo faster and get more health out of supply drops. In hectic defense situations with enemies all around you cutting ammo and health pickup time by 50% is a big difference.

Scout

Perfect high damage Scout + Medic Support

Deepcore GK2


1. Supercharged Feed Mechanism
2. Expanded Ammo Bags
3. Improved Propellant
4. Hollow-Point Bullets
5. Battle Frenzy

M1000 Classic (SNIPER BUILD)


1. Increased Caliber Rounds
2. Fast-Charging Coils
3. Killer Focus
4. Hollow-Point Bullets
5. Hitting Where It Hurts

Jury-Rigged Boomstick


1. Double-Sized Buckshot
2. Double trigger
3. Expanded Ammo Bags
4. Tungsten Coated Buckshot
5. White Phosphorous Shells

Zhukov NukI 7


1. Expanded Ammo Bags
2. High Capacity Magazine
3. Increased Caliber Rounds
4. Expanded Ammo Bags
5. Get in, Get out

Flare Gun


1. Expanded Ammo Bags
2. High Capacity Magazine
3. Expanded Ammo Bags

Grappling Hook


1. Longer Cable
2. Greater Cable Stretch
3. High Velocity Ejection System
4. Bypassed Integrity Check

Active Perks

Field Medic
-Revive teammates faster
-Nearby enemies flee once you revive someone
-Once per mission, you can preform an instant revive

Hover Boots
– Lets you hover in midair for a few seconds
– Essential for scouts

Passive Perks

Thorns
Any time an enemy hits you with a melee attack it will take damage

Vampire
Regain health when you kill a medium sized or larger creature with a melee attack

Elemental Insulation
Get resistance to all elemental damage

Also any perk related to mining / materials is useful too

Driller

FIREEEEEEEEEEEEEEE

Flamethrower


-Oversized valves
-Triple filtered fuel
-More fuel
-Sticky flame damage
-Heat radiance

Cyrocannon Builds


-Stronger Cooling Unit
-High-Pressure Reserve Tank
-Overclocked Ejection Turbine
-Higher Water Content
-Cold Radiance

Subata 120


-Improved alignment
-Extra ammo
-Quickfire ejector
-Hollow-point bullets
-Volatile bullets

Experimental Plasma Charger


-Larger Battery
-Charged Radius
-Charge Cost
-Heat Buildup
-Flying Nightmare

Satchel charge


-Extra satchel charge
-Extra satchel charge
-Rock mover

Reinforced Power Drills


-Hardened tool tips
-Magnetic refrigeration
-Increased tank pressure

Active Perks

-Iron will enables things like reviving fellow dwarves as a last ditch effort and to relocate yourself to a more favourable position where your team can more easily revive you.

-Weekend Athlete provides an escape option. With this build you will sometimes need a breather for shield recharge. Running away to keep shields up is important as it allows the shield mod shockwave (area damage) to proc more often. I call this run-charging.

Passive Perks

-Berserker is going to make your melee attacks do a very noticeable amount of damage and since you will be up close and personal there will be plenty of opportunity to make use of this. This perk is going to enable you to get more value from vampirewhich will also synergize with the increased health from your armour modification Healthy which give you +20 health.

-Vampire is all about restoring health while remaining in combat. This perk works particularly well with this up-close and personal Hellbat build. Use your picks power attack with the shockwave (+1 area of effect) mod often and when surrounded. Doing this you can heal yourself for a substantial amount in times of need.

-Veteran Depositor increases your survivability substantially so long as you keep Molly right next to you.

Gunner

The Mother Penetrating Spiders F***cker

“Lead Storm” Powered Minigun


-Improved Platform Stability
-Oversized Drum
-Hardened Rounds
-Lighter Barrel Assembly
-Cold As The Grave

“Thunderhead” Heavy Autocannon


-Expanded Ammo Bags
-Tighter Barrel Alignment
-High-Velocity Rounds
-Penetrating Rounds
-Resistance at Full Rate of Fire

“Bulldog” Heavy Revolver


-Quickfire Ejector
-Floating Barrel
-Stun
-High-Velocity Rounds
-Glyphid Neurotoxin Coating

BRT7 Burst Fire Gun


-High-Velocity Rounds
-Quickfire Ejector
-Increased Caliber Rounds
-Expanded Ammo Bags
-Burst Stagger

Shield and Zipline


Shield:
-Improved Projector
-Larger Capacitor
-Lasting Effect
Zipline:
-Expanded Ammo Bags
-Reinforced Cable
-Increased Motor Traction

Active Perks

-Field Medic
-Iron Will

Passive Perks

-Friendly
-Second Wind
-Vampire

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