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
Tl;DR: I'd highly recommend at least 18 toughness and max agi. 14 ego and multiple arms are decent choices, but I've come to believe there are better options. I think 19+ int and masterful butchering are not worthwhile, unless you personally enjoy tinkering II+.
In my last couple runs I've settled on 18/24/18/16/10/12 before caste/mutations. Then arconaut, triple-jointed, and all level up points into agi.
Rationale: prepare yourself for a wall of text, many Arconauts died to bring us this information.
Strength: On the one hand, eventually you'll get gaslight/vibro weapons which don't use strength at all. They do better against most enemies than strength-based weapons, unless you maximize strength (which agi/DV builds just don't have the points to do). On the other hand, surviving as a melee with low strength 'til you find a gaslight/vibro weapon is a horrible experience. I've tried going with 14 or less strength starts, it could theoretically lead to a stronger build at level 20+, but I think you got it right: everything goes so much smoother starting with 18 strength, maybe 16 at the lowest.
Agility: the thing that's going to contribute the most to surviving vs. getting splatted because a high penetration hit gets through DV, and it gets better the more of it you have. I'm not saying you can't get by with 20 or 22 agi, but I think that agi is better than any other attribute you could get instead. I start with 24 and get more wherever possible.
Toughness: is almost as good as agi. No matter how you defend yourself (AV or DV or being nowhere near the enemy aka being an Esper), hits will occasionally get through. Health is the only thing you can always rely on; like agi/DV it's literally life or death. I take it to 18 on every character, and I'd even be tempted to go 19+ if I could spare the points elsewhere (if I could survive a 10 strength start, I'd probably put those points into +4 toughness).
I lost my best Arconaut at level 30ish because I did something risky, got very unlucky with DV, and came up about 20 hit points shy of surviving a massive 1-hit kill (evidently hitting a beetle can aggro a Salt Kraken somehow). I can't help thinking that if I had taken two-hearted that run, or a more difficult start with lower strength and more toughness, Avloren XXXVII would still be alive today.
Int: I wouldn't ever get the 19th point at double cost, or spend any optional attributes on it when leveling. Anything in the 16-18 range is good. The reasoning is tricky, I've experimented with everything from 12 to 20 int, so here goes:
More int unlocks Tinkering I sooner - but I find I don't have many useful mods until around level 12-18. So I like starting with 16 int (unlocks tinkering at level 18), although it wouldn't hurt to have 17-18 (unlock at level 6-12). Below 16 int is rough (level 24+ for tinkering), and over 18 int doesn't really help here, you won't have the parts or recipes to do much with it at level 1.
More int is also more skill points, but not that many more. Each point of int is 4 skill per level (retroactive). That's 76 skill points by level 20, 116 by 30. I find 16 int will get you the important skills by mid 20's. Getting +2 int pushes that timetable ahead by about 1 or 2 levels. Which is not bad, but I slightly prefer other attributes. Then again my skill choices are very focused, if you want to branch out into some secondary stuff (say, ranged skills) you would value int more.
There are some other skills unlocked by int, but none that I find are really important. Tinkering I is crucial (mods, grenades, recharging), but tinkering II-III only unlock items that you can literally find laying on the ground if you venture deep enough. It's a playstyle thing though, if you enjoy tinkering then go for it - it just doesn't seem practical to me. Masterful butchering is nice for a few unique items, like the thing from Slog or void glands, but otherwise it just gives you equipment that (again) you can find same or better laying on the ground.
I actually tried a build with 10 int and the tinker caste (free tinkering I, so you never need to hit 19 int). It costs you 2 agi from arconaut while freeing up 6-8 attributes to spend elsewhere, but I found the low int reduced skill points too much.
Willpower: yeah, you don't need this at all. It's nice for mental mutants, but for physical there are very few attacks it defends against. Having a few extra points doesn't do much against confusion, and sunder is survivable if you have enough health to soak it up and kill seekers before they use it again.
Ego: I'd like to start with 14-16 ego, but the points for other attributes have to come from somewhere. Practically speaking, I've found that 12 is just enough. You really want at least 14 ego before you do much trading, and if you start with 12 ego you can have 14 by level 6 with a knollworm skull.
Negative mutations:
I like getting a 4-point negative, to afford 4x 4-point positive mutations. Hemophilia is the least-bad of them: you have to avoid young ivories (so no underground or canyons) until you have staunch wounds and some bandages, but after that it's little trouble at all. If you're not aiming for 16 starting mutation points, then it frees up some less harmful negatives (like amphibious, which is a solid choice).
Good mutations:
I agree with most of your choices. Triple-jointed is must-have, for the same reasons agi is important. Also something to escape bad situations:
I wanted to like multiple arms, thematically it fits so well, but the proc rate always seemed underwhelming when I tried it. Not sure if it benefits from any of the dual wielding skills (I should test this). If it does it could be very good at high levels. But I'd still prefer something that helps me stay alive or fight at range; I don't find that killing things fast in melee is really a problem without it.
I also like two-hearted and double muscled, but the cost/benefit of the passive stats just isn't quite up there with other mutations. The triggered effects are good, but they trigger too rarely.
I love flaming/freezing hands, but they cost 5 points and the hand slot (that's -3 DV compared to six-fingered elastyne gloves). I'd probably still get one of these if I could spare that 5th mutation point.
Forgot to add: my last build was something like hemophilia, triple-jointed (to 8ish), heightened speed (to 3), adrenal control (to 8ish), and phasing (to 4ish). I think, anyway. Sadly he met his fate against a pair of rocket turrets in a historical site.
Interesting about utlilizing the -4 from hemphilia - having 3 additional points instead of 2 opens up a ton of options - I also would have chosen Force Wall for utility, but I'll try this next time and see what else is available. Heightened speed seemed like too much of an investment for not much return (I also would not have raised it past the -1 To loss).
Two-Headed might be good for roleplaying a mutant with extra body parts, as well as trying to hug madpoles for extra faces (without losing your head) - getting +6 Ego could be nice if you could get two faces.
Syphon Vim could be good, but it would need to be leveled to be of any real use, but could incresae survivability.
Maybe I'll play around with potentially losing Multiple Legs for Heightened Speed + Time Dilation - that seems like it could be a killer mutation to have at high levels.
You should also know that if you take sleep gas generation, you will not fall asleep after becoming exhausted through adrenaline control. You won't fall asleep from narcolepsy either. These are arguably exploits but the adrenal control one doesn't seem too unfair for the 2MP cost, you still lose the quickness boost, you just avoid getting hit once and dazed basically.
It is a similar 4-armed Agi build, and I've been focusing on the shortblade+longblade combo for defensive stance and maximal DV. I got to the Bethesda Susa part of the quest easily, but took a side-trip to a legendary ruin and was killed by a chaingun cult.
All the cult members were girthworms, chromelings, and chainguns. The chainguns wrecked me, I should have just left.
I think I would have had no problem finishing the curent main quest line with this guy, otherwise.
Next time, STR build. Haven't done one in ages.
BEUMLMEEBKBNBOB3CB
I also found a historical site with 2 space-time vorticies that continually churn out (and crush) mobs, but have spawned a number of baetyl/sparkling baetyls. Managed to get 3 attribute points from one (2 into To, 1 into Str), 180 skill points from another, and +1 int, +1 ego hat from another.
I also went for a random mutation and was lucky enough to get Adrenal Control, keeping it at level 1 for now for the cool +5 Quickness. Haven't yet read up or used the skill itself - I saw it can leave you vulnerable after usage so opted against it.
Found a historical site with two incredibly tough enemies - fire drakes (green fire-spitting guys found in salt desert), and the ice breathing lizards - was lucky to make it out of there alive. Can't wait to see what's inside there :)
I still have 5 "recover xxx from yyy" quests - are these able to be completed at the moment? I did stumble across a 2 AV pink set of gloves that gives the mutation electrical discharge (on the surface no less, just lying in the open), so I imagine these can be found somewhere in game, but to my knowledge only 4 legendary sites can be spawned.
I'm wondering if it's worth adding more points to strength past getting the +9 modifier - my end goal is to get metasteel axes which have a max strength bonus of +9. I'll probably start dumping additional points into Toughness or possibly Agility
I started a STR based dung-beetle with burrowing claws and carapace, intending to go 2H Axe and just dig down. Having a rather hard time, maybe the 4-arm AGI builds are better for my play-style.
On an unrelated note, I just realized that shields dont help and only provide their penalties, if you don't have the shield skills. I've been using bucklers wrong for a very long time.
My setup has me dual wielding 4 axes, and heavily invested in dual wield skill tree, so every normal attack has a 55% to attack with my offhand(s). Berserk gives you 5 rounds of guaranteed decap per attack, so by round 3 they've been attacked with 6-12 different attacks, and anything that hits chops something off. I was lucky enough to get faces from both of them, but they barely did any damage to me.
Regarding bucklers, yep without a skill in it they only serve to lower DV. Later down the line when I have more skills I'm looking forward to throwing a buckler on one of my arms and get the skill that gives a chance to stun enemies that you block. The four-armed agi build was quite good, but I think the STR/axe build is stronger, and a lot more satisfying - my max carrying capacity is in the upper 700s (without a hoversled), and meleeing is very enjoyable. Also with such a high movement speed and quickness you can always run away - even chaingun turrets I usually just sprint to them and hack away, although now with the sky bear's jetpack it should be even more interesting :)
I have a few chests in Joppa with my collection of various body parts, and the good thing is that no matter where you are you never run out of food! No ursteel/metametal axes yet, though I did find 2 metametal longswords and a metametal maul very early on which I haven't used as I was enjoying the current play style.
Character stats:
http://steamcommunity.com/sharedfiles/filedetails/?id=919487046
Throughout the game I used 4 Eater's Injectors (+2 str, 2 mutation points), and must have gotten 7 or so attribute points from sparking baetyls.
Snapshot of my gear:
http://steamcommunity.com/sharedfiles/filedetails/?id=919480908
Endgame weapons (4 of them):
http://steamcommunity.com/sharedfiles/filedetails/?id=919479748
I created one axe and cloned 3 more using metamorphic polygel
Armor:
flexiweaved(4) reinforced crysteel shardmail 9AV, 0 DV
Missile weapon (purely just for fun, once I got it I realized nothing could stand against me):
Took the 1500 lbs. swarm rack dropped by a chrome pyramid and modded it with slendor willowy and scoped bringing the final weight down to a reasonable 187 lbs. My max capacity was 800ish, so it was very reasonable.
My respectable collection of heads (and assorted faces):
http://steamcommunity.com/sharedfiles/filedetails/?id=919286328