If you want to tag a partymember along for that fine (alternative is using that 1 point yourself and trading jayna for someone who can actually fight), but buying healing salves sounds really banal and boring, just how many pieces can you usually get before a shop runs out and you have to rest and restock it? The ingredients also weigh less and take less space than finished salves.Fat Dragon said:Wasting a point in Herbology just to make healing salves is fucking dumb, they're dirt cheap and there are a few party members who make them too.
The electric guns are great too. The tesla rod does 10-40 dmg and by buying some manuals you can make a tesla gun (10-80 dmg). Since the damage is electrical, it causes full damage to things like ore golemsCrichton said:Perception is needed for both gunslinging and stealth, so if you're patient, it's quite possible to do well by advancing both. For that sort of build, I use PER/INT/DEX (every character needs dex). For skills, gunslinging, stealth, gunsmithy (I always feel like it's cheating if I can't make the guns myself), 1 point of herbology (healing salve), 2 points of electrical stuff (charged ring) and a few other dribs and drabs.
The usual guns progression is smoothbore, fine revolver, repeating rifle (eats ammo but the high ROF helps), scoped rifle and then only if you want, mechanized gun (really eats ammo, but gets 25 shots per round at max dex).