Another question: so lets settle on Gunslinger/Asassin build. Which Signature Ability is better in your opinion: Unmatched Devastation or Unmatched Fortune?
Min-maxing Gunslinger possible?
1 hour ago, Benny89 said:Another question: so lets settle on Gunslinger/Asassin build. Which Signature Ability is better in your opinion: Unmatched Devastation or Unmatched Fortune?
Considering the glass cannon nature of the spec, you may want to consider Narrow Escape as well. You're already amazing at killing stuff.
Just now, micheldebruyn said:Considering the glass cannon nature of the spec, you may want to consider Narrow Escape as well. You're already amazing at killing stuff.
I will consider it too, but back to question: which can get more net value of combat? Adjusting dices the way I want to doing extra combat checks?
1 hour ago, Benny89 said:I will consider it too, but back to question: which can get more net value of combat? Adjusting dices the way I want to doing extra combat checks?
It's a matter of personal preference, I think.
Unmatched Devastation insta-kills stuff very efficiently, but kinda takes the fun out of killing stuff. Although I suppose ending combat when you start to loose is also a very powerful defensive ability.
Unmatched Fortune is helpful in any situation where dicerolls are involved, not just combat, and can be shared with an ally, making it incredibly versatile and synergetic.
22 hours ago, Benny89 said:I am leaning right now towards Gunslinger/Sharpshoote/Assassin and focus on first turn Crits. I also get here 3x Dodge, 2x True Aim, 3x Sniper Shot, 7x Lethal Blows, 2x Precise Aim, Targeted Blow. Using 2x Hair Trigger, Paired Weapon + 2x Bantha Sight + 2x Tinkerer (from my friend technician) + 2x Superior mod should net me enough advantages to shoot 4 times anyway.
In two-weapon combat only the primary weapon is used for building the dice pool and the combat check and you can spend two advantages or a triumph to hit with the secondary weapon.
Due to this, you do not get the extra advantages from a Bantha Sight or Superior on your secondary weapon. In the same way Accurate on the secondary weapon has no effect.
You are better off using a damage increasing attachment (Blaster Actuating Module, Amplifying Chamber, Mandalorian Chamber, ...) on the secondary weapon.
In addition I would not use the paired weapons attachment. You need one less advantage but it costs you 1 HP on both weapons. The Bantha Sight for example, will produce the same result with its extra advantage and only one HP, but is more versatile and you could use the advantage differently to adapt for different situations if needed (Boost, Crit, strain recovery, ...). As you included the Bantha Sight already, I would use a custom grip on your primary weapon. It would remove the last setback die from your Hair Trigger and add a boost die. The HP on your secondary weapon would then get another damage increasing attachment.
If you want a good mix of damage and critical hits, use a blaster with a crit rating of two for your secondary weapon, like the Equalizer or the Geonosian blaster pistol.
Add the Enhanced Xciter (instead of Paired Weapons and Bantha Sight) for Crit 1 and Pierce 3 and the Hair Trigger. Let your tech friend tinker a Blaster Actuating Module on it.
Your primary weapon would be modified for advantage generation and accuracy. Dragoon + Hair Trigger + Bantha Sight + Custom Grip (+Tinkerer (Superior)).
2 hours ago, Rogues Rule said:In two-weapon combat only the primary weapon is used for building the dice pool and the combat check and you can spend two advantages or a triumph to hit with the secondary weapon.
Due to this, you do not get the extra advantages from a Bantha Sight or Superior on your secondary weapon. In the same way Accurate on the secondary weapon has no effect.
You are better off using a damage increasing attachment (Blaster Actuating Module, Amplifying Chamber, Mandalorian Chamber, ...) on the secondary weapon.
In addition I would not use the paired weapons attachment. You need one less advantage but it costs you 1 HP on both weapons. The Bantha Sight for example, will produce the same result with its extra advantage and only one HP, but is more versatile and you could use the advantage differently to adapt for different situations if needed (Boost, Crit, strain recovery, ...). As you included the Bantha Sight already, I would use a custom grip on your primary weapon. It would remove the last setback die from your Hair Trigger and add a boost die. The HP on your secondary weapon would then get another damage increasing attachment.
If you want a good mix of damage and critical hits, use a blaster with a crit rating of two for your secondary weapon, like the Equalizer or the Geonosian blaster pistol.
Add the Enhanced Xciter (instead of Paired Weapons and Bantha Sight) for Crit 1 and Pierce 3 and the Hair Trigger. Let your tech friend tinker a Blaster Actuating Module on it.
Your primary weapon would be modified for advantage generation and accuracy. Dragoon + Hair Trigger + Bantha Sight + Custom Grip (+Tinkerer (Superior)).
Aaaaaa, that makes a lot of sense. I just reread two-weapon combat section and you are correct. That gives way more room for min-maxing dual wielding!
Sooo.....
First gun, focusing on delivering maximum accuracy and advantages. Damage with that will be increased anyway by Deadly Accuracy and Targeted Blow if needed. And if I hit with primary - I hit with secondary so secondary needs to have max damage possible.
BRILLIANT!
So First gun: Hair Trigger + Bantha Sight + Custom Grip + Superior. Netting 2 extra advantage on a go. Benefits from Deadly Accuracy + Targeted Blow.
Second gun: Blaster Actuating Module, Amplifying Chamber/Enhanced Xciter, Hair Trigger. High damage, high crit.
Nice, that opens up so many more options to min-max damage and crit potential!
Btw. what are the stats for Amplifying Chamber and Mandalorian Chamber? Any other mods that can increase damage?
I am torn between investing in Assassin as my second spec (for more Lethal Blows + precise aim + extra Dodge Ranks + Targeted Blow) vs Gadeeteer (Jury Rigged armor + Improved Armor Master will net me 2 more defense points for my armor + Jury Rigged one blaster) vs Gambler (going for doubling advantages + triumphs to ensure maximum burst in first turn).
On 12/26/2019 at 6:22 PM, Benny89 said:I am torn between investing in Assassin as my second spec (for more Lethal Blows + precise aim + extra Dodge Ranks + Targeted Blow) vs Gadeeteer (Jury Rigged armor + Improved Armor Master will net me 2 more defense points for my armor + Jury Rigged one blaster) vs Gambler (going for doubling advantages + triumphs to ensure maximum burst in first turn).
Take three specs.
1 hour ago, Eoen said:Take three specs.
Hehe, nah, I want to fit in also either Sharpshooter or Merc Soldier for True Aims too. Also Saboteur with His Second Winds, Grits and Rapid Recoveries, all for not that much xp is also tempting
:). And Gambler for Double or Nothing!
I will play Gunslinger first to full before branching out and see what what I was feeling was missing on my combat checks more and then decide.
But I think it will be either: Gunslinger/Assassin for crit stacking and Dodge stacking or Gunslinger/Merc Soldier for more all around boosts + little Strain recovery. Or I could also go Gunslinger/Asssassin/Merc Soldier... well, I will see when I get to the Smuggler Signature ability
. Gunslinger/Assassin/Gambler seems like also very cool concept of high-risk-high-reward life style
6 minutes ago, Eoen said:Take three specs.
"As his second spec" being the operative phrase.
While Gunslinger / Assassin maximizes the core gunslinger functions (Hit early, lethal blows, dodge), using Gadgeteer as second allows for the Mechanics ability to do the needed mods, the toughened/armor master needed to survive, the very powerful 2x Jury Rigged and Tinkerer. It is the perfect fit for a Gunslinger (since you can’t count on having a mechanic in every group). Additionally the Coercion skill with intimidating can really get you out of some social pickles.
True aim is tempting on paper, but +1 Yellow die balanced against the loss of the maneuver (or having to pay 2 strain for an extra maneuver) is brutal on your strain and combat mobility if the combat lats more than a few rounds.
I also prefer the first weapon to be the crit weapon instead of the second weapon. If you have a rival or Nemesis than high crits is king, if a minion group then multiple hits with each doing a critical is king. Then you can add the second weapon for straight damage or for additional hits and not rely on activating it to be able to do a high crit shot.
I use the Cornet for the first weapon due to good damage of 7, Crit 2 and auto Advantage. Then add custom grip, hair trigger and BAM. Later use Tinkerer and the inevitable triumph from a mod check to add Reverse Engineering for +2 HP for the Enhanced XCiter. Apply Jury Rigged to the Hair Trigger. This would give your primary weapon Crit 1, 10 Damage, Pierce 5 (need to damage to do critical)+1Adv+Linked1(Jury Rigged).
Then either the Dragoon or Dragoneye for second weapon (or another Cornet if you want to have the Crit 2 over +1 damage). Apply Jury Rigged the Hair trigger, use Triumph on mod to add +1 HP. Then add BAM, Galven Pattern Resequencing attachment, and Hair trigger. This would give you 14 Damage, Crit 3, Pierce 3 and Linked1 (Jury Rigged to 1 Advantage to activate) (or 13 damage and Crit 2 with the cornet).
So in the end, with 4 advantage you could do 12 damage (successful hit gives minimum 1 damage) pierce 5 TWICE for 1 Advantage, and and additional 15 damage pierce 3 TWICE with 3 more Advantage. That doesn’t include deadly accuracy and 1 rank of Point Blank for one shot.
Or do a +50 crit with 4 Advantages, or even better, do 13-15+ damage +20 crit for 1 Advantage, AND a 12+ damage +30 Crit for 2 more Advantages.
Also consider having your second weapon be a long range weapon. This can be crafted with gadgeteer. Nothing cooler than shooting someone at short range minion/rival with 1 purple check (and 2 strain, or 2 purple check with no strain), then using Spitfire to hit a high level high adversary high defense high dodge nemesis at long range with 2 Advantages.
Edited by dtdunnWith my Gunslinger the pistols I went with were paired Quicktriggers from the Fly Casual book. 450 credits each, relatively low rarity and, best of all, one difficulty level easier to mod or repair the weapon.
Good HP, average damage, Crit 3. Not a bad choice if not getting a spec. with Jury Rigged or Tinkerer.