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General / Re: Sledgehammer build
« on: June 01, 2016, 04:36:57 pm »
Yes but it requires 10 AGI which means dumping either DEX, CON or significally weakening STR and thus damage/precision. Neither a good option IMO, at least not for a crit based sledgehammer build. 1 x 20 AP every 10 rounds is just not good enough here, unlike for snipers/xbow guys that can additionally utilize stealth for Snipe and generally profit from 0 armor penalty. Dodge/evasion at 10 AGI and 50 - 60 armor penalty is lower than with 3 AGI at 0 armor penalty, that's too much of a waste.
It could be ok for a glass canon though but I can't tell. I never played melee glass cannons except for PSI monks which heavily relied on CC with psi, Combo and Fatal Throw. Those are nerfed now so not even that is reliable anymore.
Maybe you could do 10+++++/7/9+/3/3/3/5 and swap between infused syphoner and rathound leather whenever you need critical chance vs extra dodge/evasion. Juggernaut gets replaced by Nimble for 0 armor penalty so Heavyweight is out. This way you're trading critical damage for critical chance.
Major problem is you can't cause bleeding with leather armor so probably a better option would be to go for 6 INT, take both Nimble and Armor Sloping for quite low armor penalty and still get hp bonus from the sturdy vest + bleeding from one serrated blade.
How ever you turn it around I still think that a heavy CON based sledgehammer build makes more sense and that weapon seems to be built around it.
Next time I do a sledgehammer run I think I'll try the psi mix again for max possible critical chance (still with metal armor). With adrenaline it's 3 tungsten hits + pummel on a stunned, strongly debuffed target thanks to Electrokinesis + Electrokinetic Imprint. Pretty much the PSI build I posted a while ago but with PSI feats earlier and Taste for Blood later as it doesn't offer AP reduction anymore.
One nice advantage is how easy you can get around that dangerous adrenaline fatigue debuff. When you get it you can cast Force Field and often force enemies to wait their turns out or walk around (and waste time) until fatigue wears off. Force Field is also very beneficial vs ranged enemies when you have problems closing in because of medicore movement points caused by high armor penalty or when you can bottleneck a larger group to go through a one tile wide corridor you created and set on fire with a molotov, and pick them from the corner one by one. Underrail is not always about everybody standing in the open and you killing them before they kill you. "All we need is just a little patience... patience... mwmmmhmhyeahhh."
[edit] I'll have to ditch Bone Breaker in future. It's usefulness is just too limited for sledgehammers. Most things that (actually have ribs) end up dead in one hit anyway because of the crit damage. It used to be pretty good for a DEX based monk that could hit for 4 AP with metal gloves - before the DEX and TfB nerf.
It could be ok for a glass canon though but I can't tell. I never played melee glass cannons except for PSI monks which heavily relied on CC with psi, Combo and Fatal Throw. Those are nerfed now so not even that is reliable anymore.
Maybe you could do 10+++++/7/9+/3/3/3/5 and swap between infused syphoner and rathound leather whenever you need critical chance vs extra dodge/evasion. Juggernaut gets replaced by Nimble for 0 armor penalty so Heavyweight is out. This way you're trading critical damage for critical chance.
Major problem is you can't cause bleeding with leather armor so probably a better option would be to go for 6 INT, take both Nimble and Armor Sloping for quite low armor penalty and still get hp bonus from the sturdy vest + bleeding from one serrated blade.
How ever you turn it around I still think that a heavy CON based sledgehammer build makes more sense and that weapon seems to be built around it.
Next time I do a sledgehammer run I think I'll try the psi mix again for max possible critical chance (still with metal armor). With adrenaline it's 3 tungsten hits + pummel on a stunned, strongly debuffed target thanks to Electrokinesis + Electrokinetic Imprint. Pretty much the PSI build I posted a while ago but with PSI feats earlier and Taste for Blood later as it doesn't offer AP reduction anymore.
One nice advantage is how easy you can get around that dangerous adrenaline fatigue debuff. When you get it you can cast Force Field and often force enemies to wait their turns out or walk around (and waste time) until fatigue wears off. Force Field is also very beneficial vs ranged enemies when you have problems closing in because of medicore movement points caused by high armor penalty or when you can bottleneck a larger group to go through a one tile wide corridor you created and set on fire with a molotov, and pick them from the corner one by one. Underrail is not always about everybody standing in the open and you killing them before they kill you. "All we need is just a little patience... patience... mwmmmhmhyeahhh."
[edit] I'll have to ditch Bone Breaker in future. It's usefulness is just too limited for sledgehammers. Most things that (actually have ribs) end up dead in one hit anyway because of the crit damage. It used to be pretty good for a DEX based monk that could hit for 4 AP with metal gloves - before the DEX and TfB nerf.