Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
They're both actually quite viable, as long as you pick one and stick with it through the whole game. Melee weapons start of somewhat lackluster, but once you've unlocked the magic swords around Tier 3, it suddenly becomes incredible. There are actually other threads people have started, complaining about how overpowered swords are.
Unarmed is also quite viable. While it does less base damage than melee weapons, the Killing Hands power can quickly change this. You can also augment it with unarmed weapons such as the brass knuckles or stun glove - personally, I'd recommend the stun glove because it's cheap, and it provides an auto-stun attack that you can use once every couple of turns.
The second thing you have to decide is whether you want to be a "dodgy" adept or a "tank" adept. Generally speaking, being a tank-adept is going to be far easier on your Karma.
A "dodgy" adept needs to maximize his evasion, by boosting his Dexterity and Dodge ranks, but this can quickly become an exorbitant cost that takes away from all of the other attributes and skills that they need. It's actually almost cheaper to just cheese out a bit, and spend six Karma on the Conjuring skill tree, just so you can get the Fish totem (permanent -10% to be hit). Personally, I wouldn't really bother putting any points into Dodge, myself, other than maybe a small token amount (no more than 6 Karma).
A "tank" adept just needs to focus on boosting their Body and keeping their armor upgraded. Armor actually significantly reduces damage this time around. It also helps to try to tactically place yourself when approaching enemies for melee. If there's cover available, then try to use it, because it will further reduce damage. Again, it helps to cheese a little here. Put some points into CyberAffinity - three ranks in the skill will grant you an extra Essence point that you can safely use to purchase Bioware and Cyberware with. That will let you buy some choice upgrades that can further increase your survivability, especially in the torso and skin slots.
You also need to decide whether you're more comfortable using "active" or "passive" Adept powers. Personally, I tend to prefer passive powers, simply for the sake of convenience, but as a general rule of thumb the activated powers will be more powerful - at the cost of requiring an action to trigger.
Beyond that, you just need to budget your Karma accordingly. Strength and Willpower are your priorities, followed by Body and maybe Dexterity. Skill-wise, you want to focus on Qi Casting and Close Combat, as well as either Melee Combat or Unarmed Combat, depending on your specialization. Don't worry about maxing out the trees too much, because it's just not practical with the finite amount of Karma available. If you want to do some planning ahead, though, you can generally expect to have anywhere from 200-220 Karma by the end of the game.
EDIT - If you REALLY want to cheese out, there are a lot of people getting in on the "Drug Mule" strategy. A single point in Drone Control and a basic Datajack will let you equip a Drug Mule, which is a very basic drone that comes equipped with a regenerating stock of drugs. The first turn of combat, just turn on the drone and have it pump you full of delicious combat drugs. Then turn it off, and enjoy your five rounds of drug-enhanced mystical kung-fu.
Alternately, you can grab a medical drone instead, to help keep you alive on the front lines.
I just hope HBS will fix and update how PA works in their future games to make it an easier build.
I'm a little confused about how To-Hit is calculated for PA?
1. Do STR and Close Combat points effect To-Hit chance for PA using Qi attack (such as Qi Focus/Qi Onslaught)? Or is it only WILL and QI Casting points count in To-Hit chance of Qi attack?
2. I heard many people says that Melee Weapon SKILLS and Unarmed SKILLS do NOT count into To-Hit chance while using Qi base attack? Is it true?
3. For Tank build PA, would it not be impractical, since you are going to stock up on alot of Medikits and not to mention you probably need to drop few karma in INT and Biotech?
Thank you HoroSaga
The thing about PAs is specifically that they're not Street Samurais. Their main stat is Willpower, which makes them nearly immune to spells, and that is in addition to the skill that gives them medium cover (yes, medium) from all spells always. The biggest vulnerability of Street Samurais (both ranged and melee) is that they specialize in avoiding physical damage, not magical damage and can be devastated by a single fireball crit.
I think HoroSaga is mostly right in his assessment. Many players make the wrong choice of spending too much karma on Quickness and Dodge. I usually won't put more than levels 2 in Quickness and Dodge both, maybe 3rd towards the very end, and usually end up spending more karma in the Charisma tree (on Charisma alone) than in the Quickness tree.
One reason why you might take a bit too much damage is that sometimes a PA charges in alone while the rest of the team just fires from cover, this inclines the enemies to all target you since you're not in cover and are closer to them. That problem is usually fixed by bringing another melee specialist with you.
Can't linnk straight to the thread apparently, sigh.
1) Strength and Close Combat effect mundane melee and unarmed attacks, but Will and Qi Casting effect special qi attacks. You'll want to make sure you raise both, unless you're planning on exclusively using just qi attacks. Generally speaking, both the Melee Combat and Unarmed Combat skills have several useful attacks that can complement many of the special qi attacks.
2) I believe that is the case, but I'm not one-hundred percent certain. Personally, I try to keep my Strength and Will even, just in case.
3) Well, I've never had much trouble with Bio, honestly. I raise it to 2 on all of my characters, just so I can see Hit Point totals on my enemies, but I rarely raise it higher then that. Generally speaking, it's always best to use your companions' medkits first, because they regenerate after each mission - so you're more relying on their Biotech skill than your own. It also never hurts to have Gobbet along, because her healing spells can be very handy.
Though THAT does remind me that it may be worth investing a very small number of points into magery - just enough to get the healing spell. Generally speaking, it's a lot more useful than medkits, unless you get into a position where multiple enemies hit you in a single turn.
Honestly my sword wielding dwarf is just shredding through things but to start out PA sucks no question. You need to use cunning and guile to survive the first bit then you just snowball into GODLY zones.
Get enough quickness/dodge endgame and that light cover in the open ability so things can't crit you and you are gold. When you get close combat 6 or 7? you get coverbonuses when next to other allies or enemies. The crit ratio for chi casting skills is stupid high, i've never seen my crit % lower than 80% at will power 8 and chicasting 8.
If you buy that sword that drains AP on crit you can literally stunlock everything in the game and just keep hitting things until they are dead.
So all this said, how does PA suck? They are already the most OP in the game. In terms of damage Assault rifles are the best but in terms of locking down your opponents.... Melee-adept/razor claws and swords are practically unstoppable.
Sure, there's like fifty ways to run a Physical Adept. Why not share your own build?
Honestly, Shadowrun: Hong Kong is easy enough that all but the worst builds will eventually pick up enough momentum to tear through everything you meet.
No you're running a mediocre ♥♥♥♥ build that gets carried by your team.
My adept does roughly 160 dmg per round, never takes more than 4 damage from anything and locks the enemy I'm hitting with an 80% hit chance with Qi Onslaught without Aim buffs.
No encounter throughout the game has lasted more than 3 rounds on Hard.
I've shared my build so many times in various threads it's kinda getting tiresome.
Find a thread called "let's talk builds", it's on the 2nd page for me.
You could have just as easily copy/pasted the relevant information here, but sure. If the OP wants to track down the thread in question, I'm sure they'll do so.
Exactly, as the wise Raymond Black would say, "There is no wrong way to eat a Reese's"