Assault Build: Athlete with Revolver, Assault Rifle, Explosives
Assault-Hybrid Build with Athlete Optimized Stats at Level 105 |
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Notes:
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An Assault Build provides a stepping stone to a Hybrid Build.
The strategy is to put together a build that works by Level 44, with all stats in place except Strength, which then can be raised later.
The Assault Build will tide students over while they complete the undergraduate program and begin postgraduate work on turning the build into a Hybrid by gradually raising Machine Gun Proficiency and Strength to equip Heavy Machine Guns.
In this way, it is possible to avoid a stat-reset to switch from a Critical Build to a Hybrid Build. After Level 44, there are three Hybrid Options, which we will illustrate below.
This lesson includes the following chapters:
- Assault Build Weapon Progression
- Undergraduate Program: Weapons & Stats to Level 44
- Postgraduate Program: 3 Options for Taking Weapons & Stats to Level 105
- Hybrid Build with Rifles, Heavy Machine Guns & Explosives, via Stat Reset
ASSAULT-HYBRID BUILD: WEAPON PROGRESSION
Weapon progressions for undergraduate and postgraduate versions of the Assault-Hybrid Build are shown below. The undergraduate version goes through Level 44; the post-graduate version go from Level 45 to 105. Boldface indicates recommended weapons. Non-boldfaced listings represent optional weapons that students may avoid because of small ammo capacity or excessive cost.
Undergraduate Weapon Progression:
- Pen Knife, Beta Tomcat, other stat boosters
- Webster 1942 (40 – Level 8)
- Kolt Anaconda (60 – Level 12)
- SW 500 (95 – Level 19)
- Alpha Bull (100 – Level 20)
- M16 (40 – Level 28)
- Stell Aug (45 – Level 29)
- XM8 (70 – Level 34)
- AK 47 (80 – Level 36)
- HK 69 (40 – Level 44)
Postgraduate Weapon Progression #1:
- Greyhawk (120 - Level 48)
- XM25 (100 - Level 75)
- Paw (110 - Level 80)
- Immolator AD (120 - Level 85)
- FM Mitrail (90 - Level 90)
- FM Mag (100 - Level 95)
- Vulcan (110 - Level 100)
- Hammerhead 47 (120 - Level 105)*
Postgraduate Weapon Progression #2
- M4 (100 – Level 48)
- FM Mitrail (90 - Level 50)**
- Corpse Shooter (110 – Level 50)
- FM Mag (100 - Level 70)*
- XM25 (100 – Level 80)
- Paw (110 – Level 85)
- Immolator AD (120 – Level 90)
- Vulcan (110 - Level 95)
- Hammerhead 47 (120 - Level 100)*
- Doubleshot (120 - Level 105)
*Delay due to Strength, not Proficiency
Postgraduate Weapon Progression #3
- Fm Mitrail (90 – Level 46)
- Corpse Shooter (110 – Level 48)
- FM MAG (100 – Level 50)
- Vulcan (110 – Level 55)
- Hammerhead 47 (120 – Level 60)*
- Doubleshot (120 - Level 65)
- XM25 (100 – Level 95)
- PAW (110 – Level 100)
*The Hammerhead is an affordable choice. When finances allow, a more expensive Heavy Machine Gun or Mini-Gun may be purchased.
**Equipping the FM Mitrail is delayed until level 50 in order to acquire the necessary Strength, although the necessary weapon proficiency can be obtained sooner.
Two important notes:
- All of the postgraduate progressions conclude with the same stat and proficiency numbers displayed in the graphic at the top of this lesson.
- Before converging at Level 105, the different progressions will result in substantially different builds during the long postgraduate period.
Remember that working through Levels 51 through 105 will take weeks or months - even years - depending on the time invested. Therefore, a student's choice of progression will have a major impact on how long it takes for certain weapons to be equipped:
- Option #1 prioritize Explosives over Machine Guns.
- Option #2 is a compromise that raises both Machine Guns and Explosives to 100 by Level 80.
- Option #3 prioritizes Machine Guns over Explosives.
We will explore these variations in the section devoted to the Postgraduate Program. Students will find explanations for the differences, along with assessments of their strengths and weaknesses. For the moment, let us note a few common factors:
Revolvers vs Automatics vs Rifles
All of these weapon progressions incorporate Revolvers, whose Very High Critical Chance attribute requires only 80 stat points in Critical for optimal performance. Automatic Pistols, which require 112 points in Critical, are not recommended.
High-end Rifles share the Very High Critical Chance attribute of Revolvers; therefore, Assault-Hybrid Builds can incorporate these Rifles. However, low-level Rifles, which share the High Critical Chance attribute of Automatic Pistols, would be hampered with only 80 points in Critical Hit. We will provide an example of a Hybrid Build incorporating high-end Rifles near the end of this lesson.
Assault Rifles vs. Heavy Machine Guns
During the Undergraduate Program (Levels 1-44), this Assault Build emphasizes Assault Rifles, naturally enough, because it is difficult if not impossible to equip Heavy Machine Guns that early in a build's development.
During the Postgraduate Program (Levels 45-105), it is possible to equip Heavy Machine Guns and Mini-Guns, in addition to Assault Rifles. In fact, the distinction between a Heavy Machine Gun and an Assault Rifle has become somewhat blurred since the introduction of the Hammerhead assault rifle, which requires 100 Strength and inflicts as much damage as a Vulcan mini-gun.
For this reason we have opted to conclude all versions of the above weapon progression with the Hammerhead. There are machine guns with more DPS, such as the XLGunner-8, but the Hammerhead has what is needed to do the job, at much lower expense.
Regarding Reloading
The Assault Build mazes Reloading to optimize the performance of the Alpha Bull Revolver and the HK69 Grenade Launcher. This offers fringe benefits later. With 100-proficiency in Machine Guns, students have two options: the FM Mag and the M60. Both inflict the same Damage Per Second; the only difference is magazine capacity. The Mag holds 80 rounds per clip; the M60 holds 200. With Reloading maximized, the difference between the two weapons is negligible. Thus, students can purchase the less expensive FM Mag.
Weapon Affordability
Scientific Minimalism avoids unnecessary expense on luxury items, but sometimes they have their uses. Most of the 120-proficiency weapons listed above are relatively affordable: the Hammerhead assault rifle and the Immolator grenade launcher are effective weapons that are undervalued in the market; the Greyhawk 55 revolver is pricey but not as much as other 120-proficiency Pistols. The Corpse Shooter is an expensive, limited-edition collector's item, but its 110 proficiency requirement is useful for getting a build into shape before Level 50 by shaving 10 points off Pistol proficiency. We also recommend such expensive equipment as the Doubleshot revolver and the XL-Gunner heavy machine gun. Consider these weapons long-term goals to be achieved during postgraduate studies.
ASSAULT BUILD: UNDERGRADUATE PROGRAM
Zombie Hunter University's Undergraduate Program typically 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.
The Assault-Hybrid Build is an exception: Level 44 is the cut-off for completing the undergraduate version. After Level 44, there are three different options for developing the postgraduate version of the build. This development is extremely slow. Whatever long-term goals a graduate has, the undergraduate build is the one that will be used for considerable time.
UPDATE: The AK 47 assault rifle used to require 60 points in Strength; now it requires only 50. The chart below has been updated to reflect this change, but some graphics showing stat and proficiency development are out of date.
Assault Build with Athlete Preferred Stats at Level 44 |
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Notes:
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The undergraduate Assault Build offers a path to a Hybrid Build that will not have students working with a diminished capacity for their first 50 levels.
Students will raise Strength to 50, leaving stat points available for other requirements. In this way, students can “complete” their Assault Build by Level 44.
In essence, a “finished” Assault Build is an incomplete Hybrid Build, equipping a trio of affordable weapons:
- Alpha Bull: 100 points in Pistol Proficiency enable this Revolver, which needs 80 points in Accuracy and Critical Hit. Maximum Reloading is essential, because of the small clip size.
- AK 47: 50 points in Strength and 80 points in Machine Gun Proficiency enable this Assault Rifle, which should be enough to fend off aggro until bigger guns are accessible.
- HK 69: 40 points in Explosives enable the this grenade launcher – which does more Damage Per Second than any other explosive device before the 100-Proficiency XM-25. Unfortunately, the HK 69 reloads after every shot, so students will be glad they maxed out reloading for the Alpha Bull.
Though it features only one Elite Level Weapon, this build is solid for the environs around Fort Pastor.
The Assault Build is capable of looting with the Alpha Bull, controlling crowds with the AK 47, and grinding with the HK 69. Its weaknesses show up in some of the more intense aggro missions (“Spiders, Spiders Everywhere”) and in confrontations with faster Bosses (Flaming Spiders, etc) .
The Strength allocation of this build allows students to equip the Reactive SLX armour (55% damage absorption, 55 Strength required).
The SLX is a Level 35+ armour (i.e., it must be repaired by Engineers Level 35 and above), but it offers as much protection as the Level 45 Exterminator Mesh GT, a more expensive Non-Strength Armour. More powerful Strength-based armour will become available when Strength is raised to turn the Assault Build into a Hybrid Build.
ASSAULT BUILD: UNDERGRADUATE PROGRAM
WEAPON & STAT DEVELOPMENT BY OUTPOST
Next, we examine the undergraduate development of the Assault Build through Level 44. The following outpost-by-outpost breakdown will clarify why certain weapons should be equipped to use in certain zones and why some might not work so well until there is time to optimize their stats. 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.
Assault Build at Nastya's Holdout Levels 1-10 (Freshman Semester) |
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Note:
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Recommended Weapons:
- Revolver: Webster 1942
Recommended Armour:
- Non-Strength: Sports Armour
Weapon Progression:
- Raise Pistols to 40 for Webster, then to 50 for future use
Stat Progression:
- Add 31 points to Critical Hit
- Add 14 points to Agility
The initial development of the Assault Build parallels that of Critical Build #2
Both use pistols during the freshman semester in Nastya's Holdout.
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 is more than enough to outrun Blue Zone zombies.
Since Revolvers require only 80 in Critical, that stat is now optimized for this build; no further points will be added.
The Webster 1942 revolver (proficiency: 40) is first pistol that can one-hit-kill zombies near Nastya’s Holdout.
Get one by Level 8 if possible. Avoid the Automatic Pistols available at 45 and 50 Pistol proficiency - their performance suffers in this build because they require 112 in Critical to be optimized.
Assault Build at Dogg's Stockade Levels 11-20 (Sophomore Semester) |
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STATS |
PROFICIENCIES |
Strength: 25 |
Melee: 5 |
Endurance: 25 (49) |
Pistols: 50 + 50 = 100 |
Agility: 64 + 36 = 100 (124) |
Rifles: 0 |
Accuracy: 25 (49) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 0 |
Reloading: 25 + 14 = 39 (63) |
Explosives: 0 |
Recommended Weapons:
- Revolvers: Kolt Anaconda, SW 500, Alpha Bull
Recommended Armour:
- Non-Strength: Zylon Vest, Kevlar Vest
Weapon Progression:
- Raise Pistols to 60 for Kolt Anaconda
- Raise Pistols o 95 for SW500
- Raise Pistols to 100 for Alpha Bull
Stat Progression:
- Add 36 points to max out Agility
- Add 14 points to Reloading
The Kolt Anaconda and the SW 500 revolvers offer somewhat improved performance against Green Zone zombies.
Unfortunately, neither one can one-hit-kill a Siren, which is essential to preventing agro outbursts.
Therefore, obtain the Alpha Bull revolver as soon as possible.
It's a very impressive weapon, thought its usefulness will be somewhat impaired this semester by the Bull's small clip size.
Assault Build at Precinct 13 Levels 21-30 (Junior Semester) |
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STATS |
PROFICIENCIES |
Strength: 25 + 5 = 30 |
Melee: 5 |
Endurance: 25 (49) |
Pistols: 100 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 25 (49) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 0 + 50 = 50 |
Reloading: 39 + 45 = 84 (108) |
Explosives: 0 |
Recommended Weapons:
- Assault Rifles: M16/FM FNC/SA80/Mesa ACR, Stell Aug
Recommended Amour:
- Non-Strength: Mesh SLX, Mesh RX-2
Weapon Progression:
- Raise Machine Gun to 40 for M16,
- Raise Machine Gun to 45 for the Stell Aug
- Raise Machine Gun to 50 for future use
Stat Progression:
- Add 35 to Reloading
- Add 5 to Strength for the M16
- Add 10 to Reloading
Assault Build #5 raises proficiency exclusively for Machine Guns at Precinct 13, in order to equip Assault Rifles.
Assault Rifles require an investment in Strength. This is why the stat progression looks confusing (interrupting Reloading to invest 5 points in Strength); those points are needed to equip the 40-proficiency M16. (Note: The other three options - FM FNC, SA80 and Mesa ACR - offer identical performance; the only difference is appearance.)
The next available Assault Rifle, the Stell Aug, has larger ammo capacity, making it a worthwhile upgrade while the Reloading stat has yet to be maximized.
The combination of the Alpha Bull and the Stell Aug should be sufficient for looting and grinding near Precinct 13.
However, it may be challenging to complete the large-scale extermination missions ("End Their Suffering," "Mow Them Down").
Assault Build at Fort Pastor Levels 31- 44 (Senior Semester) |
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STATS |
PROFICIENCIES |
Strength: 30+ 20 = 50 |
Melee: 5 |
Endurance: 25 + 3 - 28 (52) |
Pistols: 100 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 25 + 31 = 56 (80) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 50 + 30 = 80 |
Reloading: 84 + 16 = 100 (124) |
Explosives: 0 + 40 = 40 |
Suggested Weapons:
- Assault Rifles: XM8, AK 47
- Grenade Launcher: HK 69
Recommended Armour:
- Strength: Flak Jacket, SN-42, Reactive SLX
Weapon Progression:
- Raise Machine Gun to 70 for XM8
- Raise Machine Gun to 80 for AK 47
- Raise Explosives to 40 for HK 69
Stats:
- Add 30 to Strength
- Add 16 to max out Reloading
- Add 24 to Accuracy
Begin by raising Machine Gun Proficiency and Strength to equip first the XM8 and then the AK 47.
The XM8 offers the same DPS as previous Assault Rifles, but its 100-round clip size is a noticeable improvement over its predecessors. The AK 47 has a smaller clip size, but even so, with high Reloading, the AK 47's higher DPS pays off in crowd-control situations.
After getting Strength to 50 for the AK 47, it is imperative to maximize Reloading.
Maximum Reloading is essential for the 5-shot Alpha Bull. Maximum Reloading also improves the performance of the AK 47.
Reloading is also necessary for the build's next weapon, the HK69.
This grenade launcher reloads after every shot, but with the Reloading stat maximized, the HK69 provides more Damage Per Second than any explosive device until the 100-proficiency XM25.
The superiority of this 40-proficiency Grenade Launcher is what makes it an ideal choice for third weapon.
After Reloading is maxed, work on Accuracy.
This benefits all three weapons, especially the Grenade Launcher.
COMPLETING THE UNDERGRADUATE PROGRAM
Upon reaching Level 44, a student acquires the Stat & Proficiency points needed to complete the Undergraduate Program for their Assault Build - a necessary requirement for earning Bachelor's Degree in Scientific Minimalism. Graduates may hone their skills in Fort Pastor while finishing up degree requirements, or they may embark upon advanced studies in Secronom Bunker.
At this point, the Assault Build is "finished" but not unbeatable. Giant Flaming Spiders will plow through the AK 47's firepower; extermination missions will test the limits of the HK 69's grinding ability; and venturing deep into Red and Black zones will be dangerous. Nevertheless, the undergraduate build should be sufficient to loot and grind successfully while leveling up to turn the Assault Build into a Hybrid.
ASSAULT-HYBRID BUILD
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 61 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 anywhere nearby. 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. However, in Secronom Bunker, it is wise to equip the most powerful weapons possible. The Bachelor's version of the Assault Build will keep students alive while they loot to afford more expensive equipment.
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.
There are three options:
- Stick with the AK 47 while raising proficiency on Pistols for looting and Explosives for grinding.
- Dump points into Endurance while raising Machine Gun proficiency to 100 for the M4 (which does not require additional Strength).
- Raise Strength for Heavy Machine Guns.
We will explore these variations in depth below.
Assault-Hybrid Option #1 at Secronom Bunker Levels 45 - 105 (Master's Program) |
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STATS |
PROFICIENCIES |
Strength: 50 + 50 = 100 |
Melee: 5 |
Endurance: 28 + 35 = 63 (87) |
Pistols: 100 + 20 = 120 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 56 (80) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 80 + 40 = 120 |
Reloading: 100 (124) |
Explosives: 40 + 80 = 120 |
Suggested Weapons:
- Revolvers: Greyhawk, Doubleshot
- Grenade Launchers: XM25, Paw, Immolator, Junker
- Heavy Machine Guns: FM Mitrail, FM Mag
- Mini-Gun: Vulcan
- Assault Rifle: Hammerhead
Recommended Armour:
- Strength: Reactive XT800, Exterminator Reactive, Exterminator Reactive XT, Bio Reactive
Implants:
- 1 Rage Implant (to improve odds of killing Spiders)
- 3 Agility Implants (to increase speed)
Weapon Progression:
- Raise Pistols to 120 for Greyhawk
- Raise Explosives to 100 for XM25
- Raise Machine Guns to 80 for FM Mitrail
- Raise Machine Guns to 100 for FM Mag
- Raise Explosives to 110 for PAW
- Raise Machine Guns to 110 for Vulcan
- Raise Explosives to 120 for Immolator
- Raise Machine Guns to 120 for Hammerhead
Stats:
- Add 18 to Endurance
- Add 50 to Strength
- Add 17 to Endurance
The strategy behind Option #1 is to hold Strength at 60 for the AK 47 in order to get other stats in place and work on Explosives proficiency.
This allows students to access the copious DPS of high-end Grenade Launchers sooner than the following options. To do this, the transformation of the Assault Build into a Hybrid Build is delayed for considerable time.
After Accuracy and Endurance are in place, Option #1 resumes developing Strength.
The goal is to get points in place to equip the FM Mitrail at Level 80. The M4 Assault Rifle is passed over - by the time a student raises Machine Gun Proficiency to 100, it will be possible to equip the more powerful FM Mag.
Since Reloading has been maxed by the time the Mag is acquired, there is little reason to purchase an M60.
The two Heavy Machine Guns deliver the same DPS; the only advantage of the M60 is a larger clip, which is unnecessary with maximum Reloading.
Option #1 has an obvious downside: no Heavy Machine Gun is equipped until Level 80.
This is 5 levels past the point at which students - at the very latest - should have emigrated to Secronom Bunker.
Students who can dodge so well that they don't need the knockback from Heavy Machine Guns may find this option suitable.
Conversely, students who feel they need a Mini-Gun for protection should try Option #2 or #3 below.
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.
They are less expensive. For example, a single Violence Implant will increase DPH by twice as much as a Rage Implant, but the Violence Implant cost nearly one hundred times more. You do the math.
For the Assault Build, we recommend 1 Rage Implant and 3 Agility Implants.
Agility implants boost speed. One Rage implant boosts Damage Per Hit 1% - enough so that the Doubleshot can kill Spiders with two Critical Hits and one non-critical. It will still take a minimum of three shots to kill a Spider, but the odds are much better that it will not take four.
With 3 Rage Implants it would be possible for a Doubleshot to kill a Red Long Arm with a single Critical Hit. Students who plan to spend much time in Red Zones where these zombies proliferate will find this boost useful. Students who spend all their time in Black and White Zones near Secronom Bunker, where Red Long Arms do not spawn, will not enjoy the benefit.
The same recommendations apply to Options #2 and #3.
Assault-Hybrid Option #2 at Secronom Bunker Levels 45 - 105 (Master's Program) |
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STATS |
PROFICIENCIES |
Strength: 50 + 50 = 100 |
Melee: 5 |
Endurance: 28 + 15 = 43 (67) |
Pistols: 100 + 20 = 120 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 56 + 20 = 76 (100) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 80 + 40 = 120 |
Reloading: 100 (124) |
Explosives: 40 + 80 = 120 |
Recommended Weapons:
- Revolvers: Corpse Shooter, Doubleshot
- Assault Rifles: M4, Hammerhead
- Grenade Launchers: XM25, Paw, Immolator, Junker
- Mini-Gun: Vulcan
Recommended Armour:
- Strength: Reactive SLX, Reactive XT800, Exterminator Reactive, Exterminator Reactive XT, Bio Reactive
Implants:
- 1 Rage Implant (to improve odds of killing Spiders)
- 3 Agility Implants (to increase speed)
Weapon Progression:
- Raise Machine Guns to 100 for M4
- Raise Pistols to 110 for Corpse Shooter
- Equip FM Mitrail when Strength is in place
- Equip FM Mag when Strength is in place
- Raise Explosives to 100 for XM25
- Raise Machine Guns to 110 for Vulcan
- Raise Explosives to 110 for PAW
- Raise Machine Guns to 120 for Hammerhead
- Raise Explosives to 120 for Immolator
- Raise Pistols to 120 for Doubleshot
Stats:
- Add 7 to Accuracy
- Add 3 to Endurance
- Add 40 to Strength
- Add 15 to Endurance
- Add 20 to Accuracy
The initial thinking behind Option #2 is to equip an M4 assault rifle for use while developing Explosives.
This requires an additional 20 points in Machine Gun Proficiency. To avoid postponing Grenade Launchers too much, we suggest purchasing a 110-proficiency Corpse Shooter instead of a 120-proficiency Greyhawk, saving 10 points in Pistol Proficiency.
With the M4 in hand, Option #2 is in better condition than Option #1 to weather the long postgraduate period.
However, a perusal of our chart above reveals something interesting: since Machine Gun proficiency is at 100, the only impediment to acquiring Heavy Machine Guns is Strength. Therefore, Option #2 raises Strength sooner than Option #1.
By raising Strength and Explosives simultaneously, it is possible to equip the FM Mitrail at Level 50 and the FM Mag at Level 70, without delaying the arrival of the XM25.
This is good news for students who want more firepower before venturing into Red Zones filled with Long Arms and Rumblers. Even over-cautious students, who remain at Fort Pastor until Level 70, should feel confidant when the finally embark for Secronom Bunker.
With the acquisition of the FM Mitrail, Option #2 transforms from an Assault Build to a Hybrid Build.
The Mitrail is Heavy Machine gun with a faster firing rate (12 rounds per second) than Assault Rifles. Its DPS far exceeds that of not only the AK 47 but also the M4 assault rifle. The improvement will be immediately noticeable. Massive agro will be easier to handle, as will most boss hunting. The Mitrail comes up short against the more powerful boss zombies, such as Flaming Giant Spiders, but the FM Mag will handle them.
Option #2 holds Pistol Proficiency at 110 until the very end.
Fortunately, the Corpse Shooter (a limited-edition collector's item) performs so well that upgrading to the Greyhawk is unnecessary. Instead, when the time finally arrives, Option #2 equips the expensive Doubleshot revolver - a powerful weapon that gives graduate students a real edge against Rumblers and Long Arms in Red Zones and beyond. The long delay before purchasing the Double shot provides time to accrue the necessary cash.
After acquiring the FM Mag at Level 70, it would be possible to immediately raise Machine Gun proficiency for the Vulcan instead of getting the XM25 first.
This approach will work; however, it negates the only real advantage of Option #2, which is that the 10 proficiency points saved by using the Corpse Shooter allow the XM25 to be equipped at Level 80, after which the progression alternates between Machine Guns and Grenade Launchers.
Students who prefer to delay Explosives in order to obtain Heavy Machine Guns sooner can do so for less cash with this variation on Option #2, which avoids the expense of a Corpse Shooter pistol.
Variation #2A uses the same stat allocation as Option #2 but skips the M4 assault rifle.
The points saved on Machine Gun proficiency enable a Greyhawk to be equipped at Level 48, sparing the expense of a Corpse Shooter. The build still manages to equip the FM Mitrail by Level 50.
At this point, Variation #2A is in virtually the same shape as Option #2.
We can see that having invested only 90 points in Machine Gun Proficiency will not delay the acquisition of Heavy Machine Guns, because there is plenty of time to add more proficiency points before Strength is in place.
In fact, Variation #2A raises Machine Gun Proficiency to 120 by Level 70, when Strength reaches 100.
Now, instead of being able to equip only a 100-proficiency FM Mag, Variation #2A can also equip a 110-proficiency Vulcan and/or a 120-proficiency Hammerhead. With these in hand, even the most cautious student can have no trepidation about proceeding to Secronom Bunker.
Assault-Hybrid Option #3 at Secronom Bunker Levels 43 - 105 (Master's Program) |
|
STATS |
PROFICIENCIES |
Strength: 50 + 50 = 100 |
Melee: 5 |
Endurance: 28 + 15 = 43 (67) |
Pistols: 100 + 20 = 120 |
Agility: 100 (124) |
Rifles: 0 |
Accuracy: 56 + 20 = 76 (100) |
Shotguns: 0 |
Critical Hit: 56 (80) |
Machine Gun: 80 + 40 = 120 |
Reloading: 100 (124) |
Explosives: 40 + 80 = 120 |
Suggested Weapons:
- Revolvers: Corpse Shooter, Doubleshot
- Heavy Machine Guns: FM Mitrail, FM Mag
- Mini-Gun: Vulcan
- Assault Rifle: Hammerhead
- Grenade Launchers: XM25, Paw, Immolator
Recommended Armour:
- Reactive SLX, Reactive XT800, Exterminator Reactive, Exterminator Reactive XT, Bio Reactive
Implants:
- 1 Rage Implant (to improve odds of killing Spiders)
- 3 Agility Implants (to increase speed)
Weapon Progression:
- Raise Pistols to 110
- Raise Machine Guns to 90 for FM Mitrail
- Raise Pistols to 110 for Greyhawk
- Raise Machine Guns to 100 for FM Mag
- Raise Machine Guns to 110 for Vulcan
- Raise Machine Guns to 120 for Hammerhead
- Raise Explosives to 100 for XM25
- Raise Explosives to 110 for PAW
- Raise Explosives to 120 for Immolator
Stats:
- Add 40 to Strength
- Add 17 to Accuracy
- Add 18 to Endurance
- Add 10 to Accuracy
Option #3 equips Heavy Machine Guns sooner, at some expense to stat allocation.
Previous Options have illustrated that Strength, rather than Proficiency, is responsible for the slow acquisition of Heavy Machine Guns. This is especially true after Level 50, when 2 proficiency points are awarded per level but only one stat point: it takes only 5 levels to earn the proficiency points to upgrade from a 90-proficiency FM Mitrail to a 100-proficiency FM Mag, but it takes 20 levels to earn the stat points needed to raise Strength from 80 to 100.
The Assault Build is designed specifically with this in mind, using Assault Rifles, which are good enough to get by until Strength is available for Heavy Machine Guns.
The previous options managed this without shortchanging other stats: Reloading was maxed; Accuracy provided Reliable Aim; and there were at least a few points left over for Endurance.
Option #3 resumes raising Strength at Level 45, maxing the stat at Level 60.
Meanwhile, Accuracy is 7 points shy of Reliable Aim, and no base points are in Endurance. The benefit is that Option #3 equips Heavy Machine Guns much sooner. For students more interested in grinding than looting, this is a worthwhile trade-off.
An even faster path to Heavy Machine Guns is depicted in the variation below.
Unlike the other postgraduate options, this one does not pick up where the Undergraduate Build left off at Level 44. In order to get Strength in place sooner, this variation resumes raising the stat at Level 43. This cuts into the Accuracy stat, impairing the aim of all weapons.
Variation #3A hardly qualifies as an "Assault Build," since it completes Level 50 with 100 Strength and an FM Mag in hand.
Even here, we see Strength impacting the acquisition of Heavy Machine Guns: note the pause between the Mitrail (Level 46) and the Mag (Level 50). Although it is possible to raise Machine Gun proficiency to 100 by Level 48, Strength is not in place until Level 50.
Variation #3A fills the gap by raising Pistol proficiency to 110 for the Corpse Shooter.
As in Option #2, a 120-proficiency pistol is not equipped until after Heavy Machine Guns are in place. At that time, reselling the Corpse Shooter will hopefully finance the purchase of a Doubleshot revolver.
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.
Unlike Critical Builds, which complete the Postgraduate Program without the firepower of a Hybrid Build, there is no need to stat reset at this point. The Assault-Hybrid Build is good enough to last a lifetime.
Whichever option the Assault Build takes during the postgraduate phase, the final Hybrid Build should include at least a Greyhawk revolver, a Hammerhead assault Rifle, and an Immolator grenade launcher. More expensive weapons includes the Doubleshot revolver, the XL-Gunner heavy machine gun, and the Junker grenade launcher. Ultra-expensive items such as the SCAR 9000 mini-gun and the Desert Rat automatic pistol are for graduate students pursuing doctoral degrees in Dead Frontier.
HYBRID BUILD WITHE RIFLES VIA STAT RESET
Earlier, we referred to the possibility of using Rifles instead of Pistols for a Hybrid Build. Since low-level Rifles (which require 112 in Critical) are not suitable for a build that caps the stat at 80, it makes sense to achieve this kind of build with a stat-reset, after enough proficiency points have been amassed to equip high-end rifles, which can be optimized with only 80 points in Critical.
Hybrid Build with Rifles, Heavy Machine Guns, & Explosives |
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Notes:
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Recommended Weapons:
- Rifles: Ironsight 33-F, Marksman G8 (limited edition), Worg Carbine, Longshot PP10 (limited edition)
- Machine Guns: Vulcan, XL Gunner (limited edition), Scar 9000, Gau (limited edition), Wraith Cannon (limited edition)
- Grenade Launchers: Immolator AD, Bishop CE9 (limited edition), Junker 6
Recommended Strength Armour:
- Bio Reactive
Implants:
- 3 Rage Implants (to kill Brutes and Leapers with 3 Critical Hits)
- 1 Agility Implant to increase speed
The main distinction between an Assault Build that morphs into a Hybrid Build and a Hybrid Build achieved through a stat reset is that the latter can shave off points in Reloading
Several Heavy Machine Guns and Mini-Guns hold over 200 rounds per clip. With ammo capacity that huge, Reloading is not a significant issue. Likewise, once students have traded in their Alpha Bull and HK 69, the ammunition capacity of Epic-level Revolvers and Grenade Launchers eliminates the need for maximum Reloading.
For this reason, some Graduate Students treat Reloading almost as a dump stat. This allows them to reset with more points placed in Endurance. Hopefully, by the time students reach a postgraduate level at which they can equip three 120-proficiency weapons, they will have a sense of how much they can afford to sacrifice in Reloading without diminishing their safety.
Additionally, a stat reset allows students to switch from Pistols to Rifles.
Rifles are avoided early in the game because low-end Rifles with High Critical Chance do not work well in Assault or Hybrid Builds. Fortunately, epic-level Rifles with Very High Critical Chance (577 Rex, Corpse Piercer, Ironsight, Marskman G8, Worg) are suitable for Hybrid Builds. Of course, if a student prefers a Doubleshot Revolver, there is no obligation to trade it in for a Marksman. (In fact, the trade would be pointless, since the two weapons are virtually identical in firing rate and DPS; other Rifles and Pistols diverge by a wide margin.)
Since we are assuming that this Hybrid Build is achieved with a stat reset, we will not concern ourselves with a weapons progression.
Instead, after the reset, students will select whatever high-end weapons they can afford.
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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