Caves of Qud

Caves of Qud

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dbennett88 Nov 7, 2016 @ 7:25pm
favorite physical builds?
thus far, my two favorite builds are genome esper (light manipulation + 2x unstable genome) and frozen hands shankslinger (dual dagger shank transition to gun tinker with crazy AGI).

they're getting a little stale, though. I'm curious if anyone has any interesting physical builds to recommend, be it an axe-wielding mutant or sword and shield praetorian, etc.
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Showing 1-15 of 42 comments
CHOO CHOO Nov 8, 2016 @ 1:08am 
For fun, I often try one of the following:

Charger
  • Max STR, then AGI.
  • Double muscled for strength and stun.
  • Horns for a high-penetration charge bonus.
  • (Take whichever third mutation you like).
  • Start as Marauder (STR + Charge) or Warden (STR + Shields & Long Blades).
  • Get shield bash.
  • Get cudgels for another bonus to charges (or long blades for lunge, if that works with charging).
You only get one charge and then a long cooldown, and you can't get Toughness because you need all the Strength and then some Agility to hit. This means that you need to pick your fights well, and possibly run away when your charge didn't kill right away. You can charge slumberlings to death.

Scout
  • Max AGI, then Intelligence and Toughness.
  • Multiple Legs for movespeed and to get some carrying capacity.
  • Triple-Jointed for even more AGI OR Adrenal Glands for higher quickness, OR passive improved quickness.
  • (Take whichever third mutation you like).
  • Start as Gunslinger or Arconaut for more AGI, or Scholar or Tinker to get into Tinkering faster.
  • Get Long Guns. Get ALL the Long Guns skills.
  • Acquire some tinkering to disassemble scrap and make ammo.
Run circles around enemies while shooting them from as far away as you please. Use Long Guns skills to their full effect. Lock down enemies with suppressive fire, bleed them dry, and never let them come close. Stay far away from grenade-throwing enemies, use cover against enemy gunners, and laugh at anything that wants to hit you in mêlée. Just don't let the slumberlings charge you.
Last edited by CHOO CHOO; Nov 8, 2016 @ 1:09am
Ryan Dorkoski Nov 8, 2016 @ 4:20am 
theskinsurf - I normally play the esper you describe, so I definately need to try the frozen hands shankslinger you describe.

CHOO CHOO - thanks for the indepth description. These are on my to-try list.
dbennett88 Nov 8, 2016 @ 7:29am 
Originally posted by Ryan Dorkoski:
theskinsurf - I normally play the esper you describe, so I definately need to try the frozen hands shankslinger you describe.

CHOO CHOO - thanks for the indepth description. These are on my to-try list.


the shankslinger is, honestly, easy mode. no other char I know of can wade into a group of melee foes and press directions indiscriminately, watching them all get cut down with your nasty rejoinders.
Ryan Dorkoski Nov 8, 2016 @ 7:42am 
Originally posted by theskinsurf:
Originally posted by Ryan Dorkoski:
theskinsurf - I normally play the esper you describe, so I definately need to try the frozen hands shankslinger you describe.

CHOO CHOO - thanks for the indepth description. These are on my to-try list.


the shankslinger is, honestly, easy mode. no other char I know of can wade into a group of melee foes and press directions indiscriminately, watching them all get cut down with your nasty rejoinders.


Can you give a few more details about that build? Its mutant, right? Where do you initially allocate your numbers? Do you just dump into AGI on level up?
THANKS OBAMA Nov 8, 2016 @ 7:49am 
If I had to guess it's a high agi build that utilizes the two best agi focused weapons. The mutations I don't know about but I guess freezing hands is in there. It's definitly a mutant, and some mutations are way better than others.
dbennett88 Nov 8, 2016 @ 7:57am 
freezing hands, triple jointed, night vision, & mental mirror is the current build I use. I max both physical mutations and get about 5-6 mental mirror and save points for something else. I put one extra pt in strength to help offset the triple jointed, and beyond that it's pure agi.

early numbers are something like

str 12
agi 22
tou 18
will 10
ego 18

I think.
Last edited by dbennett88; Nov 8, 2016 @ 8:05am
THANKS OBAMA Nov 8, 2016 @ 7:59am 
Nice build.
dbennett88 Nov 8, 2016 @ 8:01am 
btw, I've yet to find these agi focused weaps you speak of. I always end up using modded crysteel or something.

not that it matters, as this build could wreck cragmensch with a butter knife.
Last edited by dbennett88; Nov 8, 2016 @ 8:02am
THANKS OBAMA Nov 8, 2016 @ 8:05am 
By agi focused weapons I'm talking about the short blades tree while also raising pistols. Normally I always use rifles/bows because of the lesser use of ammunition which at low levels can mess you up until you get the bears to welcome you into their city.
dbennett88 Nov 8, 2016 @ 8:08am 
Originally posted by loubre:
By agi focused weapons I'm talking about the short blades tree while also raising pistols. Normally I always use rifles/bows because of the lesser use of ammunition which at low levels can mess you up until you get the bears to welcome you into their city.

ah, right. I thought you had two artifacts in mind.

the masterwork carbine with 30+ agi is absurd.
dbennett88 Nov 8, 2016 @ 8:17am 
Originally posted by CHOO CHOO:
For fun, I often try one of the following:

Charger
  • Max STR, then AGI.
  • Double muscled for strength and stun.
  • Horns for a high-penetration charge bonus.
  • (Take whichever third mutation you like).
  • Start as Marauder (STR + Charge) or Warden (STR + Shields & Long Blades).
  • Get shield bash.
  • Get cudgels for another bonus to charges (or long blades for lunge, if that works with charging).
You only get one charge and then a long cooldown, and you can't get Toughness because you need all the Strength and then some Agility to hit. This means that you need to pick your fights well, and possibly run away when your charge didn't kill right away. You can charge slumberlings to death.

Scout
  • Max AGI, then Intelligence and Toughness.
  • Multiple Legs for movespeed and to get some carrying capacity.
  • Triple-Jointed for even more AGI OR Adrenal Glands for higher quickness, OR passive improved quickness.
  • (Take whichever third mutation you like).
  • Start as Gunslinger or Arconaut for more AGI, or Scholar or Tinker to get into Tinkering faster.
  • Get Long Guns. Get ALL the Long Guns skills.
  • Acquire some tinkering to disassemble scrap and make ammo.
Run circles around enemies while shooting them from as far away as you please. Use Long Guns skills to their full effect. Lock down enemies with suppressive fire, bleed them dry, and never let them come close. Stay far away from grenade-throwing enemies, use cover against enemy gunners, and laugh at anything that wants to hit you in mêlée. Just don't let the slumberlings charge you.

thanks for this! the charger sounds like a fun switch-up for the traditional tanky melee char. the scout sounds like an interesting pure gun type.
THANKS OBAMA Nov 8, 2016 @ 8:20am 
I usually use other forums so I'm way out of the loop how he put bullet points and color typeface. The builds are both sound and would be really good at what they're meant to do.
CHOO CHOO Nov 8, 2016 @ 9:32am 
When typing in a reply, there should be a button "Formatting help" left of the big green "Post Comment" button. Check that out.
Ryan Dorkoski Nov 8, 2016 @ 11:59am 
Originally posted by theskinsurf:
freezing hands, triple jointed, night vision, & mental mirror is the current build I use. I max both physical mutations and get about 5-6 mental mirror and save points for something else. I put one extra pt in strength to help offset the triple jointed, and beyond that it's pure agi.

early numbers are something like

str 12
agi 22
tou 18
will 10
ego 18

I think.

Thanks. Trying now.
Ryan Dorkoski Nov 8, 2016 @ 12:04pm 
Originally posted by theskinsurf:
thus far, my two favorite builds are genome esper (light manipulation + 2x unstable genome) and frozen hands shankslinger (dual dagger shank transition to gun tinker with crazy AGI).

they're getting a little stale, though. I'm curious if anyone has any interesting physical builds to recommend, be it an axe-wielding mutant or sword and shield praetorian, etc.

Yeah I wish you would just give a complete description for 'shankslinger'. I assume you take the 'Gunslinger' option? Are we using guns or knives here? What does it mean to transition? At what level should we transition? Are some of these 'terms' your own? Sorry, just a bit confused. I know you have dumped a million hours in the game, but I'm only at like 50, so I don't completely speak the language.

To my knowledge, there is no way of starting with dual weaponry skill.

Edit: After working the first 3 levels, using the pistols is nice. The ice blast helps too. I guess I should just focus on pistol skills?

Edit 2: yeah I died pretty quick. Definatley not like the esper build, but I was probably not doing it right.
Last edited by Ryan Dorkoski; Nov 8, 2016 @ 12:20pm
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Date Posted: Nov 7, 2016 @ 7:25pm
Posts: 42