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Messages - FanaticEgalitarian

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Builds / Re: *Beginner* Looking for a grenadier build
« on: February 28, 2020, 06:42:26 am »
So as a rough guide:

Strength: 3 (only benefit is carry weight - pack rathound is not a bad first feat choice here)
Dex: At least 7 to Get Grenadier and three pointer. 8 dex for Fatal throw throwing knife bonus feat
Agility: You can keep at 3, really. For a beginner Constitution is a more reliable protection.
Constitution: Up to 10 for huge survivability
Perception : 3 (useless to you)
Will: Should be pretty high, up to 10 if you want highest psi damage
Intelligence: 6 for premeditation (free spell of your choice every few turns)

Always level throwing and Metathermics. Always level chemistry until you get to around 125 effective. Get 50 pickpocket for cash. Get traps pretty high because you need it to spot enemy traps as you have no perception and so you can set your own. Get psychokinetics to at least 25 for force field. You want about 70 temporal for stasis and cooldown spells.

Later game when you don't need to level things like hacking and social skills you can dump those points into other crafting skills. Until then, buy a Metathermics headband and the heaviest armour you can get without a strength requirement. Get a high frequency shield so you can bomb yourself if needed. Late game, you can get anti blast cloth on your tailored armour so you can bomb your feet even more if needed. Steel boots are good for extra armour and allow you to throw caltrops everywhere - or tabi boots for more movement.

You have a build there with loads of explosions, with good survivability and crowd control so you can stay alive while you wait for more explosions








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Builds / Re: *Beginner* Looking for a grenadier build
« on: February 28, 2020, 06:24:37 am »
Hey there,

While it's typically not enough by itself to make a build, you can max out your capability with grenades. To make the most out of grenades you'll want to do the following:

Dexterity of 7 - Grenadier and Three Pointer Feats
This will give you a damage grenade every couple of turns I believe, and will allow them to crit. Continuing to increase throwing will give you more crit chance, but practically there is diminishing returns here. Higher dex would also increase your effective throwing but also diminishing returns.

Chemistry - level this every turn until you reach an effective skill of about 125. This way you can make the most powerful grenades.

Temporal Manipulation - this does not necessarily require any Will investment, but level up this skill so you can use the spell from Ethan in the SGS cantina that further lowers all your cool downs, letting you spam more grenades.

But, making and buying grenades is expensive. You'll want good pickpocketing to make huge amounts of money. Lockpick, hacking and mercantile also good.

You may as well invest in traps to make mines. You can blow up your own mines with nades to make huge explosions.

Now, if you really want to take this to the next level, you can add more Psionic. For some of this you will need reasonable Will investment.

Force shield from psyhcokinetics: Block off enemies and make them group up into perfect formation to get blown up by your nades.
Telekinetic punch will also give you a powerful stun when you need it.
Force user feat will increase power of both.

Metathermics has two spells that are basically grenades: A fireball type spell and a cyro orb. Use the feat that reduces the action points necessary if you use a fire spell then a first spell and vice versa. You will need high will to do good damage with these.

You can also use stasis from temporal manipulation to freeze yourself in an invulnerable state while all your cool downs and psi points regenerate!

Throwing knives with Fatal throw are a nice bonus for finishing off weak enemies as a basically free move every turn.




3
Builds / The Riot Executioner
« on: February 26, 2020, 02:11:19 am »
Hello,

I am trying to make a (janky) heavy-crafting build that combines heavy anti-rifle riot armour with a shield and all the shield feats, dirty kick, tasers, flashbangs and grenades, with pistols and the execution feat. My first version of this build goes the dexterity/melee/versatility route, but one could also go heavier on perception, or intelligence to use energy weapons. I am looking for your thoughts. This is meant to be fun and different, because there is no info on people trying a combo of pistols, melee abilities, and shields.

At level 30:

Attributes:
8 Strength
17 Dex (With improved Dex feat)
3 agility
7 constitution
3 perception
3 Will
7 Intelligence

Skills:
80 (269) guns
80 (168) throwing
160 (336) melee
80 (110) hacking
50 (121) lockpicking
40 (84) pickpocket
60 (141) traps
100 (125-140) in all crafting

This leaves behind 230 skill points that would be good for evasion, social, or temporal manipulation

Feats (in no order yet):
Versatility (max spec)
Opportunist
Execution (max cooldown and some damage spec)
Armor Sloping
Gun Nut
Gunslinger
Juggernaut
Shield Arm
Dirty Kick
Steadfast Aim
Grenadier
Three Pointer
Shield Bash
Rapid Fire
Boarding Up
Critical Power
Increased Dex

The build should be able to get the best gear in the game. It will use a high frequency shield, steel helmet and boots. Blocking means that low perception wont get us killed against melee ambush.  It is weak to long range enemy snipes but very resistant to melee enemies, great crowd control, high damage spikes. It can single out targets for stuns to kill them quick while surviving and crowd controlling others. I believe use of temporal contraction could be added to allow execution every turn, with more taser and dirty kick, and great grenade spam. This build can use traps, but the lack of stealth ability neuters this slightly.

All discussion appreciated, this game really pulls me in.

4
Hello,

I apologise for the long post in advance. Just got the game. Played until I got to SGS compound with a sort of Stealth/SMG/Thought control and temporal manipulation hybrid. Just found it so difficult to get past the robots, they would kill me instantly if I got spotted, three shots and I'm dead, and it would take me two turns of dedicated psi spells to kill one. So, I'm here to ask, what went wrong, and what about a new build?

This was the stats of my first build:
S: 3
D: 6
A: 7
C: 3
P: 6
W: 8
I: 7

Skills went into: Guns, Temporal, Thought control, hacking, stealth, lockpick, an then in support some traps and throwing, some intimidation.
By level 5 i had the feats: hit and run , psy empathy, suppressive fire, sure step, and tranquillity

I had intended to get crafting later on, but not sure what - mechanics and chemistry i guess. I found that my SMG and psi skills were independently reasonably useful, but it didn't synergise effectively. Intimidation wasn't that useful. I was very squishy, but against organic targets I could set up trap boxes with caltrops and bear traps, and spam temporal feedback, using SMG Burst fire against squishy groups of enemies, with neural feedback being able to take out individual enemies with decent effectiveness. Grenades were very useful. It wasn't terrible, but against robots I couldn't stealth or take down before they executed me i hit a wall (could have cheesed with temporal feedback and doors but felt bad).

Interested to see what went wrong here. but also looking to try something new.

I had this idea for a blood mage build. The idea is that they would soak up bullets, and their flesh would repair in front of the eyes of terrified enemies, as devastating bolts of energy burnt people to ash, and mind spells wrought nightmares into others. I really want to work melee, or at least throwing knives, into the build using poisons and bleeding (but i don't know if its possible).

I'm thinking High will, intelligence, constitution, and if possible some dex. The idea is to build around the feat that lets use HP to cast spells, and the feats that increase critical damage with low health, while using the feat that gives us more damage resistance on low health. For skills, I don't really want to be a pure psionic because its a pretty straightforward meta-build, I want to spice it up - so I'm happy to cut one or two psionic schools.

Any thoughts?




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