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Builds / Re: [1.3.0.17] Energy pistol Builds
« Last post by ugo on February 26, 2026, 01:29:35 am »I believe he was referring to the 10 specialization points of Versatility. A practical physicist is necessary regardless.Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.
I completely agree with you on this section. Ideally 4 more dkill points would solve the build and you wouldn't need versatility.
10/11 PER is the bad choice for energy pistol builds because DEX increase your number of shots and INT your damage but you need CRITS and you can't always rely on Ambush.
So for STATS : Main is dex, followed with INT, then CON for SI, then PER 3 or 6
On your argument, this build make the choice of attributes VS specialization points (practical physicist,...)
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