Playing Ao100 on M (HNTR). At level 22 or so. I got too stressed and had to take a break.
So I took a few levels of SoaG, then the game decided to give me a bunch of shotguns and T/B modpacks.
I have EE1, Reloader2 now too. I forget everything I had since im not at home.
I have a Nano pack, Wizkid 2, no Power or Agility.
Wearing Maleck's armor [3] and some fast boots as well as Environmental plasteel.
is Nanosharpnel Double shotgun really good?
My original goal was for sharpshooter, but that seems silly now. I can still qualify for the technician shotgun special, sharpshooter, OR scavenger.
Tips?
Maybe just EE2 Int1/2?
Maybe Shotgunner? Maybe Fin/Juggler?
Archviles and mancubi are hard now.
Items: Ooh, use the nano on gravity boots or nanomachic!
You don't need the nano armours since you have malek's, meaning what you do with the nano pack is all about whether you think you'll find the boots to go with Malek's, and how much of a concern ammo/reloading will be.
Personally, I'd use it on a good pistol for a nanomachic and pump up 5 levels of SoaG, but then I'm a big fan of pistols and nanomachic assemblies. Gravity boots are probably more powerful, but have the potential for dissapointment if you find the matching boots for malek's armour.
Shotguns are great, but don't scale particularly well compared to pistols or melee, especially when you can't take army of the dead. In Ao100 scaling is important. I'd see your shotgun use as a 'phase'. Those mancubi and archviles will only get more common as you go on! Also, Nano shrapnell is
really dissapointing on anything other than a super shotgun, in my experience. :(
Traits... Scavenger is alright in Ao100. Sharpshooter becomes REALLY strong when you hit Character level 13 (0.1s per pistol shot with SoaG5). The pistol damage more than doubles at level 12 (SoaG4), and more than doubles again at level 13 (SoaG5). It's possible to kill a cyberdemon with a SoaGx5 pistol without it getting a single turn.
I personally don't like Int enough to waste the traits on it. EE is super nice, but spending like 4 traits for EE and intx2 is nowhere near as good as spending 3 on berserker and 1 on EE, even if you're not using melee!
Juggler is awesome, provided you can use your inventory for your gun collection. That means ammo concerns need to be dealt with. Juggler works best, in my experience, with brute and whizkid.
Also, consider the possibility of taking no master traits. Master traits aren't particularly strong in the current version. There are only 3-4 master traits that are more powerful than masterless builds, and Ao100 lends itself well to a more diverse playstyle (sharpshooter is, admittedly, one of the strong ones).
Archviles and mancubi Archviles and mancubi hardly hurt you if you get the berserker trait, but if you've got malek's armour, you might just find the boots to go with it, which will hugely increase your fire resistance and sort out the problem. Fireproof red armour (P modded since you already have WK2) helps a lot, and at a pinch, an environment suit bumps your protection up quite a bit. Seriously, with WK2 I'd keep a P-modded fireproof red assembly around to switch to when you have to take fire damage, especially since malek's let's you feed your fireproof armour all the shards! That should keep you safe. :)