Image 1 — I made these almost a year ago and found them when cleaning my folders. Meant to be for a un-set of subclasses, like MtG's un-sets (joke sets with features and mechanics that won't fit into main game)
Image 2 — I made these almost a year ago and found them when cleaning my folders. Meant to be for a un-set of subclasses, like MtG's un-sets (joke sets with features and mechanics that won't fit into main game)
Image 3 — I made these almost a year ago and found them when cleaning my folders. Meant to be for a un-set of subclasses, like MtG's un-sets (joke sets with features and mechanics that won't fit into main game)

I made these almost a year ago and found them when cleaning my folders. Meant to be for a un-set of subclasses, like MtG's un-sets (joke sets with features and mechanics that won't fit into main game)

School of IT wizard

u/Fureru-Moji-3871 — 7 days ago
▲ 31 r/brotato

I overanalized Vagabond and it's combinations. Here are results:

So, in base game there are 15 weapon categories. Vagabond can have at most 12 of them (spoiler - we will need only 11). Let's throw some away!
- First out is Legendary: WAY too rare to get reliably, and cut 100 HP if you get it on Vagabond.
- Second and Third out are Elemental* and Explosive: These sets give you Elemental Damage and Explision Radius respectively, which is not good in our case. We want to have many different types of weapons, while these buffs only provide benefit for specific playstyle, not general good. But we will come back to Elemental later, it has botential
- Fourth and final is Tool. Tool provides Engineering buff, which is not that bad, but need very intentional shop purchases with turrets and additional eng. scaling items. Too unreliable.

Now, to the graph: Notable thing - i am bad at planning. Cactus Club is Primitive and Heavy, yet these types were too far away, so CC is chilling in primitive circle. Same for Sniper Gun in Precise.

Most of the weapons in the sets are Melee, so when picking Ethereal slot, igniore staff. Axe and Flint are your friends. Also, if you really want explosive and elemental sets, feel free to switch off Ethereal slot for Fireball or Plank. I am not your boss to prohibit you from enjoying the game the way you want, even if it objectively unoptimized B-[

And there are 3 combos I found that consistently have 11 needed:

- Ghost Axe/Flint and Hand are staples, providing 3 out of 11 in every combination. You can have flint and hand from the start, but hand sucks with just 1 damage. I had 50 mats at most after wave 1 while testing on d5.

then we have a lot of choice, just remember that two sets require t3 GUNS in order to be complete, which is difficult to get. Alternative is to get a Medical Gun, and only needing 2 t2 weapons, being either Vorpal or normal Sword and Hammer.

Now, to Elemental build. I like elemental, so I threw in a little combo with all elemental weapons, that have secondary class. It might work, but i couldn't be bothered to test it as it really requires Elemental support. It could work burn build, having 4 out of 6 weapons capable of burning by default.

With wide-spread combo you will have following sets:
Support
Unarmed
Ethereal
Gun
Precise
Medival
Medical
Primitive
Blunt
Heavy
Blade

For total of
+5 Melee Damage
+5% Life Steal
+1 Armor
+21 HP
-10% Speed
+51% Dodge
+50 Range
+25% Damage
+5 HP Regen
+15% Crit Chance
+25 Harvesting

Tell me how i'm wrong in the comments, maybe i will update this

u/Fureru-Moji-3871 — 2 months ago

Did Pointy Hat take dragonborn video down? I wanted to see dragon transformation illustrations and couldn't find the right video

u/Fureru-Moji-3871 — 3 months ago