1.4.9 Sawbutcher Guide
Posted: Tue Feb 07, 2017 3:53 am
Somehow no one made a Sawbutcher guide yet. Time to change that! Here's a link to my AoA Insane winner for reference.
Races
AoA: The only notable racial synergy is Timeless + Continuous Butchery and that's often overkill so pick whatever race you are most comfortable with.
EoR: Doesn't really matter, all three races make for good Sawbutchers.
Stats
Str > Cun > Mag > Dex if going Arcane Might, otherwise Str > Cun > Dex > Con
Category points
AoA: Inscription slot -> Automated Butchery -> Inscription slot -> Furnace
EoR: Inscription slot -> Automated Butcher -> Furnace
Inscriptions
You need two Steam Generators for most of the game so your first category point goes to a second Steam Generator. If you get a ridiculously good one then you can probably get away with just one after 5/5 Mow Down unless playing Embers of Rage in which case you want Steam Powered Armour which will require a second generator. Other slot or two go to Movement or Regeneration Infusions.
Prodigies
Some combination of Flexible Combat, Arcane Might, I Can Carry The World, and Spine of the World is probably best. I took Flexible Combat at 30 and Arcane Might at 42 but if I wasn't Shalore then Spine of the World would have been more appealing.
Tinkers
Belt: Fungal Web for sustained healing. Backup: Thunder Grenade for AoE stun.
Body: Ablative Armour for crit reduction and armour, Backup: Spike Attachment for armour or Second Skin for status resistances.
Cloak: Grounding Strap for stun resistance. Backup: doesn't matter they there aren't any other good options.
Feet: Rocket Boots for movement. Backup: doesn't matter because there aren't any other good options.
Hands: Spring Grapple for pull (works with Saw Wheels!). Backup: Fatal Attractor for taunt summon though any summon will do.
Head: Headlamp for accuracy or Focus Lens for sight radius.
Lite: None, these cost a generic point and you don't benefit much from either.
Weapon: Razor Edge or Crystal Edge for damage increase, Silver Filigree for demons, undead, and horrors. Backup: Acid Groove or Viral Injector.
Class Categories
Butchery: 5/1/1/0 early and core, Tempest of Metal and Overcharge Saws luxury
Float points in Massive Physique to max Steamsaw Mastery faster.
Overheat Saws sucks but it has its uses early since it ignores armor, making enemies with high armour more manageable. It's instant so don't waste steam on it when not actively attacking.
Tempest of Metal is great at both dealing damage and reducing damage but it doesn't scale well with points so don't go past 1/5 until later.
Overcharge Saws is okay but I don't think it is good enough to max until very late, if at all. It gets better the most points you have in your other talents so you'll want to max all your other important talents first.
Sawmaiming: 4/2/4/0 early and core, 1/5 Goresplosion luxury
To The Arms applies a powerful damage reduction debuff so it should be used early in fights. The fifth point does almost nothing so leave it at 4/5.
Bloodstream is okay. It amplifies bleed damage but somehow it seems to not do as much as I expect from reading the tooltip. 2/5 gives a nice breakpoint and it doesn't get much better past there. Also it is one of your only ways to damage non-adjacent targets making it good against Summoners and such early.
Spinal Break is probably what you want to be opening fights with, right before using To The Arms. It removes sustains and also temporary buffs so it can be a good counter to things like Blinding Speed and GWF. It also slows but you should ideally have enough slow on hit that you aren't using it just for the slow. The fifth point does almost nothing so leave it at 4/5.
Most on-kill effects are bad and Goresplosion is no exception. You could take 1/5 solely to counter Necromancers because it's instant but I don't think it's necessary.
Battlefield Management: 1/2/2/5 early, 1/5/4/5 core, Saw Wheels luxury
Saw Wheels is ridiculous. It gives a great movespeed boost and a massive instant burst of damage when ending on a very low cooldown. Doubles as a gap-closer and an escape. You don't need more than 1/5 but it scales decently with extra points.
Grinding Shield is good against physical enemies which are usually not as threatening as magical ones anyway but it still helps. It's worse than Tempest of Metal but still very powerful.
Punishment is underwhelming early when it costs a lot of steam and you don't have many on-hit status effects but it becomes very powerful later. The fifth point doesn't give much damage so I recommend leaving it at 4/5 which has the potential to deal 317% weapon damage.
Battlefield Veteran is what makes Grinding Shield and Punishment so good. The negative life it gives to Grinding Shield will nearly double your lifepool early and the cooldown reduction on Punishment lets you use it every three turns if you only use it on targets with 7 temporary status effects.
Battle Machinery: 0/0/0/0 early and core, 1/1/4-5/0 luxury
This entire category feels like it's made for a steamcaster class that doesn't exist. Its damage just isn't good enough compared to your melee attacks. However Tremor Engine can be a useful source of debuffs if you want to spend the 6-7 points to get it.
Automated Butchery (locked): Unlock at level 20, 5/2/3/0 core, Mow Down and Tech Overload luxury
Continuous Butchery gets hilarious especially with Timeless and a global speed buff. Timeless is probably overkill since most enemies aside from stair guardians and final bosses won't survive even five turns of Continuous Butchery.
Explosive Saw is a silence and pull, essentially the ultimate anti-caster talent. You don't need more than 2/5 since 8 range is good enough and the damage isn't important.
Mow Down is also ridiculous. It costs max steam but doesn't drain steam per turn and it also regenerates a ton of steam in addition to perma-brainlocking AoE late game. 3/5 is usually good enough for perma-brainlock and more points can increase the reliability and steam regeneration.
Tech Overload looks good on paper but in reality you don't have many talents you would need to reset.
Furnace (locked): Unlock at level 36 or with Wyrm Bile, 5/5/1/1 core, Melting Point luxury
Furnace is a significant damage boost and your only built-in source of resistance penetration. Pretty great for just three steam per turn!
Molten Metal is pretty bad as far as flat damage reduction goes, but in combination with Tempest of Metal and Grinding Shield it makes you even more tanky than before. Also it's part of the Furnace sustain so it doesn't cost additional steam.
Furnace Vent doesn't do enough damage to be useful.
Melting Point resets your molten points and removes effects. I don't think more than 2-3 should be needed but it's up to you.
Generic Categories
Physics: Whatever it takes for the schematics you found. See the Tinkers section above for reference. You will want to put enough points here for Steam Powered Armour if playing EoR. You can save points with Brass Goggles or a mastery/perfection amulet.
Chemistry: Whatever it takes for the schematics you found. See the Tinkers section above for reference and also take 5/5 Theraputics for Unstoppable Force Salve. You can save points with Brass Goggles or a mastery/perfection amulet.
Also max Steam Power immediately since it boosts Tempest of Metal's damage reduction and increases your chance to apply some statuses.
Blacksmith: 0/0/0/0 core, Craftsman's Eye and 5/5 Life in the Flames luxury
Massive Physique is nice for maxing Steamsaw Mastery and Thick Skin earlier but otherwise irrelevant.
Endless Endurance sucks.
Life in the Flames is pretty bad but 5/5 is actually okay since fireburn effects can deal a lot of damage.
Craftsman's Eye is great but brought down by having a significant point investment just to unlock it.
Combat Training: 2/3/2/0/0 core, more in Thick Skin, Armour Training, and Combat Accuracy as needed
Engineering (locked): Never unlock, Last Engineer Standing would be luxury if it wasn’t locked.
Survival (locked): Probably don't unlock with a category point but it's a good Yeti Tissue unlock.
EoR Yeti Tissue Rewards
Change the order as you see fit
1) Conditioning (1/5/0/0)
2) Dream Walk
3) Chant of Fortitude
4) Charm Mastery or Premonition
Gameplay
Just Saw Wheels/Spring Grapple to oneshot enemies from range 6 lol. Jokes aside, after the dreadful early game Sawbutcher becomes pretty easy and straightforward so there isn't much to say here. The thing you will probably struggle with most is status effects since base Frost Salves suck and Sawbutcher has no built-in status management like Relentless or Unflinching Resolve. Base Injectors and Salves are so bad in fact that I recommend replacing your starting Injectors with Regeneration/Wild Infusions.
Itemization
Items that are good in general are still good on Sawbutcher. Sadly Steam Powered Gloves doesn't give a Flexible Combat proc so it's not that great if taking Flexible Combat. Black Plate is hilarious with Continuous Butchery. Stack defensive items because your damage will already be crazy high with Continuous Butchery and offensive prodigies.
Races
AoA: The only notable racial synergy is Timeless + Continuous Butchery and that's often overkill so pick whatever race you are most comfortable with.
EoR: Doesn't really matter, all three races make for good Sawbutchers.
Stats
Str > Cun > Mag > Dex if going Arcane Might, otherwise Str > Cun > Dex > Con
Category points
AoA: Inscription slot -> Automated Butchery -> Inscription slot -> Furnace
EoR: Inscription slot -> Automated Butcher -> Furnace
Inscriptions
You need two Steam Generators for most of the game so your first category point goes to a second Steam Generator. If you get a ridiculously good one then you can probably get away with just one after 5/5 Mow Down unless playing Embers of Rage in which case you want Steam Powered Armour which will require a second generator. Other slot or two go to Movement or Regeneration Infusions.
Prodigies
Some combination of Flexible Combat, Arcane Might, I Can Carry The World, and Spine of the World is probably best. I took Flexible Combat at 30 and Arcane Might at 42 but if I wasn't Shalore then Spine of the World would have been more appealing.
Tinkers
Belt: Fungal Web for sustained healing. Backup: Thunder Grenade for AoE stun.
Body: Ablative Armour for crit reduction and armour, Backup: Spike Attachment for armour or Second Skin for status resistances.
Cloak: Grounding Strap for stun resistance. Backup: doesn't matter they there aren't any other good options.
Feet: Rocket Boots for movement. Backup: doesn't matter because there aren't any other good options.
Hands: Spring Grapple for pull (works with Saw Wheels!). Backup: Fatal Attractor for taunt summon though any summon will do.
Head: Headlamp for accuracy or Focus Lens for sight radius.
Lite: None, these cost a generic point and you don't benefit much from either.
Weapon: Razor Edge or Crystal Edge for damage increase, Silver Filigree for demons, undead, and horrors. Backup: Acid Groove or Viral Injector.
Class Categories
Butchery: 5/1/1/0 early and core, Tempest of Metal and Overcharge Saws luxury
Float points in Massive Physique to max Steamsaw Mastery faster.
Overheat Saws sucks but it has its uses early since it ignores armor, making enemies with high armour more manageable. It's instant so don't waste steam on it when not actively attacking.
Tempest of Metal is great at both dealing damage and reducing damage but it doesn't scale well with points so don't go past 1/5 until later.
Overcharge Saws is okay but I don't think it is good enough to max until very late, if at all. It gets better the most points you have in your other talents so you'll want to max all your other important talents first.
Sawmaiming: 4/2/4/0 early and core, 1/5 Goresplosion luxury
To The Arms applies a powerful damage reduction debuff so it should be used early in fights. The fifth point does almost nothing so leave it at 4/5.
Bloodstream is okay. It amplifies bleed damage but somehow it seems to not do as much as I expect from reading the tooltip. 2/5 gives a nice breakpoint and it doesn't get much better past there. Also it is one of your only ways to damage non-adjacent targets making it good against Summoners and such early.
Spinal Break is probably what you want to be opening fights with, right before using To The Arms. It removes sustains and also temporary buffs so it can be a good counter to things like Blinding Speed and GWF. It also slows but you should ideally have enough slow on hit that you aren't using it just for the slow. The fifth point does almost nothing so leave it at 4/5.
Most on-kill effects are bad and Goresplosion is no exception. You could take 1/5 solely to counter Necromancers because it's instant but I don't think it's necessary.
Battlefield Management: 1/2/2/5 early, 1/5/4/5 core, Saw Wheels luxury
Saw Wheels is ridiculous. It gives a great movespeed boost and a massive instant burst of damage when ending on a very low cooldown. Doubles as a gap-closer and an escape. You don't need more than 1/5 but it scales decently with extra points.
Grinding Shield is good against physical enemies which are usually not as threatening as magical ones anyway but it still helps. It's worse than Tempest of Metal but still very powerful.
Punishment is underwhelming early when it costs a lot of steam and you don't have many on-hit status effects but it becomes very powerful later. The fifth point doesn't give much damage so I recommend leaving it at 4/5 which has the potential to deal 317% weapon damage.
Battlefield Veteran is what makes Grinding Shield and Punishment so good. The negative life it gives to Grinding Shield will nearly double your lifepool early and the cooldown reduction on Punishment lets you use it every three turns if you only use it on targets with 7 temporary status effects.
Battle Machinery: 0/0/0/0 early and core, 1/1/4-5/0 luxury
This entire category feels like it's made for a steamcaster class that doesn't exist. Its damage just isn't good enough compared to your melee attacks. However Tremor Engine can be a useful source of debuffs if you want to spend the 6-7 points to get it.
Automated Butchery (locked): Unlock at level 20, 5/2/3/0 core, Mow Down and Tech Overload luxury
Continuous Butchery gets hilarious especially with Timeless and a global speed buff. Timeless is probably overkill since most enemies aside from stair guardians and final bosses won't survive even five turns of Continuous Butchery.
Explosive Saw is a silence and pull, essentially the ultimate anti-caster talent. You don't need more than 2/5 since 8 range is good enough and the damage isn't important.
Mow Down is also ridiculous. It costs max steam but doesn't drain steam per turn and it also regenerates a ton of steam in addition to perma-brainlocking AoE late game. 3/5 is usually good enough for perma-brainlock and more points can increase the reliability and steam regeneration.
Tech Overload looks good on paper but in reality you don't have many talents you would need to reset.
Furnace (locked): Unlock at level 36 or with Wyrm Bile, 5/5/1/1 core, Melting Point luxury
Furnace is a significant damage boost and your only built-in source of resistance penetration. Pretty great for just three steam per turn!
Molten Metal is pretty bad as far as flat damage reduction goes, but in combination with Tempest of Metal and Grinding Shield it makes you even more tanky than before. Also it's part of the Furnace sustain so it doesn't cost additional steam.
Furnace Vent doesn't do enough damage to be useful.
Melting Point resets your molten points and removes effects. I don't think more than 2-3 should be needed but it's up to you.
Generic Categories
Physics: Whatever it takes for the schematics you found. See the Tinkers section above for reference. You will want to put enough points here for Steam Powered Armour if playing EoR. You can save points with Brass Goggles or a mastery/perfection amulet.
Chemistry: Whatever it takes for the schematics you found. See the Tinkers section above for reference and also take 5/5 Theraputics for Unstoppable Force Salve. You can save points with Brass Goggles or a mastery/perfection amulet.
Also max Steam Power immediately since it boosts Tempest of Metal's damage reduction and increases your chance to apply some statuses.
Blacksmith: 0/0/0/0 core, Craftsman's Eye and 5/5 Life in the Flames luxury
Massive Physique is nice for maxing Steamsaw Mastery and Thick Skin earlier but otherwise irrelevant.
Endless Endurance sucks.
Life in the Flames is pretty bad but 5/5 is actually okay since fireburn effects can deal a lot of damage.
Craftsman's Eye is great but brought down by having a significant point investment just to unlock it.
Combat Training: 2/3/2/0/0 core, more in Thick Skin, Armour Training, and Combat Accuracy as needed
Engineering (locked): Never unlock, Last Engineer Standing would be luxury if it wasn’t locked.
Survival (locked): Probably don't unlock with a category point but it's a good Yeti Tissue unlock.
EoR Yeti Tissue Rewards
Change the order as you see fit
1) Conditioning (1/5/0/0)
2) Dream Walk
3) Chant of Fortitude
4) Charm Mastery or Premonition
Gameplay
Just Saw Wheels/Spring Grapple to oneshot enemies from range 6 lol. Jokes aside, after the dreadful early game Sawbutcher becomes pretty easy and straightforward so there isn't much to say here. The thing you will probably struggle with most is status effects since base Frost Salves suck and Sawbutcher has no built-in status management like Relentless or Unflinching Resolve. Base Injectors and Salves are so bad in fact that I recommend replacing your starting Injectors with Regeneration/Wild Infusions.
Itemization
Items that are good in general are still good on Sawbutcher. Sadly Steam Powered Gloves doesn't give a Flexible Combat proc so it's not that great if taking Flexible Combat. Black Plate is hilarious with Continuous Butchery. Stack defensive items because your damage will already be crazy high with Continuous Butchery and offensive prodigies.