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Good Energy Weapons Build.

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Zeck:
a decent pvp oriented build might be:

Small Frame.

S 6
P 8
E 6
C 1
I 8
A 6
L 6

More Critical *2 (or *3 and you give up the lvl 15 lifegiver)
Better Critical *1
Toughness *2
Lifegiver *2 ((lvl 12 et 15)

16 % critical, 201 hp, decent range with cigarettes.
You could tag First Aid and Doctor if you want to be self sufficient in drugs.

Or Repair to lvl up quicker while crafting armors.

Or even First Aid and Science to produce your ammunitions and guns.

Kaien:
Why not using Finesse?

Swinglinered:

--- Quote from: Kaien on March 23, 2012, 08:16:19 AM ---Why not using Finesse?

--- End quote ---

Nerfs damage.

Maybe a suicide rocket-sneaker with 1 END, 10 luck, finesse, more crits(x2/3), better crits, 10 AG, Action Boy 2, high PE.

If you die, you just lose a RL (or 2 if you were switching instead of reloading) and maybe a little ammo.

Mine went for just enough AG for 1 shot and no Action Boy.
If no success on first shot, run away.



Marko:
CaloNord, i am a newer player so i'm not as experienced as these players, but i am trying to catch up. This is my [first] energy fighter build:



He ends with very high weapons skill. Most players will consider this guy to be too strong but ST 7 allows him to wield the Gatling laser when you find it (near Themepark). Then again, using a burst weapon would mean different perks that boost damage per bullet so...take a ST point and move it to EN maybe for higher ending HP above.

Faster Metabolism means you heal faster. This guy's FA is high enough to get decent results but that Trait will mean he normally heals faster anyway. Combining these with the Faster Healing perk hopefully means he is a very fast healer! This will be very nice anytime, especially while leveling.

Two (2) Action Boys means he has 12 Action Points. Combined with Bonus Rate of Fire means he can shoot the plasma rifle 3 times per turn. You can build an Outdoorsman Camp instead of a normal tent. You can collect gecko pelts. You get +3 to PE when entering encounters. You get +25 to Poison/Radiation Resistances. And you get 10 extra unconscious Hit Points, good for potential last chances at diplomacy lol.

As shown, you end up with 37 more Skill Points to use however you wish. Seasoned players, please tear this up for me.

Swarm:
I do not recomend marko's build. 1 luck is bad idea and 10 int is way too much you need 4-6 only. You only need 6 str, even 6 str is fine with gattling laser. Although I well cut the guy some slack, as this is his first attempt at creating one. Energy also relies heavily on luck. The only exception with luck and str is gattling laser if you do not plan to make a crit burster with this weapon.

What kind of energy build? I see mosty 1 shot builds on here are you looking for a 2 shot drug build an economic build a laser pistol build? A farm build? A pvp build?

Basic rules of energy builds:
Must meet strength requirements of 6 for laser rifles and plasma rifles, other wise you well crit miss alot. Target shot builds with energy is only class of weapons where str matters. You can also do 4 str + weapon handling as well.

3 Strenght only needed for laser pistols and plasma pistols is 4.

212% skill points for plasma rifle and gattling laser,
240-250% for laser max range targeted shot in eyes
7-10 luck for a targeted shot, 5-10 for fast shot.
8 perception for laser, plasma all you need is 4-6.
4-8 endurance

First aid and doctor tagged for pvp
Outdoorsman or anything really if you want to craft or use a 2nd type of weapon.

You want more critical, even more critical. Spray n pray if you want to do a TB fast shot build. The rest of perks you would do action boy, life giver. Sharpshooter if you have lower perception. Weapon handling if you want to go the 4 str route.

I recomend small frame, bonehead, bruiser, chem reliant for traits. Finesse only if you make a laser/plasma pistol crippler. Bonus rate of fire also.

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