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« on: January 05, 2016, 08:41:26 pm »
The way I see it, these are essentially most important feats for the SMG build:
1) Expertise - you will burst a lot, and each bullet will add to the expertise
2) Full Auto - somewhat controversial due to high STR7 requirement. But if you want to specialize in SMG, instead to just dabble in it, you will pick it up, 40% higher rate of fire is a must
3) Spec Ops - no brainer
4) Commando - no brainer
And that is it. Everything else is optional.
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Other notable feats that go well with SMG build
1) Suppresive fire - gives debuff in burst area. Not really required in early game when you can kill everything in a few rounds, but can be useful later as sort of crowd control debuff against tougher enemy groups
High PER synergy:
If going for high PER, then sniper "dual classing" is good choice:
2) Aimed Shot - can be used for the sniper or some other secondary with higher per hit attack then SMG to add versatility
3) Sniper - devastating attack from the distance to open the combat. Getting 10 points in PER is waste, if not taking this feat
Mobility option:
4) Nimble - to get more movement for high precision bursting and to keep Evasion/Dodge defenses up. Most effective if not going for heavy armors
5) Hit and Run - to quickly change position from one killed enemy to another. Really needs good DEX management in order to have enough AP for 2 bursts at least, as well as good mobility, otherwise it is a waste
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Not so great feat "traps":
1) Point Shot - if you manage well you DEX, you will not have excess AP to use to get an extra single shot every other round. And SMG do not give high damage per shot, although if you have secondary weapon with low AP cost it could be useful
2) Rapid Fire - poor man full auto, and just like with point shot if you manage your DEX well you will not have excess AP to use it to get this +150% AP attack. Plus it has 2 rounds cool down.