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For example clothes that give +1 crafting also requires 1 point in agility.
So make sure to take that into account when planning.
You don't need Science on more then 1 point and only cuz it's makes you regen health out of combat like 100 times faster, healing companions is useless since even if they get knocked off - they still get up after you kill mobs and regen themselves.
U gotta take LockPick to 2(cuz Niesha will give you 3rd) and Crafting to 3(or 2 if you want to deal with swapping companions autism) due to free ~10-20%(depends on wep) crit chance in the late game.
U gotta max Charisma due to it's bonuses to companions and useful dialogue chance buffs throu ENTIRE game.
Stealth : Terrible choice and most useless talent tree - ignore it completely :)
As companions you should use : Niesha and Phobos due to them being most useful - Niesha cuz lockpick+1 and poison attack and Phobos cuz he got most dmg/tankiness among them and also gives free 250 weight. While Scott being completely useless(zero dmg/zero tankiness), Amelia = Guardian - worse then any others in general and Andrew simply being shi ttier version of Niesha with useless bonus and less dmg.
P.S i've passed the game on hardest difficulty and didn't had any real chalenge while using Staff/Technomancy talents combo with 5STR/4AGI/3Power stat destribution.
Additionally, it helps for late game too, since you are not forced to take specific companion with you.
The real bonus is in the Traps dealing more damage, or at least for a stealther such as myself.
(I'm on highest difficulty, if it matters)
Personal opinion
1: Technomancery: AOE attacks and the lightning fist with overload and electric weapon is used all the time
2: Staff: Berserker and AOE attacks, great for taking down large groups.
3: Sword and gun: Fun and cool, great DPS against single targets, moderate against several targets
4: Shield and mace: High survivability: Low DPS, might cause nerfed stats.
Staff + Technomancery: Lightning AOE move + Staff AOE move tend to have left all but the strongest armored mobs dead. Incase of heavy hitters in heavy armor or guardians you just smack em twice with the lightning fist and they tend to not be standing for long after that.
in detail
Shield and mace is perhaps the least powerful, the dmg is low but surviability is high but seeing as the DPS companions cannot hope to keep up you should avoid this, except when in solo fights against bosses. It has many cool defensive counter abilities and might be fun to play if you like to block and parry, especially when you get the auto parry ranged attacks and the like, but this is the style i think is the worst.
Attribute Requirement: Strength for maces, shields and armor. Con for HP since you wont be able to dodge explosives and aoe moves a slight mistake in timing can be very unforgiving.
Positive high defense, great survivability, can withstand a lot of damage and attacks with ease
Negative Since you need STR and CON for this set up you need to forsake willpower giving you less use in technomancery. Low damage and low aoe damage
Sword and Gun is perhaps the one thats the most fun to play and perhaps the one with the highest single target damage output and will teach you how to dodge attacks the best. The style require agility for armor and weapons so can be united quite easily with technomancery. This style also resembles Staff combat quite a bit, as you need to dodge incoming attacks. The Style Skills give you the option for a lot of various increasement in dodge, critical dodge and counter attacks with increased critical chance. Sword and Gun strikes me as a hybrid between Shield and Mace and Staff combat.
Attribute Requirement: Agility for both weapons and the armor.
Positive: high mobility dodge, high speed attacks, ranged special move to deal with enemies that can poison or shock you, ranged interrupt.
Negative: crappy aoe damage, otherwise
Staff Combat style is perhaps the most OP one, you will face large amount of mobs in this game and most of them are weak little minons that pack a punch but cant take a beating. So Staff combat will easily help taking out the smaller ones quickly, without being bad at single target attacks. It has talents for improved dodge, improve dodge range as well as making aoe moves wider and with greater chance to knock people over. Use this style correctly and you will be death incarnate.
Attribute Requirement: Strength
Positive: Good interruption, Huge AOE dps output, Quick interruption, Overall balanced style
Negative: None
Technomancer style is a way to amplify the main combat style or be the main combat style.
You have ranged attacks, buffs and melee attack. The Lightning Fist move also packs a debuff in armor and lighting resistance and is best used before unleashing your physical attacks. The Lightning Arc is best used for dealing with near death opponents as you can spawn a fluid recharge point with the proper talents and get back the power you used quickly. The Aoe ''spell'' is a great combat opener as it has a good chance to knock enemies over and deal good amount of damage.
Attribute: Power
Positive: Works well with all other styles
Negative: Fluid Bar limitations between buffs and using spells keep you from being god on the battlefield -sniffles-