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Messages - jubisloviu

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31
General / Re: Bleed based unarmed build viable for dominating?
« on: January 19, 2018, 07:41:13 pm »
i think getting quick thinkering early will be alright, using it for crowd control purposes and to proc bleeding on targets with bear traps sounds good and helpfull on depot A.
i can live without grenadier if i plan ahead what to do, even thought it's really good it's more of a quality of life than necessity.
Eviscerate looks really good but sadly it's for only for knives.
after fiddling around the build planner i think a 3/10/6/10/3/3/5 is around the sweet spot between mobility with sprint and survivality with thick skull.

32
General / Bleed based unarmed build viable for dominating?
« on: January 19, 2018, 03:03:06 pm »
Hello there folks, i need help theorycrafting a decent bleed based unarmed build for dominating.
it all started when i was doing the institute quests and stumbled upon the Ripper's Glove on my psi monk playthrought.
and now i wonder how viable is it for dominating but honestly i've never played with bleed based builds so i have absolutely no idea what feats besides the generic ones (cheap shots, expose weakness, etc) i should take and what order should i get them.
Of course i'm fully aware i'll have huge problems dealing with enemies that have high DT/DR or enemies that can't bleed, but i suppose i can always use bear traps/grenades/power fist to deal with them.

33
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 14, 2018, 10:32:04 pm »
Traps and grenades works fine without single skill point in it.
They need slight nerf. Molotove will solve all problems of early game.
I think you can eleminate all mutants in Deport A only by using traps and molotovs with 0 in Traps and grenades.
can't disagree with that on traps, but grenades are kinda balanced because you'll miss a lot without any investment in the skill making it so you need to savescum hard if you plan to use them on that place full of muties in the junkyard

34
Bugs / Re: Possible bug in quest "Get Support for Black Eels"
« on: January 08, 2018, 06:08:53 pm »
Same problem here, even after the repairs on the tunnel were done Tanner still mentions he can't help because of the tunnel repairs.

35
General / Re: Has the Beast encounter been buffed?
« on: January 07, 2018, 04:52:51 pm »
There's way more bladelings spawning and waves on dominating, it's the perfect place in my opinion to use gas grenades, they are really useful for their low chemistry and biology requirements, i always level a little bit of chemistry and bio early for the incendiary grenades and adrenaline injectors so it proved to be quite handy.
and the gas itself eventually hits like a truck, you can end the entire encounter with just 10 or so gas grenades, the only problem is that toxic sludge is kinda uncommon to find, but if you have a gas mask you can try checking the toxic barrels around core city sewers or underpassages nearby SGS to scavenge some.

36
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 26, 2017, 12:35:03 pm »
Just finished dominating on my chemical pistol character, the new chemical belt is godtier since in the end i was firing chemical pistols for 11AP, could be firing for 9 with supersoldier drug, but i choose to level some dodge early for escape artist and didn't found enough points for it on the end.
I really enjoyed the random encounters, new enemy placements and all the new stuff, in the end it made me feel like i was playing this game for the first time again since i never knew what to expect of the zones i was already used to.
The lunatic mall was the hardest part in dominating, DC was a breeze compared to that mall full of lunatics.
The only thing i really disliked was how heavy chemical ammo is, in DC i was contantly checking my ammo, avoiding fights and trying to finish it as quickly as possible because i was barely able to carry enough ammo for all the encounters, i spent a good chunk of my time on DC in the Labyrinth farming deep worms for their corrosive acid glands.

37
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 21, 2017, 11:51:36 pm »
Please take a look at the rate creeping dread/Eye of Tchort stacks and slow it down a bit. Thank you.
have you got the feat from Leo yet?

it reduces the rate creeping dread stacks.

38
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 19, 2017, 07:30:16 pm »
When i saw 3 goliathus on silent isle i knew the fun was about to start.
So far i saved the foundry from the beast, gotta say this new difficulty made me take new approaches to solve problems, i was having a huge problem with the waves of endless bladelings spawning in the last part of that beast questline, but i never considered to use gas grenades before and that did the trick.
On Dominating bio damage gets way more useful than before because enemies actually have enough health to justify using it.

39
General / Re: Chemical/energy pistols
« on: September 09, 2017, 09:56:12 am »
Electroshock pistols have a stun chance of 50%, what do you do when it failed to stun?
The raw damage might be impressive, but it's very AP intensive to setup. A sniper/xbow might only do half of this damage (around 2k) but is actually much easier to use and infinitely more powerful/practical in every way. It is my opinion Styg see huge damage screenshot like this and over-nerfed pistol. It distorts the perception of the pistol class and causes people to over estimated the usefulness of pistols and energy weapons.

my bad i think i exaggerated when i mentioned i just busted inside to kill the big baddie.
stealth is pretty much a must too, using it to pick off lone enemies and ambush for easy kills
the way i assaulted that mall full of lunatics was just
Enter Stealth -> Aimed Shot Crit a Lone Lunatic -> Enter Stealth, ad infinitum.

but alas i did everything before the nerf that made Energy Pistols stop working with Gunslinger, havent touched them since.
this was my best shot in the entire playthrought.

had to censor the enemy name because spoilers.

I'd rather do 500 damage per hit but to 5 enemies any day of the week and twice on Sunday.

i mean you can do that with electroshock pistols too, i'd say it would be a number between 2 to 6 (counting with yourself if you're unlucky).

40
General / Re: Chemical/energy pistols
« on: September 08, 2017, 11:15:39 pm »
Energy Pistols take their time to work.
One of the good things about Energy Pistols is that they're like sniper rifles but with less range and no move and shoot penalty, they are really good for critical focused builds with Steadfast, Critical Power and Practical Physicist.
the strategy i used the most was just busting into places, stunning the toughest enemy with the Electroshock Pistol and killing it on the second attack with a Execute Crit of the Plasma Pistol.


They start to pick up when Core City and Foundry are available, this way you have more chances to get Circular Wave Amplifiers that turns the Plasma Pistol and Electroshock Pistol into crit dealing killing machines.
i had a good run with them, even managed to luck out and get a high level CWA later on that bumped my critical damage to over 600%.

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