Critical Build #2: Athlete with Pistols, SMG, Explosives
Critical Build #2 with Athlete Optimized Stats at Level 105 |
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Notes:
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For lower-division students concerned by the lack of grinding power of a Critical Build, one option is to add Explosives. Skipping Melee will put students at a disadvantage early in the world of Dead Frontier, but the gambit opens up the option of equipping Grenade Launchers, which offer high Damage Per Second with relatively low ammunition costs. (Grenades seem expensive, but in a cost-benefit analysis of zombies killed per dollars spent, grenades are economically sound.)
Unlike Heavy Machine Guns and Shotguns, Grenade Launchers require no stat points in Strength, yet the DPS of explosives matches and even exceeds that of powerful Mini-Guns.
The downside is that Explosives offer no knock-back – only stun. Consequently, they are not very effective at slowing down zombie swarms. Also, Explosives are ideal for spreading damage among crowds of zombies, not for targeting one specific zombie. For this reason, Grenade Launchers are mostly ineffective for most Boss Hunting.
This lesson includes the following chapters:
- Weapon Progression
- Undergraduate Program: Taking Weapons & Stats to Level 50
- Outpost-by-Outpost Development Guide
- Postgraduate Program: Taking Weapons & Stats to Level 105
- Hybrid Build Option via Stat Reset
UPDATE: The total points required to optimize Critical Chance for Submachine Guns have been reduced from 124 to 112. The following text was written before this change and may contain reference to maxing Critical Chance stat, which is no longer necessary.
CRITICAL BUILD #2
WEAPON PROGRESSION
Below is the recommend weapon progression. Boldface indicates recommended weapons, worth holding onto while working on other proficiency or raise cash to buy the next weapon.
- Beta Tomcat and other stat boosters
- Kolt Python (20 - Level 4)
- Webster 1942 (40 – Level 8)
- CK 99 (45 - Level 9)
- Kolt Anaconda (60 – Level 12)
- CK 97B (70 – Level 14)
- Desert Fox (90 – Level 18)
- SW 500 (95 – Level 19)
- Alpha Bull (100 – Level 20)
- Gramm M11 (40 – Level 28)
- UMP (50 – Level 30)
- Chicago Typewriter (70 – Level 34)
- HK69 (40 – Level 42)
- K-50M (90 – Level 46)
- M4 (100 – Level 48)1
- 475 Magnum (110 - Level 50)
- Criss Victor (105 – Level 53)2
- Uziel 14 (120 - Level 60)3
- XM25 (100 – Level 90)
- Paw-20 (110 – Level 95)
- Immolator AD (120 – Level 100)4
- Greyhawk or VLock (120 - Level 105)5
Notes:
- Unlike other Assault Rifles, the M4 requires only 30 Strength, making it possible to use in a Critical Build.
- The Criss Victor only slightly outperforms the M4. A more expensive option is the limited-edition Corpse Ripper (also 105-proficiency).
- The Uziel is the "affordable" 120-proficiency SMG. More expensive options are the Street Dog and the Nine Cutter X.
- When finances are in place, upgrade to the extravagant Junker 6 grenade launcher.
- The Greyhawk is a relatively affordable Revolver. Students who want the advantages afforded by Automatic Pistols have two expensive options, the Vlock XD 11 and the Desert Rat (the latter of which costs a large fortune).
As Primary Weapon, we have opted for Pistols even though Rifles can also work in this build. Pistols, unlike Rifles, definitely need Accuracy to pinpoint targets at a distance. Since students will need to raise accuracy for Grenade Launchers anyway, Pistols suit the build quite well, and they offer the advantage of faster firing speed.
Critical Build #2 can equip both Revolvers and Automatic Pistols. However, its stat allocation is ideal for the latter (such as the Desert Fox), which have faster firing speed, faster reload speed, and greater ammo capacity. There is nothing wrong with using Revolvers, but students should exploit the advantages afforded by Automatics.
The Secondary Weapon should be a Sub Machine Gun, to provide knockback and some grinding power. Explosives are an excellent choice for Tertiary Weapon, providing increased DPS.
Like Critical Build #1, this build does not allow for use of Strength-based armors. Students will have to resort to non-Strength armors, which tend to be more expensive and slightly less effective than their Strength-based equivalents.
CRITICAL BUILD #2
UNDERGRADUATE PROGRAM
Zombie Hunter University's Undergraduate Program guides students in use of the their builds from Levels 1 to 50, illustrating weapon choice and coordinating stat allocation, to ensure that points are in place to optimize weapons when they are equipped.
Level 50 is the cut-off for completing the undergraduate version of a build and earning a Bachelor's Degree. After Level 50, build development is extremely slow. Whatever long-term goals a graduate has, the undergraduate build is the one that will be used for considerable time.
Critical Build #2 with Athlete Preferred Stats at Level 50 |
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Notes:
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There are no stat-booster classes with appropriate proficiency advantages for the weapon combination recommended in Critical Build #2. Therefore, we have suggested choosing the Athlete profession, which offers the biggest stat-boost: 25 points in Agility to outrun zombies.
By Level 50 Critical Build #2 maximizes Agility, Critical Hit, and Reloading. Strength is raised to 30 to equip Sub Machine Guns. Accuracy is raised to 80 to achieve Reliable Aim (Perfect Aim can be achieved after Level 50). Remaining points go into Endurance.
Maximum Reloading is necessary for the HK69 Grenade Launcher, which will be in hand upon reaching Level 50. The HK69 holds only one round per clip, which means it reloads after every shot. It will be many levels before students can equip a superior Grenade Launcher.
80 points in Accuracy is recommended. This not only improves the Grenade Launcher; it also gives Pistols reliable accuracy.
Early Pistols are relatively weak, compared to Melee and Rifles. Therefore, students using Pistols should first raise the weapon's proficiency exclusively until obtaining the Alpha Bull. After that, we suggest holding Pistol proficiency at 110 for the 475 Magnum, instead of raising Pistol proficiency to 120 by Level 50. The Magnum is an affordable Automatic Pistol. The only "affordable" 120-proficiency Pistol is the Greyhawk revolver (which fires only 1.5 times per second). Later, when students have saved the cash for a VLock automatic, they can raise Pistol Proficiency to 120.
Next, raise Machine Gun proficiency only to 100 for the M4 assault rifle. By not maxing Pistol and Machine Gun proficiency, students reach Level 50 able to equip the 475 Magnum and the M4 assault, while still having 40 stat points leftover for Explosives. Thus, after students have obtained high-end Pistols and Sub Machine Guns, they will still be able to equip a Grenade Launcher before reaching Level 50.
Explosives offer an excellent mid-level option, the 40-proficiency HK69, which delivers more DPS than any other Grenade Launcher until the 100-proficiency XM25. With the HK69 to add grinding power, it is possible to get by with the 100-proficiency M4 asault rifle instead of immediately moving on to more powerful Sub Machine Guns.
Just remember that maximum Reloading is essential for the HK 69. With Reloading topped out, the HK outperforms every subsequent Grenade Launcher until the 100-proficiency XM25 – mid-level weapons do not get much better than this.
CRITICAL BUILD #2 UNDERGRADUATE PROGRAM
WEAPONS & STAT DEVELOPMENT BY OUTPOST
Next, we examine the undergraduate development of Critical Build #2 through Level 50. The following outpost-by-outpost breakdown will clarify why certain weapons and stats should be in place to optimize performance in certain zones. While examining the information, remember that these suggestions are not rigid; there is room to adjust for personal style and skill-set.
We suggest that students spend one semester of 10 levels at each of the first three outposts: 1-10 at Nastya's Holdout, 11-20 at Dogg's Stockade, and 21-30 at Precinct 13. Senior semester at Fort Pastor is longer: levels 31-50.
Critical Build #2 at Nastya's Holdout Levels 1-10 (Freshman Semester) |
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STATS |
PROFICIENCIES |
Strength: 25 |
Melee: 5 |
Endurance: 25 |
Pistols: 5 + 45 = 50 |
Agility: 50 + 20 = 70 (94) |
Rifles: 0 |
Accuracy: 25 |
Shotguns: 0 |
Critical Hit: 25+25 = 50 (74) |
Machine Gun: 0 |
Reloading: 25 |
Explosives: 0 |
Recommended Weapons:
- Revolvers: Kolt Python, Webster 1942
Weapon Progression:
- Raise Pistols to 20 for Kolt Python, to 40 for Webster
Stat Progression:
- Add 31 points to Critical Hit
- Add 24 points to Agility
Freshmen students will work only on Pistol Proficiency this semester, in order to equip a weapon that can one-hit-kill the local zombies.
Distribute stats between Agility and Critical Hit. We recommend raising Critical first, because the Athlete character begins with a 25-point boost in Agility, which should provides breathing room. However, if students are not comfortable dodging zombies, they may prefer to raise Agility first, then move on to Critical.
Eventually, the build will need to raise Accuracy and Reloading, but students cannot afford points in these stats at this time. Students can compensate for Accuracy by firing from a closer distance.
Although a Critical Build #2 will eventually need 112 in Critical Hit to optimize Automatic Pistols, forget about that for now and stick to Revolvers instead. 80 points in Critical Hit will optimize the recommended weapons, the Kolt Python and the Webster 1942.
Keep in mind that a decision to use Revolvers now does not determine a student's fate for the remainder of the game. Students will raise Critical Chance later for Automatic Pistols and Sub-Machine Guns.
The Webster 1942 revolver (proficiency: 40) is first pistol that can one-hit-kill zombies near Nastya’s Holdout – get one as fast as possible (Level 8 if with Athlete Profession).
The CK99 automatic pistol (proficiency: 45) can one-hit-kill everything at a faster rate, but the higher Critical Hit requirement will mitigate its effectiveness at this level. Students can check it out to see whether it suits them. Its firing rate provides more knockback, but it will deliver a lower percentage of Critical Hits.
Students can trade up to the Kolt Anaconda revolver when they reach 60 proficiency in Pistols. It will not kill local zombies any faster; however, it does have the advantage of slightly larger ammo capacity – an important consideration when Reloading stat is low. The Kolt Anaconda will also offer a slight advantage against Blood Dogs and Burned Male Zombies in the Green Zones when students move on to Dogg’s Stockade.
Our recommendation is to stick with the Webster until ready to leave Nastya’s, then take a CK99 along for the trip to Dogg’s Stockade, to be used in case of agro spikes.
Critical Build #2 at Dogg's Stockade Levels 11-20 (Sophomore Semester) |
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STATS |
PROFICIENCY |
Strength: 25 |
Melee: 5 |
Endurance: 25 |
Pistols: 50 + 50 = 100 |
Agility: 70 + 30 = 100 (124) |
Rifles: 0 |
Accuracy: 25 |
Shotguns: 0 |
Critical Hit: 50 + 10 = 60 (84) |
Machine Gun: 0 |
Reloading: 25 + 10 = 35 (59) |
Explosives: 0 |
Recommended Weapons:
- Revolvers: Kolt Anaconda, SW 500, Alpha Bull
- Automatic Pistols: CK 97B, Desert Fox
Weapon Progression:
- Raise Pistols to 60 for Kolt Anaconda, 70 for CK 97B, to 90 for Desert Fox, to 95 for SW 500, to to 100 for the Alpha Bull
Stat Progression:
- Add 30 points to max Agility
- Add 10 points to Critial Hit
- Add 10 points to Reloading
Critial Build #2 relies on Pistols for looting. Students can use both Revolvers and Automatic Pistols; the later shoot faster and have larger ammunition capacity, but there is little choice except to get the Alpha Bull revolver as soon as possible, because it is the first pistol that will one-hit kill Sirens.
Because the build ends this semester with the Alpha Bull, which needs only 80 total points in Critical (56 base points plus M.C. stats), we pause this stat at 60 base points and invest 10 points in Reloading. This will help compensate for the Alpha Bull's small clip size (5 rounds).
After that, students can begin adding points for Sub-Machine Gun, even though one will not be equipped until after leaving Dogg’s Stockade.
Critical Build #2 at Precinct 13 Levels 21-30 (Junior Semester) |
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STATS |
PROFICIENCIES |
Strength: 25 + 5 = 30 |
Melee: 5 |
Endurance: 25 |
Pistols: 100 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 25 |
Shotguns: 0 |
Critical Hit: 70 + 30 = 100 (124) |
Machine Gun: 0 + 50 = 50 |
Reloading: 35 + 5 = 40 (64) |
Explosives: 0 |
Recommended Weapons:
- Sub Machine Guns: Gramm M11, UMP
Weapon Progression:
- Raise Machine Gun to 40 for Gramm, to 50 for UMP.
Stat Progression:
- Add 40 to max out Critial Hit
- Add 5 to Reloading
- Add 5 to Strength for the UMP
At this outpost, Critical Build #2 works exclusively on Machine Gun Proficiency. Stats are allocated in order to maximize Critical to equip the Gramm M11 at Level 28 and to have the necessary Strength to equip the UMP at Level 30
This leaves only 5 points to invest in Reloading. Students will have to develop dodging skills to compensate for the fact that their weapons are pausing so long.
Critical Build #2 at Fort Pastor Levels 31-50 (Senior Semester) |
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STATS |
PROFICIENCY |
Strength: 30 |
Melee: 5 |
Endurance: 25 + 9 = 34 |
Pistols: 100 + 10 = 110 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 25 + 31 = 56 (80) |
Shotguns: 0 |
Critical Hit: 100 (124) |
Machine Gun: 50 + 50 = 100 |
Reloading: 40 + 60 = 100 (124) |
Explosives: 0 + 40 = 40 |
Suggested Weapons:
- Automatic Pistols: Magnum 475
- Grenade Launchers: HK 69
- Machine Guns: Chicago Typewriter, K-50M
- Assault Rifle: M4
Weapon Progression:
- Raise Machine Gun to 70 for Chicago Typewriter
- Raise Explosives to 40 for HK69
- Raise Machine Gun to 90 for K-50M
- Raise Machine Guns to 100 for M4
- Raise Pistols to 110 for 475 Magnum
Stats:
- Add 60 to max out Reloading
- Add 31 to Accuracy for Reliable Aim
- Add 9 to Endurance
The weapon progression during senior semester at Fort Pastor is based partly on stats and partly on affordability. Equipping the HK69 at Level 42 allows time to maximize Reloading - which is necessary because the Grenade Launcher reloads after every shot.
The K-50M sub-machine gun and the Magnum 475 automatic pistol can carry high prices in the Fort Pastor marketplace, depending on how good the stats are. For this reason, it is good to delay purchasing them until after the affordable HK69.
COMPLETING THE UNDERGRADUATE PROGRAM
Upon reaching Level 50, a student will have the Stat & Proficiency points needed to complete Zombie Hunter University's Undergraduate Program for this build - a necessary requirement for earning Bachelor's Degree in Scientific Minimalism. Graduates may hone their skills in Fort Pastor while finishing up their degree requirements, or they may embark upon advanced studies in Secronom Bunker.
The undergraduate versions of Critical Build #2 should be sufficient to loot and grind successfully while deciding whether to pursue an advance course with the same build or stat-rest to a Hybrid. We recommend sticking with this build, which provides more than enough DPS to survive in the more dangerous eastern areas of Fairview city.
CRITICAL BUILD #2
POSTGRADUATE PROGRAM
After earning a Bachelor's Degree in Scientific Minimalism, students interested in postgraduate studies may pursue a Master's Degree through the next 55 levels. Progress will be much slower, because only 2 proficiency points and 1 stat point are allocated for each new level.
Advancing to Secronom Bunker is a requirement for completing the Master's Program. Graduate students may tarry for awhile at Fort Pastor, developing their build further before embarking for more dangerous climes; however, Level 70 is the absolute latest during which students should remain in the outpost. After reaching Level 71, students will require Level 71 food and medicine, which cannot be found in Orange Zones. At this point, looting in Black and White Zones farther east becomes a necessity.
During the undergraduate program, Scientific Minimalism recommended using the minimum weapon needed to defeat local threats. In Secronom Bunker, however, it is wise to equip the most powerful weapons possible. The two undergraduate versions of this build will be sufficient to loot and grind successfully while adding more expensive weapons and developing the build further.
The following section showcases the postgraduate development of the Assault-Hybrid Build through Level 105, so that students can see what weapons and stats will be in place upon earning their Master's Degree.
Critical Build #2 at Secronom Bunker Levels 51-105 |
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STATS |
PROFICIENCY |
Strength: 30 |
Melee: 5 |
Endurance: 34 + 35 = 69 |
Pistols: 110 + 10 = 120 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 56 + 20 = 76 (100) |
Shotguns: 0 |
Critical Hit: 100 (124) |
Machine Gun: 100 + 20 = 120 |
Reloading: 100 (124) |
Explosives: 40 + 80 = 120 |
Suggested Weapons:
- Automatic Pistols: Vlock, Doubleshot, Desert Rat
- Grenade Launchers: XM25, Paw, Immolator, Junker
- Machine Guns: Criss Victor, Uziel, Street Dog 99
Weapon Progression:
- Raise Machine Guns to 120 for Uziel
- Raise Pistols to 120 for VLock
- Raise Explosives to 120 for Immolator
Stats:
- Add 16 to Endurance
- Add 20 to Accuracy for Perfect Aim for Pistols
- Add 19 to Endurance
Implants (pick one option):
- 4 Agility Implants
Development for Critical Build #2 is straightforward during the postgraduate period at Secronom Bunker. Basically, get all weapon proficiencies to 120 while investing stat points in Endurance and Accuracy.
We have opted to alternate between the two stats. With Accuracy already high enough to provide Reliable Aim, we feel it is safe to raise Endurance to 50 before optimizing Accuracy for Perfect Aim. However, it is up to each individual student to decide which stat is more important for him/her.
Implants
Reaching Level 50 opens up four slots to equip implants for the first time. Several different types of implants are available, but as with stats, it is better to focus on one or two capacities rather than three or four.
In general, we recommend first-generation implants because they are less expensive. For example, a single Hyper Implant will increase speed by as much as two Agility Implants, but the Hyper Implants cost ten times more. You do the math.
We suggest using four Agility Implants to boost speed. Each implant provides an increase of 0.75%. This is not much, but every little bit counts when it comes to hunting fast boss zombies in Black and White Zones.
COMPLETING THE POSTGRADUATE PROGRAM
Level 105 marks the conclusion of the Postgraduate Program in this field. Students are now qualified to earn their Masters Degree in the Scientific Minimalist approach to Dead Frontier.
The final build should include at least a Vlock automatic pistol, an Uziel sub machine gun, and an Immolator grenade launcher. More expensive weapons includes the Desert Rat automatic, the Nine Cutter-X sub machine gun, and the Junker grenade launcher. However, the ultra-expensive Desert Rat and Nine Cutter-X are best reserved for graduate students pursuing doctoral degrees in Dead Frontier.
At this point, stat-resetting to a Hybrid is not necessary. With Explosives and Sub Machine Guns, Critical Build #2 has enough firepower to manage the threats in the dangerous eastern regions of Fairview. Also, resetting to a Hybrid would move stat points from Critical to Strength, which would diminish the effectiveness of Automatic Pistols, which need 112 points in the Critical stat.
However, once students have saved enough money to afford the very best 120-proficiency Pistols, a stat-reset becomes a viable option. Both the Doubleshot revolver and the Desert Rat automatic pistol require only 80 points in Critical (56 base points plus M.C. stats). Thus, students could have the benefits of a Hybrid Build (i.e., access to Heavy Machine Guns and Armour) without giving up the use of Automatic Pistols.
Recommended Build Templates:
- Critical Build with Melee, Submachine Gun, Rifle
- Critical Build with Pistol, Submachine Gun, Grenade Launcher
- Critical Build with Melee-Chainsaw, Sub-Machine Gun
- Survival Build with Melee-Chainsaw, Shotgun, Rifle
- Assault-Hybrid Build with Pistol, Machine Gun, Grenade Launcher
- Hybrid Build with Pistols, Shotguns Grenades
Matriculated
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