Difference between revisions of "User:Sthalik/builds-smg"
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The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful. | The build works on the DOMINATING difficulty. [[SMG]] builds are as of Feb 2018 one of the most powerful. | ||
− | + | We use crafting extensively for the additional versatility and actually good items. Vendor items are | |
TODO: Add some explanation here. | TODO: Add some explanation here. | ||
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| portrait = Rups_l.png | | portrait = Rups_l.png | ||
| background = Seacave.png | | background = Seacave.png | ||
− | | health = | + | | health = 300 |
| shield = 1800 | | shield = 1800 | ||
| image = Lunatic Pyromaniac.png | | image = Lunatic Pyromaniac.png | ||
| | | | ||
|Abilities section: | |Abilities section: | ||
− | | abilities = [[ | + | | abilities = [[Expertise]], [[Pack Rathound]], [[Power Management]], [[Sprint]], [[Ambush]], [[Spec Ops]], [[Critical Power]], [[Commando]] et al. |
| | | | ||
|Combat stats section: | |Combat stats section: | ||
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| guns = 110 (147) | | guns = 110 (147) | ||
| throwing = 55 (106) | | throwing = 55 (106) | ||
+ | | crossbows = | ||
+ | | melee = | ||
| | | | ||
| dodge = 77 (90) | | dodge = 77 (90) | ||
Line 45: | Line 47: | ||
| hacking = 70 (95) | | hacking = 70 (95) | ||
| lockpicking = 44 (93) | | lockpicking = 44 (93) | ||
+ | | pickpocketing = | ||
+ | | traps = | ||
| | | | ||
| mechanics = 84 (105) | | mechanics = 84 (105) | ||
Line 52: | Line 56: | ||
| tailoring = 77 (96) | | tailoring = 77 (96) | ||
| | | | ||
− | | mercantile = 0 or 105 | + | | thoughtctrl = |
+ | | psychokinesis = | ||
+ | | metathermics = | ||
+ | | | ||
+ | | persuasion = 0 | ||
+ | | intimidation = 0 | ||
+ | | mercantile = 0 or 105 (for all shop inventory) | ||
|}} | |}} | ||
− | == Base | + | == Base attributes discussion == |
− | + | # [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel Sandwitch|Eel Sandwitches]] for combat. See below for the the attribute's importance. | |
− | + | # [[Intelligence]]: Either start at '''6''' for the [[[Eel Sandwitch]] variation, or '''7''' and end up with '''16''' [[[Dexterity]]] as per above. | |
− | # [[Dexterity]]: Put '''10''' at character creation. Either level up to '''15''' and use [[Eel | ||
− | # [[Intelligence]]: Either start at '''6''' for the Eel | ||
== Feats to avoid == | == Feats to avoid == | ||
− | These feats look | + | These feats look beneficial, but only superficially. There are too many good feats to use one of these. |
− | |||
− | |||
− | |||
− | |||
− | + | # [[Aimed Shot]]: It's only used for a [[Plasma Pistol]] sidearm with [[Critical Power]]. Postpone till late-mid game. | |
+ | # [[Rapid Fire]]: We're focusing on burst fire AP cost. See below. | ||
+ | # [[Point Shot]]: Reasons as per above two feats. | ||
+ | # [[Suppressive Fire]]: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but [[Nimble]] works too. | ||
− | + | == Important feats == | |
− | # [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot to 2x single-shot. | + | # [[Spec Ops]]: Lowers [[Burst]] cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before [[Adrenaline Shot]] which itself is heavily recommended. |
− | # [[Commando]]: | + | # [[Commando]]: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts. |
# [[Sprint]]: Necessary despite lack of direct combat utility. See section below. | # [[Sprint]]: Necessary despite lack of direct combat utility. See section below. | ||
# [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent. | # [[Expertise]]: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent. | ||
− | |||
− | + | == Caveats == | |
− | + | . | |
− | + | == Optional features == | |
− | + | . | |
− | + | === Stealth === | |
− | + | . | |
− | == | + | === Throwing === |
− | + | . | |
− | + | Explain [[Grenadier]]. | |
+ | Explain [[Spec Ops]] synergy. | ||
+ | Explain usage for long range. | ||
− | + | . | |
− | + | === Sidearm === | |
− | + | Explain Amplified [[Critical Power]] [[Plasma Pistol]] | |
− | + | . | |
− | + | === Weaknesses === | |
− | + | SMG at long distance, melee/xbow shield penetration etc. | |
− | + | == Crafting == | |
− | + | == Build strengths == | |
− | + | . | |
− | |||
− | |||
− | + | == Level-up development order == | |
− | + | . |
Revision as of 06:04, 21 February 2018
Intro
The build works on the DOMINATING difficulty. SMG builds are as of Feb 2018 one of the most powerful.
We use crafting extensively for the additional versatility and actually good items. Vendor items are
TODO: Add some explanation here.
Final stats
Shishak | |||||||||
| |||||||||
Description | |||||||||
---|---|---|---|---|---|---|---|---|---|
Abilities | Expertise, Pack Rathound, Power Management, Sprint, Ambush, Spec Ops, Critical Power, Commando et al. | ||||||||
|
Base attributes discussion
- Dexterity: Put 10 at character creation. Either level up to 15 and use Eel Sandwitches for combat. See below for the the attribute's importance.
- Intelligence: Either start at 6 for the [[[Eel Sandwitch]] variation, or 7 and end up with 16 [[[Dexterity]]] as per above.
Feats to avoid
These feats look beneficial, but only superficially. There are too many good feats to use one of these.
- Aimed Shot: It's only used for a Plasma Pistol sidearm with Critical Power. Postpone till late-mid game.
- Rapid Fire: We're focusing on burst fire AP cost. See below.
- Point Shot: Reasons as per above two feats.
- Suppressive Fire: Debatable. May help with kiting HP-sponge on the DOMINATING difficulty, but Nimble works too.
Important feats
- Spec Ops: Lowers Burst cost from 3x single-shot cost to 2x single-shot cost. With this feat and 16 Dexterity, 3 bursts per turn (before additional modifiers) are a reality. This is before Adrenaline Shot which itself is heavily recommended.
- Commando: Allows for yet another burst per turn, provided any enemy died during aforementioned three bursts.
- Sprint: Necessary despite lack of direct combat utility. See section below.
- Expertise: Increases damage a ton in mid- to late-game. Overall SMG damage is low. At level 12 with example average damage of 20, the increase is a bit over fifty percent.
Caveats
.
Optional features
.
Stealth
.
Throwing
.
Explain Grenadier.
Explain Spec Ops synergy.
Explain usage for long range.
.
Sidearm
Explain Amplified Critical Power Plasma Pistol
.
Weaknesses
SMG at long distance, melee/xbow shield penetration etc.
Crafting
Build strengths
.
Level-up development order
.