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Final Up to date: July fifth, 2022
The lifetime of a runner is usually a quick one, and it all the time pays to know who has your again within the shadows. Shadowrun Hong Kong’s companions are among the many most developed in the entire sequence, in mechanics as a lot as character. In our Shadowrun Hong Kong companion information, we’ll stroll you thru specializations for Gobbet, Is0bel, and Duncan, and allow you to weigh up which option to make at every improve tier.
Shadowrun Hong Kong: Gobbet
Gobbet is all the time available with a cautionary story of a run gone flawed, however your resident Rat Shaman’s magic will be as harmful as her tales are instructive. Boasting expertise in spellcasting and conjuring alike, Gobbet can match a large variety of niches in fight.
Gobbet’s first improve path – Territoriality – lets you construct her up as an energetic spellcaster, specializing in harm, HP removing, space management, and buffing. Alternatively, you may focus extra on Gobbet’s spirit summoning talents by taking the Spiritualist path, growing the facility and reliability of her summoned spirits, and giving her highly effective instruments to immediately take enemy spirits off the board.
Tier 1
Gobbet’s first Territoriality ability is Ranged Fight, and her first Spiritualist ability is Spirit Management.
Ranged Fight grants Gobbet an additional level in her Ranged Fight and SMG expertise. This additional will increase her accuracy and harm potential when wielding her chosen firearm. Spirit Management makes it in order that – regardless of what number of AP you give them – Gobbet’s spirit summons have a 0% probability of escaping within the first two turns they’re summoned.
There’s a transparent winner when selecting between these two expertise, and it isn’t even shut. Companion characters won’t ever hit the very best finish of their key stats, so the extra factors that Ranged Fight affords are good, however the difficulty is that Gobbet is just simpler as a caster than as a Raged Combatant, whether or not you are taking this ability or not.
You must solely actually be utilizing Gobbet’s SMG if no different choices can be found, or if you really want an enemy completed off and her offensive spells are on cooldown. Spirit Management offers an extremely helpful increase to Gobbet’s summons, permitting you to load them up with AP on their first two turns with out worry of them breaking out of your management.
Finest decide: Spirit Management
Tier 2
Gobbet’s Tier 2 expertise each revolve round coping with enemy spirits.
Territoriality: Destroy Spirits provides Gobbet a brand new ability that permits her to immediately kill a hostile spirit. Spiritualist: Steal Spirit lets Gobbet Hijack enemy spirits and management them, with the additional potential to regulate two spirits directly when her Spirit Management stat reaches rank 5.
Whereas the selection between these expertise isn’t as clear-cut as Tier 1, Destroy Spirit tends to be extra broadly helpful. Whereas stealing management of an enemy spirit can probably flip the tide of battle, it’s usually extra helpful to easily eliminate them altogether, particularly since Destroy Spirit has a comparatively quick cooldown.
Finest decide: Destroy Spirit
Tier 3
Territoriality grants Increase Spell: Poison Fog at tier 3.Spirituality grants Shrine Spirits.
The Territoriality improves Gobbet’s Poison Fog spell by turning it into Acidic Fog, which reduces enemy AP on contact in addition to dealing harm. Shrine Spirits permits the spirits that Gobbet summon to remain in battle for an additional flip, enhancing their longevity.
It’s one other clear winner at this tier. Having spirits round for yet another flip is a pleasant profit, however Acidic Fog’s AP harm is just too helpful to cross up.
Finest Choose: Increase Spell: Poison Fog
Tier 4
Plague barrier is Gobbet’s tier 4 Territoriality improvementSpirit Management grants Satan Rat Spirit Fetish.
Plague Barrier provides an entire new spell to Gobbet’s toolkit, which creates a heavy cowl barrier that offers harm and reduces AP. Satan Rat Spirit Fetish provides an merchandise to Gobbet’s stock that permits her to summon a Satan Rat Spirit on every mission.
That is the primary tier that may show to be a tricky resolution. Each upgrades will be extremely helpful, and your alternative actually comes down as to whether you’d slightly go for fast gratification or play the lengthy recreation.
The Satan Rat spirit will be very helpful when it first unlocks however slowly turns into much less integral the nearer you get to the endgame. Plague Barrier will be tough to make the most effective use of, however will be devastating to an enemy group when forged in the best spot, and its usefulness by no means wanes.
Finest Choose: Plague Barrier
Tier 5
Territoriality brings Increase Spell: Haste at tier 4, enhancing Gobbet’s already highly effective Haste spell. Spirit Management provides Gobbet a brand-new potential at this degree – Devour Spirit. This potential destroys a hostile spirit, therapeutic Gobbet and granting her 1 bonus AP for 2 turns.
Should you thought powerful selections have been right here to remain on the larger tiers, you’d be flawed. Your Tier 2 alternative is all you could take care of enemy spirits, making Devour Spirits an extraneous decide.
Increase Spell: Haste grants Gobbet an improve to what’s already probably the most broadly helpful spell Shadowrun Hong Kong has to supply. Devour Spirits depends on the presence of Spirits to be efficient, however Haste can, and may, all the time be forged in any Shadowrun Hong Kong fight encounter.
Finest Choose: Increase Spell: Haste
Shadowrun Hong Kong: Is0bel
If there’s one factor The Shadowrun Trilogy teaches you early on, it’s that it’s best to have a Decker with you every time doable. And in Shadowrun Hong Kong, Is0bel fills that area of interest with model. Nearly any run turns into simpler with Is0bel available to deck into our on-line world and mess with enemy programs.
Fortunately, Is0bel isn’t solely a whizz within the matrix, her fight expertise in meatspace aren’t any slouch both.
Her first improve path is Sabotage, enhancing her fight talents via upgrading her instruments and imbuing them with debuffing properties. Stuns, armor discount, and damage-over-time are all unlocked via this path.
Is0bel’s different improve path is Espionage, primarily enhancing her decking expertise. Program upgrades and our on-line world buffs are the advantages of this path, in addition to a discount within the dangerous results of taking real-world harm whereas decking.
Tier 1
Is0bel’s first improve tier offers:
Increase Weapon: Mini-Launcher from the Sabotage path.Tar Blaster from Espionage.
Mini-Launcher customizes Is0bel’s grenade launcher and permits it to position distant proximity mines, which will also be triggered manually. Tar Blaster augments Is0bel’s Blaster program; it now forces enemies to remain in a single place on a profitable hit.
The Mini-Launcher could make for an efficient area-denial software, however in most conditions, it’s merely extra helpful to hit an enemy with the launcher’s important mode of fireplace, as a substitute of ready till their flip and hoping they detonate the mine earlier than getting a shot off on you. On more durable difficulties, enemy packages within the matrix will be deadly, and stopping them from swarming you when you decide them off is a really helpful potential.
Finest Choose: Tar Blaster
Tier 2
Is0bel is granted Regular Shot from Sabotage at tier 2.Espionage comes with Increase Capacity: Mark Goal.
Regular Shot is a ability that provides 30% to a single shot from Is0bel’s pistol, whereas Mark Goal augments the ability of the identical title to cut back enemy armor by 1 when used.
Regular Shot is beneficial when you really want to hit a particular enemy, probably to complete them off. However Mark Goal is beneficial in virtually any scenario, and armor discount is an unbelievable increase to Is0bel’s late-game fight utility.
Finest Choose: Mark Goal
Tier 3
Is0bel’s Tier 3 comes with a second Increase Weapon: Mini-Launcher for Sabotage. Enhance program for Espionage.
This time round, the grenade launcher can be up to date to ignite enemies and inflict 6 additional harm. The Enhance program will increase Is0bel’s pace within the matrix by 40% when used.
The extra harm for the mini-launcher helps Is0bel sustain together with your different runners by way of harm enter, turning her into an area-igniting menace. And whereas elevated matrix motion pace is helpful, particularly for later infiltrations, this improve is rendered nugatory as a result of you should purchase a lift program for Isobel and mortgage it to her as a substitute, permitting her to successfully obtain each upgrades from this tier in case you take Increase Weapon: Mini-Launcher.
Finest Choose: Increase Weapon: Mini-Launcher
Tier 4
Each of Is0bel’s tier 4 upgrades assist you to modify the dwarven decker with cyberware.
Sabotage offers the BrightLight system, which is put in in her cybereye and lets you blind a single enemy for two turns.Espionage helps you to set up a JoltAlert system, which brings Is0bel again to 1AP every time she loses sufficient AP to change into shocked.
The BrightLight system inflicting blindness is beneficial for positive, however the hefty 6-turn cooldown takes away from what would in any other case be a improbable potential. JoltAlert is certainly one of Shadowrun: Hong Kong’s most helpful cyberware upgrades, and having the ability to set up it on an ally is improbable. Whereas it could not come into play as usually because the BrightLight system might, you’ll be extremely glad you selected it every time it prompts.
Finest Choose: JoltAltert System.
Tier 5
Isobel’s remaining Sabotage improve is one final Increase Weapon: Mini-Launcher. Its grenades now take away 1 level of enemy armor each time they deal harm.
Her Espionage potential at this tier is Ache Suppression, which reduces incoming meatspace harm to Is0bel by 3 per hit every time she’s related to the matrix.
Is0bel usually solely takes severe harm whereas decking in case you go away her undefended, and in these circumstances, a harm discount of three per hit is negligible. Constant armor discount with each shot is just too good to cross up. It has the potential to make or break fights with heavily-armored foes within the late recreation.
Shadowrun Hong Kong: Duncan
Your fellow adoptee from the Barrens, Duncan Wu has come a good distance from the offended road child your runner as soon as referred to as brother. Duncan joined Lone Star in an try to study management and limits, giving him spectacular resilience and deadly firearm expertise.
Duncan’s first improve path is Deadly Drive, upgrading his already spectacular fight expertise via decreasing foes’ armor, growing accuracy, and including a number of new instruments to his gear.
His second path is Crowd Management and focuses extra closely on AP discount than outright harm. This enables Duncan to swing the motion economic system in your squad’s favor, eradicating enemies’ potential to behave for a flip or extra, letting his allies transfer in for the kill.
Tier 1
Duncan’s First Deadly Drive improve is the Firepower Spherical, an assault rifle potential that offers 2 additional harm and bypasses as much as 2 armor. Crowd Management grants the Underslung Beanbag potential at this tier, which offers 2 factors of AP harm and has a brief, 2-turn cooldown.
Firepower Spherical isn’t a nasty alternative in case your group composition doesn’t embrace many different strategies of decreasing enemy armor. Armor turns into rather more prevalent – and far trickier to take care of – within the late recreation. Some type of armor bypass or discount is a should. However different squadmates have rather more efficient strategies of coping with armor, and Duncan isn’t precisely missing for offensive choices on condition that he focuses on Rifles, arguably Shadowrun Hong Kong’s finest weapon sort.
Underslung Beanbag affords an early-game choice for disabling foes for a flip, and, due to its quick cooldown, stays related all through the entire important marketing campaign.
Finest Choose: Underslung Beanbag
Tier 2
Mercy Kill is Duncan’s Tier 2 Deadly Drive potential.Subdue is granted by Crowd Management.
Mercy Kill is a rifle shot that’s 99% assured to hit, and offers two additional harm, however is barely able to hitting targets at 25% of their total well being or much less. Subdue augments Duncan’s Subdue potential by decreasing its cooldown from 3 rounds to 2.
It is a pretty powerful alternative and balances broad usefulness towards permitting Duncan to fill a particular Area of interest. Subdue is a helpful potential, however requires Duncan to be up shut with foes, versus dealing harm together with his rifle from afar.
Mercy Kill is nice in particular situations, however can’t be activated exterior of these situations. Mercy Kill barely wins out, however solely as a result of there’s no different ability within the recreation that provides such near-guaranteed success in taking out weakened opponents.
Finest Choose: Mercy Kill
Tier 3
Deadly Drive grants the Nail Grenade at tier 3.Crowd Management provides Duncan the Modded Flashback.
Each choices add a grenade merchandise to Duncan’s common gear. The Nail Grenade offers an extra burst of injury in an space, adopted by 4 extra harm to these caught within the blast for two subsequent turns. The Modded Flashbang has the identical results as an everyday flashbang however has a wider space of impact.
The Nail Grenade’s extra harm over time is important, particularly in case you catch a number of enemies within the blast. Nevertheless, the Modded Flashbang is extra more likely to have an effect on a number of enemies. Its results are extra useful to the opposite runners in your group than merely making use of a bit of injury.
Considering that these are each once-per-run gadgets, the Flashbang has broader utility versus the Nail Grenade’s hefty supply of injury.
Finest Choose: Modded Flashbang
Tier 4
Duncan unlocks Recoil Compensation at Deadly Drive tier 3. The Shock Baton from Crowd Management tier 3.
Recoil Compensation removes the same old 10% accuracy penalty from the rifle’s full-auto fireplace mode. The Shock Baton is a brand new melee weapon that’s added to Duncan’s gear, which offers an unbelievable 2AP harm per hit however wants recharging after each two hits.
The Shock Baton is an incredible new a part of Duncan’s arsenal. The Capacity to deal a complete of 4 AP harm to an enemy group’s pool is a shortcut to swinging the momentum of a struggle again in your route. If this was every other tier it will be a sure-fire decide.
However sadly, the rifle’s full auto mode is certainly one of, if not the toughest hitting strategies of assault in all of Shadowrun Hong Kong. If the Shock Baton didn’t require Duncan to stand up near enemies, then it’d simply have the sting, however Recoil Compensation is simply too good to cross up.
Finest Choose: Recoil Compensation
Tier 5
Duncan’s highest improve tier comes with the Shiawase Magnet Arm for Deadly Drive.The Gasoline Grenade for Crowd Management.
The Magnet Arm has Duncan mechanically catch incoming grenades and redirect them to the individual that threw them. The Gasoline Grenade offers ongoing AP harm in an space of your selecting.
Sadly, enemies are unlikely to remain within the cloud for a couple of flip in the event that they may also help it, so until you handle to position the fuel at a choke level, its usefulness is generally restricted to a single spherical of fight. And later in Shadowrun Hong Kong’s marketing campaign, grenade-throwing enemies change into plentiful. The Magnet Arm turns into an unbelievable defensive software for Duncan at this level, negating heavy harm to the occasion and dealing it to enemies as a substitute.
Finest Choose: Shiawase Magnet Arm
That does it for our Shadowrun Hong Kong companion construct information.
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