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And throwing can still comfortable deal with hard, single targets through poisons, disables, and some supplementary psi. But throwing will always be among the best at killing multiple medium to soft targets, which make up a lot of the most difficult fights. Other builds will out scale throwing in terms of single target damage. And being AoE, it makes throwing builds a breeze in the early game. But the small investment in psi will help greatly against the 2-3 late game enemy types that are rarely encountered but otherwise fairly difficult to fight with throwing weapons.Ĭrafted grenades are among the highest damaging attacks in the game through the first two acts.
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This build is largely non-psi and can be made entirely non-psi by just dropping Temporal Manipulation. Nimble gives you -15% armor penalty and added dodge/evasion, so our gear will be at most of 15% armor penalty for maximum action points and dodge/evasion.Įdit: I just noticed you prefer non-psi. Very mobile, with a lot of movement and action points. This is mainly a bleeding build with good critical chances. Tailoring: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150 Mechanics: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150Įlectronics: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150Ĭhemistry: 84(109) (+2INT from junkyard surprise) (+15% from house) = 141 - You can cut back on this one.īiology: 41 (63) (+2INT from junkyard surprise) (+15% from house) = 80 Lockpicking: 46(101) (+2DEX from junkyard surprise) (+7 from jackknife) (+15 from HUXKEY) = 131 Hacking: 75(103) (+2INT from junkyard surprise) (+15 from HUXKEY) = 130
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