Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I also found a fun set up for the machine pistol for gathering wood and stone. Use spark or destruction bullets and put the basic homing and telekinesis powders on. Then just go to town on trees or rocks. The bullets just zoom towards whatever is nearest and will usually pass over items to pick them up for you.
Since lightning strike on carbines and taking several plays a lot like a silly stacking disintegration wand build I had in an old crpg so I have been going with that. Most powders don't seem to work with them though. Putting crit chance on stunned enemies and crit damage makes two-shotting mid bosses possible. My main gun is a machine wand set up for chain lightning and water trail. Second chamber is just destruction bullets for now along with more water and repair to get rid of chaos. I expect to switch that out to movement options once I can unlock those and will have to use others to clear chaos.
Really the problems with builds is most powders seem tied to their trees in either usefulness or actually working at all, and secondly its the mats to keep up. However trails work and are possible to mix. I went with cold and water bullets too for a bit but I wasn't able to keep up with farming ice chunks so I dropped it in favor of the trail tactic.
Initially I used fire and poison. Fire makes a mess though so I'm not much of a fan. The poison tree seems nice but again you kinda have to go all in or you wont get the materials you need. Magus stuffs are too finnicky for me. I might try again later but charm isn't great because of the number of shots you have to take, and if you want a second minion, the first often kills it or dies before you get the charm off. Maybe if one specializes in it enough a quasi necromancer/pet build could be possible. Force seems interesting, as well as freeze and all the stuffs under both, but I have yet to try it. There's three CC methods that could be juggled for great fun, but might slow the game down too much.
One of my more preferred guns, the Carbine, has some really good heavy hitting options. I tried out Force and Freeze bullets, and there is just something satisfying with locking up an enemy and stacking extra damage modifiers onto that ice shattering. In this current run, I found a carbine preloaded with Lightning Strike rounds and Freeze, and oh dang that makes most enemies trivial. However, mind the slow recharge time on that Lightning Strike bullet.
I have used revolvers, and they are very serviceable and functional, but once you know what you want out of a comb, you tend to look for something specialized.
Wanderbuss I've kind of neglected, even though it can be a really powerful shotgun, but I can only test so many things in a given run. I might focus on that in another run, but with the spread out damage per shot and short range felt a bit like a liability to test when compared to other guns.
I would recommend putting immune fire on your hat, otherwise you will light yourself on fire constantly.
Shotgun with double order bullets and homing on chaos is also busted, especially if you drop forceful push on it so that the enemies bounce into each other as they crowd around portals.
(side note) I think my fire is also lagging the game at endgame so i've taken to doing shorter runs. I seem to start endless fires on trees and things that won't necessarily take burn damage, and the game has a hard time handling fires all over the map.