Lord Andre
Arcane
Just restarted the game to min-max my rangers based on the experience so far.
This is the OP build I stumbled upon and it is pretty OP from my experience so far: (playing on supreme jerk of course )
Coordonation (2) Luck(1) Awareness(6) Strength(4) Speed(6) Intelligence(8) Charisma(1)
Chance to evade 9% AP 8 Combat Initiative 14 Combat Speed 2.0
Assault or Sniper + Bashing Weapons
I managed to kill a Rail Nomad at lvl 1 (80hp) before his 3 buddies managed to kill me, had no problem with the toad (kept my medic as far as possible to avoid getting one shoted) and all in all pwned a lot of stuff that was giving me trouble before - like rabbits.
Here is what else I discovered with this build:
- coordonation can be dumped with no problem, 4% accuracy is 4 skill points that is one weapon mod away from getting back and those 4 skill points can go into Intelligence 8
- luck does not govern drops nor does it affect weapon jams, I have found so much better stuff this time around I'm beginning to think Awareness increases loot quality. As for weapon jams I get about 1 every 3 fights but I use melee for close range to conserve ammo.
- and last combat initiative seems pretty sweet and maybe better than AP, I'd rather get two turns before the bad guy gets one than have 12 AP in a single turn.
Also, protip: take the hand-cannon away fromJamal Rose and give her a shitty hunting rifle with some ammo, that way when she goes rogue she shoots from position instead of running into melee. Same strategy for Angela: always end the turn holding a long range weapon so if she goes rogue, she just shoots and keeps position.
This is the OP build I stumbled upon and it is pretty OP from my experience so far: (playing on supreme jerk of course )
Coordonation (2) Luck(1) Awareness(6) Strength(4) Speed(6) Intelligence(8) Charisma(1)
Chance to evade 9% AP 8 Combat Initiative 14 Combat Speed 2.0
Assault or Sniper + Bashing Weapons
I managed to kill a Rail Nomad at lvl 1 (80hp) before his 3 buddies managed to kill me, had no problem with the toad (kept my medic as far as possible to avoid getting one shoted) and all in all pwned a lot of stuff that was giving me trouble before - like rabbits.
Here is what else I discovered with this build:
- coordonation can be dumped with no problem, 4% accuracy is 4 skill points that is one weapon mod away from getting back and those 4 skill points can go into Intelligence 8
- luck does not govern drops nor does it affect weapon jams, I have found so much better stuff this time around I'm beginning to think Awareness increases loot quality. As for weapon jams I get about 1 every 3 fights but I use melee for close range to conserve ammo.
- and last combat initiative seems pretty sweet and maybe better than AP, I'd rather get two turns before the bad guy gets one than have 12 AP in a single turn.
Also, protip: take the hand-cannon away from