Best weapons and armor?

Theron

Well-Known Member
Nov 8, 2018
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Depends on your Class.
In general, Stun Weapons are extremely powerful. Your Physique/Aim influences the chance of landing a Stun. If it's maxed, you should Stun most of the time.
Mercenary: Rough Leash or Custom Shock Gear. Personally, I think Stun is better than Trip. But the extra Shields from Draining can be useful.

Smuggler: Custom Shock Gear. Stun Weapons are especially good for Smugglers, because it triggers Aimed Shot/Sneak Attack.

Tech Specialist: Rough Leash or Custom Shock Gear. You could also go for a non-Electric damage Type (Glacial Auger, Knuckle Busters, Acid Lash*) because Charge Weapon, but I find regularly getting 2 rounds of free Shield Regen too valuable.

Warden Shield is probably the best Sidearm for a Melee Primary. Hirudo Devourer or NaN Deconstrutor are also an option for HP recovery.
*Malai, Dhaal.
Heavy Slut Ray is good for all classes, because it has Stun. Mercs can fire it 4 times/round and Techs can Overcharge it.

Mercenary: Some people swear by Saurmorian Rail Gun, but Ice Cappers has the same expected damage (because Crits). More, if you increase your Crit Chance.

Smuggler: Shock Bow, Ice Lance* or Sunsetter.

Tech Specialist**: Lash Cannon or XT8-Peer.

For your Melee Slot, Rouser is a good choice. Trick Bracer, if you're a Smuggler over the 50% Evasion Cap.
*From Malai on Dhaal. Not on the Wiki yet. Stun Chance.
**I haven't played a Ranged Tech Specialist, though I keep meaning to.
Mercenary: Ostensibly, you want to be stacking Bonus HP and Defense, but I prefer Sheilds, so see Tech Specialist. You could also use LUCK.

Smuggler: This is tricky. Passive Evasion caps at 50%, so you want to coordinate with your other equipment to hit 50% but not go over. Leopard Print Jumpsuit, Zaika-Style Gown are both good choices.

Tech Specialist: You want to stack Shields. Augment-Weave, Zaika-Style Gown and Chameleon Armor are good choices.

I recommend keeping a suit of Augment-Weave Armor, even if you don't intend to use it in combat. The double Soreness recovery makes training at the Ten Ton Gym or with Ramis a lot faster.
Keep in mind, you take 3% more damage for point of total Evasion below 0. Negating Evasion penalties is important.
 

TalRasha

Well-Known Member
Mar 14, 2023
78
29
29
Depends on your Class.
In general, Stun Weapons are extremely powerful. Your Physique/Aim influences the chance of landing a Stun. If it's maxed, you should Stun most of the time.
Mercenary: Rough Leash or Custom Shock Gear. Personally, I think Stun is better than Trip. But the extra Shields from Draining can be useful.

Smuggler: Custom Shock Gear. Stun Weapons are especially good for Smugglers, because it triggers Aimed Shot/Sneak Attack.

Tech Specialist: Rough Leash or Custom Shock Gear. You could also go for a non-Electric damage Type (Glacial Auger, Knuckle Busters, Acid Lash*) because Charge Weapon, but I find regularly getting 2 rounds of free Shield Regen too valuable.

Warden Shield is probably the best Sidearm for a Melee Primary. Hirudo Devourer or NaN Deconstrutor are also an option for HP recovery.
*Malai, Dhaal.
Heavy Slut Ray is good for all classes, because it has Stun. Mercs can fire it 4 times/round and Techs can Overcharge it.

Mercenary: Some people swear by Saurmorian Rail Gun, but Ice Cappers has the same expected damage (because Crits). More, if you increase your Crit Chance.

Smuggler: Shock Bow, Ice Lance* or Sunsetter.

Tech Specialist**: Lash Cannon or XT8-Peer.

For your Melee Slot, Rouser is a good choice. Trick Bracer, if you're a Smuggler over the 50% Evasion Cap.
*From Malai on Dhaal. Not on the Wiki yet. Stun Chance.
**I haven't played a Ranged Tech Specialist, though I keep meaning to.
Mercenary: Ostensibly, you want to be stacking Bonus HP and Defense, but I prefer Sheilds, so see Tech Specialist. You could also use LUCK.

Smuggler: This is tricky. Passive Evasion caps at 50%, so you want to coordinate with your other equipment to hit 50% but not go over. Leopard Print Jumpsuit, Zaika-Style Gown are both good choices.

Tech Specialist: You want to stack Shields. Augment-Weave, Zaika-Style Gown and Chameleon Armor are good choices.

I recommend keeping a suit of Augment-Weave Armor, even if you don't intend to use it in combat. The double Soreness recovery makes training at the Ten Ton Gym or with Ramis a lot faster.
Keep in mind, you take 3% more damage for point of total Evasion below 0. Negating Evasion penalties is important.
Any good advises about Kineticist?
 

Theron

Well-Known Member
Nov 8, 2018
3,583
1,370
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Kineticist is currently Backers only. I do plan on doing a full playthrough when it's made Public, but I currently have no advice.

It's also in active development/bug fixing, so things are likely to change, even if I did.
 
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kennelproud

New Member
Oct 13, 2023
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Kinetiscist currently operates best as a melee evasion fighter.

The perk "Deep Impact", which gives your critical hits a chance to stun, become busted when combined with weapons that innately have stun chances on them.

Lots of utility abilities like "Entropic Whip" to inflict the freeze status for reduced evasion and increased crushing damage on enemies. "Debris Field" to inflict blind and minor group damage. "Haste" for multi attack. "Gravity Flux" to trip groups or ground fliers. And the ability to fly yourself to take melee combat to the enemy.

And while you might be best served by evasion boosting gear to compliment the levitation dodge boost and the kinds of melee weapons you want to use, you still get a min defense equal to your level from "Psychic Armor" so you aren't fragile.
 

Greyfox643

Well-Known Member
May 20, 2016
292
371
So staffs for melee, and powers for ranged on Keneticist? no need to worry about guns, except to maybe take advantage of an enemy weakness?