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Need new total combat monster build

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Moonrunner

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« on: <09-13-19/0024:55> »
So, I have been playing as the Elf Physical Adept that Hobbes made for me and he is a badass.  However, one of the guys in our current group has thus far been playing as the Starter Set pre-made, Rude, and now wants to make his own character, which will be a Physical Adept.  This means our crew will have 2 Physical Adepts in it now.  We also just picked up one new player that is playing a Street Samurai that loves grenades.  The rest of our crew consists of a Dwarf Decker, a Human Rigger (the pre-made named Emu), the pre-made Ork Combat Mage (Frostburn), the pre-made Elf Covert-Ops Specialist/Face (Yu - occasional player).

With another Physical Adept coming onboard and the new Street Samurai I fear that my character might be kind of redundant now and there will be too much physical combatant overlap. 

I'm now considering switching to a new character type but have no idea what to play.  I really want to melt faces in combat.  Do you feel that maybe I should switch to a magic type character and if so, how can I distinguish myself from Frostburn? Do any of you have a BADASS combat and/or magic build that would be a beast and not necessarily be redundant in a group like this?

Stainless Steel Devil Rat

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« Reply #1 on: <09-13-19/0027:34> »
You could focus on Summoning.

Spirits will wreck face in an entirely different way.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Moonrunner

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« Reply #2 on: <09-13-19/0039:05> »
You could focus on Summoning.

Spirits will wreck face in an entirely different way.

That crossed my mind.  I do not know much at all about Summoning yet but will study it in the book.  Does anyone have a wicked Elf Summoner build??

Shinobi Killfist

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« Reply #3 on: <09-13-19/0143:51> »
If some people are using premades hyper optimization might not be necessary.

But one benefit of focusing on summoning is going magic D has no negatives.  I’d always suggest in anyways in any campaign that isn’t a one shot or similarly short but it even less of a penalty now. Only having 2 spells is a sort of limit for most mages but not summoners.


Michael Chandra

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« Reply #4 on: <09-13-19/0311:29> »
The main question would be: Do you want to be able to cast spells as well, or solely summoning?

The second question, if the answer is 'magic hell yeah!', what kind of magic do you want to focus on? If you start at Magic D, initially you'll have 2 spells. There's Increase Attribute spells (1 per attribute), Increased Reflexes for more Initiative, combat spells (both direct and aoe), but you could also lean back, take cover, let the Spirits do the job and stick to Heal and maybe a Detection spell or Levitate.
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Moonrunner

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« Reply #5 on: <09-13-19/0329:26> »
The main question would be: Do you want to be able to cast spells as well, or solely summoning?

The second question, if the answer is 'magic hell yeah!', what kind of magic do you want to focus on? If you start at Magic D, initially you'll have 2 spells. There's Increase Attribute spells (1 per attribute), Increased Reflexes for more Initiative, combat spells (both direct and aoe), but you could also lean back, take cover, let the Spirits do the job and stick to Heal and maybe a Detection spell or Levitate.

If I did some other magic as well as Summning I'd want direct damage and AoE combat spells.  If sticking to just Summoning can be totally badass and optimal for spirits I could be ok with that.

Moonrunner

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« Reply #6 on: <09-13-19/1642:23> »
Any amazing Summoner builds out there?

Stainless Steel Devil Rat

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« Reply #7 on: <09-13-19/1653:28> »
Well... max out your drain stats and Conjuring skill, get and bind some Summoning Foci ASAP, and you're set.  The drain isn't so bad to manage but getting net hits on the conjuring test is where the rub is in 6we.

If you do a full magician, absolutely get Improved Attribute and Focused Concentration so you can walk around with 9s/10s in both your drain stats, but that's IMO overkill and honestly not contributing super much to the primary challenge of getting services in the first place.  If you do an aspected Summoner, you don't have to even worry about the distraction of keeping track of buffs.
RPG mechanics exist to give structure and consistency to the game world, true, but at the end of the day, you’re fighting dragons with algebra and random number generators.

Hobbes

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« Reply #8 on: <09-13-19/1803:15> »
For a Summoner I'd go with a Mystic Adept:

Metatype   D  4 points (spend these on Magic)
Attributes   B  20 Points
Skills    A  Buncha points
Magic   C  2 points
Resources   E  6,000 plus a bunch of Karma

Elf if you want to be a Face in your spare time, Dwarf if you want to be a Hacker.

Magic 6 (2 plus your 4 Benefit Points).  Meh physical stats, Max drain stat and willpower.  Buy 1 PP and either get +2 Hacking or +2 Influence from Improved Ability.  2 Spells, Improved Ability and Improved Reflexes. 

Summoning 6, Spellcasting 5, and then pick up either the two Hacking Skills or the two Face skills at 5.  Then Astral, Stealth, Athletics, and whatnot with the remaining points.

10 Karma worth Bad Debit for your cheap Cyberdeck and expensive Commlink Combo if you're inclined to be a Hacker.

Play style is less face melty and more team buff bot and support character.  Which is not everyone's cup of tea.  You'll actually keep low in combat as much as possible and toss buff spells on the other players or your disposable minions before a fight.

Michael Chandra

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« Reply #9 on: <09-13-19/1817:19> »
Mystics cannot buy PP, as per errata.
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markelphoenix

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« Reply #10 on: <09-13-19/1922:41> »
Mystics cannot buy PP, as per errata.

Have they released a new batch of errata?

Michael Chandra

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« Reply #11 on: <09-13-19/1931:49> »
No, the August errata note 'delete paragraph 3', which is the section explaining they can buy Power Points.
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Tecumseh

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« Reply #12 on: <09-13-19/1937:52> »
Attributes   B  20 Points

I am under the impression that Attributes B is worth 16 points, not 20. I don't see this in the August errata. Was this changed elsewhere, or is this Hobbes' muscle memory from 5E?

Hobbes

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« Reply #13 on: <09-13-19/1947:04> »
Mystics cannot buy PP, as per errata.

p. 66

"They fist purchase adept powers up to a maximum of their Magic attribute then multiply the
remaining Magic by 2 to determine their starting
number of spell choices. Again, this uses the Magic value in the Priority table, not as adjusted with
Karma or adjustment points."

So, buy 1 PP with the 2 Magic, and then buy 2 Spells.  Spend the 1 PP on Improved Ability for +2 on whatever.

Hobbes

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« Reply #14 on: <09-13-19/1948:30> »
Attributes   B  20 Points

I am under the impression that Attributes B is worth 16 points, not 20. I don't see this in the August errata. Was this changed elsewhere, or is this Hobbes' muscle memory from 5E?

You are correct Edition bleed, well spotted.