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My latest melee build looks like this
- Multiple Arms (each rank gives EACH remaining limb a percent chance to swing)
- Paralysing Stinger (Charge automatically does a stinger attack if you have one, so stunning your target on charge is pretty strong)
- Regeneration (The high natural regen rate is good, but the fact that you have your out-of-combat heal rate while in combat is wild. Also if you ever get a limb chopped off, it instantly reappears)
Then skills:
- All the axe skills except hook & drag (dismember is an activated ability but has its own chance, decapitate means your dismembers can remove heads and certain enemies just have a very short list, and cleave means armour is no longer an issue. Berserk turns all dismember chances to 100%, remember this!)
- Grab Dual-wield for Flurry (you can put points into the chance-up moves, but it only affects whichever is your 'second' hand, though I don't know how to check that. They also lower the cooldown for flurry, which is nice.)
- Note that Flurry + Berserk means you just remove 4 limbs, one of which can be a head.
- Grab Tactics for Charge - axe has a skill that makes your charge do an extra-strong axe swing, and with a stinger, you automatically do an attack with that too.
Items: Recommend finding a force bracelet if you can, as chaingun turrets and stuff like that are still a pain when most of your damage is in melee. And remember - all characters should have a good gun too. That's just how the game works - don't pigeon-hole yourself!
But seriously, multi-arm Berserk + Flurry = no limbs for opponents.
For example if you're just waving around a half dozen dinky lil' shivs, it doesn't matter how high your strength is, the damage of each dagger is going to cap out.
Also extra weapons have a pitiful attack chance without much investment. Two weapons is all well and good if you invest in daggers and/or dual wielding but multiple arms needs a lot of mutation points invested for them to be worthwhile in combat in my opinion and helping hands has a pathetic 8% chance to even attack per hand with no way to improve that.
My advice, ditch the helping hands for a cape or jetpack and use axes or 2 two-handed weapons with multiple-arms.
And yeah, the desert rifle is really good and will take you a good distance before it starts falling off in effectiveness.
Short blades are great for high-agility characters, because you need no strength to deal damage with them, so you will hit more easily and be harder to hit. On the other hand, you deal less damage than with most other weapon types, you might have more trouble with armor, and you have no way to disarm or disable your enemies. They also synergize best with multiple arms, and many people like that. Also, gaslight and vibro daggers can let you penetrate armor with ease, even though your damage potential still isn't very high.
Axes are great for gradually breaking enemies down with cleave and dismemberment, and you even have a chance to instantly kill via decapitation. There are many enemies that are far easier to break down and kill via axes than through any other means, especially those with very high armor values. On the other hand, they're a little risky because you're very reliant on those effects to occur.
Cudgels have the highest strength cap, so a high-strength character can potentially deal maximum damage with these. You might lack agility, though, so it's somewhat hard to have maximum strength and still hit - the dazing effect caused by cudgels can help there, but it's risky business. Overall probably the least popular type of melee weapon.
Longswords are my favorite. You don't have a million attacks per turn, you don't instant-kill, and you don't deal maximum damage either, but you have three different stances (Penetration, Dodge or To-Hit) and two special attacks for each of them (including mobile attacks, extra penetration, Area-of-Effect, a guaranteed hit, and a Disarming strike). And if you really specialize, you get an ability that lets you spam those special attacks with no cooldown for several turns. Longswords are extremely flexible and not reliant on luck, and you can get the skills with either strength or agility.
And guns. Guns have long range. That's their one advantage. They don't scale with stats, except their accuracy through agility. There are some useful skills - disarming shot for pistols, suppressive fire for rifles - and you're always well-advised to keep a gun handy for any enemies you don't want to get close to (looking at you, sewage eel and saw-hander). But early-game good guns are rare, and late-game even the best of guns won't do much to a leering stalker or rhinox.
Have a gun, by all means, and have some gun skills if you have points left over, but if you want to be safe, you'd better be good with some kind of melee weapon.
I have multiple legs and the one that gives you plant skin. I also took paralytic stinger on this char, but it's not really important. And I also took precog, so not even a chimera, but stil no ego investment. I had, by level 3, 22 in both str and agi. I also had 18 to and int.
Warden start is the best. Having rifle skills means that you can use them for enemies you can't melee, like thumbling pods, flying enemies or saw-handers.
Take the acrobatics skill tree, and take the skills that give you +5 dv vs ranged and +2 dv. Take the charge skil. Take dueling stance and then the skill that lets you disarm. When in your mid tens, go to Kayuya, water ritual the warden, then disarm Sveinland, and euther kill him or let the warden kill him. His swords will be your top weapons for a long time, just take out the power cells while fighting trash mobs or with allies nearby.
Enemy with berserk. No axes needed, biting will also dismember. Yay!
Sleep Gas.
Any chance of dazing you at all. Too bad literally any legendary might do that!
Any sort of dangerous gas grenades.
You guys are talking about builds of what, level 20? 30? How the hell are you getting flurry, charge, and berserk? The stat requirements alone for that are insane, never mind the skill point investment. Can your character do anything else at all? Tinker 0? Minimum ego? Toughness of 12? Did you skip the acro tree so you've got no DV? Can you cook? Tinker? How did you even get there without dying?
If I had a level 30 character specialized in guns I'd be flying with 0% fall rate and 300 base movespeed and everything would die before it even got in range with a set of armour so well customized I might as well be cheating. And I wouldn't need to invest every attribute point into strength for the entire game.
Like, give me a budget here for a character level and what equipment you think is reasonable and I'm 90% sure I can make a WAY better character without the melee. You need like 22 str and fullerite weapons to even match the penetration and damage on a desert rifle (with half the accuracy and no range.) By which point you have a modded carbine or eigen rifle, which you'd need zetachrome weapons and like 30 str to match. By which point you have a cannon, which melee can't touch without like level 20 claws or horns and 40+ str because melee penetration is a joke.
Look at my post for a Long Blades build, and yes, I got accro tree, Tinker tree except Tinker 3, the turret skill and disassemble. I even got a few other trees. The secret it to start with 18 int. I also don't go chimera, i take precog so i can save scum drops of nectar, but again i'd only used one of those till level 25. Yes minimum ego, but the glowpad merchant teaches snake oiler to get decent prices, at least. I learnt harvestry cooking and butchery through water rituals.
Some might disagree with you, you might disagree with them,
doesn't matter, you do you.
And yeah, I generally plan my builds around level 24/27.
Yes they can do other things along side having berserk or en garde if/when I include them.
I generally pick up tinkering 1 around level 12,15, or 18.
If you're going for berserk or en garde you do need a dump stat,
better ego then willpower, int, or toughness on a melee build.
Toughness is almost always 18 at char creation.
No, I take a acrobatics tree asap.
It's hard to take both cooking and tinkering, pick 1.
So the key to your build is to dump both ego and will (suicide as soon as a cultist sees you) and then use precog to scum powerful uniques for their loot. That's at least possible until you get mind raped. Though I'm still not seeing any sort of advantage over doing the same thing to get OP guns instead and have 4 more agi and 6 more will instead of some str that is only useful for fights you can't lose anyways. So by level 25 you've got what, a +7 str modifier and +5 agi and a whopping 14 will. So you're down 3 DV compared to a gunner, and your penetration and damage is just on par with an eigen rifle, but you're less accurate. You can compensate for one of those flaws with a stance, but the other two are going to be lacking. Oh, and the rifle shoots multiple enemies at a time without a cooldown.
My stats were a lot higher than that, and that's before I spammed drops of nectar. And doing that, plus baetyls is the only thing I've save scummed with precog, and I haven't even completed the single baetyl request I've gotten, so it doesn't really count. Ofc if precog save scumming was removed, I'd be capable of using the points spent there to get additional starting mutations, and even take the chimera morph type, so it wouldn't weaken my build that much. Proof of that is that this build worked even on my first playthrough that ever made it past the early levels, on a true kin.
Considering I've killed dozens of novices of the sightless ways and even a shaman who had sunder mind, no, it's really not that hard. OFC, I didn't go to the zones where these guys spawn super underleveled, like many other ppl do. But when I met them first, they still did a lot of damage to me, enough that I don't think I I would have survived a full channel. What you fail to understand is that 1. I had a high mobility and hard hitting build, I could usually kill anything in between me and them fast and I often could move 1-2 squares and charge the dude before they even started channeling, and 2. there are tactics to deal with them. Always make sure to leave yourself an escape route so you can leave the level and interrupt the channeling, if you don't think you'll make it. Sprint and make sure you have bounding boots on at all times. Phasing the last few rounds of sunder mind will also do the trick. Or, if anything else fails, pop a ♥♥♥♥♥♥♥♥ injector and some healing items before the last rounds to heal back up. If you go into those areas underleveled and without healing items, you're asking to get killed.
Axe/shortblade dual wield is great. Got to lv 18 last night first time using it and this build starts working really well pretty early on (like, lv5 if you want to ignore shortblades and start with axe)
And where are you getting these dozens of extra stat points from? Seriously, if you start at 22 and spend every attribute point you get, you're at 30 by level 25. +7 modifier. You have much more than that without any eater nectar? Wtf?
Like where do you guys go at various levels? These numbers don't add up at all.