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Only More than a Willing Spirit rewards you for being low level. The rest don't care how overleveled you might be. I always try and finish More than a Willing Spirit at sub 18 to get my hands on the masterwork carbine, because the rest of the rewards suck.
red rock 3-6
rustwells 6-9
grit gate 9-12
stilt 12-15
golgotha 15-17
mamon 17-19
bethesda susa 19-21
omonporch 21-24
more or less.
Specifically, at level < 12 you get a Hologram Bracelet in addition to the Masterwork Carbine. If you do it at level 18+, you don't get the Carbine at all.
I went Rifles for once this run and have been really enjoying the carbine. it turned Mamon into goat bits most recently.
also found a sniper rifle but have yet to try it out. might wait a bit and mod it first. do you know if counterweighted (+2 to-hit) works for missile weapons? it seems like a melee spec.
Long blades and/or pistols is the way to go, in this case. The knights templar all attack with folded carbide long swords, which they can be disarmed of using skills from the long blades and pistols trees. Once disarmed, all they can do is throw punches, and occasionally shield slam you. after that, it's a matter of countering their AV. by this time you've beaten bethesda susa, and hopefully picked up a cerimonial vibrokophesh along the way- it's the best option. Vibro weapons with nuclear or antimatter cells are a decent substitute.
Personally, I like to corral maefo into the door that leads to where Q girl is (a force bubble/bracelet is really the only way to pull that off) so that he doesn't get murdered, it also allows you to engage the knights from a chokepoint.
This gives you a choke point where you can face the templars one at a time, while blocking friendlies from getting to them and getting themselves killed. It also cuts off line of sight between the templars and Grit Gate NPCs, so they won't immediately attack until you get there and are ready to face them.
It helps so much I'd advise not doing the quest until you've found a portable wall (I get them pretty reliably underground, either just laying around on a corpse or on a high tier dromad merchant).
Anyway - to answer the OP:
Level 1: Rustwells. If my build isn't so strong, I'll kill things along the way, be level 3-4 by the time I reach the actual dungeon. By then it's easy.
Level 5-ish (immediately after rust well completion): Red Rock.
Level 8-ish (immediately after red rock): travel to Stilt and Grit Gate, for easy xp and merchants.
[intermission: do some exploring, maybe historic sites or lairs]
Level 17: More than a Willing Spirit. I put this off as much as I can while still getting the carbine. You can be level 18 when you complete and get the carbine, you just can't be 19. However you get a bunch of xp during the quest which may level you, so it's safest to start at 17 at the latest.
Whenever: all the other quests. There's no rush on them, so I wait until my character can complete them with little risk.
It feels a lot more dangerous than it is, partially because it requires a different playstyle. You need to go through it as quickly as possible to keep chute crabs from building up and traps from wearing you down, as well as to minimize the risk of getting infected. As long as you do that and avoid the boss at any costs, it's not as dangerous as it seems. The new phase-shift grenades help even more, since you can phase straight to the exit on the final floor.
(Knowing that the elevator is always at the center-top of the final level is also vital.)
Nothing so scary.