STARTING GEAR
| GEAR | IMAGE |
|---|---|
|
Shirt
|
|
ATTRIBUTES
| ATTRIBUTE | LEVEL |
|---|---|
| AGILITY | 86 |
| DEXTERITY |
81
|
| STRENGTH |
91
|
| INTELLEGENCE |
90
|
| PERCEPTION |
72
|
SKILLS
| SKILL | LEVEL |
|---|---|
| MEDICAL |
11
|
| EXPLOSIVES |
24
|
| MECHANICAL |
13
|
| MARKSMANSHIP |
89
|
| STEALTH |
69
|
TRAITS
Shotguns: Expert at using shotguns
Melee mastery: Expert at using melee weapons
Sniper rifle: Expert at using sniper rifles
Strengths/Weaknesses
Dynamo definitely lives up to his nickname. He's a veritable one man army, as long as that army's sole concern is shooting bad guys. Dexterity and marksmanship are both extremely high to start with, and Dynamo also gets trait bonus for being an expert with sniper rifles, shotguns, and melee weapons. He also starts with an above-average stealth rating. The big tradeoff, other than him being basically naked when you grab him, is that he's pretty devoid of secondary skills.
Tactics
Your first priority with Dynamo is clothing him and giving him some firepower to work with. He literally just has a shirt when you pick him up, so be ready to fully outfit a brand new merc.
Once he's armed and armored, your best bet really is to just stick to his strengths: shooting and sneaking. He'll perform exceptionally well in both categories before you've even leveled him up. The melee mastery trait is a nice bonus, but disregard it. Just give Dynamo a sniper rifle for long-range support and a shotgun for clearing out buildings. His high health is a big help there, too. He'll be fine.
Long-Term Play
Just keep on playing to Dynamo's greatest strengths. Boost dexterity. Boost stealth. Secondarily, boost marksmanship. Strength and perception, too, if you suddenly find yourself with an abundance of points to spare and nothing to spend them on. It's really as simple as that with Dynamo. Trying to build up one of his other skills is just a waste because there are so many other mercs available to perform such tasks.