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Previously, they behaved in the same way as a 'pocket' spirit. They could hang around virtually forever, if you were lucky. In SR:HK, they became seemingly more powerful but they last 2 turns exactly. No more, no less.
Essentially, the way I figure it, the money you 'lost' as the cyber-orc went onto cyberware, consumables like grenades, stims and medkits. Not to mention less than optimal purchases to keep your shotgun/armor on the cutting edge at all times.
This is just the Shaman equivelent. You've got spells (Relatively permenant additions), a potential weapon in the form of Acid Bolt and the real money sink, the fetishes. I don't know about the vendors in that module but Crafty always has a item that passively boosts a stat for each spellcaster (Mage and Shaman).
Arguably, I would say to use the same mentality as grenades. They're useful but you don't want to waste them. The Haste spell alone is worth it's weight in gold. People love totems, it's part of most people's Minmax builds. Can we have a moment for the fringe benefit of high charisma giving you a free pass to most social challenges? Arguably, some of the Shaman's strength might be in not having to fight at all.
Spirits are awesome, but the question you have to ask is do I need one for this fight? Alternatively, 'is this worth X nuyen to secure an easy win?'. Same way you would with combat stims, grenades, medkits... basically anything else that goes in those slots.
The problem is we get spoiled seeing characters like Gobbet, stealing spirits etc. Riggers would give their left foot for Racter's little buff tool. Much like Gaichu with his sword stances for a melee character, the NPCs are capable of things that make the player jealous half the time!
Funny to me that you would compare the tokens to grenades - funny only in the sense that on the few occassions I actually would use grenades, it was almost always .... um ... off the NPCs that got 'free grenades' with every run (or the grenade-launcher, where every grenade was freeeeee) ... I rarely ever bought grenades off vendors - it was easier to just scoop up the few that were found on the missions and save them for (very) rainy days !
Comparing it to cyberware/more effective weaponry is probably the fairer way to say "ok, you got me" though I feel it's safe to say I'm most likely going to also a) keep upgrading my rifle on my shaman and b) probably at least dabble with some cyberware for him as well, regardless of some Essence loss. Truth be told, I'd be solid if I just got ONE reusable Spirit Token per mission, and that it would be something I choose to upgrade along the Karma Skill Tree if I desired, but atm that is wishful thinking, I suppose !
I haven't ever tried out the Totems, I suppose I'll have to give those a whirl and see how beneficial they are. I have a feeling this character'll end up similar to my other one, but running rifle instead of shotgun, and getting some Conjuration in there, from time to time. He's going to have to get some body building in, here or there, though. This 'one shot, near death's door' thing is gettin' old ! ;)
It still costs a ton of nuyen, but everything goes into permanent upgrades!
In Caldecott Caper you'll meet two good damage dealers: melee fighter/decker and fiery mage. So blur spells and barrier spells will come in handy. It also means you can skip Fire spirits. Nothing more special about Caldecott Caper in that regard, general shaman routine would work there: always keep one fetish in inventory, but don't use it if your party is not heavily outnumbered.
BTW, in DF was one cheat-ass totem - Dragonslayer. It keeps summoned spirit for a few turns without chance to break out if you're standing in radius of 3 tiles from spirit; and it can be renewed infinitely. I haven't check, is there this totem in HK?
Sad thing is that a tier 1 grenade will always be useful while a tier 1 spirit will not as the game progresses.
Offtopic nitpick from an avid decker player:
ESPs don't belong in this list. They are single time purchases, with their strength determined by the karma put into ESP control. They can be summoned multiple times per mission, and even if they die, they get restored back to your inventory at the end. They're even better than drones, you never need to upgrade an ESP!
Arguably, half the stuff isn't needed with the new stealth mechanic to decking, if you're that good. I still think it's silly to assume you'll never have to fight an IC though.
Of all the potential worthwhile purchases (nuyen wise at least) ESPs are easily as cost efficient as regular programs, if not more so.
In the main campaigns at least, easily the best 1.5k or so you'll ever spend as a decker, if you buy 2 straight out the gate. One attacker and assassin can last you the whole game. A third is a luxury that comes with the top end decks at the end game.
no. there are matrices in both HK campaings that have levels with hostile IC already active, and you will go into combat immediately on entering the area.
so running fast to avoid scanners is good (hence, the level 2 speed boost is awesome for less twitchy players like myself), but you WILL run into areas where you will be forced into combat with no option.
that would be tedious (since there are so many), but easy to do.
make them the same relative prices as grenades, scaled up.
You're thinking of the Creator/Dove (DF/HK). Dragonslayer was Dietrich's totem, and gave reduced damage/damage to enemies.
Kinda sucks that shamans are just spellcasters with a different stat, spells, and have the conjuring tool, but their skills can turn a tough battle quickly. I just never like building one because the teammates are sufficient and I feel the need to have the combat lead that shamans lack. They can be fun, but I find them to be the most difficult to use.
That said I'd never play shaman on Caldecott Caper or Antumbra Saga. Base game alone is rough on shamans. But those two campaigns are so much more difficult in the early stages.