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Or is this the first and this one the second account http://steamcommunity.com/app/333640/discussions/0/144513670978643830/?
Or are the 2 of you just copying eachother?
Edit: Nevermind my new question is why did you post this topic twice?
One thing is that the Chimera phenotype by itself doesn't seem all that powerful to base a build around, since you're more likely to want a small number of highly-leveled mutations instead of a large number of new level 1 mutations. (the fact that mental mutations get free levels from Ego is why Espers are so good)
I agree that freezing/flaming hands is almost always an instant game winner. I prefer freezing hands since at higher levels you freeze enemies for 10-20 turns at a time.
Carapace at max level gives 8 av, -2dv, and 50% heat and cold resist.
I enjoy photosynthetic skin. Once leveled up exploring underground isn't bad, and the regen outside is great.
Night vision is a great, as is multiple arms for dual wielding builds.
Adrenal Control: Very solid mutation, is a good mutation for getting at level 1. It's a little expensive, but I think it's the best speed mutation, so long as you use it in bursts.
Burrowing Claws: Not very useful. Digging is too rare of an occurance with too many alternatives for this to be truly useful, and the hand slot is (in physical builds, which all espers are) sorely missed. In addition, you can't really dig the higher strength walls with it anyways without upgrading it.
Carapace: As mentioned elsewhere, really strong if upgraded, but at level 1 it's a bit of a dud, easily out scaled by other armours.
Corrosive Gas Generation: Weak at level 1, requires upgrades and even then isn't very useful.
Double-Muscled: Can be really useful in strength builds, and 6 move points really aren't that big of a deal.
Electrical Generation: Decent last resort in the early game, and likely does more damage to a strong enemy than you can do in a turn.
Electromagnetic Pulse: I've /never/ found a use for this mutation. Maybe once I've seen a situation where I've wanted it.
Flaming/Freezing Hands: As mentioned, scale very well. However, you have to give up the hand slot, and without upgrades, neither can really greatly affect temp levels or deal much damage. Not so good for a Chimera build.
Heightened Hearing: Trash
Heightened Speed: Less than half as good as 1 level of adrenal control, and the toughness can be quite significant if you're starting low. However, in higher toughness builds, it is less sorely felt, and leaves less to RNG. Still, 7 quickness isn't really worth talking about.
Horns: Interesting in that there is no strength cap, so it scales with strength as well as mutation level, meaning that it's quite a good Lvl 1 mutation.
Multiple Arms: Trash, except /maybe/ useable in a dual wield build (for flurry).
Multiple Legs: Too expensive, only effects movement, and starts out totally ineffective.
Night Vision: Cheap and super useful in shield/dual wield builds early in the game. Later however, it is outshone by floating lightsources.
Phasing: Very useful at level 1 as an escape route, but very expensive.
Photosynthetic Skin: The hunger clock is impossible to work with at level 1, not useable for an esper.
Quills: Not /too/ bad, but the sacrifice of the main armour slot is a big deal, the damage is alright, even at level 1, but the low piercing means that tougher enemies won't even feel it.
Regeneration: Too expensive and doesn't account for Qud's style as a burst combat sort of roguelike. This is not the sort of game where resting after every fight is an untenable strategy, so reducing that isn't actually useful. The limb part is nice, but Ubernostrum isn't /that/ rare, and you can just avoid madpoles.
Sleep Gas Generation: Too small an area and duration at lvl 1 to be useful.
Slime Glands: Cheap, and useful, but you gotta think about how it'll fit into your build.
Spinnerets: Nice, can be used on choke points, but isn't as versatile as it is at higher levels. Still, if you plan ahead, you can lay traps in advance, or trap enemies in corridors.
Stingers: Nice bit of extra damage in the early game, but the stinger itself will soon become much weaker than your actual attacks. In addition, the toxins effects are really quite weak until you upgrade them.
Thick Fur: cheap, but minor in effect.
Triple-jointed: Useful in a Shortblades build, iffy in others. Strength is too important.
Two-headed: Worthless in a chimera.
Two-hearted: Quickness debuff is super minor, and toughness is always good. Useful even at lvl 1.
Wings: Useful for getting away from melee enemies and you can shoot them from the air. However, at low levels this is unreliable. Still it prevents being lost, and moving faster is nice.
In conclusion, the good mutations are: Adrenal Control, Double-Muscled, Electrical Generation, Horns, Phasing, Slime Glands, Spinnerets, Two-hearted and Wings.
However, this list looks completely different in a normal build.
Wings are pretty useless for their cost and loss of back slot. Burrrowing claws are not neccesary and you lose the hand slot. Freezing/Flaming hands are the only thing relly worth it, but unneccesary with the right build.
The only reason to take a Chimera is to multiple wield (would say dual wield, but more like quatro-wield). While any physical build works, the only thing the Chimera does better than a true-kin is agi build. With the shortblade and dual wield skill line along with the multiple arms/triple-joined/adrenal control mutations, you can one-hit most things, and when you get rejoinder you will kill most things as you walk by - as you get a free attack against anything that misses you, and with the high-DV you will have you will be missed a lot. The only thing you have to worry about is mental and AoE attacks.
You will destroy the Syzygyrior in DPS when you flurry, and will most likely be missed by every ranged attack.. However, pretty much all your skill points will be put into those combat builds, leaving little else for tinkering and survival skills.
^ sounds like a good problem to have.
Horns, Flaming Hands, Wings, Night Vision
Multiple Arms, Multiple Legs, Carapace, Night Vision, Albino
Multiple Arms, Multiple Legs, Spinerettes
Heightened Hearing, Horns, Multiple Legs, Photosynthetic Skin
Double-muscled, Triple-jointed, Heightened Speed
It's too bad that Phasing doesn't come with a DV bonus like the tonic does.
It's too bad that you can't dig up or down with burrowing claws. (It's a good thing you can't dig up or down with disintegration. I almost lost the weekly challenge character as it is, disintegrating the wall I was hiding behind instead of the turret I was hiding from.)
It's too bad there isn't a mutation that grants immunity to slipping in slime. That + slime glands would make for,,, a really disgusting game.
HAHA, even oozes slip in their own slime!
It starts at 35% and increases by 5 each level, so you could get 70%.
Alternatively, Wings let you fly over it, but only over land.
As someone who used this frequently in an attempt to roleplay as basically Wolverine with 4 arms, I would also like to add that if you get glotrot and have regeneration, you cannot walk on the world map, as your tongue will keep bleeding and growing back. And if you lose a limb while you have glotrot, your tongue will stop growing back, meaning you have to avoid madpoles while not being able to walk on the world map. This power is not only not needed, it's incredibly annoying to deal with if you have glotrot.