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Builds / Re: No crafting Sledgehammer AR/LMG versatility build – my sidearm is an LMG
« on: February 08, 2024, 09:11:12 am »Build explanation – Skills
This build has too many skill points thanks to a lack of investment into crafting skills.
Guns 80 (280) | 80 base points needed for Commando feat. |
Heavy Guns 80 (280) | 80 base points needed for Mag Dump feat. |
Throwing 140 (125) | 110 effective throwing enables throwing grenades with 90% precision. |
Melee 160 (350) | Of course, it is a melee build first and foremost. Guns scale skill off this skill thanks to Versatility. |
Dodge 160 | Good passive defense throughout the game, this little dodge would not drop enemy hit chance to 10%, however, 30% reduction in hit chances is still 30%. Needed since this is a no crafting build, and mechanical defenses from looted/bought armor is underwhelming. Besides, this build has too many skill points, where better to dump them? |
Evasion 160 | Good passive defense throughout the game, reduces damage from explosions too. Needed since this is a no crafting build, and mechanical defenses from looted/bought armor is underwhelming. Besides, this build has too many skill points; where better to dump them? |
Stealth 160 | 100+ is my personal benchmark to be able to stealth effectively in all areas. However, this build has too many skill points, so stealth is a good place to dump them. |
Biology 15 (16) | For Doctor feat. |
Intimidation 160 (350) | A skill for dumping all those extra skill points. I paired it up with Yell since this build is also not feat-hungry, but did not use it much. |
Mercantile 160 (173) | For unlocking end-game components to refurbish the guns with. 105 effective is enough, but this build has too many skill points. Dumping into Mercantile also allows buying those expensive jet skis at much lower prices. Details below. |
Build explanation – Feats
This build is not feat-hungry. Sledgehammers do not need any sledgehammer-specific feats to be good, only Expose Weakness for armored targets. Assault Rifles only need about 5, of which 3 have been excluded due to lack of Perception. LMGs and Miniguns need more feats than Assault Rifles, but a few have been excluded due to a lack of Perception, 1 is common with Assault Rifles, and other feats also excluded for other reasons. This build has a lot of space to fit in QoL feats.
Conditioning | With 10 Con, condition provides 15% mechanical, cold and heat damage reduction. This damage reduction is applied after armor. Not great, but not insignificant either. Many claim this feat is useless, but personally I like this feat a lot, I won many encounters with only a sliver of health left, and would have died if not for this feat. Many feat points available for this build, why not. |
Nimble | Used to reduce armor penalty, as movement points are crucial for a melee build. |
Pack Rathound | This build already has a lot of carry capacity due to high Strength and Lifting Belt. Why not boost it further, since there are many spare feat points. |
Versatility (10/10 spec) | Core of this build. Only with this feat are the guns listed above usable. |
Doctor | QoL feat. When combined with Fast Metabolism, provides a lot of healing from healing items. |
Fast Metabolism | QoL feat. When combined with Doctor, provides a lot of healing from healing items. |
Thick Skull | All of my builds have 10 Con and Thick Skull. Getting stunned in this game is a death sentence, and I don't like using bullheads because my fights typically last longer than 3 turns, and crafting them requires fishing. |
Yell | Dump feat. Too much Strength -> Intimidation skill benefits from Strength -> Yell benefits from Intimidation, may as well get it, no idea what else to take. |
Dirty Kick | I love this feat on melee builds. Its a very good CC move that uses up no utility slot. Lasts 2 turns on human males, which occurs more often than not, because a huge chunk of enemies in the game are human males. Also, I always use this feat to cheese the arena. The arena consists of only human males for the gladiator fights, and a 2 turn stun is a guaranteed death sentence for all of them. |
Expose Weakness (1/1 spec duration) | The only mandatory melee feat in this build. The big weakness for this build is the lack of armor penetration and electricity damage for hammers, and the lack of AP ammo for guns. Expose Weakness helps a lot, even with ranged weapons. In my playthrough I used Expose Weakness against Tchort before unloading on it with the N60 LMG. |
Full-Auto (4/5 spec burst damage) | Core Assault Rifle/LMG/Minigun feat. No reason not to take this feat as this build has ample Strength, way higher than the requirement for this feat. Specialization points are invested into burst damage as it benefits both Assault Rlfles and LMGs. |
Bullet Trance | One of the core LMG/Minigun feats, increases damage the longer the firefight goes. The 25% damage increase at max stacks is easily achieved for larger fights. In hindsight, maybe this feat is not really needed at all. The only time when this feat was of use in my playthrough was in the Magnar fight, when the N60 was used turn after turn after turn. In most other cases, I would get a kill or two with the LMG, then switch to using the hammer the next turn on some melee enemies, thus dropping the stack. If this feat is omitted, then 2 points into Will can be freed up to be placed into other attributes; a good alternative is to bring 4 Agi up to 6 Agi, qualifying the character for Sprint. The additional Agi can boost Dodge, Evasion, and Stealth further, and Sprint is useful in almost any situation. |
Commando | Core Assault Rifle feat. Only 80 Guns skill points needed to unlock this feat, no reason not to. |
Mag Dump | Core LMG/Minigun feat. Strength requirements easily satisfied, and only 80 Heavy Guns skill points needed to unlock this feat, no reason not to. |
Increased Strength | Used to reach 18 Strength. |
Body Weight Training | Used to reduce armor penalty, as movement points are crucial for a melee build. |
Excluded Feats
Concentrated Fire, Suppressive Fire | These are great feats, but this build cannot afford to place any points into Perception, and have to exclude them unfortunately. |
Heavy Metal | Non-crafted armors have underwhelming defenses when compared to crafted ones, it is not worth to trade all the dodge, evasion, stealth and movement points for heavy non-crafted armor. Without heavy armor, this feat is useless too, hence it is skipped in this build. |
Gunner's High | LMGs/Miniguns are not used quite enough in this build to make use of this feat. This build can alternate between sledgehammer strikes and burst fire to save ammo on trash mobs/to tackle enemies that are more evasive and less dodgy. Besides, with Doctor + Fast Metabolism + Bioscrubber + Vathosphore Armor, even an advanced health hypo provides more healing than 10 stacks of Gunner's high, and that healing is instant, and does not succumb to a health threshold too. |
Brute Aim | With Versatility, Guns now scale off the Melee skill, which scales off Strength. A higher modified Perception does not increase Guns skill for this build. |
Build explanation – Equipment
Weapons – explained above.
Headgear - Tchortist Bioscrubber
Very good Bio protection, bonus health, bonus healing, 0% armor penalty. The bio protection is great against toxic gas clouds and enemies in the Black Sea. This headgear, together with the Tchortist Vathosphore Armor/CAU armor, renders the character almost immune to Locusts, Heartbreaker Serpents, and Giant Weavers in the Black Sea.
Armor - Tchortist Vathosphore Armor, CAU armor, Galvanic Overcoat
Tchortist Vathosphore Armor is very useful in the Black Sea. Many of its denizens do Bio damage, hence Tchortist Bioscrubber + Tchortist Vathsphore Armor provides enough bio threshold, to be immune against Locusts unless crit, almost immune against Heartbreaker Serpents, almost immune against Giant Weavers too. The 38% mechanical resistance is useful against Strongmen and Handmaidens. The extra healing and health is always welcome, and Exsurge can remove an incapacitation or mental breakdown effect once every 10 turns. In my playthrough, I used this armor very much in the Black Sea.
However, in hindsight, CAU armor is even better than Tchortist Vathosphore Armor. CAU armor has the same bio threshold and even higher bio resistance than Tchortist Vathosphore Armor, it has 80% acid resistance compared to the Vathosphore Armor's 15%. CAU armor only has 25% mechanical resistance, but it is increased by 100% against melee attacks, meaning 50% mechanical resistance against melee attacks from spiders, Strongmen and Handmaidens. For all these extra advantages, CAU armor has 25% less armor penalty than Vathosphore Armor. With Nimble and Bodybuilding, CAU armor offers all these protections while standing at a final armor penalty of 5%. In hindsight, I could have just ignored the Vathosphore Armor completely; CAU armor is THE non-crafted unique armor for general use.
In my playthrough, apart from the two unique armors above, I used a randomly looted 1770 durability Galvanic Overcoat for general use where specific damage type protections, like bio or acid, are not needed. With Nimble, the character has 0% armor penalty when wearing this armor. Galvanic Overcoat is also worn when fighting against coil spiders.
Belt - Lifting Belt for most occasions, Bullet Strap Belt when choosing to use a Assault Rifle frequently. Large Waist Pack when hauling extra loot back to merchants.
Shoes - a durability 2400 ninja tabi boots bought from Constantine. Appeared as special merchandise, unlocked via Mercantile.
Energy shield emitter - a 1000+ capacity efficient low frequency shield emitter, bought from Constantine. Appeared as special merchandise, unlocked via Mercantile, after refreshing many, many, many times (Constantine sells shield emitter only half the time, and each time, only has 1 in stock as special merchandise. Had to refresh many times until an efficient one comes up).
Pros
- No crafting!
- Many excess skill points due to lack of investment into crafting skills
- Vast majority of loot can be skipped over, no need to check loot containers for crafting components
- With 18 Strength, Lifting Belt and Pack Rathound feat, this build spots a carry capacity of 360 while in combat gear. While in looting mode, swap equipment out with Rathound Regalia, Power Fist, and Large Waist Pack, and this build can carry up to 400 weight. This character frequently carry whole dungeons' worth of loot back to the merchants.
- Excellent healing economy. This build has too many bonuses to healing: Doctor, Fast Metabolism, Tchortist Bioscrubbber, and Tchortist Vathosphore Armor. My other characters, playing in Hard difficulty, has to stand around waiting for Health Hypo cooldowns in order to heal up; not this build.
- Healing Salves are perfect for this build, they can even be used in combat, as the Perception and Dexterity drawbacks do not affect this build. The weight (0.20), double that of an advanced health hypo (0.10), is not a concern due to the high carry capacity of this build. Raids of the Black Sea natives also provided so many healing salves that there is no more need to buy health hypos or bandages. In my playthrough, I brought about 200 healing salves into Deep Caverns, could not finish them all.
- Unlike other melee builds, entanglement does not turn this character into a sitting duck. This character can fire back with an LMG or Assault Rifle when entangled. This is especially important when facing spiders in the Black Sea.
Cons
- No crafting!
- No crafting of overpowered end-game metal armor that makes the character almost impervious to damage. Such a shame, since this build has all the Strength in the world to wear metal armor.
- No crafting of electroshock hammers. As noted above, the biggest counter to even the most powerful of hammers like Balor's Hammer is mechanical resistance, which enemies in the Compound have an abundance of. It is quite notable that my Paladin character, with an electroshock hammer and super steel armor, had an easier time in The Compound than this character (although it might to due to the difficulty selected, Paladin = Normal, this = Hard).
- No crafting of AP ammo. This build had an awful time with the N60 in The Compound due to the soldiers' mechanical resistance. The Concentrated Fire feat can overcome it through overwhelming damage, but this feat has to be excluded in this build. AP bullets are another solution, but the inability to craft AP ammo limits the character to using standard rounds. (Unless using Cheat Engine to constantly refresh merchants' stock, Fraser stocks about 30+ 7.62mm AP rounds each time and is good for this strategy.)
- As with versatility builds, the "side" skill that relies on Versatility is only usable from late-game onwards. In this case, the guns mentioned above are only usable from level 20+ onwards.
- You only have 3 perception, Tchorist bioscrubber reduces it by 2, and then further reduces detection by 50%. You will be stepping on every single trap in the game. Thankfully this build has enough Constitution to survive any trap, and enough bonus healing to quickly heal up the damage from any trap.