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Messages - Hammer Wizard

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136
Builds / Re: Ultimate hammer guide
« on: January 10, 2020, 04:23:56 am »
Nice guide and good initiative, I went through it but not deeply. It will be good to see the builds in the character creator or indicate how to build them fully. You are offering a lot of possibilities, it may be good to narrow them to the most efficient ones based on your runs. It will be nice as well to have a short introduction on what hammer are good at and not good at
Few remarks/questions:
versatility does not increase throwing.
you do mention about critical damage on Tungsten build but not how to increase critical hit chances? And if it is or not a relevant way to build your sledgehammer.
for Nimble Leather build, it looks like you are maxing dodge and evasion, why not considering greater siphoner for max evasion and dodge? you could even reduce your con to reach 10 Agi.
with SS metal armor at 40 threshold and a low quality shield emitter, you will resist smgs, pistols, knife, most assault rifles. Most poison will also not reach you.

>versatility does not increase throwing.
Noted, will change.
>you do mention about critical damage on Tungsten build but not how to increase critical hit chances? And if it is or not a relevant way to build your sledgehammer.
There's no much you can really do to increase critical hit chance, 3 DEX you can't get Cheap shots, you can Weaponsmith sure, but I'm not sure if it's worth it. This is my opinion tho.
>for Nimble Leather build, it looks like you are maxing dodge and evasion, why not considering greater siphoner for max evasion and dodge? you could even reduce your con to reach 10 Agi.
At first I mainly ignored Dodge and Evasion due how skill point hungry this build was, so it made no much sense to go for Siphoner.
Besides, I don't like to be at RNGesus mercy, you can be the highest Dodge and Evasion, but more often than not enemies will still hit you, it's not reliable; however, being tanky, with a lot of HP, is always reliable.
Besides, while still lightweight, you're still a tank, you still favour endurance over dodge and evasion. Dodge and evasion are just 'side bonuses'. Again, my opinion.
>with SS metal armor at 40 threshold and a low quality shield emitter, you will resist smgs, pistols, knife, most assault rifles. Most poison will also not reach you.
Once again, not always reliably, knife users tend to critical hit a lot with crippling strike I noticed, while I do helps, I'd not bank my survival on it. Still, is always advisable to have a Low Low shield and a High High shield

137
Builds / Re: Ultimate hammer guide
« on: January 10, 2020, 04:16:22 am »
Really nice guide. Thumps up!

I like the Berserker variant, though all 3 examples are interesting.

I wonder what Oligarch to support with these hammer guys?, Leaning towards JKK for the Berserker, and Praetorians for the other two.

Correct, Praetorians is always a choice for metal armor wearers because Lt. Straford also sells carrier vests, besides explosives and other goodies that, despite being a hammerer, you will still find Praetorian gun shop still good
And I was kinda at lost for my Berserker, I went JKK because I assumed it has good stealth stuff, and since JKK are quests mainly revolving Stealth, I went for them

138
Builds / Ultimate hammer guide
« on: January 06, 2020, 08:12:08 am »
Hello, I have come to share my rather encyclopedic guide I have been cooking for some time, depicting my knowledge and experiencie on my 3 hammer runs I have done recently, targeted to both rookies and veterans.

https://docs.google.com/document/d/1zQSM74I8lvzYsGQzfn19-UXWsWiMTAYnnewBNuN_K38/edit?usp=sharing

Discussion and opinions are greatly encouraged, any observsation or contribution is highly appreciated.

139
Suggestions / Re: Spear Throw specialization: Sledgehammer
« on: November 04, 2019, 05:13:09 pm »
I agree with the idea
Make it happen, also make a PK ability to retreieve thrown Sledgehammers and Spears from distance

140
While I dig the electricity aura idea, I had something slightly different in mind:

'Electrostatic armour'
Upon activation all enemy melee attackers will be shocked by a 'effective psychokinesis skill' upon hitting the caster, lasts 2 turns.
Grants electricity damage immunity for the duration of the ability.
Only works if the caster is wearing a metal armor (since it works as a conductor)
Casting this ability while NOT wearing a metal armour, will get the caster shocked and stunned for 2 turns

Psi cost: 75
Cooldown: 8 turns

By now it's obvious I intend Psychokinesis to become a really damaging psi school, in exchange for huge psi costs. It follows the same motiff as metal armoured sledgehammers, slow as hell but hits like a moving cargo train.

About the unique hammer, the proposed hammer and Balor's hammer are different in essense.
One relies on lighting damage and splash damage, while the other is basically a 'Fuck off' hammer that 1 hits everything it strikes.

About Balor, he's already tanky enough as it is, the problem is that he's slow enough to be 'kiteable' and cheesed with ease, by turning him into an unstoppable mass of man and steel, players will give a way harder time beating him.

141
Metal armor, sledgehammer and pure psychokinesis build; also know as: hammer wizard

This is a somewhat rare build I figured out on my own with trial and error, lots of it, yet not many people play it, and I wish for more players to know it.
Now, psychokinesis is nowadays know as an 'utility psi school' (Force Field), and for Psi monks (Force Emission), but people seem to forget how well Psychokinesis scales on a sledge tin can build, specially with Corporeal Projection, due the boosting of STR, telekinetic abilities can become highly damaging, proxy punch combo turning into an one hit combo at range, while doing massive amounts of hurt  up close  with hammers. Lack of mobility is compensated by high CON, high resistances, psychokinesis range attacks, sprint and Force Field cover. It's a very 'turtly' build which I assume people that favour nimble builds won't find specially appealing, which I understand.

To the point, I wish to bring a spotlight to hammer wizard builds by suggesting new feats:

'Telekinetic boost'
Adds bonus mechanical damage to your sledgehammer attacks depending on your effective psychokinesis skills. Basically a hammer version of Force Emission.
At 0 psychokinesis effective skills add 15-30 damage per hammer attack
At 50 psychokinesis effective skills add 40-75 damage per hammer attack
At 100 psychokinesis efffective skills add 85-110 damage per hammer attack, etc
These are all example values and it's open for balancing

It's a toggled ability, like Force Emission.
Every boosted hammer attack would cost 10 Psi, making it a very hard hitting ability but it would burn through psi really fast, which is a good trade off.
When Telekinetic boost is on, the hammer head could glow bright purple, maybe leave a purple trail as it's being swung (aesthetic purpouse, because 'Rule of Cool')

'Telekinetic Slam'
Adds your effective psychokinesis skill as damage to your Super Slam attack. Added telekinetic slam damage can crit.
AP: 30
Psi cost: 50
Same cooldown as Super Slam, and both Super Slam and Telekinetic Slam could have shared cooldowns, if one is used, both enter in cooldown. Same cooldown duration as Super Slam.

Next, I propose a slight change for 'Telekinetic Undulation', which I personally find it underwhelming. Increasing the area of damage of moving Proxy by 1 tile in all directions will make it a mob mowing machine, excellent crowd control, much needed for this build.

Psychostatical electricity has it's uses, but it's fairly niche, it could probably add 2 more electrokinesis bounces, and give electrokinetic imprint a splash damage of 3x3 area for half damage done when triggered, enemies hit by the electric wave won't get stunned, just damaged, like some sort of EMP.

'Bashing' feat could increase sledgehammers stun chance by 15%

Force Field deserves it's own very thread which I wont touch that right now, so I will skip it.

Since it's on topic, I'd like to propose a new sledgehammer unique weapon: 'Thunderstorm'
Unique hammer with electric properties, permanent 'electroshock' damage.
50-100 mechanical damage, 100-150 electrical splash damage.
14 Strenght required.
35 kgs, no durability counter.
No energy needed, electric damage is a natural property of the weapon
Description could give a slight nudge to Norse mythology

Last but not least, our big bad Balor boss, he needs some love, even on DOMINATING he's kind of a pushover if played well.
I propose giving him Sprint ability, Thick Skull and many Adrenalines he could use during combat, to make him an actual very scary late game boss, as he deserves, because he needs to be equally badass as his hammer.

Open for discussion, I want to hear people's opinions about all of this.

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