A list of puns related to "Highwayman"
What's your opinion on this card ? I saw that melee players really enjoyed the melee one and felt like they had a lot of barbwire with it.
But I tried an infinite tec-9 with Karlee and Highwayman and it felt very weak... Maybe I just had very bad rng everytime I played it but it very rarely drop ammo and even less Molotov, I think I've seen two molo drops total on 3 level which isn't even 1 per level.
This is like the oddest mission I have seen in this game. First it is completely hidden and missable even though you can come back and finish it in end game. Even if I have found the garage, how the heck am I supposed to find James just by saying "somewhere in J town"? There are no other clues? and I can't even call somebody to get some clues? I definitely think calling the fixer of the town should at least give me some pointers, or hitting a tiger claw hideout could get me something. There's just no way I can find this one person in the entire town by walking around.
The reward is sweet, but I just don't get how broken this mission is. Or did I really missed something the guide didn't talk about? IDK.
EDIT I just replayed this mission again. Calling or visiting Wakako would not reveal any clues on where James is. It really needs some serious searching on foot to find this guy.
Be me.
Bring highwayman to Siren, along with 2 graverobbers (lunge and blight) along with a vestal.
Spends all camping skills on boosting Highwayman's destructive power (hes' the main damage dealer)
Highwayman is the first victim.
Highwayman uses Point-blank shot!
Graverobber is now at death's door!
Siren uses Devour!
Deathblow!
That is all.
Piracy in space has often been heralded as an impossibility. Space is too big, pirates will almost always be detected and there are chokepoints to take advantage of.
However, this could change if you build roads in space. With the advent of beam powered propulsion, rockets can now travel between the stars at a proportion of the speed of light. These laser highways provide concentrated traffic between our system and other colonized systems. Because of the infrastructure needed to relay the beam across the expanse of space, the routes are limited.
These routes provide the perfect opportunity for piracy. You are far enough away from the central planets to avoid any defence systems and you have enough cargo going back and forth to make it worth your while.
The problems I see are the speed needed to get to the ship to board it, the fact that you do not want to be on the ship for long otherwise you might not have enough fuel to return, and that the inner solar system will be extremely regulated by whatever governments are in charge. This means you have to balance being far away from law enforcement to not get caught whilst also not using all your fuel on acceleration so that you can return home.
There would be a theoretical zone in the outer solar system where the hijacking could occur. If done without being seen then nobody would notice the crime had been committed until the rocket arrived in the other system, which could take centuries. You could also do the inverse, where you hijack ships that are slowing down as they enter the system.
These highways can also work on an interplanetary scale. With how predictable the planets are, beam propulsion can get you from the innter to the outer solar system in record time, particularly if you aren't carrying your own fuel. The only issue is that these would be far less lucrative and the routes more varied than routes between stars.
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Welcome to the weekly Hero Discussion thread. This is a place to discuss individual characters in detail, with this week featuring Dismas the Highwayman. Feel free to share any knowledge on how to play the characters, share your thoughts on them, or ask for advice on how to use them.
You can talk about anything involving the character, but here are a few ideas for discussion.
Which combat skills do you use or not use.
What's the first skill you upgrade when taking one on a run.
How do you typically play the hero in most fights.
What teammates do you think work well with the hero.
What are your thoughts on their character unique trinkets.
Is there anything you think should be changed about them as time goes on.
These threads will be posted every Thursday, going through each hero one at a time with possible repeats if/as new heroes are added or changed as time goes on.
Link to previous Discussion threads below.
Question is pretty much what the title says, im having a lot of trouble beating the lv. 5 dungeons. Ive gone around 4 adventures in them and have always needed to retreat from them before finishing. I actually had my original crusader die in the first dungeon, but he luckily got revived from a town event.
I have lv 4 weapons and lv. 4 abilities on all of them. My current composition from left to right is: Occultist, abomination, highwayman, crusader.
The previous strategy has been to use the two frontliners to do deal damage while the abomination primarily stuns and comes out if more firepower is needed. The occultist is the healer but also has weakening hex for the tankier enemies.
The main problem im running into is that im simply not able to do enough damage to kill enemies in a timely manner, and because of that fights take forever and are costly. Is it that my damage dealers are not optimal or is it that the support simply doesnt synergize as much as it should be.
Im willing to change the abomination and occultist but I wanna keep the other two as they are my originals.
Sorry for the long message
tl:dr Whats a good synergy for the two classes and why
Edit: thanks everyone for the tips! I'll be sure to take a few of these into consideration and change up my strats and see how they work out
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