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Topics - Persimmons

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Builds / Versatile Versatility (Sword/Chem Pistol+TK) build help
« on: August 07, 2023, 02:56:45 am »
I started playing through Underrail for the... 5th time with a "One Turn Man" pistol build when I lost several hours of progress due to my own stupidity, and I decided to start a new character. OTM pistol is super strong but I found answering every problem with different flavors of "start shooting it" pretty dull. My favorite builds were always ones that threw around lots of different status effects and debuffs (pre-rework dedicated psion was a blast).

Anyways, I knocked out a quick versatility build, but I've never used melee or versatility before so I have no idea what I'm doing here, so I'd appreciate any suggestions.
Feat order and exact skill points not at all set in stone:
build/?FAUPBwMDAwcjHgBuAABTQjMAAFBuWiVJAC0ARgAAACYnwqM5DcKMBlbCkcKNwpkZ378

Basic strategy is to throw around acid entangle+TK stun+grenades then run in and hack things up with a machete.

*Any wasted attribute points? Where should I put my last 2, agility?
*Spec points?
*Any wasted feats? (Taking pack rathound no matter what)
*Any must have sword feats I'm missing?
*Would this be stronger with knives?
*Any other suggestions?

I know it's probably not *quite* optimal but I'd like to optimize this general concept, or something like it. Probably going to do my first Hard run with this.

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Hello friends, after tearing through the game with a full psi build, which was very powerful but not all that fun to me, I wanted to make something closer to the first build I tried, which was very fun but not very powerful.

As with most first try builds, it was spread WAY too thin, crossbows/guns/stealth/pickpocket/traps/persuade/intimidate/every psi/every crafting/etc. Amazingly, I made it surprisingly far, and special tactics mk III shock bolt>massive stockpiles of mk V grenades>premeditate+psionic mania fireball>pyrokinetic stream at the beginning of every combat took me all the way to the elevator sequence.

Anyways, I've always really enjoyed the crafting system in this game, and I'd like to make a sneaky-scientist-jack-of-all-trades type build that cranks up all 5 crafting skills to utilize them to their full potential, with lots of different gear and grenades for any situation, plus enough stealth, persuasion and mercantile to be even more versatile. I will... PROBABLY not be using oddity. Considering going on Hard difficulty, unless I end up doing something super unoptimal. To that end, I had a few questions:

*Crossbows or chemical/energy pistols? I really like using all the special bolts, but if I'm going to have a bunch of grenades it might clutter my quick slots. Or should I do something else entirely? I suppose I can dabble in other guns if I go energy pistols.

*Pretty much every build I see has at least a dip in one or two psi disciplines, is it THAT mandatory to an optimal build? I figure what I'm going for is gonna be a little strapped for skill points... and HP, but TM seems pretty damn good as a support skill, too...

*How good are traps? I've never really used them. How much am I missing out?

*Never really used dodging or evasion either, but it seems like those values will never get high enough to do anything more than take a slight edge off.

*Is pickpocketing worth it at all outside of oddity?

*If I'm going to be crafting a lot of gear anyways that can crank up my stealth values, what's a good soft cap to stop at for that?

*Soft cap for throwing, if it's gonna be mostly grenades?

That being said, could anyone point me to a good build that I could just tweak a bit to satisfy my goals?

And here's a quick and dirty mockup of more or less what I'm going for.

http://underrail.info.tm/build/?EAMGBAYIAw5aHgAAACgoJi8AKCw9PRcoAAAAST0AIC8oKwEnMSoWwppaKeK0lAHfvw

It certainly isn't optimal, but does it has any glaring weaknesses/problems?

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