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Some Karma isn't worth trying for, unless your build has the needed stats as part of his/her build. For example, you won't be able to talk the the researcher in Prosperity Tower ... or even get off the elevator without a fight, for that matter ... unless you have a charisma of 7. It's really only worth going for if you are pumping up charisma anyway; if you are a Shaman, or a conjuring build, or a "face", for example.
Some karma only is accessible if you have specific etiquettes. Gang etiquette enables you to get 1 extra Karma on the first run to recruit Strangler Bao, for example.
You question re the Melee Street sam looks almost like you are trying to decide what totem to get. Personally, I always get 3 ranks of spirit summonng for all my folks, for the totem, and also to be able to summon the shrine spirits; those only last 2 rounds, and don't need skill in spirit control. For a melee type, I go for the extra armor and move.
I don't tend to get much dodge unless I am doing a ranged weapon user, since these types need quickness anyway. For a melee type, Heavy armor will be your friend, as will being hasted by your spellcasting comrades.
There are two types of melee build possible. Spell/Qi oriented, and cyber samurai. One needs WIllpower, the other needs cyber affinity. Both are effective; your call. Cyber costs cash, Qi casting costs Karma. Both of these are lmited.
But no, I've started with a shaman/marksman build, although I was wondering an melee build for a next run perhaps, since it would be nice to have some knowledge about items avaliable and how much I would be abled to affort.
Dodge is always good, however I feel it's even more powerful/needed for melee/tank builds. I think any melee build should always get dodge at 2, dunno if it worth investing on 3+, unless you've choosen a premade class, starting with 3 on quickness, then dodge 3 would be viable, further than that, I really don't know if it's worth or not anymore.
Anyhow, thanks!
On the other hand, a non-summoning conjuring build (3 ranks of summoning, no spirit control, shrine spirits only) is good for buffing up fellow crew members. Haste and Barrier spells are always useful, and you can also learn Hermetic spells for extra buffing goodness. By the time you get to 8 charisma and conjuring ranks, you should also have Acid Bolt IV. With an Aim spell on yourself, that actually becomes a fairly formidable weapon.