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you get it from the enemies with the skull helmet ( painted a white skull on their helmet )
The downside is it a bit hard to cut enemy armor with it
The build i had the most fun with was a hammer/impact build, the run+smash combo is one of the best moves in the game and at around 90+ impact you can knockdown/stagger pretty much any enemy. This build can be farmed much earlier, you want the "RHINO Arm Gear" + "
A.I.D. Eclipse Leg Gear" and Helm, with the "JAGUAR" chest. As weapon use "A.I.D. Type-11 'Overseer'" or "A.I.D. Type-4 'Authority'" and later on "Codename: Parsifal". Than later grab the "Energetic Impact Intensifier" in "Cathedral of the Spark". This build will have like 90-170 impact and you can Hulk smash any enemy, only on Bosses i switched to Staff/Spear, since i was bad at blocking and had to rely on a Dodge/Evade playstyle.
PS: There is a trick/glitch to get a elevator activated by a enemy, which allows you to directly get the Rhino + A.I.D. Eclipse set, at the start of the game. So you can build the hammer build early on.
ARMOUR - full set of Scarab. Excellent defence and stability, good status defence, extra defence boost with full batteries, and reduced status effect times. The cost is extra stamina consumption, so you need good investment there to balance it. I quickly got sick of electricity stun, and Scarab helps a lot there. In terms of stats and bonuses, Scarab just about mirrors the pre-order URBN gear - but comes in metallic lime green instead of multi-colour paint warehouse explosion, if you don't like the latter.
WEAPONS - matching a simple electricity weapon like the MG Negotiator staff with the EMP drone, is very effective for clearing areas. The EMP pop gives 50% electricity buildup on many enemies, and with the right timing that's 100% and a stun after a charged attack with the Negotiator. As with the first game, highly upgraded weapons tend to empty health faster than they break armour - particularly boss/specials, and especially Nano weapons because of the build-up effect.
I deliberately kept the Negotiator around Mk VI or so, for cutting limbs like this. For fast kills, I switch between Helix of the Delver (attack speed and dodge potential) and either Defragged Splitcleaver, Infected Slashbrand or Parting Gift for the improved damage and impact. The nano Double-Duty weapons put out some serious damage, and are already highly upgraded when you eventually get them.
IMPLANTS - I found myself using maybe 10-15 through the game, with most being untouched. The key ones are building energy while taking damage, boosting energy gained while attacking, and preferably boosting defence and attack after parry. The latter is really useful when fighting multiple enemies, where you regularly take damage from around you shortly after parrying and riposting your target. And let's face it - the latter stages of the game are a tanky gank-fest for the most part, where even light and mid-armoured enemies keep attacking while you smash them in the face with a massive piece of metal. When you need it, this combo of implants makes you exactly as tanky as those enemies, as long as you (a) get at least some hits in yourself rather than turtling/backing off and (b) constantly hit/hold the injection button, to use/refill your heals. I didn't put all of this together until the final Delver Echo fight on the rooftop - which has almost enough incoming damage to stop a train.
so far at lvl 259
230 - 1413 Health
100 - 301 Stamna (in my opinion no need more)
168 - 551% battery
Stun FTW :)
I'm nowhere near as far as some of the above posters, I just got past AID lab so I have no experience with NG+.
My setup is the initial Scavenger gear because I like to be light and have low stamina consumption and the set bonus provides great sustain (100HP heal upon execution). I like to use staffs (I love those in Surge 1) as they have great move-set. My other weapon is spear for when I need to be fast and keep enough stamina to dodge out of harms way. Both staffs and spears have a long reach and great dash attacks that allows you to play safe.
My implant setup is again focused on sustain while farming normal enemies--healing injectable, defensive injectable, 2 batteries decay prevention implant, stamina regeneration when battery is filled implant and implant giving me 1 charge of currently equipped injectable upon execution.
I used implant that gives me additional 50HP upon execution but extra injectable upon execution is better as I get a lot more healing from it. This setup is good for keeping your charges maxed even when doing executions most of the time.
Another key implant is stamina regen on filling a battery as it greatly helps in fights where you have to dodge a lot. You can use implant reducing cost of dodging by 15% before you get the other one.
That's exactly the definition of a build - there's no requirement for there to be more stats to tweak, especially since gear and implants are regularly either bolstering those stats, or improving regen to counter the need for bolstering. Weapons can also benefit from specific armour and implant choices, and vice versa.
So i finished the last 30% of the game this way, with 100+ in health, 20 stamina and 25 energy. Would have done it earlier, but the regen implant looked bad at first glance. I also used the JAGUAR set, so stamina was no issue for me, so no real need for any other implant with high energy points.