MrsBoris Posted Wednesday at 03:37 PM Share Posted Wednesday at 03:37 PM (edited) Green is all 10/10, the QOL skills are so impactful you can't go back once you get used to them (i got dozens of expensive circuits on their 5-7th use and since energy feeds 3 boards at once its 3x better to fill an entire energy bar in 3,5 min instead of 10,5 min) Mind transfer is a global teleport to pearl, moon and ruins station but it needs the transport drone to work. Roto-mapper and 3-4 range circuits make you a pioneer at exploring for one point. The beta perks and +1 are essential and improve WX tremendously. You got 2 points left now Alpha perks are lime green, the perks are negligeable but they are permanent... which from the early to mid game is better than anything else in the tree. gastrogain boost is nice, insanity aura reduction is life changing against fuelweaver and armor helps on tanking bosses with 3 electric like crab king/fuelweaver/bee queen. Yellow is not recommended, most alpha perks are bad including chessmaster (WX already has a small clockwork aggro) , block and redigestion (-30% hunger drain makes extra food production unecessary). Sonic invoker has a niche mooncaller use but a 18 walls + 6 statues setup costs just 48 rocks and works forever. The only saving grace is the spin cycle perk which ALLOWS you to solo crab king/fuelweaver/bee queen with pick/axes but i don't think that alternate strategy is worth two points (armor buff from hardy + 3 electrics helps enough). And if you want the MAUL SPIN, just wait until you get the maul in the late game and remove the drone insight for gamma I-II. Red is bad, signal booster is redundant even counting the auto-grabber buff. You can really feel inconvenience of 3 slot PSU's especially when doing pearl's quests but its just uncomfortable and not worth the point. warm standby is bad for light, heat and cold you can just use on yourself and its not useful for half the year, and 2 chorusbox is annoying but can help an 8 player base. Purple is worthless. Avoid 'em. I dislike both affinities, lunar is too expensive to use before late game and shadow doesn't appeal to me, especially the trash picking and auto collecting when WX is already great at collecting with the spin cycle, but you should get one and it really is preference. In doubt just get the shadow affinity for the 18-24% damage boost post shadow pieces you can't go wrong with it's help for bossfights (only reason why i didn't skip the affinities LOL) Let me know if you disagree with one of my takes, you can see i took the feedback and experience to heart. Edited Wednesday at 07:09 PM by MrsBoris 2 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/ Share on other sites More sharing options...
Jakepeng99 Posted Wednesday at 04:02 PM Share Posted Wednesday at 04:02 PM 25 minutes ago, MrsBoris said: Yellow is not recommended, most alpha perks are bad including chessmaster, block and redigestion. Sonic invoker has a niche mooncaller use but a 18 walls + 6 statues setup costs just 48 rocks and works forever. The only saving grace is the spin cycle perk which ALLOWS you to solo crab king/fuelweaver/bee queen with pick/axes but i don't think that alternate strategy is worth two points (armor buff from hardy + 3 electrics helps enough). And if you want the MAUL SPIN, just wait until you get the maul in the late game remove the drone insight for gamma I-II. Chess master makes clockwork followers so strong and makes them all passive and really easy to tame. Even if you don’t want to take any, making them passive is good enough to pick. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866183 Share on other sites More sharing options...
MrsBoris Posted Wednesday at 06:53 PM Author Share Posted Wednesday at 06:53 PM (edited) 2 hours ago, Jakepeng99 said: Chess master makes clockwork followers so strong and makes them all passive and really easy to tame. Even if you don’t want to take any, making them passive is good enough to pick. Chessmaster's point is taming clockworks without stunning, i think its the 2nd best gamma circuit, but WX already has a VERY small agro range, its like a tile long. And even if the clockwork aggro's, you can tame it during the long aggro animation, you can tame a group of like 5 bishops before they have time to react, so really whats the difference between standing next to clockworks safely and being able to push them around? Not a worthy perk in my opinion, amazing circuit tho. Edited Wednesday at 06:55 PM by MrsBoris 3 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866201 Share on other sites More sharing options...
Pruinae Posted Wednesday at 07:38 PM Share Posted Wednesday at 07:38 PM (edited) I like starting with this I don't really swap circuits around a lot so Right to Modify isn't that appealling to me. I use 1 Hardy and 3 Super Gastros for alphas; 1 Super Illu and 3 Super Accel for betas; and 1 Chessmaster with 1 Sonic Invoker (If I can get it, these bats never drop the nose for me). I end up only swapping one of the Super Accel and the Super Illu for one of the seasonal protection circuits, so it is not hard to replace those when they eventually break. Beta 1 for rangebooster, Beta 2 for Super Illu and access to Off By One. Gamma 1 for Chessmaster and Sonic-Invoker. Watts Up is really nice to have, gets the ball rolling again in no time. Extra bodies and Remote Transfer because who wouldn't. Roto-mapper my goat, helps WX and others avoid a bunch of annoying RNG. Signal Booster is really really nice on Jimmy and scales with rangebooster, so you can go crazy with the Roto-Mappers sooner. Transport II is nice to have if you are rushing stuff and playing with other people that need the same resources for different things. Shadow Affinity so the drones stay at base helping collect resources. Then swapping to this once I have access to Spin-Cycle Usually the Roto-Mappers have found everything by then, so Field Survey and Signal Booster aren't necessary anymore. So I put the points on Gamma 2 for Spin-Cycle, and Warm Standby for Spatializer and Rangebooster, but I can see Warm Standby being replaced by something else. Shadow Affinity for the 18~24% and mimicked Shadow Mawl shenanigans. And now, this is hypothetical, but if I were to be on a REALLY really late game world with them I would use Beta 2 isn't really necessary with Jeweled Crown, Gamma 2 is replaced by Brightshade Staff, so only the Alpha Tinkerings really end up being useful. Right to Modify wouldn't be necessary since Refrigerant and Thermal can be replaced by Pearl's teas, but it along with Gamma 1, Watts Up, and Warm Standby are interchangeable based on preference. Zaptrocuter is strong late game with Lunar Affinity since you can use it to stunlock bosses. Lunar Affinity just to have fun with the extra friends, DPS, Zaptrocuter, and Brightshade Staff. Edited Wednesday at 07:41 PM by Pruinae 1 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866212 Share on other sites More sharing options...
Frashaw27 Posted Wednesday at 08:28 PM Share Posted Wednesday at 08:28 PM This is mine. I do both gamma circuits for spin cycle, alpha for beanbooster shield, and beta for all of the various effects. Backup chasis and delivery drone need no explanation. Warm Stand-By is used because I like using the backup chassis for more utility then just a random teleport spot. For example, I use a chassis with 2 refigeration circuits as a frige with double slots + no restrictions on what I put in there. I use shadow affinity as I don't really like followers but at least with these drones they are relatively automatic. still vastly prefer the old shadow affinity 1 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866216 Share on other sites More sharing options...
MrsBoris Posted 23 hours ago Author Share Posted 23 hours ago (edited) 7 hours ago, Frashaw27 said: This is mine I'll answer you first cuz your post is shorter, i think not taking QoL is valid since the lack of it may just not bother you like it bothers me. Not taking roto mappers out of the gate is insane to me. You want alpha for the beanbooster shield of all things? Its the least interesting one... I disagree with the tree but it is not too crazy 7 hours ago, Frashaw27 said: I use a chassis with 2 refigeration circuits as a frige with double slots + no restrictions on what I put in there I literally never thought of this, i dont know exactly how valuable the no restrictions + double refrigeration is but its VERY interesting. Double refrigeration sound the most useful, what exotic items are you trying to keep cold? Floral jackets? Animals??? 8 hours ago, Pruinae said: I like starting with this, I use 1 Hardy and 3 Super Gastros for alphas Now YOUR gameplan is insanity 200 hunger with -30% hunger drain already trivialized hunger for me, 400 hunger with -60% hunger drain sounds optimal for daily life but very overkill??? Its fair but it scares me LOL. I think signal booster is just downright a bad choice, it doesnt scale with rangebooster it gets overshadowed by it. I think gamma I is bad. Transport II is... well, i recognize how uncomfortable 3 slots can be, but handling multiple PSU's is just a small inconvenience to me even when trading items. Also 0 QoL, if it fits your playstyle... 8 hours ago, Pruinae said: Then swapping to this once I have access to Spin-Cycle I would remove transport II and warm standby for alpha perks. Warm standby for an improvised spatializer chest is interesting, but i think spatializer is a bad circuit since once you get charged glass you can just kill celestial champion for the crown, and i dont see why you would keep the first crown instead of disassembling it. I dont have an opinion on how you should play the super late game, its free real estate. Your skill tree is very exotic, i see some inefficient choices but i am really amazed by the 0 QoL and 3 super gastrogain strategy LOL, because i can't argue against you playing like that but it scares me XD Edited 23 hours ago by MrsBoris Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866238 Share on other sites More sharing options...
Baark0 Posted 22 hours ago Share Posted 22 hours ago Alpha tinkering skills imo are just not worth it. The damage reduction you get is classified as protection, so its the same thing football helmets give you. It applies after armor protection values and reduces the damage you take by such a small amount even with 3 super-hardy circuits and 1 hardy circuit. The beanbooster shield seems cool but in practice its just an extra 40 max hp, and the extra sanity gain from clothes is negligible if you just run around with dreadstone armor (which you should because beanbooster synergizes great with it). The less sanity loss from sanity auras is kinda okay, but idk if it works vs lunacy auras, and even if it does it nerfs the bee queen crown. The reduced hunger drain from gastrogain circuits is nice but not really worth a skill point on. Gamma tinkering 1 is actually nice for the sonic-invoker circuit and the moonstone event, and it makes for an amazing support option in multiplayer. Gamma tinkering 2 is a straight up dps buff for spin-cycle weapons so its worth getting imo, even if the blocking circuit sucks a lot. Signal booster I agree is mostly worthless, since the range jimmy starts and continues scanning from doesn't change, so all it really does is let you stand further away from things to scan them. The extra range on the exploiter drones and the mapping drones might be good, though with the skill selection I pick I'd have to give up right to modify for it, which is kinda fine actually since the drone range sounds more useful with shadow affinity, whereas with lunar affinity I'd skip out on signal booster to have easier circuit management. I saw a video of someone with lunar affinity permanently stunlock armored bearger with the zaptrocuter and 3 lunar affinity chassis, it's funny so I wouldn't say its worthless. It can also be helpful for aggroing mobs that like to run away, however the lack of ability to recharge it outside of spring/using a telelocator staff/having a Winona makes it kinda meh. Both affinities kinda suck; shadow is a small physical damage buff with a billion other garbage perks slapped on top of it, and lunar affinity is funny and in theory is good but in practice is way too expensive and takes too much effort to use consistently, plus they suck vs most bosses. There are much better characters to play as if you want a minion based playstyle, I'd argue even Webber is better since his minion are dirt cheap even if they do suck (which vs a handful of bosses isn't even that true depending on how much AoE they have). Skipping an affinity is completely valid, especially on public servers where they usually don't last long enough to get either the minions or enough shadow atriums online before everyone leaves. Also the revival skills are dumb and weird and kinda let you ignore death as a mechanic as long as you can survive long enough to get to full charge with watts up. I saw a WX die like 20 times in a pub server and just instantly resurrect themselves. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866243 Share on other sites More sharing options...
Frashaw27 Posted 22 hours ago Share Posted 22 hours ago 33 minutes ago, MrsBoris said: i think not taking QoL is valid since the lack of it may just not bother you like it bothers me Most of the qol skill points don't appeal to me because most of the time it's just that, qol. I don't need to be able to get circuits up in less then a day because the time I spend charging is rare. There also ways to charge besides that, primarily goat milk. Saving durability and picking the circuit slot to choose isn't that worth to me as I don't really swap often enough. I had a WX world in the beta that lasted 140ish days and I don't think not even 1 circuit broke because from the offset I already knew what I wanted for each back up chassis. I would simply rather have points that give me something then convince. 37 minutes ago, MrsBoris said: You want alpha for the beanbooster shield of all things? Its the least interesting one... I disagree with the tree but it is not too crazy If we want to get to brass tacks, most of the skill tree can become obsolete at some point. The electric drone doesn't really come up often without the lunar affinity to matter much. The storage increase to the delivery drone isn't that needed due to not having a cap on how many you make. Rotomappers do have uses early, early on but fall off once 80% of the map is revealed. I don't die much so the revive skills don't appeal to me. In my opinion, the Circuit boosters are the best to put you points into as they have a consistent affect through out the entire duration of a playthrough. This is then focused in on by the Beanbooster Shield. Unlike the others, the beanbooster shield feels more impactful as it allows me to make simple mistakes without needing to fix it afterwards. Sure, that's what the regen is also for but being able to mostly tank a suprise end game hound wave is much more important to me then being able to preserve circuits. 44 minutes ago, MrsBoris said: I literally never thought of this, i dont know exactly how valuable the no restrictions + double refrigeration is but its VERY interesting. Double refrigeration sound the most useful, what exotic items are you trying to keep cold? Floral jackets? Animals??? The no restriction thing isn't really about preserving something but rather organizing. Sure, I could have a vast chest zone with all the bells and whistles at some point, but I also have stuff that needs putting away before then. Being able to put things like spare deerclops eyeballs, glommer goop, pig skin for hambats, it makes it a lot more coinvent. Overall, I think what the skill tree lacks is mostly interplay between certain skills and circuits. I certainly have my ideas, like watts up also decreasing cooldown on gamma circuits and increasing the speed of certain circuits like beanbooster, but the one that sticks out the most imo is cold standby. Things like living fridge WX are interesting, but it's kinda of absurd that like half of the beta circuits don't interact with the system. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866248 Share on other sites More sharing options...
GimplyGoose Posted 22 hours ago Share Posted 22 hours ago For the early game, I like Gamma I for the redigestion circuit buff. When you reprocess spoiling food (red freshness), any negative stat penalties the food would normally have are ignored while you still get all the positive stat bonuses. This lets you eat spoiling monster meat, lichen, and even red caps without damaging your health or sanity. You only need one redigestion circuit for this perk and it is very handy in the early game. I skip right to modify. If I want to use a different loadout for my circuits, I'll just set up a backup chassis with that loadout instead of swapping circuits. Watts up is something I almost always take. I like shadow affinity for the automatic passive collection of basic resources, but I like it better when they are in a backup chassis and not a main body. Setting up a twig farm has never been easier. Here is a controversial take: I skip remote transfer. I don't find teleporting with WX's chassis limitation to be very convenient. If you leave a chassis at your base and have some delivery drones, you can theoretically have access to your base resources from anywhere, but I find it so cumbersome to utilize in practice that I would just rather have a different perk. I much prefer to have all of my chassis at my base with specialized purposes: combat chassis (2x spin cycle), winter chassis (thermal), base building chassis (3x super gastrogain + night vision). If I wanted to play a character that could teleport around, I like Wanda and Wortox for that a lot more (even Winona to a lesser extent). I find that remote transfer is best used for Pearl tasks, but at the cost of -1 chassis. You can get all pearl tasks done in a single end of winter trip with good planning. I also usually only take one level in the delivery drone, and no other drones. Even without the remote transfer synergy, I find that often you want to send resources to a single location, so being able to send resources to a cave entrance or back to base is really nice and you don't really need to invest two points for the extra storage in those circumstances. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866253 Share on other sites More sharing options...
Master_NiX Posted 20 hours ago Share Posted 20 hours ago Ironically, recently I started to like Inhabited Machine II perk more than it should've been. I have a "suicide prone" friend. Not having to revive him every day is such a relief. Plus he can make extra chassis without spending red gem that way, if he dies and I just revive him with heart. Good Early game, not needed once postern is upgraded. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866260 Share on other sites More sharing options...
Evelo Posted 19 hours ago Share Posted 19 hours ago To none of my surprise there are 9 points that are always picked. Better than some other characters though. I get now from a game design perspective why skill trees add new abilities, but even so, just lame to have builds be so similar to everyone else. 1 1 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866266 Share on other sites More sharing options...
YouKnowWho142 Posted 15 hours ago Share Posted 15 hours ago (edited) 3 hours ago, Evelo said: To none of my surprise there are 9 points that are always picked. Better than some other characters though. I get now from a game design perspective why skill trees add new abilities, but even so, just lame to have builds be so similar to everyone else. I mean, there are only 24 choosable skills (since the affinities are mutually exclusive). That’s only a deviance of 9-10 points, and it’s almost physically impossible to not choose some of the skills with 15 points. No skill tree for any character looks too entirely different, that’s just impossible with how they’re designed. Most of the choices come down to player preference and convenience. If we really wanted to see tons of skill tree variety every existing character would need, like, double the number of skills they have currently, and at that point it would just not be fun or interesting at worst or overwhelming bloated. Edited 15 hours ago by YouKnowWho142 3 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866269 Share on other sites More sharing options...
Jakepeng99 Posted 12 hours ago Share Posted 12 hours ago 9 hours ago, GimplyGoose said: For the early game, I like Gamma I for the redigestion circuit buff. When you reprocess spoiling food (red freshness), any negative stat penalties the food would normally have are ignored while you still get all the positive stat bonuses. This lets you eat spoiling monster meat, lichen, and even red caps without damaging your health or sanity. You only need one redigestion circuit for this perk and it is very handy in the early game. WX always had zero downsides for eating spoiled food this isnt linked to the circuit. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866277 Share on other sites More sharing options...
MrsBoris Posted 12 hours ago Author Share Posted 12 hours ago 10 hours ago, Baark0 said: Alpha tinkering skills imo are just not worth it. I think your opinion on them is valid even if i think they are more useful than the rest of the options, i thought the super hardy protection was fulll damage reduction, ill run some tests later to see if the armor lasts for longer with super hardy's on. The insanity aura block doesnt block lunacy auras, i recommend removing all processing circuits and bringing green shrooms. 10 hours ago, Baark0 said: Gamma tinkering 1 is actually nice for the sonic-invoker circuit and the moonstone event, and it makes for an amazing support option in multiplayer. Gamma tinkering 2 is a straight up dps buff for spin-cycle weapons Doing a permanent mooncaller setup costs 48 rocks btw, and, well, if you need skill to support newbies, suit your needs. If the pick/axe strategy suits you, go wild, I wouldn't recommend it to other players. 10 hours ago, Baark0 said: shadow is a small physical damage buff with a billion other garbage perks slapped on top of it, and lunar affinity is funny and in theory is good but in practice is way too expensive and takes too much effort to use consistently Can't agree more, althought i dont think you can get a better skill with the extra point you get for skipping a 18-24% damage boost, so i dont recommend skipping affinities. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866279 Share on other sites More sharing options...
Baark0 Posted 11 hours ago Share Posted 11 hours ago 2 minutes ago, MrsBoris said: I think your opinion on them is valid even if i think they are more useful than the rest of the options, i thought the super hardy protection was fulll damage reduction, ill run some tests later to see if the armor lasts for longer with super hardy's on. The insanity aura block doesnt block lunacy auras, i recommend removing all processing circuits and bringing green shrooms. Doing a permanent mooncaller setup costs 48 rocks btw, and, well, if you need skill to support newbies, suit your needs. If the pick/axe strategy suits you, go wild, I wouldn't recommend it to other players. Can't agree more, althought i dont think you can get a better skill with the extra point you get for skipping a 18-24% damage boost, so i dont recommend skipping affinities. The protection from hardy circuits doens't impact armor whatsoever. It simply reduces physical damage taken after protection from armor. Mooncaller defenses are annoying to set up, especially when I usually rush the ruins in the first few days of autumn, so its nice being able to pick up a sonic-invoker circuit on the way out and not have to worry about defending the moonstone with statues or walls or whatever. The support aspects of it are no joke either, fear is a very powerful debuff, its like half the reason Willow is a good as she is: making enemies unable to fight back means they end up just being free kills. You can pretty much entirely shut down bee queen's minions with it. Pick/axe strat is a bit of a meme tbh, ignoring bee queen where its easily the most fun way to kill her as WX, but spin-cycle is a straight dps buff for the shadow maul (the strongest weapon in the game for most characters), which also scales very well with the enlightened crown. If you're playing on a pub/a world where you don't intend on playing until you can unlock the maul, then yeah it makes sense to not take it. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866281 Share on other sites More sharing options...
Pruinae Posted 10 hours ago Share Posted 10 hours ago 11 hours ago, Baark0 said: Signal booster I agree is mostly worthless, since the range jimmy starts and continues scanning from doesn't change, so all it really does is let you stand further away from things to scan them. It does change, you can see the difference between scanning a rabbit with and without it, it can scan a rabbit even if it isn't sleeping or stuck somewhere. The rabbit is able to escape the range once, but then it will stop and Jimmy will catch up to it again and finish scanning. 12 hours ago, MrsBoris said: I would remove transport II and warm standby for alpha perks. Warm standby for an improvised spatializer chest is interesting, but i think spatializer is a bad circuit since once you get charged glass you can just kill celestial champion for the crown, and i dont see why you would keep the first crown instead of disassembling it. Me and my friends really like rushing stuff, so Transport II and Signal Booster help WX go into the caves ASAP, you don't need to get as much biodata/gold for rangeboosted roto-mappers, and we see Transport II as being a "cheaper" chest. We're currently doing a Celestial C rush with Wicker WX, we do moonstone day 11 and get pearl around days 8~14 depending on RNG; with that much of resource sink, every board counts. Alpha perks feel eeh to me, I prefer to just eat a bunch of gears than spend the points on them, with Wicker you can just summon the full moon if you need more. 12 hours ago, MrsBoris said: Now YOUR gameplan is insanity 200 hunger with -30% hunger drain already trivialized hunger for me, 400 hunger with -60% hunger drain sounds optimal for daily life but very overkill??? Its fair but it scares me LOL. I think signal booster is just downright a bad choice, it doesnt scale with rangebooster it gets overshadowed by it. I think gamma I is bad. Transport II is... well, i recognize how uncomfortable 3 slots can be, but handling multiple PSU's is just a small inconvenience to me even when trading items. Also 0 QoL, if it fits your playstyle... I dont have an opinion on how you should play the super late game, its free real estate. Your skill tree is very exotic, i see some inefficient choices but i am really amazed by the 0 QoL and 3 super gastrogain strategy LOL, because i can't argue against you playing like that but it scares me XD Ye 3 Super Gastrogain are indeed kind of overkill. I am letting the others try them out, but when I get to go as WX again I'd probably go for 1 Hardy, 1 S Processing, and 2 S Gastrogain. After the change with every chassis having their own stats, it just feels unimportant what you get beyond 1~2 Gastros when you can just eat gears for everything and tam/crown for sanity, so gastrogain ends up being the most appealing one to us. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866286 Share on other sites More sharing options...
Baark0 Posted 8 hours ago Share Posted 8 hours ago The atrium/boulderbough vines genuinely kinda feel like a joke, they literally give you manure with a possessed atrium implanted for god knows what reason. Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866308 Share on other sites More sharing options...
MrsBoris Posted 7 hours ago Author Share Posted 7 hours ago (edited) 14 hours ago, GimplyGoose said: This lets you eat spoiling monster meat, lichen, and even red caps without damaging your health or sanity Thats not written in the scrapbook... sounds like a load of bull, i can't test it right now but maybe its true. 12 hours ago, Master_NiX said: ronically, recently I started to like Inhabited Machine II perk more than it should've been. I have a "suicide prone" friend. Not having to revive him every day is such a relief. Inhabited machine II is weird right? you can just revive forever as long as you are full charge... its a bad perk for bad players but it seems weirdly overpowered to just, have a free infinite ressurection. 4 hours ago, Baark0 said: It simply reduces physical damage taken after protection from armor. If thats the case, its a terrible perk. I already thought a total damage reduction was negligeable... 4 hours ago, Baark0 said: Mooncaller defenses are annoying to set up, The support aspects of it are no joke either. Pick/axe strat is a bit of a meme tbh Its just annoying, but its permanent and you just need a day off to set it up, i used the infinite sonic invoker for the star caller, it felt great but i never used it again and the 48 spare rocks in my base could have been used to set it up. Ok, the sonic invoker is amazing for fighting several enemies with a big group, i could have put the gamma I perks in yellow. Yeah i agree, i think you should just learn the crab king/ bee queen fight normally instead of cheesing it. (to be honest, killing crab king as WX ******* SUCKED, it was MUCH harder than fuelweaver cuz of the crabling and boat health) Also WX already has a great bee queen counter called Chessmaster + a few bishops. Edited 7 hours ago by MrsBoris Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866314 Share on other sites More sharing options...
GimplyGoose Posted 6 hours ago Share Posted 6 hours ago 40 minutes ago, MrsBoris said: Thats not written in the scrapbook... sounds like a load of bull, i can't test it right now but maybe its true. Like I get not trusting what you read on the internet, but why would I lie about this? In the clip below you can see for yourself that when WX eats spoiled monster meat, no penalty is incurred while the gamma circuit I and reprocessing circuit is installed. clip_1,778,186,018,123.mp4 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866323 Share on other sites More sharing options...
MrsBoris Posted 2 hours ago Author Share Posted 2 hours ago 3 hours ago, GimplyGoose said: Like I get not trusting what you read on the internet, but why would I lie about this? I dont mean to call you a liar but i need your sympathy for how much disbelief i felt, thanks for going to the trouble of recording it, i wont be doing the strategy myself cuz again, a -30% hunger drain already trivialized hunger for me and i dont want to manage food spoilage timing, but its definitively a perk klei should include it in the scrapbook Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866337 Share on other sites More sharing options...
Primalflower Posted 2 hours ago Share Posted 2 hours ago (edited) On 5/6/2026 at 2:28 PM, Frashaw27 said: alpha for beanbooster shield i'm just not sure... can someone explain what is the point/true draw of the beanbooster shield? It feels so... meaningless in comparison to just having a health circuit or two. the only use case i can think of is for compression via not having health circuits at all, but in such a case, you are stuck with only 120-140 health if you stack two beanboosters. It just... it just doesnt seem worth it, it feels like health circuits with extra steps, am i wrong..? is the one-hit protection really that good to others? In what scenario would that be better than just having health? Edited 2 hours ago by Primalflower Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866341 Share on other sites More sharing options...
YouKnowWho142 Posted 48 minutes ago Share Posted 48 minutes ago (edited) 1 hour ago, Primalflower said: i'm just not sure... can someone explain what is the point/true draw of the beanbooster shield? It feels so... meaningless in comparison to just having a health circuit or two. the only use case i can think of is for compression via not having health circuits at all, but in such a case, you are stuck with only 120-140 health if you stack two beanboosters. It just... it just doesnt seem worth it, it feels like health circuits with extra steps, am i wrong..? is the one-hit protection really that good to others? In what scenario would that be better than just having health? It’s not the highest value skill, but th shield regenerates significantly faster than your hp so it lets you heal back small hits really fast without it affecting your health. It also lets you effectively have the 40 hp of a hardy circuit without giving up the passive regen from the beanbooster. i think its best application easily is for lunar affinity. Passive regen on the possessed chassis is extremely good, combined with the halved sanity auras so they don’t die from insanity. It lets you have the best of both worlds, 240 hp clones that can still regenerate so health management on them isn’t as important especially if you are using them day-to-day which the super gastrogain with the alpha tinkering skill allows you to do easily due to the significant hunger drain reduction. I think alpha circuit skills are an auto include with lunar affinity, but otherwise pretty skippable. Edited 45 minutes ago by YouKnowWho142 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866351 Share on other sites More sharing options...
MrsBoris Posted 35 minutes ago Author Share Posted 35 minutes ago (edited) 1 hour ago, Primalflower said: can someone explain what is the point/true draw of the beanbooster shield? It feels so... meaningless Dude i extremely agree with you, cuz i don't think the perk improves the circuit, beanbooster keeps your health topped off while out of combat, and i don't think thats an improvable premise, it just make chip damage meaningless, whats the difference between taking 100 damage from a hound and getting your health topped off later, and taking 100 damage with a 40 health shield and your health gets topped off either way? it also doesn't compensate the lack of a hardy circuit cuz that 40 extra health doesn't apply during combat. It's a visually appealing, cool, nothing perk. 15 minutes ago, YouKnowWho142 said: i think its best application easily is for lunar affinity. Passive regen on the possessed chassis is extremely good truth nuke Edited 34 minutes ago by MrsBoris 1 Link to comment https://forums.kleientertainment.com/forums/topic/171431-wx-skills-ranked-post-update/#findComment-1866352 Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now