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Builds / Re: The Naked Puncher - wear nothing, punch everything!
« on: September 30, 2023, 02:13:17 pm »
You say you've played on normal and while that's ok for dominating maybe changing 2 things will be necessary:
1) In 10+ dominating full runs i've only ever reapaired the head slot 3 times, same for foot slot, so even without keeping track of it, so it can be added to the build.
-Head: Unprojector 10% more damage but no critical hits, not an issue for this build it seems.
-Foot: tabis, extra evasion, dodge and -1 action point on melee (this last one doesn't matter at 16+ dex but before that it does matter. As for the material there is several good choices. infused rathound for faster dirty kick, infused cave hopper for sprint cooldown, infused sea wyrm for flat unarmed damage increase. other infused give inmunity to slows or acid puddles.
2) Psi-less. You mention problems dealing with armored enemies due to action points limitation and cooldown of expose weakness, and temporal manipulation deals with both, having an addrenaile like skill for 2/3 turns and 2 ways to deal with cooldowns, stasis, waiting 2 turns inmune to damage for the cooldowns to come back, and just reducing 1 turn the cooldown. And the main damaging skill does energy damage which is good for armored enemies. Also it seems the build doesn't lack the 70 points needed for all of this.
This is not a critique of your build or gameplay stile, I'm just making a note so when i try something like this in dominating i remember.
1) In 10+ dominating full runs i've only ever reapaired the head slot 3 times, same for foot slot, so even without keeping track of it, so it can be added to the build.
-Head: Unprojector 10% more damage but no critical hits, not an issue for this build it seems.
-Foot: tabis, extra evasion, dodge and -1 action point on melee (this last one doesn't matter at 16+ dex but before that it does matter. As for the material there is several good choices. infused rathound for faster dirty kick, infused cave hopper for sprint cooldown, infused sea wyrm for flat unarmed damage increase. other infused give inmunity to slows or acid puddles.
2) Psi-less. You mention problems dealing with armored enemies due to action points limitation and cooldown of expose weakness, and temporal manipulation deals with both, having an addrenaile like skill for 2/3 turns and 2 ways to deal with cooldowns, stasis, waiting 2 turns inmune to damage for the cooldowns to come back, and just reducing 1 turn the cooldown. And the main damaging skill does energy damage which is good for armored enemies. Also it seems the build doesn't lack the 70 points needed for all of this.
This is not a critique of your build or gameplay stile, I'm just making a note so when i try something like this in dominating i remember.