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Not going infinite-OP but wiping the enemies before they can even play a card-OP.
In any case, there is an implant that does the same, but with a steep cost of -6 initiative. Since I strongly recommend having 20+ initative on all crewmembers, you'll have to compensate either by also using the +4 initiative implant and/or making sure that your cores and mods have some initiative boosting.
Edit: this circumvents the defense of a lot of enemies and environmental hazards, and makes many battles trivial. So all you need other than this (accurate w/20+ initiative) to curbstomp all enemies in the entire game is a bunch of armor and damage resistance removal on top of this. Empower Weapons (Quartermaster) is amazing at the latter and a Medic giving that damage dealer Energize as well lets him Empower himself, then Elemental Amp + Critical Amp to clear the board. I also put an implant on him that lets him 50% energize if he scores a critical - which he always does with Critical Amp - and Shockwave Strike makes that chance even better (because three targets). So he basically takes new turns as long as there are three or more enemies to get criticals with.
I ran a Medic/Surgeon, Inventor/Quartermaster, Bruiser/Functionaire team now, and once I got to lvl 10 and my gear was close to perfected (which was by the end of derelict 7), the Bruiser rarely got to move. The Inventor finished most battles mostly on his own.
Stack initiative on your crew (20 initiative seems to do the trick) your scrapper should have the lowest init.
First crew member uses enhance will on the scrapper (mental fortifier mod), second crew member is a quartermaster and uses elemental amp and enpower weapons on the scrapper. Now scrapper turn: divert energy on himself to boost damage but not necessary, scrapstorm.
Enemies are now dead. resistances or evasion doesn't matter thanks to Enhance Will and Enpower Weapons. Elemental Amp also gives a punch to the scrapstorm but isn't necessary as long as you have enough %damage on the scrapper.
Scrapper build :
The Key to the build is to know your damage because scrapstorm's tooltip doesn't give any damage range so you'll need to experiment a few fights.
Each time you'll use Divert Energy on the Functionaire himself you'll want to discard all cards except other Divert Energy and one Scrapstorm, and then repeat the process until you're satisfied with your %damage bonus due to Energy Channel and lastly use Scrapstorm to unleash fearsome powers. With 3 Divert Energy and 2 Scrapstorm cards in your deck plus Team Preparation AND Adaptative Tactics every fight will be over turn one before any opponents have the chance to act a single time.
Scrapstorm : 2
Adaptative Tactics : 2
Energy Channel : 3
Improvised Weaponry : 3
Team Preparation : 3
Divert Energy: 3
Expert Scavenging : 3
Suit Modifications (to help initiative) : 3
QuarterMaster build (if he's a scrapper too the better because Team Preparation stacks, so more cards in hand = more damage) :
Elemental Amp : 2
Enpower Weapons : 2
Any passive that gives initiative : 3
Last crew member build (class doesn't really matter, again a scrapper is a good choice too boosts loot and stacking Team Preparation) :
Any Mental Tool core equipped with a mental fortifier mod giving Enhance Will
Any passive that gives initiative : 3
And that's it..
Notes :
You can go crazy and have like a leader using Enhance Will with Energetic or a Medic using Adrenaline Boost multiple times plus Enhance Will or a Scrapper Quartermaster using Manufacture if he's energized with surger implant and also using rearm multiple times to boosts Scrapper's hand size but while it's flashy it's not useful if enemies just die with Enhance Will > Elemental Amp > Enpowered Weapons > Scrapstorm.
Indeed, discarding cards with Divert Energy to stack Energy Channel %damage boost on the Scrapper is most of the time overkill.
In fact, Solo Scrapper/Functionaire is viable when using a mental tool core for the Enhance Will card, it just get more tedious because you'll need cloaking too have a turn to cast Enhance Will before using your scrapstorm but it's very doable just longer.
It kinda removed the fun for me so be careful.
I am now trying to figure how to beat the arena which is refreshing.
Usually, I Scrapstorm for 20+ cards and deal lethal damage to most enemies, and if that doesn't kill all of them, he'll have 20+ cards again the next turn...
But yes, you got some very cool comboing going on there, for sure :D