Difference between revisions of "User:Makoto/Brains Whips Scrub Guide"

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(Created page with "Hello. I am Makoto. I have been playing Hellmoo for a while, and a lot of people when they play like to have combat abilities and utility. Here, I am going to write a guide about...")
 
imported>Makoto
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I honestly prefer to go with the Lockpicker set of skills, because you will have good enough totals in scav and craft with only 6 raw in them, so there is no need to buy them past 6 raw. Lockpicking doesn't have too much of a use right now, because you need someone to have challenged you to pick into their place of living, but it's a good deterrent. No one will fuck with you if you can take their text! It's your own choice though, having a starting raw in scav and craft can make the grind a lot easier.
I honestly prefer to go with the Lockpicker set of skills, because you will have good enough totals in scav and craft with only 6 raw in them, so there is no need to buy them past 6 raw. Lockpicking doesn't have too much of a use right now, because you need someone to have challenged you to pick into their place of living, but it's a good deterrent. No one will fuck with you if you can take their text! It's your own choice though, having a starting raw in scav and craft can make the grind a lot easier.
You may say, "But, why don't I tag medic! I want to be a medic!" and just because you don't have a skill tagged doesn't mean you're shit in the skill. You tag a skill that you want to buy past 6 raw, and even with 14 raw brains, you'll have 18 total in medic at 6 raw. That's enough to basically do anything besides brain surgery and analyze mental illnesses. Once you take swollen brains, that total medic will raise to 21 total, which is enough to do both of those. So, don't worry about tagging medic/repair. Just don't do it. You'll be fine.


== Starting Stats ==
== Starting Stats ==
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You can start with either of these, this guide is specifically about being a crafter/brains whips, not a combat whips build, that's some other guide. As for the differences in starting stats, 14 senses and 14 reflexes will start you with a higher whips total, but starting with 14 brains and 14 reflexes will just start you with a higher brains total. It's honestly your own preference what you prefer, it will even out in the end anyway. I honestly prefer having 14 brains to start, because of the increase in medic skill.
You can start with either of these, this guide is specifically about being a crafter/brains whips, not a combat whips build, that's some other guide. As for the differences in starting stats, 14 senses and 14 reflexes will start you with a higher whips total, but starting with 14 brains and 14 reflexes will just start you with a higher brains total. It's honestly your own preference what you prefer, it will even out in the end anyway. I honestly prefer having 14 brains to start, because of the increase in medic skill.
== Post Character Generation ==
A.K.A: The grind.
As a brains person, you will do a FUCK LOAD of grinding before you seem to start the actual game. You should not take ANY mutations before you are done grinding the skills that are affected by the mutations that you take. Here are the skills you grind.
    whips, craft, repair, locksmith, medic, hack, pilot, chemistry, scav, focus, climb and science.
Yes, that is a TON of skills to grind, way more than most combat oriented builds, all with good reason. I shall explain HOW to grind those skills, now.
'''Remember:''' Grinding using a script/timer/trigger is against the rules for the most part, it is against the rules if you AFK grind, as in, set up one and let it run. It is okay if you are not spamming too much, and you're watching your computer. Admins can tell if you're AFK grinding, they will find you and attempt to talk to you, if you do not respond, they will kill you, reset the IP you grinded and if you get caught enough times, you'll be '''BANNED.'''
== Whip ==
Grind this straight out of character generation. Buy a pair of antenna whips (or just one), type 'grind whip' and go kill a fuck load of orphans, also, go buy a butchers knife and cut the skin off of all the orphans you kill. You will fuck up a lot of the cuts and ruin the skins, but this will help to grind scav and the skins that you do get will help you grind craft (explained later.)
Once you get to 4 raw, you'll need to use a different whip than Antenna whips, I'd recommend asking someone for a link whip and using that to get to 6 raw.
== Locksmith ==
After you're done grinding whips, you may be tempted to take mutations that raise your reflexes, or gyming reflexes to 18, but hold on a moment. You don't want to raise a stat that governs skills you want to grind because it will make them harder to grind. Locksmith is governed by reflexes, so, you'll want to grind it before you gym reflexes, or take reflexes mutations.
To grind locksmith, you'll want to buy a Steel Lockpick from the Automat inside of Rough Trade in Slagtown. Then, go to a lock that you can pick (I like the one at the cemetery). Now, if you pick a lock for long enough, and fuck up enough times, the lockpick will break. This is bad, because it will cost you a lot of money to keep buying lockpicks, the lockpicks only spawn every once in a while, and the store does close at a certain time. If you stop picking the lock and start again, you can avoid this.
I usually set up a timer that goes every 15 seconds, the timer does this:
    stop
    Pick <lock>
This makes it so that when you start picking the lock, the game every 15 seconds will stop picking the lock and start again. Your lockpick won't break (as often) and you can grind effectively. You can chose to grind to either 6 raw, or, alternatively, you can grind to 4 raw and do the Burglar job to get the last 2 raw. (the job gives .20 locksmith IP for each completion up to 10 times.)




'''THIS IS NOT COMPLETE, I AM STILL WORKING ON IT.'''
'''THIS IS NOT COMPLETE, I AM STILL WORKING ON IT.'''

Revision as of 02:10, 5 March 2014

Hello. I am Makoto. I have been playing Hellmoo for a while, and a lot of people when they play like to have combat abilities and utility. Here, I am going to write a guide about one of the most overdone and god damn stupid builds in Hellmoo. I don't know the rules against having extremely specific guides to certain builds, but, other games do it, so, I don't think it counts as spoilers???


Introduction

The build we are talking about today is Brains Whips, a combination of whips that allows for high brains, and as such, high levels in a lot of utility skills such as medic, repair, pilot and so on. Here are the pros and cons.

Pros:

  • High brains allows you to use repair and medic to help out your friends!
  • High craft allows you to make weapons for your friends!
  • High Pilot allows you an easy way to get around that isn't Flight mutation or Blink.
  • High focus so you can use blink and other abilities.
  • You will have lots of friends, and tons of money because you are a crafter.
  • Extremely high dodge, run basilisks naked! (don't)

Cons:

  • Whips do not do as much damage as other weapon types.
  • Low brawn, you won't be carrying heavy things, or much heavy armors.
  • Mostly slash damage makes you highly soakable. (except flash whips.)
  • Low endurance makes drugs not an option.
  • Gathering parts is lame.
  • No parry class 2 weapons. (that are viable)


Tag skills

Tag skills allow you to start with 1 raw in the skill you tagged and also cost less EXP to learn. There are a couple of things that you can tag, here they are.

Ultra-Crafter Set:

  Whips, Science, Scav, Craft.

Ultra-Lockpicker Set:

  Whips, Science, Locksmith, Hack.

Obviously, you tag whips because it is your main weapon skill, and science is a recommended tag because there are some cool science weapons and it is a god damn whore to grind. As for the others, I can explain further.

I honestly prefer to go with the Lockpicker set of skills, because you will have good enough totals in scav and craft with only 6 raw in them, so there is no need to buy them past 6 raw. Lockpicking doesn't have too much of a use right now, because you need someone to have challenged you to pick into their place of living, but it's a good deterrent. No one will fuck with you if you can take their text! It's your own choice though, having a starting raw in scav and craft can make the grind a lot easier.

You may say, "But, why don't I tag medic! I want to be a medic!" and just because you don't have a skill tagged doesn't mean you're shit in the skill. You tag a skill that you want to buy past 6 raw, and even with 14 raw brains, you'll have 18 total in medic at 6 raw. That's enough to basically do anything besides brain surgery and analyze mental illnesses. Once you take swollen brains, that total medic will raise to 21 total, which is enough to do both of those. So, don't worry about tagging medic/repair. Just don't do it. You'll be fine.

Starting Stats

Brains Start:

     brawn [ 8.00 /  ]        cool [ 8.00 /  ]    reflexes [14.00 / ] 
    brains [14.00 /  ]      senses [10.00 /  ]   endurance [ 8.00 / ] 

Senses Start:

     brawn [ 8.00 /  ]        cool [ 8.00 /  ]    reflexes [14.00 / ] 
    brains [10.00 /  ]      senses [14.00 /  ]   endurance [ 8.00 / ]

You can start with either of these, this guide is specifically about being a crafter/brains whips, not a combat whips build, that's some other guide. As for the differences in starting stats, 14 senses and 14 reflexes will start you with a higher whips total, but starting with 14 brains and 14 reflexes will just start you with a higher brains total. It's honestly your own preference what you prefer, it will even out in the end anyway. I honestly prefer having 14 brains to start, because of the increase in medic skill.


Post Character Generation

A.K.A: The grind.

As a brains person, you will do a FUCK LOAD of grinding before you seem to start the actual game. You should not take ANY mutations before you are done grinding the skills that are affected by the mutations that you take. Here are the skills you grind.

   whips, craft, repair, locksmith, medic, hack, pilot, chemistry, scav, focus, climb and science.

Yes, that is a TON of skills to grind, way more than most combat oriented builds, all with good reason. I shall explain HOW to grind those skills, now.

Remember: Grinding using a script/timer/trigger is against the rules for the most part, it is against the rules if you AFK grind, as in, set up one and let it run. It is okay if you are not spamming too much, and you're watching your computer. Admins can tell if you're AFK grinding, they will find you and attempt to talk to you, if you do not respond, they will kill you, reset the IP you grinded and if you get caught enough times, you'll be BANNED.


Whip

Grind this straight out of character generation. Buy a pair of antenna whips (or just one), type 'grind whip' and go kill a fuck load of orphans, also, go buy a butchers knife and cut the skin off of all the orphans you kill. You will fuck up a lot of the cuts and ruin the skins, but this will help to grind scav and the skins that you do get will help you grind craft (explained later.)

Once you get to 4 raw, you'll need to use a different whip than Antenna whips, I'd recommend asking someone for a link whip and using that to get to 6 raw.


Locksmith

After you're done grinding whips, you may be tempted to take mutations that raise your reflexes, or gyming reflexes to 18, but hold on a moment. You don't want to raise a stat that governs skills you want to grind because it will make them harder to grind. Locksmith is governed by reflexes, so, you'll want to grind it before you gym reflexes, or take reflexes mutations.

To grind locksmith, you'll want to buy a Steel Lockpick from the Automat inside of Rough Trade in Slagtown. Then, go to a lock that you can pick (I like the one at the cemetery). Now, if you pick a lock for long enough, and fuck up enough times, the lockpick will break. This is bad, because it will cost you a lot of money to keep buying lockpicks, the lockpicks only spawn every once in a while, and the store does close at a certain time. If you stop picking the lock and start again, you can avoid this.

I usually set up a timer that goes every 15 seconds, the timer does this:

   stop
   Pick <lock>

This makes it so that when you start picking the lock, the game every 15 seconds will stop picking the lock and start again. Your lockpick won't break (as often) and you can grind effectively. You can chose to grind to either 6 raw, or, alternatively, you can grind to 4 raw and do the Burglar job to get the last 2 raw. (the job gives .20 locksmith IP for each completion up to 10 times.)


THIS IS NOT COMPLETE, I AM STILL WORKING ON IT.