The gunslinger is a classic build that gets better with quickdraw
- Gun 1: Amnesty. One of the top revolvers in the game and for a good reason. Its fire rate is unmatched, really good for up close and personal business. High crit damage and enables the quickdraw build, its effect is active for 3 seconds or so.
-Gun 2: Rosco. It has a unique knockback effect on non-skull enemies, closest thing to a shotgun for a revolver that isn't Doom Doom. The knockback is very useful because a knocked enemy cannot shoot. It provides time to reposition when things get dicey.
-Gun 3: Archangel. Not for its full auto effect, not for its knockback, not even for its shock damage. It has a 3-stacking modifier, at which point it gets increased shock chance and increased physical damage. It has a 6 round chamber so the plan is to use half the chamber on low tier enemies and then unload on the skull enemy. This is why i was able to 1-shot the first two skull enemies in the clip with a bullet that dealt around 2000 damage. The effect stays for about 2 seconds.
-Alternate gun 1: Ol' Reliable. Even with the Nerves of Tungsten Steel and Long Shot perks, this gun has value. It has a higher headshot multiplier than Rosco and for the times when Deadeye is not active, it will retain damage at long distances.
-Alternate gun 2: Doom Doom. Big fan of its special effect and its purpose to deprive enemies of their limbs.
The combination of Kerenzikov and Sandevistan allow those short effects to stay active for longer. The quickdraw playstyle involves switching to the appropriate gun for the appropriate situation only when it's called for. Basically, I don't run around with a gun out, which is a conscious decision by me and not required for normal play. If I need to burst down a target, I pull out Amnesty. If I need to knock down somebody, I pull out Rosco. If I need to clear multiple targets and a tough enemy or if its a robot, I pull out Archangel. For me personally, playing like this makes the build more engaging, even if it's a small change.