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Penny’s Workbench: A Guide to Constructor Roles

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Hey there mates! Your friendly neighborhood Catsttructor here, with another guide This time I’ll be rambling about the three different archetypes and roles of Constructors. 3 Different types you ask? Yeah! Just like some Outlanders are combat focused, and some are harvesting focused, Constructors – like a freelancer in need of rent money – can do multiple jobs. Different subclasses of constructors typically exceed at one role, and perform weakly in others – and some fall somewhere in between. So lets dig into these thicc ladies and dadly dudes abilities and roles. I'm gonna cover every class' capabilities in every role, but this ended up being so long, I had to split it into 2 posts. I'm doing all Constructor subclasses alphabetically, so this one will start with BASE, and go up to Kinetic Beats. So sit down, grab that hammer, deploy that BASE, and let Catstructor Penny rant about her sisters in building.

There are 3 different roles Constructors can fill, and 3 archetypes they fall under, that fill those roles. They are:

DPS Constructors: These are Constructors with skillsets focused on combat, laying down loads of damage, and clearing enemies. Similar to Outlanders focused on Fragments, or soldiers and ninjas in general. There are both weapon focused and ability focused DPS constructors.

BASE Constructors: These are the building, trap tunnel and AFK, solo an SSD, never lose a wall, don't even need to shoot Constructors. Their job is to build the base, buff it with BASE, protect the walls, and hold down the fort. They are distinctly not advantaged in combat, and the strength of their kit lies heavily in what they do for the BASE.

Crowd Control (or, CC) Constructors: These are the constructors that don't necessarily rely on a BASE, and don't necessarily just mow down hordes of enemies. Their job is to impair, hinder, weaken, distract, and control enemies. They can do this with status effects, abilities, or even their BASE. Recently popularized by a certain subclass' buff and endgame viability in Challenge the Horde, CC Constructors are not to be discounted.

Now that we've established those roles, lets take a look at who falls where, checking out each class. I'll give them a letter grade from A to F based on how specialized they are into a certain role, and how well they perform in it, along with a short explanation.



BASE (Kyle, Hype)

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DPS: D

Base: B

CC: C

Ironically, the class named after the BASE ability, is one of the weaker options for that role. The BASE subclass benefits from only a 1 tile increase to BASE size, making it the second smallest BASE size possible after only Constructors with the minimum BASE size. It isn't a weak BASE though, since it gets Safety Protocols and Lofty Architecture for building health and damage resistance – and Electric Floors for some damage. The utility of the BASE class is actually just as skewed towards the skills boosting the Bull Rush ability as it is BASE. The perks BASE gets for Bull rush give it a niche as an awkward BASE – CC hybrid, outclassed by most Constructors that fill either of those roles. BASE isn't bad; it's just not the best choice for anything in particular.


Controller (Harper, "Hazard"):

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DPS: B

Base: F

CC: A

The absolute strongest CC Constructor in the game, Controller is known for completely, well – controlling – entire hordes with just its Decoy ability. This subclass is the easiest way to run high PL CtH missions, without a need to even fight anything on time-based waves. The Controller's kit is 100% focused on its decoy skill and nothing else. This gives them absolutely no utility as a BASE constructor, but unrivaled CC capability. The fact that their Decoy groups enemies up like a graviton surge for other heroes abilities, or even a Controller's noble launcher – gives them a commendable DPS function too.


Demolitionist (Penny, Bull, 8-bit):

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DPS: A

Base: D

CC: B

The absolute best DPS constructor, the Demo can rival or even surpass soldiers at this role. This is completely due to their ability to spam explosive weapon fire better than anything else in the game, with increased durability on those weapons – as well as faster reload speeds for them. The fact that Demo also gets a fairly upgraded Decoy, and a 1 tile BASE size bonus adds to its DPS capabilities due to how those perks interact with Demos explosive spam, and gives it a slight ability in the other 2 roles as well.


Electro-Pulse (Penny):

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DPS: C

Base: B

CC: C

Not to be ignored, but also largely outclassed in the roles it wants to fill. Electro-Pulse has perks for all 3 Constructor roles, and as a result spreads its usefulness too thin between them. The main draw, is electrified floors in combination with Fully Contained – making the Electro-Pulse's +1 sized BASE like a large scale trap of its own. The shortcomings of the subclass are debatably how many perks it has for Plasma Pulse, which is typically a weaker ability. That being said, if you're willing to play to the strengths of the class – it can be very viable, by spreading what you do across all 3 constructor roles. Electro Pulse, similar to Demo – is greatly benefitted by building a specific way to compliment its skills. (in this case, create winding trap rooms with low walls, make bottlenecks where she can use plasma pulse, etc)


Guardian (Bull, Knox, Penny):

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DPS: D

Base: D

CC: C

Guardian faces a similar problem to Electro Pulse, in that it wants to be a hybrid of roles, but excels at none of them due to lack of specialization. It has an average sized BASE at +2… But that BASE has no buffing abilities. Guardian also gets Kinetic Overdrive, but with no auxiliary abilities for hammer, unless it's within its own BASE range, which gives it a rather low 12% crit rating buff. The tragedy of the Guardian class, is that it doesn't even specialize as well as Electro Pulse as a hybrid-role Constructor. Probably best to use this one for support or tactical, or just for fun.


HeavyBASE (Kyle):

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DPS: B

Base: A

CC: C

HeavyBASE is one of the most, if not the most popular Constructor of all, and for good reason. The skills that HeavyBASE is privy to give it the most aggressive BASE capabilities, surpassing even Machinist. Feel the BASE/Turn up the BASE alongside Overclocked Traps, and Electrified Floors makes HeavyBASE blur the line between the DPS and BASE roles for Constructors, exceeding at both. And that would've been eough to validate it as a subclass, but HeavyBASE also gets MEGABASE with Automated Defenses meaning it almost has the maximum sized base too – at +3. It's second only to MEGABASE and PowerBASE in Base Size. For full builds, especially Trap-centric ones, the HeavyBASE reigns supreme. To top it off, it's two non-BASE abilities are Bull Rush and Decoy, the two strongest CC abilities for Constructor, both of which add to its utility for DPS and CC roles.


Hotfixer (Hazard, Penny):

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DPS: E

Base: C

CC: E

The closest thing to a support Constructor after Warden, Hotfixer is to structures what Warden is to allied heroes. The utility of Hotfixer comes from its build and repair capabilities, as well as its high sustainability. The only area it's unmatched in, is resource management – which may seem weak, but played correctly can be very helpful if not glamorous. The BASE of Hotfixer will generate more resources than any other Constructors, and it gets a mediocre +2 BASE range to boot. This in tandem with building, upgrading, and repair cost reductions means adept Hotfixers can finish missions with more resources than they began with. Structures within the Hotfixers BASE area benefit from Power Modulation self-healing as well, so there's no need for PowerBASE in the tactical slot – where a HeavyBASE can increase their BASE's utility more. While not particularly powerful or beneficial in most regular missions, the best place for Hotfixer may in fact be the "Survive the storm" event missions – where resource management is key, and her material generation means not having to rush farming.


Kinetic Beats (Syd):

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DPS: A

Base: F

CC: B

Kinetic Beats is a melee powerhouse, with almost full perk specialization into it. While it's true he has the absolute worst possible BASE, several other contstructors share that trait and don't do their job nearly as well as Kinetic Beats does. Have a good hammer if you plan to play this class, but the rest is pretty self explanatory. Decoy has high utility for CC, and pairs well with Syd's myriad hammer upgrades, and the CC utility of Kinetic Overdrive + Maximum Overload. Kinetic Beats is debatably in contention with Dragon for crowd clear capability in melee spec'd heroes.

That's it for now, since I need sleep for a long day tomorrow. Hopefully I can have part two done before Friday the 14th.

Hope this helps some people looking into picking up Constructors out there!



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