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Builds / Re: Skills for Chem/Bio Crossbow Build?
« on: December 30, 2018, 08:51:10 pm »- Most ranged build are okay with 0 dodge, plus all NVG and some headband have serious 1/4 penalty to it. Meanwhile, 110 effective steath is far away from "high', especially in Lv20 combat scenes. You can just combine high-end stealth leather armor (50 bonus) + balaclava (15 bonus) + Cloaker (45 bonus) to get extra 110, if you dump balaclava/leather armor you can still use powerful cloakers for 60+ bonus, with extremely high electronic it could be very easy for you. But, with stealth lower than 200, sensitive enemy like Lunatics, spiders, would found you out in seconds even 5~10 tiles away (depends on difficulty). There's also bonus damage for Snipe through increasing your stealth. Not to mention you'll suffer strong penalty from Creeping Dread/The Eye of Tchort in DC.
Also 5 CON and 5 AGI is strange, you didn't pick any feat which related to this certain stat score. My suggestion is tweak to 3 CON and 8 AGI (7+1 at Lv8), pick Evasive Maneuver in early game instead of Kneecap Shot/Power Management. Eat Jumping Bean before you activate it. Additionally, 7 INT for Bowyer is enough, you can take 15 PER for reliable Crossbows skill, otherwise you'll found it very hard to actually hit those nasty tchortlings while some strange thing weakening you in all trades.
I decided to incompletely dump Agil and skip going for Evasive Maneuvers - since I'm heavily in 6 Int skills bumping it up to 11 along with other changes lets me raise Tailoring to a decent score. I'm taking so much Int for the skillpoints since at this point this is a crafting build. Good advice about the loadout though - that will bring the Stealth score to a good number. I'm hesitant to lower Con though.
- As a xbower you are already starved for utility slots, at least 3 mandatory slots (shock for stun, incendiary for extra CC chance, taser for melee range defense) so Throwing is not good. If you have trouble with CC, invest 45 telekinesis and 25 metathermics for imprint/cryostasis. Seeker googles is not a good choice because you always critically hit those trapped foes with deadly snares.Smart ones affect both skill attack and special bolts.Edit: I've tested and I believe it was my mistake. Smart Googles don't bonus special bolts.
Dropped Throwing, on my current knife build I'm greedy with my utility slots and bolts will take those up. I saw the suggestions about dipping in Psi, I'm already starved for skillpoints enough and honestly don't want to deal with another system. I'm thinking the Seeker Goggles would be useful for getting more 'normal' damage when the target isn't trapped, already have a good crit damage multiplier to work with.
Didn't even realize Tasers were in the game, assumed people were talking about energy pistols ...
- With 110 chem skill you can craft powerful MKIII blobtrap for practical battle and high-end chemgun for money, it's still okay (tho I think it's better to have both mediocre Tailoring/Chemistry). But 110 bio doesn't make any sense, you can only create Regen Mixture with crafting bonus (you can't use it while in DC), but SS drug? Pass. IMO it might be better to boost your bio skill to 130 effective after entering DC around Lv18~20, before that, 80 for bullhead is enough for most part of Underrail.
That makes sense, I changed it to 80 effective Bio. I also lose the ability to process Corrosive Acid Glands->Corrosive Acid, which I care about alot more than the high end drugs. I can still craft with Corrosive Acid directly (not sure how rare it is but whatever).
UPDATED BUILD-
http://underrail.info.tm/build/?FAMHAwUNAwsAAG4AAG5lOkMATF9SQC1IAAAAAAAAamsiTAHCgDUwOB4mSw
My personal tweak:
P.S. Cut Merchantile to 50 if you want something much better, and get Huxkey.
Not sure that attached properly?