@ the_shadow
Hi, its my first try on Dungeon Rats. I have played AoD so i wanted to try murderous Psychopath.
Is full support with 4-6-4-6-10-10, with spear, throwing, evade, alchemy and crafting viable? -
You're not going to have enough skill points to invest meaningfully in 5 different skills. Endgame I had 9 in dodge, 10 in crafting, 8 in alchemy, and 3 in spear. The 3 skill points in spear was a waste.
Do you have some tipps for me?
- For any moderate-difficult fight, use whetstones. Whetstones with decent crafting is one of the biggest force multipliers, especially for companions who get many attacks per round (eg. Roxana with karda, hand crossbows and the repeater).
- For any fight against humans, use poison. Again, it's especially good on accurate low AP attacks. Use a ranged Roxana to poison everyone on the first turn. The sooner you poison, the sooner they die, and the less damage you take.
- In almost any human fight, there is one particular enemy who is particularly annoying and hard to control. This is usually an alchemist who throws bombs, or an archer with a long bow.
Burst them down with ranged attacks that have been poisoned/whetstoned. Use neurostims to get another attack on the first round if needed, and don't feel bad about using a bomb on them, even if it is only hitting one enemy. Don't be afraid to exchange companions if you need to pick up another ranged companion for special fights.
- Facing is *critical*. You get a big bonus to your hit chance and critical chance if you attack an enemy from the sides/back. Try not to expose your backs to your opponent. I like to bait enemies to a particular position with my melee character so that their backs are exposed to my ranged characters.
However, your dodge characters should avoid putting their backs against a wall, as they lose a small amount of their mobility bonus to dodge. Of course, you could feint the enemy to put them against the wall and then box them in...
- Liquid fire flasks are worth their weight in gold. They can form barriers to create choke points, or separate enemies entirely. They can also force enemy repositions so that you can hit multiple people with bombs, and can prevent alchemists from retreating. Alchemists won't throw bombs if someone is next to them and they can't step back.
- Nets are great for enemies with high dodge. Net them, then hit legs repeatedly to reduce their dodge while netted.
- Don't feel reluctant about using bombs on hard-hitting enemies who dodge (eg. Scolopendra, robots). They are hard to hit via regular means, and they are lightly armoured anyway, meaning that your bombs do more damage against them than enemies who rely on block and heavy armor. Robots and scolopendra are also very vulnerable to the knockdown effect.
- Don't underestimate the value of shield bash and feint. Shield bash pushes the enemy back, meaning melee enemies need to expend 2AP to move to get into attack range. This prevents some enemies from attacking twice the next round. It can also be used to push them into melee range of another companion. Shield bash also has a greater chance to crit and knockdown if you use it from an enemies side/back. Just note feint don't work against non-human enemies, and shield bash doesn't work against scolopendra and worms.
- Lots of stuff can be put in the belt slots, which can then be used without an AP penalty. This includes hand crossbows (low AP attack), the gladius (a low AP attack sword), and the gorza (give it to Marcus for low AP knockdowns).
- If high dodge enemies are ever in a straight line, move you ranged PC into line with them before attack. If the first enemy dodges, the second one is still at risk of being hit, effectively doubling your chances of a successful attack
- Likewise, if your high dodge enemy is being targeting by a ranged character, try to stand between them and another enemy. If you dodge, there is a chance the other enemy will be hit.
- You can use an antidote before a battle begins to protect yourself from poison. Don't be too stingy, there are plenty of them, and you can make a lot more.
- Make sure you keep the rocks you get on Rock Bottom. Once you get Roxana and she has a good CS chance, she can use 'Target: Head'. A critical strike to the head will knock an opponent out for 2 turns, which is effectively a death sentence. Reminds me of the flares from Fallout 1.
- Shields add to defense against ranged attacks, even for dodge characters. If you're facing a lot of ranged attackers, it's worth using one handed weapons and a shield.
- Defense penalties apply to dodge chance *and* block chance. Getting that extra 1 DR probably isn't worth it if you're trading away 2 levels of block, especially if you're facing throwing weapons that have a 50% chance to ignore all DR when they bypass your block.
- Damaging armor not only reduces its DR ability, but also it's protection vs CS.
- The early game is going to be pretty tough, but by late game you're going to streamroll things.