I forgot about Act 2's Bone Prison. Those are waaay too massive for their own good, and if one is in a boss-arena, you can't even tp out of it :(
So back to Act 1.
Zombies hit way harder then anything else, so don't let them sorround you.
Also, it IS possible to get through Act 1 without ranged weapon, if you are very careful. Wouldn't try that in Act 2 though. Champion/boss monsters are a problem, but you can run around like idiot while the healbot patches you up for another strike. Still, probably better if you have a ranged weapon on switch.
Melee weapons are very likely outdamage any canon you can lay your hand on, so at least until you get to the last open area of act1, try going with those. It's sufficiently safe. Then come the spawners, and they are a nuisance, so Blast Cannon can help you out there.
For spells - unless it is lowering restrictions, or give other passive bonuses, you are likely better giving them to the pet. Bargaining and Animal Hadling also should go to the pet.
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Icedeep Cavern (I'm not even sure which act the cold area is, sry) should be taken last, at lvl 20-21, with 1,500+ HP and 75 ice resist on elite. Otherwise it is bloody dangerous. Spider Mines thrown mindlessly while running around like headless chicken wins the day. You should use up some gems to buff up your resistence. And grind a level or two if you feel being damaged too much while on the first floor. The dungeon respawns every time you enter.
It sucks that melee weapons come with double the damage cannons get.
On skills: Healing Bots are a must, Spider Mines ARE a must, 1 Blast Cannon is a must. Still think the 3 top passive worth the point. Force Field will be required in Act 2 to survive entering dungeon levels. But Aegis shield did not work out for me, it'd depend on Armor, but my priority is STR, because cannons are like the only source of damage here that are not suicidal besides the robots. Not sure where to investt he points. Blast cannon maybe, or Bulwark, or Heavy Lifting, or Fire and Spark.Storm Burst would solve the Bone Prison problem, but comes too late...
Hm. If I would drop that, that... How about 7 Healing Bot, 5 Blast Cannon, 5 Spider Mine, 2 Gun Bot, 5 Force Field, 1 Coup de Grace, 1 Charge Domination for the ... 1st Guardian fight? (Act 1 end)
For that fight you need 1,800+ HP, clvl 22, and 20+ 2nd tier potion each. Huh, this was close.
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For Veteran, Spider Mines solve pretty much everything, occasionaly thrown in a Gun Bot against bosses/champions. Elite is more problematic, in Act 2 not just the blocks, but immense amount of HP will stand in your way (Bone golems and champions are a year to knock down). This somewhat seems to be possible to mitigate with different damage element, but as there are no charts what hits what, that remains a guessgame.
Btw, with the berserker I've noticed Act 3 deals a ton of poison damage? Will have to watch for this, as some of the things don't reveal themselves, as the game though hits harder the later stages, is also vecoming more simpler? I dunno.
Anyway, and melee build until proven otherwise seems entirely impossible on the higher difficulties, because of how much damage the enemy deals with every strike.
For the cannon-engineer also most of the skills are simply unavailable because of item-requirement.
Eg. from the Blitz-tree you can have Seismic Slam, which was a pretty low range. Ember Reach simply pulls thing in melee range, what is a terrible idea. Storm Burst can be an excellent escape-skill, but it come sooo late.
Even from Blitz's passives you only can pick 2: Heavy Lifting, which is fine, but I think eventualy will become obsolate, and Coup de Grace, which is fine, but the chance the enemy will get stunned is not THAT high.
So the Blitz tee does offer a couple of things, but what it does offer is very mid.
The Aegis skilltree also restricts access for being the shield-user tree, but cannons are 2-handed.
There is of course Force Field, which is very good on lower diffs, and serves as emergency-skill on higher ones.
Overload is an option, but relies on charges, and has a short range (we had a similar skill on Blitz).
Dynamo Field is another melee-range skill. I mean these can be useful if you get stuck ina Bone Prison, but I hope we don't need massive skillpoints just for that...
Tremor is example of very badly describing what a skill does.
And Immobilization Copter only slows enemies, what is good, but you know.
Passives are again 2 out of 3, and Aegis of fate is simply a gamble, plus would require intense point-dumping into Vitality,. what would be nice, but then how I kill enemy? And while Charge Reconstruciont does not sound useless, now I see it as doesn't do enough.
The Tar Phase Beast challenge is though. Again: Blast Cannon needed (to get rid of the spawns), plus Helaing Bot (to maintain mana), plus a load of Spider Mine (when your chosen boss is not covered by spawns run to it and throw at it).
Previously I thought you must just step on the smallest tars, else they re-merge the bosses, but nah, it's worse. King Tar seems most vulnerable, then Mister Tar, than Doc Tar.
Let's go through the last skilltrree: Construction.
Healing Bot is a boon, and you should prioritise it over everything else.
Blast Cannon is still not my favourite, but it has advantages, especialy on Elite, where Spider Mines don't make it obsolete at all. It eliminates crowds faster than otherwise, plus it costs minimal mana, so I'm heavily reconsidering this.
Spider Mines are awesome, too bad they are not enough on Elite. On Veteran though you can get away with "just" them (Gun Bot support still required against bosses/champions).
Shock Grenade is the worst thing, don't waste your points here.
Fussilade... Comes late, and each shot costs as much as a drop of Spider Mines. It only gets good with at least one rank under it. The main advantage is the endgame damage and the fire-and-forget aspect (homing missiles). It is "1 target" skill, but is still a blast AoE. I dunno, it feels you should have it, but on the other hand only during NGs? It rly comes too late all things considered.
Sledgebot is another addition to your army. Again the description does not convey the necessary info clear, but found a video, so tier 3 bot won't just become ranged attacker, that's a relief.
All 3 passives are open on this tree: Bulwark is fine I assume IF you somehow manage to do an all-vitality build, but I just can't imagine that on Elite, or even Veteran, so do what you want. Fire and Spark seems meh, especialy that electric damage is rare (tier 3 copter do a bit), but the fire-damage allegedly applies to the spider Bots, what can make it a worthy investment.
Charge Domination barely does anything when dumping more points into it, but for 1 point the chance to go from zero to hero in a blink I definitely think that gamble worth the 1 point here.
So the new plan is:
- 1 Coup the Grace
- 1 Charge Domination
- 10 Healing Bot
- 5 Blast Cannon
- 10 Spider Mines
- 10 Gun Bot
- 5 Sledgebot
- 10 Force Field
- 5-10 Fire and Spark (debated wether this buffs the mines or not!)
- 0-5 Immobilisation Copter
Post edited December 22, 2023 by twillight