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Experimenting with Malicious Blades on Ao100
Zarin:
I decided to try Malicious Blades on Ao100. I'm doing it on Medium (HNTR).
I picked Malicious Blades because you get some nice resistances almost for free (not exactly, ammo chains and boxes become just bigger ammo slots). It is a very under-powered build at the beginning, what with no Eagle Eye and really late access to SoB/SoG/Rel (depending on the main weapon). On the other hand, Technician tends to just get Whizkid (I usually have to take one before Malicious Blades, if only for hyperblaster). Later on, I pump SoB and Triggerhappy to make up for that.
Since I started this as an experiment I did save-scum a few times - just before and just after taking Malicious Blades. Unfortunately, the trait comes late enough, so Revenants already appear before you get that nifty fire resistance. Cured to a degree by a fireproof red armor, but not nearly enough. The main reason for save-scumming was trying to get 100% kill rate (obscessive-compulsive?). If you are ready to skip some levels where you hear dangerous noises (Revenants/Mancubi/Viles, even Barons), you'll be in fine shape. And I totally stopped restoring from saves after level 30 or so - by then the character can do much more without getting killed.
I had a goal of creating some cerberus armor. Eventually I did it - around level 49 (ATT for hyperblaster, TT for micro launcher, then some rotten luck never getting to it before an explosive attack wiped that T away). By then I had both Malek's Armor and Lava Armor - both with some nice plasma resists, even though not enough acid. Still, I dropped Lava Armor after finally assembling cerberus. Malek's is a different story, I love it and I'm still keeping it.
Anyway - having an 80%+ fire resistance is great! Revenants and Mancubi become a joke (don't forget to put on your grappling or gothic boots - an almost guaranteed find - to reduce knockback). And I'm falling back to two bulky knives (no luck with power mods yet!) quite often - dodgemaster + phaseshift boots let you close on even Arachnotrons taking very little damage! And those spiders take double from my melee weapons!
I found a sniper weapon pack at some point and quickly assembled an always-hitting but less powerful energy pistol. I started using it to lure the enemies to a crate / a door where I'm hiding just behind the corner with two blades for the ready. However, I noticed that I'm killing better with it than with hyperblaster, even with Triggerhappy(2)! I guess I'll try to pump SoaG next and start using it more. The insane knockback alone should prove useful.
Anyway - I can keep you posted if anyone is interested. After completing it I'll try a clean run.
Zarin:
Got deeper. Found a chainsaw on level 57. It is not a blade! (No resistances from Malicious Blades when it's in the prepared slot; no double attack either way) So have to stay with my two bulky knives (found a couple of power mods, but used to make cerberus boots - very useful!). Hope to find more power mods to create a chainsword or two (frankly, a piercing knife might be a better choice, but Brute(2)+SoaB(4) means 10 extra damage per hit, and with two hits per action even Bruiser Brothers go down in three seconds, madly trying to get through my 75% melee resistance).
So Malicious Blades is viable once you get it going. So far only Nightmare Arachnotrons present some real challenge. Malek's and cerberus armor are quite good at keeping me protected from Viles, but not from the multitude of hits. My energy pistol as well as the newly found Anti-Freak Jackal fail to knock back those spiders all too often. Do they have any knockback resistance?
I'll keep digging...
Zarin:
OK, won the save-scummed HNTR Ao100 Malicious Blades run. Once I assembled my sniper pistol, I just pumped everything into SoAG and SoAB - the knockback on the gun is incredible, as is the shooting speed. Towards the end of the game, assembled two chainswords and switched to them in easier situations (also having them both equipped by default since this was the only setup to which I couldn't switch instantly with Juggler). Killing a Shambler in 3 hits is hilarious (and Cyberdemon took only 1 or 2 more).
Still - it's a very luck-based and underpowered build at the beginning of the game. If you get an early assault or tactical shotgun you have somewhat better chances. Ditto for hyperblaster and/or assault rifle. Anything less and you are struggling.
Started non-savescumming HMP Ao100 Malicious Blades run. Got killed many times over, but my latest run seems to have switched to the better. After totally running out of medkits and armors, I found a Necroarmor, a couple of small medkits and advanced to Malicious Blades (with a detour to Whizkid(1) - got myself tactical shotgun, tactical launcher and hyperblaster) alive. I'm just one agility pack short of a cerberus armor (hated to start it from a regular green - ballistic vest, duelist or gothic armor would have been better). I don't have any fire resistance aside from the intrinsic yet, so still have to be extremely careful.
I have a Nano pack - now what the hell should I do with it? Armor assemblies are all cursed, boots are a joke (even though +80% walking speed is huge - can step into and out of Arch-Vile's sight range before it reacts). VBFG9000? Simply slap onto my cerberus armor after I get that? Just curious...
rchandra:
Having a Nano pack and missing only the agility from the cerberus, I'd make nanofiber skin red armour or wait and slap it onto the cerberus green. Or a rocket launcher. With cerberus or fireproof armour plus malicious blades, you should be ok with using it a lot even in closer quarters.
Zarin:
Went with your suggestion: slapped Nano on cerberus (found agility on level 21). Will keep you posted. 95% fire resistance is huge!
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