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Green is all 10/10, essential Quality Of Life buffs for 2 points, mind transfer is a global teleport that needs portable storage unit to work, roto-mapper and 3-4 range circuits lets explore the sea/caves from the mainland, the beta perks are essential, +1 is essential. You got 2 points left now.

Gamma perks are lime green, infinite sonic invoker and 33% faster spin-cycle for late game are great, but you can redo the skill tree in the portal after you get the shadow maul, the best 2 options after all the green perks.

Yellow is not recommended, alpha perks are not necessary and dont work on clones, you dont need 15% armor with 400 health, +10% hunger drain reduction is not much, and using more than 1 gastrogain is unnecessary. the sanity aura modifier is cool but not worth the points, never being insane means no nightmare fuel.

Red is bad, zap drone is not worth it, roto mapper 2 is redundant because rangebooster, transport 2 is redudant, just use twice the drones and send 5 drones in a stack. Dying on WX is HARD. Warm standby is bad for light, heat and cold just use them on yourself and 2 chorusbox is good in a public server's base with 8 people around it but niche (and annoying).

Affinities are preference, its between the flat 25% damage increase (the other upsides are not interesting, item duping is so late game you dont need it in my eyes) which is great and synergizes with the late game spin-cycle build! Or the clones, which have a lot more potential but need careful management, its your choice. I'd use lunar tho. 10/10 skill tree.

Let me know if you disagree with one of my takes

 

Edited by MrsBoris
  • Like 4
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I wouldn't probably take the energy efficient and watts up.

Other than this i think i would use the same. I don't know where i would put the extra point into tho lol.

Really want to use lunar affinity if they can make it less bothersome.

Also if they can make a branch in the middle so that you don't have to take the revive skill for teleportation that would be great.

Btw you point out the bad parts of the skill tree really well. I think the same way. :wilson_vforvictory:

 

Edited by David808
  • Like 2
3 hours ago, MrsBoris said:

 

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Green is all 10/10, essential Quality Of Life buffs for 2 points, mind transfer is a global teleport that needs portable storage unit to work, roto-mapper and 3-4 range circuits lets explore the sea/caves from the mainland, the beta perks are essential, +1 is essential. You got 2 points left now.

Gamma perks are lime green, infinite sonic invoker and 33% faster spin-cycle for late game are great, but you can redo the skill tree in the portal after you get the shadow maul, the best 2 options after all the green perks.

Yellow is not recommended, alpha perks are not necessary and dont work on clones, you dont need 15% armor with 400 health, 10% less hunger drain is not much, the sanity aura modifier cool but not worth the points.

Red is bad, zap drone is not worth it, roto mapper 2 is redundant because rangebooster, transport 2 is redudant, just use twice the drones and send 5 drones in a stack. Dying on WX is HARD. Warm standby is bad for light, heat and cold just use them on yourself and 2 chorusbox is good in a public server's base with 8 people around it but niche (and annoying).

Affinities are preference, its between the flat 25% damage increase (the other upsides are not interesting, item duping is so late game you dont need it in my eyes) which is great and synergizes with the late game spin-cycle build! Or the clones, which have a lot more potential but need careful management, its your choice. I'd use lunar tho. 10/10 skill tree.

Let me know if you disagree with one of my takes

 

Gamma two isnt really worth it, I’d say it’s worse than the Alpha ones since it’s just a slight buff to the axe spin which can be skipped. The buff it gives to the block circuit is kinda useless it prevents knockback for one attack.

You can skip gamma 1 if you don’t care about the sonic circuit being infinite

  • Like 1

I'd say alpha tinkering II is more worth picking than Gamma II.

Gamma II particularly buffs axes but the rest of gammas are just kinda mid, and if you plan to use other weapons (thule clubs + luck, or other rifts weapons that arent maul) then you barely get a benefit at all

Whiles alpha tinkerings buffs are kinda neglible, the permanence (you having them plug all the time) matters more.

Edited by Chesterxito
missclicked send

I would say inhabited machines 1 is also red. but I understand that it is green because it's forcibly jammed into the already bloated mobile backup line.

5 hours ago, David808 said:

I wouldn't probably take the energy efficient and watts up.

Getting back energy quicker and losing less energy when unplugging are very nice together. I think it's nice enough (and what else am I gonna spend my insight on)

  • Like 2

the transport 2 being red just show how little you tested it, your argument only if you want to use it to make your inventory that tp together with your consciousness, but for the rest of it uses, yu are losing alot by having only the transport 1, and don't lt me go to the fact that transport 2 reduces almost all the costs by half, you use the same amount of materials for more space, lose less inventory space for more and lose less time, just because your only intend is to use to help as a tp don't mean it is the only use for that

8 hours ago, Jakepeng99 said:

Gamma two isnt really worth it, I’d say it’s worse than the Alpha ones since it’s just a slight buff to the axe spin which can be skipped.

6 hours ago, Chesterxito said:

I'd say alpha tinkering II is more worth picking than Gamma II. Whiles alpha tinkerings buffs are kinda neglible, the permanence (you having them plug all the time) matters more.

I really see your point, its why i put them in yellow. Ill personally use one hardy-gastrogain-processing combo, the 5% armor and 10% hunger drain are negligable to me, the sanity buffs are good imo but i am sane all the time i wont have the nightmare fuel for my dark swords and magluminescence addiction (forgot to add beanbooster shield, its a sad loss). If the sonic invoker buff (for lunar staff for example) isnt interesting to you, and you can just redo the skill tree for the spin cycle buff after you get the shadow maul i think alpha I-II is completely valid

Ive talked so much about alpha I-II i lowkey wanna use them instead of gamma I-II now lol

5 hours ago, doritosdamafia said:

you use the same amount of materials for more space, lose less inventory space for more and lose less time

You can just chop more wood, it just takes some time... some characters can help you and after spring you chop wood in an area. The lose less inventory space argument is just wrong, cuz you can stack 10 drones in a stack, carrying 5 transport II drones (30 inventory slots) is the as carrying 10 transport I drones (30 inventory slots)

Edited by MrsBoris
22 minutes ago, MrsBoris said:

 

You can just chop more wood, it just takes some time... some characters can help you and after spring you chop wood in an area. The lose less inventory space argument is just wrong, cuz you can stack 10 drones in a stack, carrying 5 transport II drones (30 inventory slots) is the as carrying 10 transport I drones (30 inventory slots)

with the materials used to make 10 transport 1 drone can make 10 transport 2, so it's 60 inventory slots vs 30

Edited by doritosdamafia
5 minutes ago, Jakepeng99 said:

It’s a 30% hunger reduction per circuit

I am talking about the skill dude, the skill gives each gastrogain a +10% hunger drain reduction, thats what i mean by 10%

29 minutes ago, doritosdamafia said:

with the materials used to make 10 transport 1 drone can make 10 transport 2, so it's 60 inventory slots vs 30

An entire inventory is 15 slots, did you ever need to transfer more than 15 slots?

Edited by MrsBoris
5 minutes ago, MrsBoris said:

I am talking about the skill dude, the skill gives each gastrogain a +10% hunger drain reduction, thats what i mean by 10%

An entire inventory is 15 slots, did you ever need to transfer more than 15 slots?

considering that i use transportation 2 almost like a movable base, yea, it's in my statement, if you only gonna use transport to bring your items to a chassis lika a tp, you relly don't need transpot 2, but say that it is a redundant just because you can't see other uses for it is wrong im my opinion, if the skill was lime green or yellow i would not give a look and maybe even agree with you

1 hour ago, doritosdamafia said:

considering that i use transportation 2 almost like a movable base, yea, it's in my statement, if you only gonna use transport to bring your items to a chassis lika a tp, you relly don't need transpot 2, but say that it is a redundant just because you can't see other uses for it is wrong im my opinion, if the skill was lime green or yellow i would not give a look and maybe even agree with you

I would’ve agreed until I realized I can put the eye bone or star sky into the transport drones. Unless you really need Chester for something else or another player needs Chester more in multiplayer, just pick transport 1 and you get even more space than you would’ve gotten with transport 2, especially with shadow Chester.

  • Like 1
26 minutes ago, YouKnowWho142 said:

I would’ve agreed until I realized I can put the eye bone or star sky into the transport drones. Unless you really need Chester for something else or another player needs Chester more in multiplayer, just pick transport 1 and you get even more space than you would’ve gotten with transport 2, especially with shadow Chester.

it is a good argument, the reason i'm so in favor of transport drone 2 is because i like the "scout" play style of wx, and the consciousness transference and transportation 2 let me be a maniac, imagine you havim a main base plus three support bases with each one havin at least 10 drones, your inventory is full? send a army of drones to empty it, need food in the middle of your speluking, call wx food delivery, in resume and to not create a big comment, the consciousness transference and delivery 2 make me "never" need to step om my base ever again, because i have a army of drones that effectively infinity inventory and access to the crockpot/crafting stations without retreating, with is fery fun

  • Like 1

beta perks are essential? are we looking at the same list of beta perks? because imo they suck, with the exception of the electrification circuit. alpha circuit tinkering gives you a bunch of extra effective stats when you take all the percentages into consideration, meanwhile beta tinkering gives you... movespeed penalty reductions? slightly more range on drones and jimmy? freeze and fire resistance? sure these arent terrible but theyre way too niche to be spending 2 skill points on, and the electrification circuit honestly is better spent on speed circuits and just kiting the boss, especially since the speed works with the spin-cycle circuit.

12 minutes ago, Baark0 said:

beta perks are essential? are we looking at the same list of beta perks? because imo they suck, with the exception of the electrification circuit. alpha circuit tinkering gives you a bunch of extra effective stats when you take all the percentages into consideration, meanwhile beta tinkering gives you... movespeed penalty reductions? slightly more range on drones and jimmy? freeze and fire resistance? sure these arent terrible but theyre way too niche to be spending 2 skill points on, and the electrification circuit honestly is better spent on speed circuits and just kiting the boss, especially since the speed works with the spin-cycle circuit.

well alpha gives only 5% dr, +10% hunger drain reduction and the sanity circuit is so meh that i don't remember, the reduction of move speed debuff is useful to make the shadow pieces and lunar stations without losing time, night vision with filter off kinda carries and being able to contract pigs and bunnyman by walking close to them is gold

26 minutes ago, doritosdamafia said:

well alpha gives only 5% dr, +10% hunger drain reduction and the sanity circuit is so meh that i don't remember, the reduction of move speed debuff is useful to make the shadow pieces and lunar stations without losing time, night vision with filter off kinda carries and being able to contract pigs and bunnyman by walking close to them is gold

It's 5% dr that scales multiplicatively with the 100 health the hardy circuit already has and the beanbooster's shield and health regen. Beanbooster also cuts sanity auras in half, which is is pretty helpful for any boss with huge sanity auras. The hunger circuits arent that impactful but not not having to eat as much is nice. While the move speed penalty reduction is nice for moving marble pieces/moon altar pieces, you could also just get a beefalo and save yourself 2 skill points. Night vision filter is entirely a preference thing, and the one man band effect isnt exactly super useful considering pigs and bunnymen are already really easy to befriend, or at least, its not useful enough for me to want to pick it over a speed circuit.

7 minutes ago, Baark0 said:

It's 5% dr that scales multiplicatively with the 100 health the hardy circuit already has and the beanbooster's shield and health regen. Beanbooster also cuts sanity auras in half, which is is pretty helpful for any boss with huge sanity auras. The hunger circuits arent that impactful but not not having to eat as much is nice. While the move speed penalty reduction is nice for moving marble pieces/moon altar pieces, you could also just get a beefalo and save yourself 2 skill points. Night vision filter is entirely a preference thing, and the one man band effect isnt exactly super useful considering pigs and bunnymen are already really easy to befriend, or at least, its not useful enough for me to want to pick it over a speed circuit.

the dr is post armor and even with the "original" 35% you would not notice it with log armor or something better so the 5% is even more dificult to notice, the sanity is ok, but the ways to recover sanity mid battle are easy to get, food i actually like to be below to gain 100% from the food, i really don't like to eat food just to fill sanity or health while being full hunger, unless it during a boss battle, huger in general is good to increase more to use 100% of it worth than because of the reductiom of it draining

1 hour ago, Baark0 said:

beta perks are essential? are we looking at the same list of beta perks? because imo they suck

are WE looking at the same perks??? illumination is literally UNUSABLE without beta perks, chorusbox is only good with beta perks, the penalty reduction is extremely good for statues and bossfights, electrification perk is extremely good for bee queen which will give you the beanbooster, rangebooster doesnt work on roto-mapper and jimmy without beta perks, and the removal of the red filter from opto is life saving. the fact you are saying they SUCK is COMPLETELY alien to me. ALL i listed costs just 2 points, you are lowkey insane.

Edited by MrsBoris
  • Like 1
12 minutes ago, MrsBoris said:

are WE looking at the same perks??? illumination is literally UNUSABLE without beta perks, chorusbox is only good with beta perks, the penalty reduction is extremely good for statues and bossfights, electrification perk is extremely good for bee queen which will give you the beanbooster, rangebooster doesnt work on roto-mapper and jimmy without beta perks, and the removal of the red filter from opto is life saving. the fact you are saying they SUCK is COMPLETELY alien to me. ALL i listed costs just 2 points, you are lowkey insane.

why would i bother using illumination/chorusbox circuits when i could save the skill points and spend them elsewhere on things i think will actually improve my gameplay experience? the cone of light is clunky and needs 3 illumination circuits in order to be half decent, and at that point id rather have complete night vision for 1 extra socket. at most id consider taking beta tinkering one to remove the filter, but i honestly dont mind it, and that means i can put that skill point somewhere else where im more likely to get value out of it.

30 minutes ago, Baark0 said:

why would i bother using illumination/chorusbox circuits when i could save the skill points and spend them elsewhere on things i think will actually improve my gameplay experience?

I already listed 6 different ways the beta perks improve your gameplay TREMENDOUSLY for just 2 points, you in spite of that think they all suck and i have nothing else to say. We just won't agree.

Edited by MrsBoris
3 hours ago, doritosdamafia said:

in resume and to not create a big comment, the consciousness transference and delivery 2 make me "never" need to step om my base ever again, because i have a army of drones that effectively infinity inventory and access to the crockpot/crafting stations without retreating, with is fery fun

when i played DBD, there were the tenacity and autodidact perks, which i loved to use, i didn't like seeing them being compared to useless perks cuz I had uses for them. I think its similar to your problem, that i am comparing something you found great use, to useless things like zap drone, roto-mapper 2 or IM II-III by putting it all in the same rank. The question is, even if there is use, and it is the make or break for the playstyle YOU invented, should i put it above "bad" rank for a ranking that people go for when they want the most out of their limited perk space? Well, I rerank it later anyone, put both alpha perks and gamma perks in lime green, transport II and warm standby on yellow... separate the bad from the terrible lol, i fear someone will come and argue the zap drone is the best thing to them since sliced bread though.

  • Like 1

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