Underrail Forum
Underrail => Builds => Topic started by: Kiruha on August 22, 2019, 08:23:51 pm
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Warning: This build is obsolete and needs to be redesigned around new game version and new psi system.
Build is here
https://underrail.info/build/?HgMHBwMQAwcAWsKgAADCoMKgQUEAS01kMjAAAAAANy4AQjknJjAiAsKAOExLaivChzEoJMK1wqTCncKtwp7Cn2wabeKhpAXip74K378
Gameplay is here
https://youtu.be/N2lt3QGyuSg
Be sure to enable Extra options, enable crafting bonuses, choose food - underpie and +2 int to see real skill levels. Also check jackknife, trapper belt, huxkey and lemurian engineer suit to see lockpicking and hacking skills thresholds
About atributes:
7 dexterity for quick tinkering - it was nerfed, but it is still very useful
7 intelligence - for bowyer and our crafting skills
7 agility - because bonus to stealth and evasion is useful, and we still have some spare points. If you don't want sprint, you can set it to 3 and raise int or con. Also we will be able to lear improved naval combat with 7 agility if we join pirates - i strongly reccomend doing it
Max perception is obvious
Skills selection
They are standard. You can lower lockpicking and hacking - but if you want to join pirates, remember what you need to have 100 effective lockpicking skill to hotwire an Aegis Patroller
Also you can lower stealth - i just had free points and dumped all of them in stealth
Throwing is high - i like when my molotovs are flying in right places. Also it useful for flares, because they have a shorter ligh range
I avoided Tailoring - i used Rathound regalia and then Phantom Dancer armor with ninja tabi boots
Chemistry and biology - we will be able to craft all we need with these levels, we need 75 effective chemistry to craft corrosive acid bolts. We don't need any more
Mechanics - for q160 cyclone crossbow we will need 128 effective skill
Electronis - for cool dual low freq high effective shield
Traps - you will need only 50 for deadly snares, but i decided to go for 75 to be able to disarm and snatch all mines in a game
Persuade - for rathound king and Jacksilver quest in Foundry
Mercantile - for oculus shop and katya shop in a pirate camp - corrosive acid before deep caverns
Feat selection
Pack Rathound - is very useful for 3 str builds. Also we will use traps, and we need to deal with they weight somehow. I recommend to carry only bear traps, but sometimes you can disarm enemy mine and use it for your advantage. Just don't try to carry many of them at once.
Sprint - very useful for moving around, like running away after stealth. But can be skipped, because temporal manipulation is much better.
Opportunist - it will proc a lot
Quick Tinkering - very useful for setting up traps near enemies before combat
Marksman - we will use special bolts all the time. Also it has nice spec bonus
Ambush - why we need ambush if we have deadly snares? because in some cases it will help us a lot, especially when enemies will be immune to our bear traps (shock spiders and spiders from expedition are nasty). Just use molotovs, incendiary bolts and flares to illuminate enemies
Bowyer - extra crit damage is so good, our build is about criticals
Special tactics - one extra attack in a first round is useful. But can be skipped - we will attack 5 times with TM, and only one more attack in only first round is not so useful
Deadly snares - no comments
Critical power - Core feat in our build. Put all spec points here. You can pick it up before deadly snare for this reason
Elemental bolts - Main reason to not use aimed shot and snipe - because elemental bolts will crit too
Psycho-Temporal Acceleration - We will get 70 actions point with it, and we will be able to shoot 5 times for 3 turns.
Increased Perception is useful
Scrutinous is too
So we still have 3 more feats to choose. They are not so important, you can pick what you like. I decided to pick what i picked, but grenadier, power managment, strafe, blindsiding - they are all good. Even skinner is usefull - if you would like to level up tailoring and make your leather armor.
Gear:
Head - Night vision seeker googles, balaclava for extra stealth, and aegis helmet/gas mask when you need it
Body - Rathound Regalia and then Phantom dancer armor. Chemical assault armor for switch. In expedition, also carry cave hopper boots and armor, cave hopper stake - for agility checks and easy path to Nexus
Secondary weapon - Jackknife
Main weapon - Anatomically-aware pneumatic cyclone crossbow
Belt - Arrow Quiver. Trapper belt for switch
Shield - Dual low freq high effective shield (150+ quality)
Boots - Ninja tabi boots 40+ sneak. Biohazard boots for switch
Combat Utilities:
Molotovs
Cloaking device (75 and more bonus to sneak)
Shock bolt MK3
Incendiary Bolt MK3
Acid bolts, later corrosive bolts
EMP grenades and mines MK3
Flares
Bear traps
Caltrops - the cralwer poisoned are the best ones
Combat stimulators - jumping bean, focus, irongut, bullhead, adrenaline
For jetskies in expedition - use combo with aegis helmet, chemical assault unit amor and biohazard boots to be nearly immune to annoyng snakes attacks
Gameplay - main strategy in video. Set traps in chokepoint, throw molotovs and ambush enemies. Crossbows have a nice range of 14, use it for you advantage
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Неплохо, Кирюха. )
Well, now I would like to see crossbow buils without traps...
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Well, now I would like to see crossbow buils without traps...
You can play this build without levelng up traps and without quick tinkering, deadly snares - you can still use bear traps with o traps and use staff like caltrops to slow down enemies and molotovs to illuminate them and ambush them left and right. Ambush is so good, but sometimes it fails (for example - gray military base - it's just to bright to use ambush). And when it fails, if you have traps, you can use deadly snares to still get criticals. You will have about 56-60 percents of raw critical chance with focus stim by using mentioned gear and feats
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You need tailoring 10 for incendiary grenades.
So far build feels comfortable for Dominating, but i am only finished with GMS.
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Hmm no one seem to be including concussive shot in their build.
Is it that useless?
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You need tailoring 10 for incendiary grenades.
So far build feels comfortable for Dominating, but i am only finished with GMS.
You can buy molotovs from biologist in SGS and doctor in junkyard. Also you can use flares - they are silent, unlike molotovs. And it's better to save magnesium and napalm C for bolts
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Hmm no one seem to be including concussive shot in their build.
Is it that useless?
It's not so useful because most living targets will be dead in one critical shot. At the same time, you wil have throwing and mines for slowing down enemies anyway
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You can buy molotovs from biologist in SGS and doctor in junkyard. Also you can use flares - they are silent, unlike molotovs. And it's better to save magnesium and napalm C for bolts
Why? Grenades have better AoE, do more damage (mostly over time, but i am abusing bear traps anyway). I believe its totally worth ~10 skill points.
Also, what is your tactic against robots? I was forced to just ignore them in GMS, because i cant kill them even in 1vs1.
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You can buy molotovs from biologist in SGS and doctor in junkyard. Also you can use flares - they are silent, unlike molotovs. And it's better to save magnesium and napalm C for bolts
Why? Grenades have better AoE, do more damage (mostly over time, but i am abusing bear traps anyway). I believe its totally worth ~10 skill points.
Also, what is your tactic against robots? I was forced to just ignore them in GMS, because i cant kill them even in 1vs1.
The tactic is the same - bear traps and ambush. Also EMP grenades, EMP mines and shock bolts mk3. I skipped most early fights on dominating, the most difficult moments are Newton's warehouse and silent island. On island I used bear traps to silently kill all rathounds and then sneak around beetles to get the package. Depot A is easy because there are so many mines that you can use - you dont need to kill all enemies if you are sneaky anyway. Even before you get deadly snares, you can use bear traps and molotovs to trigger ambush. This build will shine when you get deadly snares and when you will have enought points into stealth to always get criticals from ambush, because it will eliminate the luck factor, and all fights will be much more predictibale and easy. Also night googles is very useful, because precision is bad without them.
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If you're going to spec into traps and electronics, Plasma mines are extremely strong, especially if you can reliably detonate them with throwing invested.
I don't really understand why you wouldn't take aimed shot & snipe though, especially for a steath & critical focused build. I understand how deadly snares works.. but are you really using beartraps for every fight? If it's for the personal challenge, then all power to ya.
Snipe, aimed shot and cryostasis shattering let you breeze through early, middle and any time you ever run into a group of three or less enemies later on as quickly as you can encounter them with no prep.
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If you're going to spec into traps and electronics, Plasma mines are extremely strong, especially if you can reliably detonate them with throwing invested.
I don't really understand why you wouldn't take aimed shot & snipe though, especially for a steath & critical focused build. I understand how deadly snares works.. but are you really using beartraps for every fight? If it's for the personal challenge, then all power to ya.
Snipe, aimed shot and cryostasis shattering let you breeze through early, middle and any time you ever run into a group of three or less enemies later on as quickly as you can encounter them with no prep.
I used to play build like this with aimed shot and snipe, but i found that these feats are nearly useless in late game, because of ambush and deadly snares. For ambush you just need a single flare or molotov, there are so many of them ingame. Also you can't use elemental bolts with snipe and aimed shot, for me it was another reason to drop them. In lategame you will be able to kill 4-5 enemies in first turn if you ambush them. Traps will be useful mostly for the most difficult fights (like beast or rednecks camps in expdeiton), or in places where Ambush can't be used. Plasma mines and grenades are cool, and it's better to join coretech faction because of that (they usually sell plasma grenade blueprint, unlike JKK)
About cryostasis - I never used that strategy, also I never used statis from temporal manipulation. They can be very useful, I just used TM only for a speed buff.
So I dropped aimed shot with snipe because you can score criticals every turn by other ways (mostly ambush, but also snares for a backup option)
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Makes good sense, I didn't know you couldn't use elemental bolts with either of those abilities.
cryostasis + Induction & a critical basically 1 shots every enemy in the game, the only enemy I can think of that it didn't was Magnar, but frozen targets can still be contaminated so enjoy your 20 stacks and give me that dreamcatcher :P
..or was it the rune necklace...
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Would recommend the Spec ops goggles located within a certain military base in expedition when you can get them, but cool build man.
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Would recommend the Spec ops goggles located within a certain military base in expedition when you can get them, but cool build man.
They are sweet, but unfortunately they have an amor penalty. But with nimble you can use them with regalia and still have 0 penalty, and you will have regalia for most part of the game anyway.
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They are standard. You can lower lockpicking and hacking - but if you want to join pirates, remember what you need to have 100 effective lockpicking skill to hotwire an Aegis Patroller
Just want to note if you want to join pirate you can just kill Aegis trooper and just take their Aegis Patroller, no lockpicking required.
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I like your build and I am taking a lot from it. I was wondering if the 160 points in evasion are useful on Dominating? Also, is there a reason you do not consider Evasive Maneuvers?
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I like your build and I am taking a lot from it. I was wondering if the 160 points in evasion are useful on Dominating? Also, is there a reason you do not consider Evasive Maneuvers?
Evasion is useful, because it will reduce damage taken from grenades and AOE attacks. With cool shield you will take nearly no damage from these sources (very useful vs Nagas in expedition for example). Also it will help to evade throwing nets.
About dodge and evasion feats - Escape Artist is super useful for any build, you can level up dodge a bit if you want this. This build is not about evasion or dodge anyway, they are more like dump skills when you are already maxed out anything else.
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I play a character now that is very similar to this, using Xbow w/o Aimed shot etc, mainly special bolts, traps, stealth. It is good fun.
Main difference is that I dont use Psi, and go down to 5 AGI (for strafe) and have notably lower PER, in order to set CON to 10. Also, no evasion unfortunately.
The lower hit chance hurts less as you got bear traps, and ambush, to reduce targets evasion. Also, I believe special bolts do not get higher non-mechanical damage from Xbow skill.
Progression is a bit slow on account of lower perception, but it is good to be a stealthy hunter with riot gear and a solid hit point pool.
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The Beast is really hard for that build on Dominating. I managed to kill it only with lvl 20, q141 anatomic pneumatic cyclone, 50+ different traps on the battlefield, gas grenades and shock / acid bolts.
Evasion is somewhat useful, but not too much. If you max it you maybe have 30-40% chance to evade a shot from great distance with darkness.
I am not raising Throwing, 25 is enough to land your molotov / magnesium / lightstick.
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The Beast is really hard for that build on Dominating. I managed to kill it only with lvl 20, q141 anatomic pneumatic cyclone, 50+ different traps on the battlefield, gas grenades and shock / acid bolts.
Evasion is somewhat useful, but not too much. If you max it you maybe have 30-40% chance to evade a shot from great distance with darkness.
I am not raising Throwing, 25 is enough to land your molotov / magnesium / lightstick.
I just used about 100 beat traps and about 10 gas greandes and molotovs to kill all bladelings. And about 100 shock bolts MK3. It was long but not hard. Fortunately, no more critical immune enemies in game.
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Hello, really like the build but a couple of things confuse me
1) Marsman specialization, with 18 perception and maxed skill is it really needed? In some of my melee builds I used Special Tactics as support to stun an enemy at the start of the combat and with just 200 effective crossbow skill with Versatility and had no trouble hitting things (but from close range). Didn't play this on dominating but I did play Versatility SMG and had no major trouble with aiming (but again, melee range)
3) No specialization in Quick Tinkering, are you not using it in combat or you just take the AP cost when you have to?
2) Why no tailoring? There are some really good infused leather armor options. Didn't want to save-scum Super steel?
3) Why so much stealth, nimble, cloaking generator, gear, etc. it just seems way too much.
4) Are Recklessness and Scroutinus really needed, with Ambush and Deadly Traps? Even without them you still have ~40% base crit, more if you went tailoring?
5) If you wanted Premeditation in first 10 levels what feat would you remove?
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For anyone having trouble with bladelings (and any enemies with high mech. resistance) - just take versatility. You will get access to energy pistols (and save your precious shock bolt arrows)
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Hello, really like the build but a couple of things confuse me
1) Marsman specialization, with 18 perception and maxed skill is it really needed? In some of my melee builds I used Special Tactics as support to stun an enemy at the start of the combat and with just 200 effective crossbow skill with Versatility and had no trouble hitting things (but from close range). Didn't play this on dominating but I did play Versatility SMG and had no major trouble with aiming (but again, melee range)
3) No specialization in Quick Tinkering, are you not using it in combat or you just take the AP cost when you have to?
2) Why no tailoring? There are some really good infused leather armor options. Didn't want to save-scum Super steel?
3) Why so much stealth, nimble, cloaking generator, gear, etc. it just seems way too much.
4) Are Recklessness and Scroutinus really needed, with Ambush and Deadly Traps? Even without them you still have ~40% base crit, more if you went tailoring?
5) If you wanted Premeditation in first 10 levels what feat would you remove?
Sorry for a late reply
1) Specialization in Marsman to reduce move and shoot penalty, you can take strafe and put this points into something else
2) I mostly used quick tinkering before combat, nothing wrong to spec it if you want to
3) About tailoring - I decided to not use it, because you can get ninja tabi boots and rathound regalia really easy.
4) Stealth was a leftover, it can be lowered much more
5) Recklessness and Scroutinus are not important - you can have something else
As I mentioned, you will have some free picks, so you can pick Premedetation and something else.
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Thanks for the reply but it did come late :D already finished a dominating run inspired by your build but I went SI route for 100% crit all the time with Sharpshooter and Blindsiding for maximum damage alpha strike. Thank you for opening my eyes to the majestic power of elemental bolts, this was something is wanted to do since dominating came out just wasn't sure how will it perform.
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Sorry for long necro.
I've been trying to get into crossbow, and it seems that I don't know the optimal gameplay early on. I got my ass handed to me even at the very first rathound encounter and ended up not using any crossbow and cheese them all with bear traps and grenade, same with the psi beetle (skipped the 2 outside of building). How do you restock Elemental bolts, since it seems to be the main ammo on this build? I've seen so few ingredients like gasoline n stuff and I usually deplete it very fast.
Also, how to get 95% hit chance early on? Do I have to craft scoped ASAP? Max crossbow and 10 Per usually land me on 80% ish. Spamming flare to negate darkness maybe?
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I am on a crossbow run on dominating with a different build and have been through the same: You need to always max per and skills to raise hit chance. if your target is in the dark, you will reach something around 50%/60%, then with light it will be 70%/80%, and on trap, you will finally reach 95%. Mid game will be better but you will feel the same in DC or with Natives. You will reduce your AP cost and increase your AP per turn through the game so a missed shot will be less painful than early game.
It is a different gameplay, you have to select your fights. On those selected, you will have to abuse incendiary, gas grenade and traps until level 14. Then, ambush and deadly snare are here mid game to almost guarantee 1 shot, 1 body. And you will still conitnue to use traps and grenades.
Funny fact, on a jet ski with versatility and without its feats, you will have better accuracy with chemical/energy pistol than with your crossbow...
Scope will help early game (then you need to switch to Anatomically). There is room for a QOL feat on level 1 in a dominating crossbow build > It can be strafe that will help on accuracy even though aimed shot or even pack rathound would be better choice in my opinion.
To answer on early game, you can get a scoped crossbow from Ratula, you need 3 bear traps. it is not worth killing the 2 first psi beetles as they will repop. With 6 Agi and max stealth level 2-3 you should avoid them and collect the oddity.
EDIT > Ratula drop is random, it may be with a scope or not.
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Didn't noticed that Ratula always has scoped crossbow.
Man, it seems that xbow build are rough if they always depends on bear trap. It feels like a throwing knife build all over again, except throwing seems to have better hit chance all around :x
It really hurts when you max your skill and attributes, and you still waste your turn and special bolts with horrible hit chance
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Crossbow accuracy is bad against enemies with evasion. You can see that even at 0 evasion investment, crossbow enemies have difficulties to shoot you at distance. Somehow, the early game (until after depot A) is not that difficult with little use of traps, grenades and hacking/lockpicking.
For me, what was hurting at early game was not dealing enough damage per round, this is why aimed shot was very useful as Ambush will not happen enough until you reach 150-200 stealth.
The difficult part is after depot A before reaching level 14. You have to grind oddities in all cities and then pick up fights/quests. After that, with psi support and good feat selection, the game will show a lot of fun and a lot of easy fights.
On a side note, versatility is worth to be taken at level 1, it helps to cover crossbow weaknesses.
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Tried it today, replaced Pack Rathound with Strafe and it feels much better. Although I played it mostly by abusing gas grenade and bear trap, but at least my crossbow accuracy is 90-95% rn
As for after drill parts, it should be doable as long as I skipped most combat with persuasion. though idk if it's possible to skip Camp Hathor' Burrower problem, especially on the last area. Maybe if I use cloaking device to safely cover the area with bear traps ::)
Or maybe skip it altogether until I have enough stock of fire bolts mk2
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For the burrowers infestation, no need to fight any of the burrowers inside, you can collect the oddity and plant the TNT silently. Foundry quests and Black Crawlers (except the last) are very doable before level 14 even the Beast fight if you have versatility and you should have as it simplify many difficult fights.
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I ends up doing oligarch quest first and skipped Foundry and rail crossing. Level 16 atm, and goddamn it's good against non-tanky dudes. I ran out of poisons quite often whenever I met tanky dudes. although at this point, I think acid bolts would works better. I still can't find Cyclone bow, though :m
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You move really fast... You will finish before I am done. Deadly snare/Ambush + Critical Power + Elemental bolts + Bowyer > The rest is not that critical and can change depending on how you want to play. You ll be surprised how much damage you pack to tin can, the only threat are industrial bots until expedition.
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Imo deadly snares is a game changer. Having guaranteed crit AND nullifies evasion makes an actual legitimate stealth kill possible. I'm surprised how effective it is, that I managed to kill all Ironheads without alerting anyone, even on balor's map, thanks to their stupid goons who walk around on orange-eyed detection and got trapped and killed around corner. I'm tempted to make Super Zephyr AA just to makes sure that the enemy is really dead in 3 hit, at least before I found Cyclone (Jkk secret shop doesn't sell it, haven't done Free Drones though)
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Hi! Could anyone help me out with an advice. How do i progress with investing in skills throughtout the game? Obviously maxing crossbow first, but what about whole rest the skills? :)
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Max crossbow at start, max stealth for convenience until level 12-14 (or you can stop earlier for raising crafting faster), 25 traps at level 4 for quick tinkering a bit more later when you have room, 30 throwing at level 8. You do not need to raise psi from level 1, it is very useful to raise temporal manipulation near/just after the end of depot a to 45/55 and psychokinesis to follow as well. Chemistry and biology at 20 effective from level 1 then when you can afford it.
Lockpicking and hacking max to your desired threshold from level 1. Crafting > first and fast mechanics for cyclon and kits, electronics at least 25 for AA scope and tailoring if you have space...
Pickpocket and mercantile are also very worth the investment on early levels.
Crossbow are not crazy demanding on skill points, you have room for mistakes if you focus on relevant skills.
Hope it will help.
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Thanks for the answer! Can i ask you, why Psychokinesis? (25 for force field)? I mean it is not in the build. Also, which psi skills would i need from Temporal Manipulation, and potentially from Psychokinesis?
Also, why would i need exactly 20 biology and chemistry at start? Which posion would i put to craft the trap from biology, and what bolts from chemistry? (I guess for Gasoline and burrower posion bolts?)
Also, why exactly 30 throwing at level 8?
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Electrokinetic Imprint, Force Field and Electrokinesis (45) are very useful. Metathermic school not very, it is for backup if you can (Cryostasis, Cryokinesis have their use) .
From Temporal Manipulation, Psycho-temporal Dilation, Limited Temporal Increment, Entropic Recurrence, Psycho-temporal Contraction (The best obviously, 55) and Stasis (70) if you can afford the points.
Biology/Chemistry are for gas grenade/bear trap/molotov as you have limited ways of killing enemies on Dominating at early levels.
Throwing is for Grenadier, but it is not on Kiruha build as well... 30 is enough for up to level 10, more would help on accuracy of course, but it will delay other stats too much.
I used a slightly different interpretation of the initial build with chemical pistol and with aimed shot :) https://underrail.info.tm/build/?HgMHBgMQAwgjPMKgAAAAwow9QEsyUGlNOVAALTJGAABHK8KjASIwAhbCgMKRTEtqwocqJ8K1wqQx4qK1AuKjsALip74K4qy0Ad-_
Do not copy it as Kiruha build may be better for your playstyle.
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Thanks again. Ye although i think from temporal manipulation, only Psycho temporal contraction is good, actually super good, worth losing 25% hp. But the rest is kinda meh, maybe cooldown reduction is decent. But its just my opinion and I'm probably wrong lol
Actually it doesn't matter, since i probably take the hit to hp only when I'm eligible to buy psycho temporal contraction, and rest of the spells are just super situational
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LTI is very useful if you want to spam grenades and mototovs or gain some time for other cooldowns. Dilation has some benefits against melee enemies that cant reach you. Entropic reccurence will not be used alot with that low point investment of 55 or 70. Contraction is 1-2 shots more per round for 3 rounds, it is a game changer as you mention.
On crossbow, Force Field and Imprint are very useful. It help to choke enemies on a door for longer time while waiting for quick tinkering cooldown or when you start a fight with not enough preparation. It is also consuming low ap. Electrokinesis is a free stun on premed, also quite convenient.
All these abilities are quality of life. Like pack rathound or aimed shot from level 1, not mandatory for finishing the game but necessary for more fun on dominating.
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Since Critical Power feat got nerfed, should i use Crossbow Super String (+20% damage) instead of Anatomically Aware scope (+50% critical damage) on my Cyclone Crossbow?
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It seems as if the original link to the character sheet has been... depracated, as the site put it. In conclusion, im unable to acess the finished sheet
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Worked fine for me as it re-directed - you might want to clear your cache.
https://underrail.info/build/?HgMHBwMQAwcAWsKgAADCoMKgQUEAS01kMjAAAAAANy4AQjknJjAiAsKAOExLaivChzEoJMK1wqTCncKtwp7Cn2wabeKhpAXip74K378
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destroyor, thx for fixing link - I edited my post
This build was created for older version. I would like to update it because there is room for improvement. It will be better to change some feats (take Strafe and Premeditation for example), revise distrubiton of specialization points, add more psi abilities (Electrokinetic Imprint, Electrokinesis, Force field. Keep in mind new psi-balance and number of maximal psi-abilites). Maybe it will be better to not drop Tailoring and craft you own infused armor and boots. If I only had some free time to replay this game again....
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Since Critical Power feat got nerfed, should i use Crossbow Super String (+20% damage) instead of Anatomically Aware scope (+50% critical damage) on my Cyclone Crossbow?
Since critical power still relies on crit damage % it's generally better to keep using AA scope over the string.
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but how do you kill the bladelings?
In the quest Kill the beast there are 50 bladelings waiting for you and they are immune to critical hit.
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but how do you kill the bladelings?
In the quest Kill the beast there are 50 bladelings waiting for you and they are immune to critical hit.
Acid Bolts work fine. If you need more help then that, traps before hand is about all you can do.