User:Kernelmethod/Sandbox:Build Guide: Difference between revisions

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Some disclaimers:
Some disclaimers:


* '''This guide is oriented towards character creation and the early game.''' This is where most players who are designing builds are struggling; by the time you're able to consistently reach the mid- and late-game you'll probably have at least some sense for how well different builds will fare.
* '''This guide is oriented towards character creation and the early game.''' This is where most new players struggle; by the time you're able to consistently reach the mid- and late-game you'll probably have at least some sense for how well different builds will fare.
* '''This guide is primarily written for people playing mutant characters.''' "Build design" is, of course, just as much a concept for True Kin characters as it is for mutants, and the ideas presented here (building toolkits for different situations) are equally pertinent. However, most of the interesting build design questions for True Kin are deferred to the mid- and late-game; they primarily survive the early game by having better stats and finding good gear. For mutants, the choices that are made during character creation will affect their entire run.
* '''This guide is primarily written for people playing mutant characters.''' "Build design" is, of course, just as much a concept for True Kin characters as it is for mutants, and the ideas presented here (building toolkits for different situations) are equally pertinent. However, most of the interesting build design questions for True Kin are deferred to the mid- and late-game; they primarily survive the early game by having better stats and finding good gear. For mutants, the choices that are made during character creation will affect their entire run.
* '''This guide is not intended to give specific recommendations.''' You won't see a "best mutations" tier list; this guide won't tell you the best stat distribution for an esper. It's hard to avoid recommendations altogether, but in general, the goal is for you to come away with a framework with which to judge what builds you would enjoy playing.
* '''This guide is not intended to give specific recommendations.''' You won't see a "best mutations" tier list; this guide won't tell you the best stat distribution for an esper. It's hard to avoid recommendations altogether, but in general, the goal is for you to come away with a framework with which to judge what builds you would enjoy playing.
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Many players will try to classify build types into a few categories; one common breakdown is "melee", "ranged", and "esper". It's fine to think of builds in this way if you find it helpful, but this perspective can also be quite limiting: many builds that fall into several of these categories, or none of them.
Many players will try to classify build types into a few categories; one common breakdown is "melee", "ranged", and "esper". It's fine to think of builds in this way if you find it helpful, but this perspective can also be quite limiting: many builds that fall into several of these categories, or none of them.


An alternative way of viewing builds, which we'll adopt here, is to see them as different sets of tools in a toolbox. What tools does your build have to handle situation X? What weapons will let you fight opponent Y? A toolkit can consist of cybernetics/mutations, skills, items, or anything else that might feasibly be useful for handling a given situation. When selecting these tools, you should think about how they might complement on another: if one mutation allows you to detect and avoid enemies while ''also'' allowing you to attack them from range when paired with another mutation, then those mutations will probably pair very well with one another.
An alternative way of viewing builds, which we'll adopt here, is to see them as different sets of tools in a toolbox. What tools does your build have to handle situation X? What weapons will let you fight opponent Y? A toolkit can consist of cybernetics/mutations, skills, stats, items, or anything else that might feasibly be useful for handling a given situation. When selecting these tools, you should think about how they might complement on another: if one mutation allows you to detect and avoid enemies while ''also'' allowing you to attack them from range when paired with another mutation, then those mutations will synergize well with one another.


Let's start with a coarse-grained view of these tools by dividing them into two categories: '''defensive tools''' and '''offensive tools'''.
Let's start with a coarse-grained view of these tools by dividing them into two categories: '''defensive tools''' and '''offensive tools'''.
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Factors to consider include (from most to least important for beginning players):
Factors to consider include (from most to least important for beginning players):


* How well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to?
* How well do I absorb damage? Is there a specific kind of damage that I'm vulnerable to? ''(Both of these problems are usually solved by making a modest investment into Toughness and Willpower).''
* How can I escape from large groups of enemies? What will I do when I'm surrounded?
* How can I escape from large groups of enemies? What will I do when I'm surrounded?
* If all else fails, what is my trump card? What tricks do I have to '''reliably''' escape?
* If all else fails, what is my trump card? What tricks do I have to '''reliably''' escape?