Underrail Forum

Underrail => Builds => Topic started by: Guehlfirf on July 21, 2021, 05:15:15 am

Title: Mind cracker build help
Post by: Guehlfirf on July 21, 2021, 05:15:15 am
I'm always drawn to anti-mage weapons in games. Figured I'd try a build with mind cracker as base weapon. But I'm really struggling to put something decent together.

First of all it has the same problem most anti-mage weapons have. Since it's a slow hard hitting melee weapon there is no real reason to apply psi inhibition on an enemy. Psi enemies usually have lower hp and if you're close enough to hit one with a sledgehammer chances are he is going to die.

Second it takes away your own psi capability. The best thing to complement hammers other than grenades which help every build anyway.

The only thing it has going for it is low ap cost. With lifting belt and tabis you can have 16 ap attacks but I'm not sure it really worth it.
Title: Re: Mind cracker build help
Post by: Tytyger on July 21, 2021, 06:04:05 am
its should be a normal sledge build with focus on resisting elemental damage, dont dump mobility too
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 21, 2021, 07:00:11 am
I get that you can go the usual ti chrome build. I just don't understand how to use mind cracker and not feel gimped. 30% psi inhibition so it's not even guarantied. Psi user will most likely die. The only thing i can imagine using in is azuridae goliathus but it uses projection which will hard counter your hammer.

I'm really just confused by this weapon.
Title: Re: Mind cracker build help
Post by: Tytyger on July 21, 2021, 07:16:47 am
nobody said that this weapon so good you need build around it, its just a very bad tool, but if you really want you can always go for it, specc pummel go for blitz with contraction
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 21, 2021, 07:39:01 am
I guess it's alright if you want to use a fancy ti chrome hammer. Inability to use psi hurts quite a bit though. You can't really use firearms with hammers
Title: Re: Mind cracker build help
Post by: Tytyger on July 21, 2021, 08:10:23 am
you can, why not, just grab versatility and max strenght
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 21, 2021, 08:58:55 am
https://underrail.info/build/?Hg8DBgcGAwZQSwDCoAAAZGQAADJkZFAoZAAAAAAAwqBzwqM5AQ1hOxVESS0kwoFFVcK2fDzin6IF4qOTBeKmuAPip4IC378

Something like this maybe. But at this point why not go full AR?
Title: Re: Mind cracker build help
Post by: Tytyger on July 21, 2021, 09:19:44 am
you can dump per entirely also grab some dodge
Title: Re: Mind cracker build help
Post by: ShoggothWhisperer on July 21, 2021, 04:01:59 pm
Mind cracker is great as a mid game weapon, since you can grab it immediately after depot A now. It’s also nice against psionic bosses like the styganian exorcist or the sisters on Forsaken Isle since they have enough health that the inhibition matters.
Title: Re: Mind cracker build help
Post by: Tytyger on July 21, 2021, 04:44:59 pm
im not sure, that you can beat that many stealthed goliaths right outa depot
Title: Re: Mind cracker build help
Post by: ShoggothWhisperer on July 21, 2021, 04:50:33 pm
im not sure, that you can beat that many stealthed goliaths right outa depot
You don’t have to beat them, you just have to get past them. You can stealth past the silent isle goliathus fairly easily with just 60 effective stealth, and you should have access to even stealthier gear past depot A. Goliathus only have 83 detection, so they aren’t a challenge to stealth past. I just recently did the mind cracker dungeon on a character with ~100 effective stealth and it only took me a couple of tries to get through.
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 22, 2021, 01:08:02 am
Mind cracker is great as a mid game weapon, since you can grab it immediately after depot A now. It’s also nice against psionic bosses like the styganian exorcist or the sisters on Forsaken Isle since they have enough health that the inhibition matters.

I did a hammer playthrough on hard and stygian exorcist dies in 2 hits. Sisters about the same. Maybe on dominating it matters since they would have more hp. But i think mind cracker on dominating can only bring pain to you not your enemies.
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 22, 2021, 10:45:38 am
>Since it's a slow hard hitting melee weapon there is no real reason to apply psi inhibition on an enemy
>si enemies usually have lower hp and if you're close enough to hit one with a sledgehammer chances are he is going to die.
But there are enemy psions that are actually not weaklings, Big Beetles and Psion bosses you get a very good use from Mind Cracker.
Otherwise you'd be right, Balor is technically better at countering psions since it reliably one hits them.
>Second it takes away your own psi capability
You're supposed to use Mind Cracker as a psiless hammerer
>With lifting belt and tabis you can have 16 ap attacks but I'm not sure it really worth it.
For mid game, it's pretty much worth it, until you can use Balor's.
Tabi hammerer exists, they are called Berserkers and are both agile and tanky sledgehammer users.

Read my hammer guide in the Build section if you need more guidance.
Also buy my mixtape.
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 22, 2021, 12:28:07 pm
I read your guide when i was starting hard playthrough and I already pirated your mixtape, sorry.

Mind cracker is fine as a mid game light hammer or a hammer for 3 int master race.

As for Psi beetles i already said they use projection so hammer is no good there. And getting into melee with multiple bugs is a suicide. About no psi the problem is playing pure melee is rough (still feel flashbacks about expedition native camps on a sword build) and i can't figure out a good way to use guns with a hammer.
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 22, 2021, 03:08:57 pm
I also forgot to mention, Mind Cracker is extremely good at one specific enemy in Black Sea, psi crabs.
Given, if you psi interrumpt a psi crabbo it will snibbity snab you, but definely better than getting screwed over electricity + be perma dazed
>still feel flashbacks about expedition native camps on a sword build
Natives are specially good agains squishy glass cannons, tin cans are the best at murdering them, Berserkers are there in the middle
Title: Re: Mind cracker build help
Post by: Tytyger on July 22, 2021, 03:22:02 pm
you are already immune to ek with a good shield
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 22, 2021, 04:47:49 pm
Sure energy shields can tank electrokinesis spam for several turns when outnumbered by several psi crabbos.
This does not invalidates Mind Cracker.

Dummy.
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 23, 2021, 12:16:48 am
But it does. There are better ways to deal with problems the mind cracker supposedly deals with. As it stands now there is no reason to use it other than cool factor.
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 23, 2021, 12:27:43 am
No it fucking doesnt, psi crabbos are the most armored crabbos in the game, you can easily kill one by applying EW and then smashing, but when EW is on cooldown, killing them is pretty fucking hard, even with Balor's, not mentioning that psi crabs are often accompanied by colossal crabs, that have the nasty habit of applying Crippling Strike.
When EW is on cooldown, you can always use Mind Crack to deny the psi crabs the ability to spam Electrokinesis on you, then once EW is ready you Balor it again, rinse and repeat.

One thing doesnt invalidates the other, and when Balor's cannot get the job done Mind Cracker is a good backup hammer in the meanwhile.
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 23, 2021, 12:44:45 am
I just looked it up and it turns out psi crabs don't regenerate psi points. Which makes mind cracker actually useful if they can survive 3 hits. In fact i completely forgot about this effect. In just 2 hits any human psi user will lose all his psi points. Still not sure they will survive it but there's that.

Big beetles fucking suck though with 40 psi per turn and projection using mind cracker would just be a waste of time.

Title: Re: Mind cracker build help
Post by: Tytyger on July 23, 2021, 06:45:21 am
just use spear lmao, it ignores 25 percent of crab armor
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 23, 2021, 09:08:49 am
>I just looked it up and it turns out psi crabs don't regenerate psi points.
They do, they regen +25 psi points per turn, the wiki page is flawed. See the picture attached.
>Big beetles fucking suck though with 40 psi per turn and projection using mind cracker would just be a waste of time.
It's not a waste of time if you cannot outright kill them in one hit with Balor's, otherwise it's better to use Mind Cracker in order to deny psi casting until you get to use Balor's. Enemies using PSP is not the hammer's fault, it's game design, thought control is the tank killer, and hammerers tend to be tanks. This is how Styg wanted it to be, so you're SUPPOSED to struggle against TCers. See second attached picture.
Once again, one thing doesnt take away the other.

>just use spear lmao, it ignores 25 percent of crab armor
If I wanted to use a spear I'd play a spear build.
I made a hammer build, means I will use hammers.
Learn to commit to a build.
Title: Re: Mind cracker build help
Post by: Tytyger on July 23, 2021, 09:30:45 am
there is no need to commit, spear can be used in hammer build, its just better option against crabs, serpents.Your autistic yelps  have nothing to do with it
Title: Re: Mind cracker build help
Post by: Hammer Wizard on July 23, 2021, 04:28:50 pm
Pathetic.
Title: Re: Mind cracker build help
Post by: ShoggothWhisperer on July 23, 2021, 09:00:03 pm
there is no need to commit, spear can be used in hammer build, its just better option against crabs, serpents.Your autistic yelps  have nothing to do with it
Spears aren’t great without spear feats, and you probably wouldn’t take spear feats on a hammer build. Serpents can be dealt with using electroshock module on a hammer and expose weakness, as leper and heartbreakers can be one shot with hammers and the jet ski melee bonus, while most sea wyrm encounters on Dominating only feature 2 wyrms. Regular Crab damage can be neutered with metal armor and Psi crabs can be tanked with Tesla armor, and the damage difference between spears and hammers against crabs is negligible. There is never a scenario where you should run spears over hammers on a hammer build.
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 24, 2021, 01:44:49 am
>They do, they regen +25 psi points per turn.It's not a waste of time if you cannot outright kill them in one hit with Balor's, otherwise it's better to use Mind Cracker in order to deny psi casting until you get to use Balor's.
So you can drain one full crab per turn and electrokinesis costs 35 to cast. You can get 1! whole turn of psiless psi crab. Considering they spawn in groups of 2-3 usually that does not sound very useful. This is not counting psi inhibition but in can't be counted on. And why not just kill it? Even on a sword build i could reliably kill at least 1 crab per turn. Can't see why hammer would not be able to.

>Once again, one thing doesnt take away the other.
I get it Balor's and ti chrome hammers are different builds.

>Enemies using PSP is not the hammer's fault, it's game design, thought control is the tank killer, and hammerers tend to be tanks.
For a psi killer hammer it sure does nothing to kill psi users better that anything else. And yes PSP is not the hammer fault however it counters slow weapons really hard. So hard in fact that my preferred method of dealing with it is to burn the bastard and watch him run away. When he comes back PSP will be gone.
Title: Re: Mind cracker build help
Post by: RewRatt on July 24, 2021, 08:34:24 am
By all accounts this is a meme-weapon. For a niche hammerer that doesn't use PSI, which is super useful (esp TM). If anyone could ever upload a fight of PSI-less Hammer build vs. 6 Azurdae Goliathus, it would be fantastic 😁 Damn, even a PSI Hamerrer vs. 6 Blue-Big-Boyz it would be great 😁 from pure joy perspective, that you feel when watching car crashes 😆
Title: Re: Mind cracker build help
Post by: Guehlfirf on July 24, 2021, 10:34:09 am
Where do i find 6 bugs. Though it won't be a hammer fight. More like psi/grenades build that holds hammer for some reason.
Title: Re: Mind cracker build help
Post by: ilhwang77 on July 24, 2021, 12:08:00 pm
DC, east of elevator, there are definitely more than 6, maybe 9~12 I think.
Core city sewer, north of spider cove, where you can access during the first core tech questline.
This number is based on Dominating difficulty. You'll meet less or lesser enemies on normal or hard.
Title: Re: Mind cracker build help
Post by: RewRatt on July 29, 2021, 11:05:30 am
Where do i find 6 bugs. Though it won't be a hammer fight. More like psi/grenades build that holds hammer for some reason.
Easiest to find - Go North from Rail Crossing station, near entrance to Hanged Rat on Dominating.
https://www.youtube.com/watch?v=f6NNF5nKPcE&list=PLJIz8SEgMJ1rjPUaiY0vheVOUXzfYbnvG&index=16