HIS Magnum // Cloning facility
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CustomPublished build · viewing
Attack Me And You'll Regret This!
I call this 006: zero callories left, zero common sense, six trigger perks. 100% fury unleahed on any bastard who decided to pick the fight with you. To be clear: six trigger perks that activate when you're attacked. This build is great against enemies with physical damage and tanks against instant kills and elemental stuns: nothing will save you if you decide to engage a Coven cryo-laser minigun or the Sultan. Well, at least unless you pick a shield.
It don't matter what class you'll have to *violate*, just pick any with one of following perks.
This build is for ones who tired of success and vanilla, and want to try something spicy.
This build is for ones, who not just avoid the problems, but simply ignore them, until problems are no longer relevant.
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Second-highest satiety and highest evasion levels. The former is essential for frequent use of perk triggers. The latter is always useful. And it helps you to activate Assault Reflex.
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The main reason, obviously, is the perk's cooldown reduction. The extra regeneration will help you ignore the hunger attack after finding the Spider Joint.
Perks · showing Legend rank
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The opener of the build. The comically low CD of 6 turns becomes *hysterically* low with reduction from Dog of War and Neurocortex.
Activating this perk guarantees a subsequent chain activation of Assault Reflex, which is very bad news for the enemy.
Furthermore, more evasion means less chance of getting a wound.
By the way, it seems like 2 AP is the absolute minimum.
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The second stage of the combo: +60% dodge chance WILL make at least one of your enemies to miss.
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If the first attack somehow hits your body, or if the enemy decides to use AoE attacks or laser sight — well, that's even worse for them. Because now you're *furious*. Six turns is a long time, and you'll likely have at least one of Assault Reflex or Death Over Chains active. Maybe even both at once.
Make them regret attacking you.
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If you somehow get wounded, don't worry. 3 AP for 4 turns is more than enough to do anything, like slurp an emergency Gavvakh or pop the smoke grenade under your feet. Or just kill them all with Blind Fury.
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Get wounded and forget about it for 6 turns. This skill only activates in the beginning on your turn, so it's essentially a one-time save, triggered every ten turns, against any amount of wounds received. All subsequent attacks require manual stabilization. Fortunately, the evasion buff from Combat Focus should protect you from most incoming wounds.
Self-stabilization skills are unanimously considered very weak, and rightfully so. But they fit well with the build's concept.
Note that this perk have obvious counter-synergy with robotic parts.
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There are many sources of damaging wounds, so might as well get some *reasonable rates of return* after getting them.
Pact
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Sidhe Chainmail is the easiest pact to get that grants you immunity to wounds. Use it after Self-healing fires, to prevent re-opening of wounds.