User:Makoto/Brains Whips Scrub Guide

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Revision as of 01:54, 5 March 2014 by imported>Makoto (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...")
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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.

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.


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