Ol' Willy
Arcane
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And here's the card for 18 INT build
The core idea of the build is to get all the bonuses from High Technicalities and maxxing crit bonus through fully specced Critical Power. Long time ago sheepherder told me not to spec Recklesness and spec Crit Power (please don't abbreviate this) instead; back then I didn't listen, now I listen. The crit damage bonus for my pistols is around 700-800%. The build also has two of my signature moves in a form of no cave wizardry and fully specced Disassemble. This also is the answer to someone who says that all minmaxxed builds look the same and have no soul
The peak performance here is 5 lazor shots with adrenaline consumed, if Ambush is procced this is 100% crit chance and ~1000 dmg in the lategame. If drugged up to the gills with SS drug, Hybecerbrix and other candy, the damage clocks closer to 1500 dmg per crit. Alternatively, a single Aimed Shot with electropistol usually results in 4 frags, with 8 frags max in theory if second shot crits too.
I barely used Plasma this time. While the plasma's peak performance may look like this:
this is very situational and unreliable. Very few enemies in the game require so much damage.
The build has a modest mobility (+1 AG is from infused cave hopper tapki, which also reduce cooldown on Sprint, I really like this fashion statement). Dry crit chance is 47-48%, not much, so Ambush is often a gamechanger. After playing cave wizard with 130HP at lvl30, the normal 3 CON HP pool looks like a lot. Plus two phat shields
The accuracy though is really a problem, given just 8 PER. For example, on a jet ski, with a naval feat, lemurian blaster and marine armor I have only 74% THC against incapped enemies. At point blank. This instantly says no go to any attempts at naval combal, and enemies with high evasion would always reduce THC, even in the lategame.
Skillpoints are really over the roof, I started investing in traps and persuasion just because I didn't know where to spend them. Paranoia was the last feat by the way, picked it mostly for bonus to initiative
In case someone may try something similar, it would be better to take 2 SP from DEX and put them into PER. This would help with accuracy, and the lack of DEX synergies would be easily compensated with abundant skillpoints. And yeah, no reason not to take TM here, you would have enough skillpoints to max it, not having it is just my personal choice.
All this fine and dandy, but the build performed absolutely terribly against Tchort. 6 turns, not a single of my builds was so bad, and even this is only because you can proc ambush on Tchort and only if psi-tentacle doesn't spawn doppelganger on you. While I was clocking aforementioned 1.5k damage per turn, Tchort energy res is high enough so he takes like 450-500 dmg per shot. I was almost tempted to do the mutagen puzzle.
Was Tchort buffed in the past four years? My lazor char from four years ago did him in just two turns, now I don't have the idea how it was possible
Here's the average no-stealth Arke experience:
Here is where freshly picked Paranoia really shined, with conke I could win initiative reliably, haven't entered stealth even once
Despite being mogged by Tchort, Faceless Commander was bested:
Took quite a number of reloads to formulate the strategy, but once I got it nailed down, it went smoother. Still with some cheese though, I left the map in the late fight to refresh and reload. By that time fatigue wore off, I had a bit of shielding left, only four faceless remained (though including Commander), and the chokepoint was blocked by napalm so they were away. Decided not to take any chances and do it safe
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The core idea of the build is to get all the bonuses from High Technicalities and maxxing crit bonus through fully specced Critical Power. Long time ago sheepherder told me not to spec Recklesness and spec Crit Power (please don't abbreviate this) instead; back then I didn't listen, now I listen. The crit damage bonus for my pistols is around 700-800%. The build also has two of my signature moves in a form of no cave wizardry and fully specced Disassemble. This also is the answer to someone who says that all minmaxxed builds look the same and have no soul
The peak performance here is 5 lazor shots with adrenaline consumed, if Ambush is procced this is 100% crit chance and ~1000 dmg in the lategame. If drugged up to the gills with SS drug, Hybecerbrix and other candy, the damage clocks closer to 1500 dmg per crit. Alternatively, a single Aimed Shot with electropistol usually results in 4 frags, with 8 frags max in theory if second shot crits too.
I barely used Plasma this time. While the plasma's peak performance may look like this:
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this is very situational and unreliable. Very few enemies in the game require so much damage.
The build has a modest mobility (+1 AG is from infused cave hopper tapki, which also reduce cooldown on Sprint, I really like this fashion statement). Dry crit chance is 47-48%, not much, so Ambush is often a gamechanger. After playing cave wizard with 130HP at lvl30, the normal 3 CON HP pool looks like a lot. Plus two phat shields
The accuracy though is really a problem, given just 8 PER. For example, on a jet ski, with a naval feat, lemurian blaster and marine armor I have only 74% THC against incapped enemies. At point blank. This instantly says no go to any attempts at naval combal, and enemies with high evasion would always reduce THC, even in the lategame.
Skillpoints are really over the roof, I started investing in traps and persuasion just because I didn't know where to spend them. Paranoia was the last feat by the way, picked it mostly for bonus to initiative
In case someone may try something similar, it would be better to take 2 SP from DEX and put them into PER. This would help with accuracy, and the lack of DEX synergies would be easily compensated with abundant skillpoints. And yeah, no reason not to take TM here, you would have enough skillpoints to max it, not having it is just my personal choice.
All this fine and dandy, but the build performed absolutely terribly against Tchort. 6 turns, not a single of my builds was so bad, and even this is only because you can proc ambush on Tchort and only if psi-tentacle doesn't spawn doppelganger on you. While I was clocking aforementioned 1.5k damage per turn, Tchort energy res is high enough so he takes like 450-500 dmg per shot. I was almost tempted to do the mutagen puzzle.
Was Tchort buffed in the past four years? My lazor char from four years ago did him in just two turns, now I don't have the idea how it was possible
Here's the average no-stealth Arke experience:
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Here is where freshly picked Paranoia really shined, with conke I could win initiative reliably, haven't entered stealth even once
Despite being mogged by Tchort, Faceless Commander was bested:
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Took quite a number of reloads to formulate the strategy, but once I got it nailed down, it went smoother. Still with some cheese though, I left the map in the late fight to refresh and reload. By that time fatigue wore off, I had a bit of shielding left, only four faceless remained (though including Commander), and the chokepoint was blocked by napalm so they were away. Decided not to take any chances and do it safe