Underrail Forum
Underrail => Builds => Topic started by: Koibra on March 29, 2022, 05:00:53 am
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Hey guys,
I wanted to make a hard-mode viable Tin Can shotgun build, but didn’t know what other feats to take/if this was the best way to build it. What do you all think?
Build: https://underrail.info/build/?HggGAwcQAwPCoMKgAAAAAAAAwqAAAMKgwqDCoADCoAAAAAAAwqAAK1UmwrAWRB4Vwo_fvw
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https://underrail.info/build/?HggGAwcNAwbCoGQAAAAAAFVQaQB4czdGVQAAAAAAwqBaJCbCsB7ClsKDFlVQRUTCjxXCmMK1wqQx4qa4A-KnggLis6wF4rewBd-_
Your stats were good besides intelligence, I really wouldn't drop it unless you want your crafting to be really bad. Shotguns still deal incredible damage even without max perception. I put Armor Sloping on it as you'll want to run super steel, shotgun needs at least a little bit of mobility. Leading Shot is really good on Dominating since some hard bosses have a bloated evasion skill, but if you're only playing on Hard then I'd put the spec points into Full Auto damage instead. I would suggest using a regen vest, so I also added Fast Metabolism. Since you already take a bit of dexterity as a shotgun build and tincans suffer from low initiative, I put in Trigger Happy.
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Thanks! I just have one question, which is why wait till level 10 to get grenadier? Grenades are so useful in depot A that I feel like it'd be good to have the feat ASAP - are leading shot, kneecap shot that important?
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Yes, you're quite right, you can delay Leading Shot and take Grenadier earlier instead. I'm not used to taking Grenadier at all, more so relying on the weapon. I've found KCS quite useful for kiting melee enemies though.