Fenix
Arcane
Frigid Environment debuff will now be able to reduce from 100% resistance as well
Does it mean debuff will hit @ even with 100% cold res? Cause before 100% cold res provided immunity in Ice Tower.
Frigid Environment debuff will now be able to reduce from 100% resistance as well
Chemical Assault Armor + Biohazard Boots + Aegis Helmet = 100% Acid immunity, so, AFAIK, Sea Wyrms become harmlessEDIT: But there is one fight where you aggro like 6-10 Sea Wyrms all at once on Dominating which is just fucking ridiculous, like come on Styg.
Chemical Assault Armor + Biohazard Boots + Aegis Helmet = 100% Acid immunity, so, AFAIK, Sea Wyrms become harmless
Just tested, and yes, the debuff pierces it now. Better put aluminium cloth on and bring a whole lot of molotovs to hit yourself with from now on.Does it mean debuff will hit @ even with 100% cold res? Cause before 100% cold res provided immunity in Ice Tower.
I have started a TC/PK build on DOM. This is my 2nd effort at a psi build with the new system (the first one was TC/TM). While I prefer the new psi system to the old one, here are some suggestions that I believe would improve it.
- Introduce a feat that increases psi slots. If the developers would rather not increase psi slots for psi support builds, the feat could have a minimum requirement of Will 8 (and maybe INT 8 too).
- I believe that psi inhalants should be usable in combat. If the developers are with two minds over this, maybe they can make them usable in combat with a huge AP price (40-50 AP), so that there will still be reason to use a psi booster instead, depending on the situation.
- There is the issue with Neurology and the Psi Circuit Extension mod losing their bonus when momentarily replacing the psi headband with something else. Psi builds do a lot of headband replacing, be it for trap detection or stealth. This is downright annoying, and it has made me avoid psi extensions and the Neurology feat. I believe the bonus should return when the headband is put back.
What do you chemical pistoleros do to avoid your own acid puddles?
I am thinking:
- Sure Step. But if you are an SI build you will probably want to use caltrops for manipulating your health.
- Gear. Infused mutuated dog leather comes along later in the game. If you are a glass cannon, do simple mutated leather tabis cut it?
Am I missing anything?
What do you chemical pistoleros do to avoid your own acid puddles?
I am thinking:
- Sure Step. But if you are an SI build you will probably want to use caltrops for manipulating your health.
- Gear. Infused mutuated dog leather comes along later in the game. If you are a glass cannon, do simple mutated leather tabis cut it?
Am I missing anything?
I hate Sure Step feat. It is very useful and you can trow caltrops around like no tomorrow and still wear the shoes of your choosing.What do you chemical pistoleros do to avoid your own acid puddles?
I am thinking:
- Sure Step. But if you are an SI build you will probably want to use caltrops for manipulating your health.
- Gear. Infused mutuated dog leather comes along later in the game. If you are a glass cannon, do simple mutated leather tabis cut it?
Am I missing anything?
It's sort of difficult choice for me - on the other hand Sure Step is very convenient, on the other - it's a feat you spent, which you could change with gear later. Like, eeehhhhhhhhhhhhhh.
Btw what kind of build you use? I recommend Versatility one.
consider Fatal Throw
IIRC throwing knives follow the same CtH calculation algorithm as other ranged weapons, so you want to pump it every level like you would with your main skill, or kill target's evasion before slinging your toothpicks. On top of that throwing knife damage also scales with effective skill, so if you want to punch through armor you better keep your throwing arm trained.consider Fatal Throw
Interesting. I had never noticed the specialization.
How much Throwing do I need on DOM for the throwing knives to hit? I was planning to invest in Throwing just enough to get 5 effective points/level.
Since acid pistols entangle often, you'll mostly be throwing t.knives at enemies with 0 evasion, so accuracy isn't an issue. But I'd still max it out for more damage.consider Fatal Throw
Interesting. I had never noticed the specialization.
How much Throwing do I need on DOM for the throwing knives to hit? I was planning to invest in Throwing just enough to get 5 effective points/level.
Chemical build is going to look like this
Add Dirty Kick...
If you've seen mine, I can also recommend a cool XAL focused chem pistol build. XAL is a unique acid pistol which can reach 4 AP attack. But it also occasionally entangles you and inflicts acid damage. So this build wears Chemical Assault armor and some acid resistant footwear, to completely resist self damage. It relies on Escape Artist to remove entanglement and uses LTI to reduce the CS of EA.Sheepherder, I watch your vids on youtube. But post it if you want so that others watch it too.
I have decided that it is a good opportunity to try Ambush this time. If Ambush disappoints me and I change it to SI, I will do something like yours (but with AG5 instead of STR5 for Sure Step).
Add Dirty Kick...
I will have a taser, so hopefully I am set. But I will have it in the back of my mind.
You can also get it to 90-ish effective for max accuracy at min distance (distance where you're riiiight outside of AoE).