I'll probably have to make wooly ape furs etc. Also, bad dv early when it matters isn't great. Dropping fur and two heads is 3 points, and loss of some utility (2 points of ego early when it matters, 6 later). I could have gone with the shell, but tinkering means I can have reinforced shardmail (I'm level 12 and just saw one for ~3,000 in Grit Gate). Crabs and knollworms have been 1- or 2-shot so far. Two heads with dismembered faces (and also knollwood skulls) means you've got a good level of mental mirror without investment. Save points until you get tinkering off Grit Gate, except the first level on dual wielding (which you could wait to pick up in Bey Lah if you don't mind the stupid exploding flowers). 18 base for everything except will and ego, with the level 9 stat point into dex, so good dual wielding comes online at level 12. I am also using wooden arrows and bullets to make change (meaning I get 5-10 or so every time I trade), even though I don't have the agility to use them often.Įdit: Build is 4-arms mutation, sleep gas, freeze hands, two heads, fur, mental mirror, and narcolepsy. I know I want reinforced for armor (and anything that counts as armor, including bracelets and faces). I took high enough intelligence for tinkering 1, so which mods are best for axes? Is counterweighted good? I've got an 4-armed axe mutant because it's been years since I've made it to Bethesda Susa.
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