AnotherÂ awesome guide from Thatguyishot. He gives Dead Island’s Logan a run down in his aptly named “Logan: The White Guy”
The Throwing Logan Guide
Logan: The White Guy
Logan is a character that sucks early game, is manageable mid-game, and absolutely rocks end-game. His fury tree is on par with, if not better than Purnaâ€™s. He gains rage quickly, deals a ridiculous amount of damage, and can generate rage from a safe distance.
Loganâ€™s combat tree is less than optimal because he aims for balance. He gains a specialty in Blunt, Sharp, and Firearms weapons, but nothing terribly special. He also gains the standard crit chance bonus to single-handed weapons. However, what he gets that other playersÂ donâ€™tÂ get is the amazing ability to throw everything. This is what sets him apart from other players.
Loganâ€™s survival tree focuses on the safe return of your powerful throwing weapons to ensure your long-distance tactics. Otherwise, it capitalizes on the acquisition of money. Specifically, it turns those accidentally auto-equipped bottles of alcohol into med-packs and damage buffs, increases your health, and makes searching for loot that much better. This is a rather powerful tree for Logan.
Here, I will describe what I took, at what level, and why.
Level 2: Bullseye
Allows the use of his Fury. If nothing else, this will rack in some major experience points and makes dealing with thugs a little easier. Almost essential to a high survival rate in the city while still keeping your experience and income, well, coming in.
Level 3: Boomerang
Boomerang gives Logan a 15% chance to reel in his weapon with voodoo magic. This is an essential point, not because itâ€™s good (because it really isnâ€™t), but because it pushes you farther down the tree.
Level 4-6: Deeper Pockets
Increases the total number of inventory slots you have, up to 6. I took this because at this point in time, enemies donâ€™t do much damage, but Logan doesnâ€™t retrieve his weapons terribly quickly. This talent allows Logan to throw more and carry more. More options = more combat safety = more money.
Level 7-10: Conditioning
Itâ€™s this or Scavenger at this point in the game, and Scavenger only affects the durability of an item thatâ€™s picked up. If you pay attention, some items that you get start with lower durability. Scavenger just ensures that durability is 100%. Even if 80 stamina isnâ€™t much of a shot from 110, Conditioning is still the way to go.
Level 11: Reliable Boomerang
Now your RNG will start to be friendly to you. A lot of people have a better time with this than with the next upgrade, so weâ€™ll stick with this for now.
Level 12: Heavy Hitter
At this point in time, Blunt weapons are still a good backup for melee range for Logan. Around now you may be in the city if you rushed along during the main quest. This helps out a little bit, but is more important for the upcoming talents.
Level 13-15: Mass Driver
Although Fencer seems decent, Loganâ€™s survivability is rather low. Going with Mass Driver gives youÂ thatÂ much more time to deal with a crowd. 7.5m is a huge distance in this game.
Level 16-18: Frenzy
Youâ€™re almost certainly in the city by now. This talent is ridiculous for dealing with mobs. A quick decap with a throw, and suddenly the crowd falls to your additional 30% damage increase.
Level 17: Sharp Apprentice
Gives you the ability to Stomp, which is ludicrously awesome. This saves a bit of time dealing with one-on-one enemies. More importantly, it increases your chance to critically hit with sharp weapons! This also applies to thrown sharps. Your inventory should now have 2-3 machetes that are upgraded with a shock or toxic mod. Make use of your newfound friend.
Level 18-20: Mighty Throw
Mighty Throw increases your throw damage. Enough said.
Level 21-23: Telling Blows
Telling Blows increases your chance to crit on a throw by 30%. Holy balls! If your zed isnâ€™t dead, youâ€™ll have procced a shock or toxic, putting them out of commission anyway. Also useful to start up on specials, because theyâ€™ll be incapacitated and youâ€™ll be free to fuck them up hard.
Level 24-27: Economical Throw
Economical Throw isnâ€™t being taken for the damage, but rather because if your proc goes off on one zed, it goes off on everyone around them. This is crowd control more than anything.
Level 28-30: Furious Throw
Whoa, more points into Fury. These are taken because now shit just dies with your throws. Instead of stomping, now consider throwing weapons at downed zeds to make use of your additional 30% rage gain.
Level 31-33: Custom Maintenance
There will always be a time when throwing a weapon is a no-no. This is for those times. Also, to get down farther into the tree.
Level 34-36: Medicinal Purposes
This is Loganâ€™s â€œOh shit wrong buttonâ€ card. This turns every alcohol in your inventory into a medpack. A very strong medpack, actually. Use it, go ahead. The downside is that your vision is hazy. The upside is that you auto-aim with thrown weapons anyway, so it doesnâ€™t matter.
Level 37: Righteous Boomerang
Now you can throw without worry! This is a nifty talent to have simply because it makes throwing weapons convenient.
Level 38-40: Fencer
Additional damage increase, nothing much more than that. This is more reliable than another talent weâ€™ll be picking up later.
Level 41-43: Way of the Warrior
See above, though this is a partial increase to your surviveability with increased procs on smaller daggers â€˜nâ€™ shit.
Level 44-46: Drunken Master
This is taken to improve the efficiency of your alcohol, for â€œoh shitâ€ situations.
Level 47: True Bullseye
Because fuck all the zeds, thatâ€™s why.
48-50: Discipline OR Volatile OR Picklock
Discipline if you die too much, Volatile if you die too much. Both are worth roughly the same amount in the end, and at this level, 3 health bars are going to give you squat for surviveability. I took Picklock for shits and giggles because everything else was useless.
Congratulations, you are now a drunken master and you make more money than non-Purna players. : )
Check out Thatguyishot’s previous Dead Island Character Guides.
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