Caves of qud implants12/14/2023 ![]() ![]() I'm also a big fan of the "Bow and rifle" skill "Suppressive fire." Any character can learn it, and since I like to build characters that are kinda squishy tinkers who aren't great at heavy melee, keeping a strong enemy suppressed while I gradually plink away at them has saved my bacon countless times. ![]() I really like either freezing hands or light manipulation to do damage, force wall or teleport to help me run away, and heightened hearing so I can locate enemies behind doors or who are shooting at me outside my sight radius. ![]() a passive benefit that helps you in some other way (heightened hearing is my fave, but clairvoyance, carapace, multiple arms etc all have their good points)Ī lot of it comes down to your personal preference, how you enjoy playing. a thing that helps you run away, or survive to run away (teleport, force wall, phasing etc)ģ. a thing that helps you damage enemies (burning / freezing hands, electrical generation, light manipulation etc)Ģ. Some of the guides recommend making sure your mutations includeġ. An an enemy *can* follow you to a new zone, but only if you and they are both right on the edge when you move. When you leave the map, time freezes for the enemies you left behind, which means you can heal up while they're still injured. Things like when to run away, which kinds of abilities and attacks work well together, or against particular enemies, and how to use zone transitions to your advantage. Lots of dying is normal and okay in this game!Ī lot of the skills that keep you alive aren't necessarily dependent on your build. ![]()
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