Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Eldakar

Pages: 1 2 [3] 4 5 ... 8
31
General / Re: Robocop is alive!
« on: June 03, 2016, 09:51:55 am »
That was Point shot. Now its time for Rapid fire!



And Execute!


32
General / Robocop is alive!
« on: June 02, 2016, 04:17:39 pm »
8/8+(use ell sandwich until lvl 8 ) /3/9+/6++++/3/3

Gunslinger
Conditioning
Thick skull
Point shot
Juggernaut
Rapid fire
Opportunist
Execute
Critical power
Recklessness
Steadfast aim
Survival instincts
Aimed shot
Sharpshooter



Eq: Metal armor made of regenerative vest, metal helmet, metal boots, 9mm rapid reloader Hammerer with extended magazine, lifting belt, backpack full of drugs, taser.

When crafting try to get best resistances possible, dont worry about armor penality. Dont put any points into evasion/dodge/sneak.

Strategy:  Pop adrenaline, kill everything. For hard fights use Morphine Shot. Use taser for execute.

Dead or alive, you're coming with me!


33
General / Re: Sledgehammer build
« on: June 01, 2016, 01:33:37 pm »
It could be possible to get blitz and get 90 ap which would mean 5 attacks with tiChrome and one with pummel.

34
General / Energy shields
« on: June 01, 2016, 05:39:55 am »
I have three questions concerning energy shields:

1. Is it good idea to put secondary modulator when crafting energy shield? If yes, then which one is best suited?
2. What enchantment is best?
3. High Frequency Shield Emitter seems best. Whats the point of using Low Frequency shields? Dont unarmed/fist/knife attacks will get thru anyways?

35
General / Re: Sledgehammer build
« on: May 28, 2016, 05:13:47 am »
I use taser + 3x tungsten hits with adrenaline.

Btw, striders even with low quality does 40 penality to stealth, making them very poor choice.

36
General / Re: Sledgehammer build
« on: May 27, 2016, 01:52:14 pm »
Well i read somewhere that hardest enemy in game has 700 hp. But you have to count resistances too.

37
General / Re: Sledgehammer build
« on: May 27, 2016, 11:51:52 am »
I play Wildan build now, and i agree that you cant have enough dmg. So far i did 220 with tungsten. Also i wont craft metal armor until i get Juggernaut. With sniper i did 300-500 on lvl 6 so it is not that brutal, but its only lvl 9.

38
Suggestions / Cut-Throat
« on: May 25, 2016, 09:05:10 am »
I think it would be nice to change Cut-Throat into "Surgical strike" and make it work against any enemy. Right now this feat is good but there could be better reason to play knife build if it was uped. There is no reason why knife cant cut thru chinks of bots or turrent armor, or monster arteries.

39
General / Re: My SMG/Sniper build
« on: May 24, 2016, 08:11:09 pm »
Ok makes sense now.

40
General / Re: Sledgehammer build
« on: May 24, 2016, 06:27:24 pm »
The tactic for this build is obvious, lure them back behind corner or stay in doorway.

A sniper with high quality clothes and sharpshooter will have 550% bonus with Snipe and 290% from gun skill, with reaper rifle from wiki thats 932 dmg. But i guess high quality frame and gun nut would make it even bigger.

41
General / Re: My SMG/Sniper build
« on: May 24, 2016, 06:22:23 pm »
Any reason why there is critical power in table? Hornet and Spearhead dont have bonus multipler above 100% so whats the point.

42
General / Re: Sledgehammer build
« on: May 24, 2016, 05:33:06 pm »
Armor Sloping is a good choice. You don't need 95% armor penalty to get good criticals, at this point mobility is more important.

Whole idea behind this build is to crit as hard as possible. At 270 melee skill your hammer will get 290% dmg bonus and tungsten steel hammer will have 425% multi and 18% crit chance. So 28-50 x 290% =81-145 x 425 =344-616. And thats just from 55 quality tungsten steel and without other feats that give 155%. With higher quality steel i guess dmg will go up to above 1k, which means with 3 hits with adrenaline dmg will be around 2-4k per turn. Thats really good.

43
General / Re: Sledgehammer build
« on: May 24, 2016, 11:09:07 am »
Keep in mind that vile weaponry kicks in from bear traps, serrated blades from armor which you will be using. So once monster gets into trap and get hit once with weapon it will have 3 stacks already. And i dont see any replacement for bone breaker. Mayby guard.

44
General / Re: Sledgehammer build
« on: May 24, 2016, 07:11:13 am »
Would that hammer build be good?

10++++++/7/6/5/3/3/6

1.Recklessness
1.Sprint
2.Pummel
4.Quick tinkering
6.Cheap shots
8.Weaponsmith
10.Bone breaker
12.Taste of blood
14.Critical power
16.Expose weakness
18.Heavyweight
20.Opportunist
22.Conditioning
24.Vile weaponry



Tactic would be to use bear trap and lure enemies into tight corridor. Only problem with it, after two turns when sprint wears of you will be using action points to move because of 95% armor penality. But  because you wont be spending any points into stealth, evasion or dodge there will be lot of points for chemistry and biology.



45
General / Re: My SMG/Sniper build
« on: May 24, 2016, 06:38:43 am »
Nice. So with 250 stealth which is possible with equipment, critical chance will be 95%.

Pages: 1 2 [3] 4 5 ... 8