State of Decay 2

State of Decay 2

View Stats:
What are your favorite 3 starting skills?
When starting a new community and you're rolling your first 3 characters, which skills do you guys usually go with?

I've heard the Lichenology is a good one, as well as Fishing and Recycling. This will be my first playthrough, so I'll likely go with those, but I just thought I'd see what other people think are good starts?
< >
Showing 1-15 of 15 comments
Protectron May 30, 2020 @ 10:30am 
Soundproofing
Soundproofing
Soundproofing

Edit: to explain myself... this is not a good start. However, it is an excellent endgame setup for a Nightmare Zone game. With this, you are almost never interrupted by "sieges", and even when you are setting up the base the threat meter rarely maxes out (at least not for long).

What you need to get a fully constructed base and to maximize production of the necessities (and luxuries), is Agriculture, Nutrition, Munitions, Pharmacology, Electronics and Automechanics. The tenth survivor could be anything, but Scrum Certificate is generally very useful. Cuisine would maximize the Feast, Sleep Psychology would let you build less beds and thus open up for other facilities. Even cancelling the upkeep of Materials or Medicine with Recycling or Lichenology would be good options. Plumbing unlocks Hydroponics and Latrine 2.

You could of course start with the must-haves; Gardening, Chemistry, Mechanic, and just get Soundproofing later. However, that will likely take several weeks because these are very rare traits and the Rare Skills Trader is also very rare and might not always have one even if he does show up thrice.

In the beginning, you don't actually need to produce that many things, so I wouldn't say that the start is more difficult than anything else. Although the newest update makes the enclave spawning much slower, so recruiting is a much slower process. In any case, you'll be fine until you get the recruits you need.
Last edited by Protectron; May 30, 2020 @ 11:53am
^5Track^6Ex May 30, 2020 @ 11:00am 
i always take 1 one lichenology, 1 fishing (or 2 of each replacing the other one depending on how I plan to play) third one is always depending on what i wanna do (for example which base i take and what facilities i plan to use), but i guess the guy before me has a good third choice xd
^5Track^6Ex May 30, 2020 @ 11:26am 
munitions could be good if u wanna horde ammo and fuel
Panic Fire May 30, 2020 @ 7:09pm 
For a first run

Lichenology
Computers
Any

Lichenology is simply broken for base maintence. The +2 meds means you get a free upkeep infirmary. Win win.

Computers will get you access to more outposts and as such is a great choice for new or first run players.

For the third slot you can throw in anything. I would reccomend staying away from fishing as its not all that good (recycling is though) Or go for gardening. Driving or +moral or +influence are also great choices for new players. +influence is ironically better at lower difficulties as its much harder to earn influence vs harder difficulties with there higher spawn numbers.

Last edited by Panic Fire; May 30, 2020 @ 7:16pm
VincentVolaju May 30, 2020 @ 8:07pm 
Originally posted by Panic Fire:
For a first run

Lichenology
Computers
Any

Lichenology is simply broken for base maintence. The +2 meds means you get a free upkeep infirmary. Win win.

Computers will get you access to more outposts and as such is a great choice for new or first run players.

For the third slot you can throw in anything. I would reccomend staying away from fishing as its not all that good (recycling is though) Or go for gardening. Driving or +moral or +influence are also great choices for new players. +influence is ironically better at lower difficulties as its much harder to earn influence vs harder difficulties with there higher spawn numbers.


What exactly does Lichenology do other than the +2 Meds per day? I read it gives "Knowledge of Herbing" and something else, but what exactly does that "knowledge" give me? Does it unlock certain abilities or something?

For Computers, an extra outpost sounds nice...but don't out posts just give like +1 Food or Meds etc. per day? So wouldn't taking something like Fishing or Recycling be better since that is essentially have 2 outposts for free?

I wanted my main character to be like a fast, stealthy character that uses instant kills up close and crossbows from a distant. For that, I was thinking maybe Driver? Since it gives 50% car stealth? I'm not sure how valuable / hard to get fuel is, but I'm sure the 100% fuel efficiency is a nice bonus as well?

Also, I plan to play on the "Standard" difficulty for my first play through. Maybe on the 2nd playthrough I'll bump up the difficulty.
Do you think that changes anything in regards to my starting characters?
VincentVolaju May 30, 2020 @ 8:11pm 
Originally posted by Protectron:

You could of course start with the must-haves; Gardening, Chemistry, Mechanic, and just get Soundproofing later.


Why are Gardening, Chemistry, and Mechanics must have? What do they give you / do for you that's so worth having?

From my understanding, Gardening is like growing plants for food, right? But doesn't that Lichenology perk give you the "Knowledge" to do that?

Also, Chemistry, that's an upgraded Medicine right? I've heard Medicine isn't that good because it's easy to get the blood samples to cure yourself, and that you don't need high level infirmary to do that, so having a Medicine character isn't important. Is that not true?

Finally, Mechanics ... I think thats the person that allows you to make repair your weapons and craft crossbow bolts, right? If so, then yeah hat sounds like I'll need it. However, are there other reasons why you say Mechanic is a must have?
Panic Fire May 30, 2020 @ 9:01pm 
Originally posted by VincentVolaju:
Originally posted by Panic Fire:
For a first run

Lichenology
Computers
Any

Lichenology is simply broken for base maintence. The +2 meds means you get a free upkeep infirmary. Win win.

Computers will get you access to more outposts and as such is a great choice for new or first run players.

For the third slot you can throw in anything. I would reccomend staying away from fishing as its not all that good (recycling is though) Or go for gardening. Driving or +moral or +influence are also great choices for new players. +influence is ironically better at lower difficulties as its much harder to earn influence vs harder difficulties with there higher spawn numbers.


What exactly does Lichenology do other than the +2 Meds per day? I read it gives "Knowledge of Herbing" and something else, but what exactly does that "knowledge" give me? Does it unlock certain abilities or something?

For Computers, an extra outpost sounds nice...but don't out posts just give like +1 Food or Meds etc. per day? So wouldn't taking something like Fishing or Recycling be better since that is essentially have 2 outposts for free?

I wanted my main character to be like a fast, stealthy character that uses instant kills up close and crossbows from a distant. For that, I was thinking maybe Driver? Since it gives 50% car stealth? I'm not sure how valuable / hard to get fuel is, but I'm sure the 100% fuel efficiency is a nice bonus as well?

Also, I plan to play on the "Standard" difficulty for my first play through. Maybe on the 2nd playthrough I'll bump up the difficulty.
Do you think that changes anything in regards to my starting characters?


Lichenology is +2 meds (which completely offsets an infirmary which is -2 meds) Knowledge of herbalism allows you to grow meds in gardens and farms. Which is nice, and doesn't waste yoru gardener down the Herbalist path which is clearly inferior to the agriculture path.


Outposts do many things.

They can provide Fuel, Food, Ammo, Meds, Materials, Basewide Power, Basewide Water, +influence, +morale, and artilary strikes.

They also create a safe zone around the outpost. As well as letting you switch characters change items, and drop off non-rucksack loot for the base. Food and Materials are simply not that important of a commodanty due to the fact that they are literally everywhere in the game and its quite easy to become self sufficent on. Fishing is simply a bad perk (in comparison the Hero Ability Meal Plans is significantly more powerful than Fishing) Recycling, gives daily parts which is good but again materials aren't that hard to find.


Future runs will likely have Leader Boons and they make a huge difference on what your starting characters should be. If you for instance get the builder bonus, then you should never not start with a utilities character.

Originally posted by VincentVolaju:
Originally posted by Protectron:

You could of course start with the must-haves; Gardening, Chemistry, Mechanic, and just get Soundproofing later.


Why are Gardening, Chemistry, and Mechanics must have? What do they give you / do for you that's so worth having?

From my understanding, Gardening is like growing plants for food, right? But doesn't that Lichenology perk give you the "Knowledge" to do that?

Also, Chemistry, that's an upgraded Medicine right? I've heard Medicine isn't that good because it's easy to get the blood samples to cure yourself, and that you don't need high level infirmary to do that, so having a Medicine character isn't important. Is that not true?

Finally, Mechanics ... I think thats the person that allows you to make repair your weapons and craft crossbow bolts, right? If so, then yeah hat sounds like I'll need it. However, are there other reasons why you say Mechanic is a must have?


Gardening turns into two paths as it levels. Herbalism and Agriculture.

Agriculture at max level gives you +1 food and knowledge of agriculture will allow you to get max growth out of your gardens, farms, or hydrophonics.

Herbalism at max level gives you +1 meds and knowlege of herbalism is required to turn a garden, farm, or hydrophonics, into a herb garden (which produces meds instead of food)

Lichenology gives you knowledge of herbalism, plus +2 meds however it lacks the bonuses of Gardening which is required to upgrade Gardens and Farms.

So even if you have a Lichenologist you should still get a gardener and thus should always get agriculture (though even with out a lichenologist you shouldn't really ever get an herbalist)

Chemistry is separate from medicine. Chemistry grows up into either Pharmacology or Munitions. Pharmacology

Pharma lets you craft strong painkillers (best healing consumables for amount healed and weight) And lets you craft aditional healing items for the same amount of resources. At max level it increases your meds storage by +3

Munitions is very simmilar in that you can produce more ammo for the same amount of resources plus gives access to thermite and C4. It gives plus 3 ammo storage at max level

Chemistry is actually important enough that you are likely to want one of each of these two jobs.


Medicine on the other hand branches off into Pathology and Surgery. Surgery is completely useless. At max level the character gets +20 hp (only the character with it) and you can perform a heal all action at infirmaries. (You rarely if ever will need to use a heal all action.

Pathology however is actually rather nice. It also gets a rather useless and pointless infection reduction for all action at the infirmary, however the character has an increased 10% chance of recovering plague samples from kills. At max level has 100 bonus resistance to infection, and significantly cuts down the cost of plague cures. Not a must have but still a good choice to have in the community.

Mechanics lets you build repair kits for cars. Cars are your main source of transportation and as such repair kits are extremely important. You should always have a mechanic.

Mechanics grow up to be either automechanics or engineering.

Engineering is ok but not a must have. At max level they reduce weapon repair cost by 33% which is nice, and lets you make very nice advanced muzzle attachments. But after you made those muzzle attachments you don't really need the engineer anymore.

Automechanics however allow you to craft car upgrade kits, advanced repair kits, and have a fuel efficiency bonus of 25% and car stealth of 50% at max level.

With the recent buff to regular repair kits, having an automechanic isn't a requirement like it used to be. You still want a mechanic though.

Not to be left out.


Computers - Technically after you get your outpost upgrades you can trade out computers because they don't offer all that much for the community.

Cooking - They really don't do much either.

Craftsmanship - Metalwork lets you make masterwork weapons but after they are made you don't need or really want the character anymore, and construction is pointless in most cases.

Utilities is really only useful if you want Hydrophonics but I would suggest simply not going for hydro until you get the builder boon which gives you free power and water to your base.
VincentVolaju May 30, 2020 @ 9:52pm 
Great! Thanks for all the info man!

So then I am thinking of going Lichenology, Driver, and either Computer or Mechanics; haven't decided between which of the last 2.

Another question I had is about a structure called the staging area? Apparently it reduces all daily resource requirements to 0? Is that true?

So like for example, if I look at my resources and it says -8 Food per day, -5 Meds per day etc. Then if I build that structure then suddenly it's 0 per day? If that's how it works, it seems super strong, right?

I mean, if that's the case, then is it even worth getting any skills that give like +2 Food / Meds / Supplies etc.? Because you'll never be in the negatives, right? So anything I loot will only be used when crafting specific things?
Panic Fire May 30, 2020 @ 10:04pm 
Originally posted by VincentVolaju:
Great! Thanks for all the info man!

So then I am thinking of going Lichenology, Driver, and either Computer or Mechanics; haven't decided between which of the last 2.

Another question I had is about a structure called the staging area? Apparently it reduces all daily resource requirements to 0? Is that true?

So like for example, if I look at my resources and it says -8 Food per day, -5 Meds per day etc. Then if I build that structure then suddenly it's 0 per day? If that's how it works, it seems super strong, right?

I mean, if that's the case, then is it even worth getting any skills that give like +2 Food / Meds / Supplies etc.? Because you'll never be in the negatives, right? So anything I loot will only be used when crafting specific things?

Staging area reduces all "MATERIAL" resource requirements to 0. Most advanced buildings have material requirements. Garden Tier 3, Farms, Watchtowers ect have -1 materials for upkeep. (among other -1's) The staging area reduces the -1 materials to 0. This plus outposts generally means you can go resource neutral or positive in your base. All other expenses are as normal. So you will still have -8food and -5Meds. Not as strong but can still be fairly strong the only downside is materials are oftentimes the easiest to get and stockpile. So it might be better to just eat the cost and have an extra large slot.

Food is always a concern especially on nightmare. However there are ways around it. A great example is the Hero Bonus "Meal Plan" which reduces food consumed overall by 25%. With Meal Plan you only need 3/4 of the normal amount of food for your survivors. There also personal traits that also reduce food intake meaning you need less food than normal to feed them.
Protectron May 31, 2020 @ 2:26am 
Remember that you will recruit other survivors to your community, and as the other survivors are spawned with random skills, quirks and traits, you will get a community consisting of 10 carefully-picked members with no drawbacks if you play for long enough.

As such, it doesn't really matter in the long term who you start with.

You can either start building for the endgame (as I explained in the first post above), or you can go for a good start. Although, I wouldn't recommend Soundproofing outside of Nightmare Zone.

When you build for the endgame, that only makes sense if you do like me; not actually finishing the legacy at all (because I have them all). If your plan is to complete the legacies, I would still recommend maxing out all the characters, though, because you can start the next community with them.
Daniel May 31, 2020 @ 8:46am 
me it builder and doctor but had not try other yet
maybe i sould
Gods Guardian May 31, 2020 @ 5:15pm 
Since i started playing on dread zone i started caring more of what my starting skills were compared to standard.

My first playthrough was
Lichenology
Fishing
I think automechanics for my 3rd.

My 2nd playthrough was
Gardening
Medicine
Computers

Just started my 3rd playthrough
Medicine(using previous playthrough medicine)
Gardening
Utilities

Ultimately i think medicine and gardening are top 2 to start with and the 3rd is up to you. Computers can be good, but i best finding it better just to recruit someone with them, upgrade to max command center then kick them as the skill itself isnt that good once you have a max commander center.
Chemistry(mainly munitions) can be solid as well.
Utilities is also good but situational. I choose utilities for my 3rd playthrough because im playing on drucker county so once i move into the mall ill have utilities to make hydroponics as well as use the built in latrine.
Mecahnics is also another solid choice to make the repair kits and vehicle upgrades, but so far in my dread playthroughs I find more then enough repair kits around.

The more playthroughs i do im finding quirk ones not to be as good as people say they are, at least imo.
Lichenology is solid to offset infirmaries meds cost, but meds are easier to find and getting +1 food from Agriculture to be better.
Fishing is solid overall just cause +2 food is good.
People say driving to be good but since it only applies to just that 1 person i dont find it that great. Maybe once you get later in the game it could be better to use that person to drive further distances.
Recycling is also another solid to get 2 materials per day. However for myself I usually end up building staging areas in every late game base.
Protectron May 31, 2020 @ 5:34pm 
Originally posted by Panic Fire:
Computers - Technically after you get your outpost upgrades you can trade out computers because they don't offer all that much for the community.

Cooking - They really don't do much either.

Well, since I really like C4, I find Electronics to be quite good. I usually just keep the Computers guy because there aren't that many others that I would have instead.

Nutrition, a specialization of Cooking, lets you make Feasts (+20 Stamina, +10 Morale for an hour) that boosts Stamina to 30 points. You need Cooking and Chemistry to produce the best Stamina regeneration consumable in the game; Energy Drink, and Nutrition boosts its production (less cost, I think). Cuisine, the other specialization, boosts the Feast's morale bonus to 30 instead. Those are significant improvements to your community. Especially the Stamina bonus is a possible life-saver in dire situations, and it makes everything safer and easier in general.
Eden Monroe RWR May 31, 2020 @ 8:58pm 
dont forget that full level skills 2nd level (yellow) (elite) when at 7 stars give an extra advantage, in example, utilities and then electric, gives +20 pieces per day, electronics full leveled gives +25% pieces from recover (scrap) items for pieces, those extra bonus can make about the start too,

best regards and good gaming,

on main topic? Utilities for 1st run not, then gardening (once gardening goes to agriculture at 7 stars it gives +1 food per day)

one rare skill, +2 meds or +2 materials can go.

and for the third one, maybe, chemicals, for the ammunition bonus, but will take some time to reach the ammunition upgrade as it is yellow, i just love the ability system as all in this game, the only thing that scare me is the "killer bug" that can kill one of your survivors, but dont suffer anytime from it,

good gaming

Texas
Sheltz Jun 1, 2020 @ 1:40am 
Mechanics (cars are very important and with this skill you can craft toolboxes to repair cars).
Gardening (your community consumes more food if difficulty is higher than standard, and having this skill is really important for this reason).
Chemistry->Munitions (guns are op especially with suppressors, but ammos are scarce, and with this skill you can make lots more ammo with ammunition mods).
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: May 30, 2020 @ 6:53am
Posts: 15