Build Babble

For discussion of character builds. THIS PAGE IS SPOILY

Sample Builds

(Think you have a good/interesting build idea? Submit it here!)

In an attempt to make the page a bit more up-to-date/accessible, I'm splitting off the /Old Builds - those that may not apply for one reason or another.

Also, under the theory that it'll probably do better with its own page anyway, I give you /The Doctor is In. If you're having difficulty with your build, or trouble with parts of the game, or just don't feel like scumming for an hour and a half at the beginning of the game, come on it, tell us what you're working with, and we'll happily hand out personalized advice.

Chi barehander 3 school build, submitted by LordBucket

Easy Starter: 3 school build, submitted by LordBucket

Not so easy Barehand-Chi - 2/3 school build, submitted by ReenenLaurie

Judo-Dancer Technomancer: 3 school build, concept by Sirrocco, submitted by LordBucket

Discussion

BucketMan: Ok, well, three out of four submissions are Barehanded Chi fighters, using the exact same schools: Kickboxing + Sumo. I guess that tells us something. I may have to see if I can reincarnate Sirrocco's Judo-Dancer Technomancer concept.

ReenenLaurie: Yes, I think Sumo/Kickboxing gives the best early bang for buck, and Chi is the best later game skill. I am thinking a Chi-Marksmen, focusing on ranged... (Ranged is good). But I am still contemplating how to do the first couple of levels. Barehand/Weapons? (none... It will get tricky, because I initially thought of not buying swimming, but it's going to be hard, but the safety of the water sounds excellent idea for XP)

I haven't tried a markman yet, but gee... wielding a machine gun in a roguelike... You just have to. ;-)

BucketMan: Early bang, yes, but I think it's more that it's an easy combination. Karate + Judo is just as powerful, but you have to be more careful about it. Last night I played a Karate+Judo build with Blocking+Dodge that had 132 ac at level 15. Chi+Marksmanship? Let us know how you do it. To be skillpoint efficient, you're pretty much going to have to use a weapon without skill until Muscle Tower. It can be done, you just have to be patient. The hard part doesn't come in until later. Chi and Marksmanship don't complement one another as well as most other combinations. (Mahcine guns? Wait until you get to play with the bazookas. :P )

ReenenLaurie: The Chi+Marksmanship went really well (I didn't get to marksmanship yet)... until I realized I still had it on 9 skill points per level (experiment cheat). Chi alone is pretty potent.

ReenenLaurie: On the Marksmanship issue... If I understand from the firearms guide in the game... You have a max of say 60 to hit (to the monster's AC/2)? No dex bonuses, no anything except marksmanship?

Shoob: well, the main reason I go sumo is for the immovability, though I guess a well thought out judo could be just as effective, but throwing is definitely annoying.

Shoob: Ok, I have made it to lvl 42 with my build though so far I have not maxed anything yet. I may post a homemade character sheet, but in brief my character looks something like 206 AC, 35 to-hit, and 1d32+25 to-damage. About hitting monsters with 400 AC, I *think* that chi bypasses AC. (I was fiddling around in wizard mode, decided to see how much levels a lvl 1 character could get from killing cell... it is fun, you gain lvl 100 :) )

Sirrocco: A bit of discussion about my degenerate build: Basically, I wanted to see if a pure chi build was possible. In some ways it is, but it has some serious flaws. If you can struggle along long enough to get through Krilin, then you can save all of the points you otherwise would have dropped into speed. This is huge. On the other hand, pure chi won't really ever give you as much +hit or +AC as you'd like, and all forms of two-hand or two-weapon fighting require significant investment in non-chi skills. I suspect, actually, that the next thing I need to do with my character is focus on weapon skills (I'd go barehand, but I've already closed all of the schools except fencing and Kung Fu.) Take dex to 10 with the dance studio, pick up weapon skill from Kung Fu, and then start working on all of the weapon-based special powers. At some point I might pick up enough Martial Arts to make Master Rosshi happy enough to send me off to kill his rival. I'll wind up with a character who's a bit weak on the defense but quite strong on offense, and should be workable through endgame.

In terms of "If I had to play it over" (warning. Ramble.) well, I'll have to see what spiritform is like first. I'd want to go barehand regardless, because you get so much more efficiency out of it. You'll never hit as hard, but maxxed-out always-on Battle Aura should make up for that handily. The turtle shells are quite nice as gear, and Offense is still stronger than defense, but I'd want to go crane anyway - both for access to the flight power and for being able to take the quest without sinking a lot into martial arts. If I *was* to decide to go weapons/Rosshi, I'd likely pull off all that starting int, and resign myself to the minimal necessary early investments in Martial Arts and Weapon skill to get the ID anyway. It'd be more useful int he long run, and the effects on early-game survivability and effectiveness would be significant. Ironically, even without Rosshi I'd want the con increase - and since I'm not really interested in the heavy investment in dex, that means a fair chance of kickboxing/sumo. I'd *like* to try out a pure energy-with-side-of-kickboxer crane-style spirit warrior, but I'm not sure about the effectiveness of spirits just yet. In that case, I'd probably take my starting con down to 6 (not sure what I'd raise). It wouldn't be trivial, but it might be interesting - assuming I could somehow scrounge up enough Chi to fly up to Korin before I imploded from my early-game handicaps. We'll see.

Shoob: well I currently have decided to make the uber-melee character think max str, dex, martial arts, weapon, parrying, paired, chi offence, chi defense, chi gung, some chi regen to sustain battle aura, but my latest attempt was cut short by some grenades ( I was this close to getting her married) :(

Sirrocco: hrm... you're missing dodge, speed, and con from that list, as well as all of the nifty weapon-user talents (riposte, bleeding wounds...). Also, it seems both that you'd run out of skill points and that you've got more +hit than you need (dex, chi offense, weapons, martial arts, and (as far as it goes) paired). Note that paired actually has a limited utility for most weapon builds. The only cases where you can really make use of a lot of it are when you're wielding two different weapons, both of which have significant complexity penalties, not designed for paired fighting. Note that if all you want is battle aura, you don't need much chi-gung or chi. You need a point or 5 of chi, just to *have* a chi pool, and then raise chi-gung and chi-regen in lockstep until you can maintain the aura indefinitely. On the other hand, if that's all you want it for, it's worth noting that dodge is just plain better than chi-defense for you. Both give 2AC per point, dodge also gives some throwing protection, dodge is available from the beginning fo the game, and I believe that dodge may be a smidge cheaper. Also, amusingly enough, if you simply don't care about anything other than battle aura, and you want to have it on all the time, there's no real reason to invest in will.

Hmmm...

Concept characterthought - I'll likely flesh him out later - runs heavy on the chi, either melee to about 40 (qualifying level) with riposte, bleeding, etc, and takes well-paired weapons to minimize hit penalties or barehand all the way with blocking and double attack. Starting stats are as my normal, but will as dump stat. Goes heavily into chi offense, chi regen, and chi gung, but barely touches chi, and might not bother with chi defense at all. Either runs as a sumo version that takes just enough strength to get the con it needs (cheap, poor AC), or a judo version that goes heavily into the dodge, and takes dex to dancing-con levels for the con (less cheap. Noticeably more AC.) Regardless, gets all speed from initial stat points (if any), the nimbus, and chi speed. Gets (and uses) essentially all chi-over-time skills, and basically no 'U'sable chi skills.

BucketMan:

Modules/Dragon Ball T/Build Babble (last edited 2008-04-18 00:23:24 by c-68-33-40-220)