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340 bytes removed ,  00:19, 25 August 2023
m
Small updates to the Wave Manipulator build; shift attribute points slightly to put some more points into Toughness
(→‎Beginner Friendly Builds: add all purpose wandertaur)
m (Small updates to the Wave Manipulator build; shift attribute points slightly to put some more points into Toughness)
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{{Cryptogull|title=Wave Manipulator|code=H4sIAAAAAAAAA81W32vbMBB+718hzB7dkJSEbYU8ZFlZx5KR1iEbjD7I9mGLypLRj46s5H/fSU4929mWdZDiQGTn++5On+9OFz+eERJktIAHUJpJEVyS4GIwHFwMJ4PJ2yB0dGwZTxv8CPlhRRUytRw0ot/wJyGPfq2J9bYE5/H1djGY51TRxIB658LpwY1N3fcDCGnQbOkdQjLTGoqYb8/nETqUIdlUG09/qQrJ3HJjFUwFWKMoD8nKxpwln2C7lvcgpsJy7gV6LSk1FFU8aUPklXmusPcY40BcvQWGfDJ3UZfWUAMpubYFFU2jgyTuqZ2/7sL/zGFk416msKXraAb31i5mlOSSU/UCqfOlwri6d8nrKDuavqLEgMMGoIFD4iPUx7P6PDbuyb5b96m9ci6KJZQTbGhQFRG2HebSCoPWow6+oYpRzww7zEPFfMY543YJGuwu/Ddl18Cy3KCmlNxYltwL0LoXwlY51UxkvdAyK8qcxUzafqRm4UpGllSw0vIXaKX6/u70g2Nm8JzE1kD/JkdX2tHRsZJMGL2yKsFehrS1oxvMRoHITI74uFmNYJYxzswW8TctfC1tlvsDekkmLeajMMA5y0Ak7ilGreoGXxjnpfwO6iDiVSYRe11DjQ4MaBmV4HvlfDxu4bdQUCbc4WxPxhifcubGZcv+RI0yt9rIgv2Amu9dw/xJ4tHGEdUpdBoaaAnmEMSSp76wXWMlBQ6B6Hc+p6pILqWGyFBlsDcWMvGjqX9V+YvM4y9THTf/F4rHS29woRk849UK17uz3U+M++wiKQwAAA==|comment=I've often found [[Tinkering]]-oriented builds to be quite challenging. They require a high [[Intelligence]] (which doesn't provide much offensive/defensive utility compared to other stats), a good supply of bits, and a modestly-sized schematics library before they can really get going. This can make it difficult for tinkers to survive the early- and middle-game.<br><br>The idea of this tinkering build is to address these problems by giving you strong offensive options in {{favilink|Electrical Generation}} and {{favilink|Light Manipulation}}. With these mutations, you can level up your Intelligence as quickly as possible without needing to invest stats in boosting your damage with melee or ranged weaponry. {{favilink|Phasing}} (which you can swap out for {{favilink|Force Bubble}} or {{favilink|Force Wall}}) gives you a defensive option to help you escape when you're in trouble. With the stat distribution given here, you can reach [[Tinker III]] as early as level 21.<br><br>Some tips:<br><ul><li>You should focus on putting all of your mutation points into Light Manipulation and Electrical Generation (any spare points can go into Phasing); this will help you scale up your damage as you level.</li><li>Light Manipulation's projectiles will still hit enemies while you're phased, so you can use phasing to become temporarily invulnerable while you lase enemies.</li><li>Once you've learned the [[jacked]] mod, you can apply it to items so that they pull from the electrical supply you create with Electrical Generation rather than needing to use energy cells.</li><li>This build's main weakness is its low [[Toughness]], which will give you low HP (especially at the start of the game). I recommend choosing one of the easier starting locations, like Joppa or Hills, to help you get off the ground. If you wish, you may also pull 1 attribute point away from Intelligence to put 2 into Toughness.</li></ul>|author=kernelmethod}}
{{Cryptogull|title=Wave Manipulator|code=H4sIAAAAAAAAA81WbW/aMBD+3l9hRfuYIqjo3iQ+MFat02CiDWKTpn5wklNi1bEjv3RiiP++s0OzJGxjnUQVJJzwPHfnJ3fnI9szQoKMFvAASjMpgrckuBgMBxfDy8HlmyB0dGwZTxv8CPlhRRUytRw0ot/wJyFbv9bEalOC8/h6Ox/McqpoYkC9c+H04Mam7vsBhDRotvAOIZlqDUXMN+ezCB3KkKyrjSe/VIVkZrmxCiYCrFGUh2RpY86ST7BZyXsQE2E59wK9lpQaiioetSHywjxV2HuMcSCu3gJDPpq7qAtrqIGUXNuCiqbRQRL31M5fd+F/5jCycS9T2NJ1NIN7axczSnLJqXqG1PlSYVzdu+R1lB1NX1FiwGED0MAh8RHq41l9to17su/WfWqvnItiCeUEGxpURYRth5m0wqD1qIOvqWLUM8MO81Axn3HOuF2CBrsL/03ZNbAsN6gpJTeWJfcCtO6FsGVONRNZL7RMizJnMZO2H6mZu5KRBRWstPwZWqm+vzv94JgaPCexNdC/ydGVdnR0LCUTRi+tSrCXIW3t6AazUSAykyM+blYjmGaMM7NB/FULX0mb5f6AdpmPwgDnLAORuKcYtaobfGGcl/I7KKRet5irTCL2soYaHRjQMirB98r5eNzCb6GgTLjD2Z6MMT7l1I3Llv2JGmVmtZEF+wE137uG+ZPEo40jqlPoNDTQEswhiCVPfWG7xkoKHALR73xOVZFcSg2Rocpgb8xl4kdT/6ryF5nHX6Y6bv4vFI+XXuNCM3jCqxWud2e7ny5qUyYpDAAA|comment=I've often found [[Tinkering]]-oriented builds to be quite challenging. They require a high [[Intelligence]] (which doesn't provide much offensive/defensive utility compared to other stats), a good supply of bits, and a modestly-sized schematics library before they can really get going. This can make it difficult for tinkers to survive the early- and middle-game.<br><br>The idea of this tinkering build is to address these problems by giving you strong offensive options in {{favilink|Electrical Generation}} and {{favilink|Light Manipulation}}. With these mutations, you can level up your Intelligence as quickly as possible without needing to invest stats in boosting your damage with melee or ranged weaponry. {{favilink|Phasing}} (which you can swap out for {{favilink|Force Bubble}} or {{favilink|Force Wall}}) gives you a defensive option to help you escape when you're in trouble. With the stat distribution given here, you can reach [[Tinker III]] as early as level 21.<br><br>Some tips:<br><ul><li>You should focus on putting all of your mutation points into Light Manipulation and Electrical Generation (any spare points can go into Phasing); this will help you scale up your damage as you level.</li><li>Light Manipulation's projectiles will still hit enemies while you're phased, so you can use phasing to become temporarily invulnerable while you lase enemies.</li><li>Once you've learned the [[jacked]] mod, you can apply it to items so that they pull from the electrical supply you create with Electrical Generation rather than needing to use energy cells.</li></ul>|author=kernelmethod}}


==Challenge Builds==
==Challenge Builds==

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