| Nixitur |
So, I'm playing a Shirren Mechanic with Exocortex. We're currently level 3, so I can't really undo any mistakes I've already made, but I'm planning for the future.
The role I'm planning on filling in the party is that I'm shooting with Longarms (later Heavy Weapons), overcharging myself and my allies. Outside of combat, I want to be able to hack decently well and also get some knowledge checks done.
My ability array is 10/14/12/16/13/8. Should have probably switched Dex and Int, but oh well, I like skills. Here's what I'm planning on taking. I would greatly appreciate some advice.
1 - Weapon Focus (Longarms)
2 - Overcharge
3 - Far Shot
4 - Energy Shield
5 - Skill Synergy (Culture, Mysticism)
6 - Visual Data Processors/Hack Directory
7 - Heavy Weapons Proficiency (via Exocortex Mod), Versatile Specialization
8 - Improved Overcharge
9 - Deadly Aim/Iron Will
10 - Resistant Energy
11 - ?
12 - Ghost Intrusion
13 - ?
14 - Superior Overcharge
The Skill Synergy is basically just because I like having all the Knowledge skills. Synergizes well with Scholar, too. I'm not gonna out-skillmonkey our Operative, but I like the flavor of a Shirren being really good at Culture.
I'm super unsure about level 6. Perception bonuses are always fantastic, but I'd like to hack well. Our Technomancer is probably generally gonna out-hack me (started with 18 Int and has a level of Operative) until I get Coordinated Assault, but with the high DCs on Computers checks, not triggering countermeasures is a pretty huge advantage.
Is Deadly Aim worth it? Dealing even more damage on an overcharged explosive weapon is tempting, but it makes the Reflex save way easier to deal with. It's probably not that good for Longarms, either, because -2 is rough.
I have no idea what to do with the rest of my feats. I'm eyeing Connection Inkling just so that someone can keep our Mystic stable and alive if she's down. Should I maybe take that at level 9? Improved Initiative is another good option, but I'll generally want to go after our Operative anyway because flat-footed. Or maybe Medical Expert?
I'm also not sure which abilities I should increase. Int and Dex, obviously. Wisdom for the better save.
But should I go with Con or Str on level 5? More stamina and better saves are always good, but both Heavy Armor and Heavy Weapons are, well, heavy. I'm generally planning to have one explosive Heavy Weapon and one Longarm for a different energy type, so I might be fine, I dunno.
Any really bad options in my build? Any excellent ones I've overlooked?
| The_Defiant |
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I can't say much for some of the things you've asked, but here's what I can tell you from what I know:
Deadly aim generally isn't worth it, the math's been done, and it practically never gives you a dps increase, so probably best to skip it
When it comes to hacking, the technomancer may have more dice than you, but you can do it at range due to exocortex, so you can actually do stuff like.. hacking a machine in operation during a fight, like making an opponent's vehicle crash or making a construct do something you want. Your technomancer can only realy accomplish that with spells, while you can do that just by forgoing your exocortex bonusses for a round or two.
For stabilising the mystic, just keep some healing serums around, probably a better bet than getting connection inkling for it.
Heavy weapons are a nice damage boost over longarms, so if you do go with them, you might want to ditch longarms entirely and carry a blast heavy weapon and one you can hit single targets with. If you're using boost most of the time, you might not even care about it being unwieldy.
| Nixitur |
When it comes to hacking, the technomancer may have more dice than you, but you can do it at range due to exocortex, so you can actually do stuff like.. hacking a machine in operation during a fight, like making an opponent's vehicle crash or making a construct do something you want.
Well, that's not really hacking so much as Overload, but I hadn't even thought of using Overload on vehicles. That opens up some horrifying options, wow. But that doesn't really mean anything for the two Mechanic Trick options I've mentioned because that doesn't involve a skill check at all.
Heavy weapons are a nice damage boost over longarms, so if you do go with them, you might want to ditch longarms entirely and carry a blast heavy weapon and one you can hit single targets with. If you're using boost most of the time, you might not even care about it being unwieldy.
Hmm, so probably Versatile Focus at some point instead, to get that +1 to Heavy Weapons. And yeah, as you can see, my Dex isn't super high, so full attacks won't be happening. Not to mention that in my fairly combat-heavy group, I can use Overcharge both on me and our Vesk Soldier buddy or our Operative.
Thanks for the help!| Nixitur |
You get the wireless hack ability just for being an exocortex mechanic, make sure you read up on that one before you play, as it's something unique to your class.
I know that, but I meant that your examples aren't actually uses of the Computers skill. Making a construct do something is Override. Making a vehicle crash could only be Overload. The Starfinder definition of "Computer" is fairly narrow.
Vehicles, constructs, cybernetics, machines, even if they execute computations, aren't strictly speaking Computers. Even the Mechanic's custom rig is not a computer until level 7. And if you could do those things you mentioned just with Computers, that would seriously devalue Overload and Override.If there was an actual computer that controlled these devices through Control Modules and Range upgrades, then yes, you could hack the actual computer and manipulate those modules. So, if there was a computer that controlled a bunch of robots, you could hack the computer and control the robots that way. But you couldn't hack the robots directly because they're not computers.
| Nixitur |
Oh geez, I just noticed that if I want to go for Heavy Weapons, I have to increase Strength both on level 5 and 10 because they require a minimum Strength score to wield without penalty. That makes me rather more squishy than I would like, good thing I have an Energy Shield. On the other hand, that completely removes most issues with carrying capacity and opens up Cybernetic Arms which seem pretty fantastic.