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156 bytes added ,  01:59, 16 November 2023
Change up the Wave Manipulator build slightly, rename it to "Duke Nuke 'Em".
m (Small updates to the Wave Manipulator build; shift attribute points slightly to put some more points into Toughness)
(Change up the Wave Manipulator build slightly, rename it to "Duke Nuke 'Em".)
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{{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}}
{{Cryptogull|title=Duke Nuke 'Em|code=H4sIAAAAAAAAA81W227aQBB9z1esrD4aBAihNhIPlEZNVZBojEilKg9re2Rvu9619tKKIv69swtxbZyEpkoQSBgzZy7HM2dW3lwQEmS0gJ+gNJMiuCTBoNvrDnqj7mAUhA6OLeNpDe8j3ttBhUwtB43Wb/iXkI2/VsByXYKL+Hoz605zqmhiQL136XT3i03d9yMIadBt7gNCMtEaipivO9MIA8qQrHaFx39ZhWRqubEKxgKsUZSHZGFjzpLPsF7KHyDGwnLuCXouKTUUWdxzQ8sb81xiHzBHi1xVAlPeu7usc2uogZRc24KKulOriXto63+34X/2MLLxWbawwetoB/feLmeU5JJTdYLW+VFhXn12zTtgdrR9RYkJezWDBg6Jz1Ct5+6zqd2TvVr3rb1yIYollBMUNKgdEDYDVlQxKgz6u+c8AKfSeqhfM2/Df6u+yKlmIjtZvaViJYfOd8kEruvJyk6KMmcxk1afrOSMZbkhcypYafkLDbW6v3tsTfsvtqYTg6qMrYHz29NDakcXdeHkphdWJSh3lN1lY3BBZBSIzORoH9bHEEwyxplZo/1tw76UNssFaN1CPqGsOWcZiMQ9xbsGeMs4L+UvUK2wq0yibVSZaiILaBmV4LXQGQ4b9hsoKBNufZvHUIwPOXFnU8P/lY7zqdVGFuw3VPjZ6eUxikd1I/AtrbWeQQntnQ1w4qkf7KGzkgJXOXoo5rUmkkupITJUGdTGTCb+9Dm/qTxB8/iby0GYq3WN66VXeKEZPOM9Bq93F9s/1/oKRpYLAAA=|comment=[[Tinkering]]-oriented builds often find it challenging to survive the early- and middle-game. 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.<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}} gives you a defensive option to help escape when you're in trouble, and can be used alongside [[phase-harmonic]] and [[phase-conjugate]] in the late game. With the stat distribution given here, you can reach [[Tinker III]] as early as level 24.<br><br>Some tips:<br><ul><li>In the early game you should focus on putting mutation points into Light Manipulation and Electrical Generation to scale up your damage as you level. In the late game, you will want to start putting more points into Phasing and (especially) Triple-Jointed, which will allow your agility to catch up so that you can start picking up higher-level weapons skills (such as those in the [[Short Blade]] and [[Long Blade]] trees).</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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