Best Pyramid Perk Build?
Any ideas?
Comments
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I'm thinking Infectious Fright / Ruin / Surveillance / Save the best for last / Sloppy / Deathbound as options for me, seeing as Pop,BBQ and on hook perks don't work with cages, so opting for a build that is always almost utilised fully. Perhaps swap ruin out for overcharge / surge if ruin is cleansed early on in majority of matches.
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Ruin - helps immensely with the now run soul guard preventing people from wanting to cleanse it. Also you can put a trail next to your totem and proxy camp it if they know where it is.
(Surveillence could pair very well with this, and his "trails" ability, giving a lot of gen pressure through knowledge of gens being worked on)
stbfl - allows you to get off more hits in a shorter amount of time. pairs well with his rite of judgement to follow up on attacks, much like shred on demogorgon. also since rite of judgement is a nonstandard killer attack if you get very good at landing them im pretty sure you don't lose stacks for attacking the obsession which is a neat little bonus.
Discordance - allows for good info early and late game, forces spreading on gens (pairs will with deathbound.) Also with his ability to multi-hit survivors, discordance can give you the info you need to possibly get to where multiple survivors are. Its hard to hit but super rewarding to pull off acting as a through the walls multi shot huntress hatchet.
Dark devotion - hit the obsession, and go for others, or leave and come back. either way screws with his terror radius and they might think your running one of his default perks.
Deathbound - Not the best perk on him, but one of his defaults, and promotes either all healing (wastes time and gives you undetectable on them) and sticking together, all healing and staying apart (which gives you stealth and pressure) or staying injured to prevent the scream effect (grants pressure through staying injured.) The info gain, and the potential to force them into doing either one thing or the other gives less to focus on and is allround a very good perk.
Tinkerer - Ironically not a perk people would automatically think is good on him, but with his ranged attack, being able to know when a gen is near popping, sneaking up on them and using your rite of judgement to hit them through a wall at peak range without them knowing your near is Spicy to say the least. Helps prevent people popping gens, and gives you stealth.
Pop goes the weasel - doesn't work on his cages (so you have to hook people negating the cage portion of his power) HOWEVER. with his built in tracking from rite of judgement, you can proxy camp gens very easily by placing trails around a gen giving you info when people return to them in a 3gen strategy. also pairs well with trial of torment (Which by god i hope is buffed)
Make your choice - pairs well with people healing against deathbound. Gives you info on the healing, and allows you to instant down the rescuer no matter where they chose to heal, under hook or safely away. Also if paired with nemesis and furtive chase (a entire 4 perk combo mind you so you may want to think about it before risking your entire build on it.) allows you to ALWAY'S sneak up on the rescuer and instantly down them. the only way to counter this is to not heal at all, which puts everyone at risk (or only healing non-obsessions which reveals them with deathbond anyways) Very dirty build.
Sloppy butcher - slows healing. very good perk all round tbh.
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He's another ranged killer (Somewhat)
So Save the Best for Last, land a hit then use your range and gg
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I love Tinkerer on Nurse for the reasons you said, however that's because she can get to them in under 8 seconds which is the max time? I believe you have with a single person on a gen with no toolbox after it triggers before it pops. If he had map travel I would encourage a fellow killer to use it but sadly he lacks that.
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