Talk:Sobek/@comment-42.3.139.6-20130731041201/@comment-13117751-20130801145036

For a non-potato'ed build, you'll want to be very selective on which elemental mod you end up using, and gauge it to your expected enemy's weakness.

I'm assuming since you aren't using a catalyst on your sobek, you won't be using a forma either, so we'll work off of 30 points.

All basic builds should have maxed point strike. This'll eat up 9 points from the start.

If you can get it, blaze is definitely an amazing mod as well. Maxed, it will cost another 9 points.

At this point you have only 12 mod slots left. This is about enough space for an elemental mod of your choice + a utility mod if there's space left (some elements cost less than others).

Against grineer, take flechette (9 points). You should have 3 mod points left over so you can fit a utility mod like tactical pump or ammo stock in the gap.

Against corpus, take charged shell (11 points). You'll only have one point left over after this which can't really accomodate anything. An alternative would be to NOT max charged shell and take a level 0 utility mod...but this doesn't get as many returns so I would not go with that option.

Against infested, you have a few choices here. You can take maxed incendiary shot (11 points) and nothing else. OR you could take maxed accelerated blast (9 points) and a utility mod (3 points). If you go with accelerated blast, you will do slightly less damage per shot but your DPS will be higher. Going with incendiary shot is recommended if you want faster, single-shot takedowns on what you expect will be low'ish level mobs (i.e. less than level 40). Accelerated blast will be better suited for engaging multiple targets where it is unlikely you'd be able to one-shot them anyway (i.e. past level 40 mobs).

You'll notice I left chilling grasp (ice mod, 9 points) out of these builds because no one faction is truly 'weak' against it...only shields. However, it still has some good utility purposes for its slowing effect, so a possible option is to combine it with other mods by dropping them a point then taking a level 0 chilling grasp mod. Example: Flechette at 8 points can also fit a chilling grasp mod at 4 points. The same is true for accelerated blast.

If you do not have blaze (it's a decently difficult mod to get if you don't spam-farm nightmare) you can always substitute it for one of the other damage mods (i.e. flechette or chilling grasp maxed...both in this case are worth 9 points).

tl;dr:

Ideally use point strike, blaze, and an element of your choice.

Armor piercing (flechette) for grineer, electricity (charged shell) for corpus, fire (incendiary shot / accelerated blast)  for infested.

If you do not have blaze, simply substitute in an extra damage mod of your choice or a utility mod (like tactical pump / ammo stock).