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Messages - goodboyblue

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Builds / Chimera DMR Build?
« on: August 30, 2020, 02:11:59 am »
Is it possible to make a decent assault rifle- designated marksman build? Figured I would get as many crit perks as I can and the goggles. Figured I would get
rapid reloader and the +35% crit damage, I should hit high crit chance with the rathound leather armor and goggles with scrutinous and recklessness.

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I have got 1070 hours man lol. For me, 11 perception is just enough, specially with LOC. It's easy to get kill shots with that level of crowd control. I am a crit fiend as well, so I usually get recklessness with scrutinous. I just think melee gets you pwned by everything easily on dominating, monsters and humans hit fucking hard. You need to kill them as fast as possible. The only melee/psi build I think is really good is strength/hammer/TK and time monks. I have tried sword/spear with various psi builds and it just sucks. Blocking isn't really relevant except to certain monsters like stalkers. Ranged enemies are the real problem in the game.

It's ok, man, we all enjoy the game in our own ways. The fact that you gravitate towards Recklessness explains why you prefer to keep distance. It works, but it's only one style of play.

Blocking isn't really relevant except to certain monsters like stalkers. Ranged enemies are the real problem in the game.

I understand - you just don't like melee builds :).


How would you build a mindflayer? I am open to new ideas and ways of playing. Send a build link I will probably play it.

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I only play dominating, and I just don't like playing melee on that difficulty. I don't think I would have enough HP with hoddurform and psi empathies HP reduction. Im thinking either get Methathermics and/or sniper or crossbow.

If you've played Dominating before you'd know that not going full Perception with either Snipers of Crossbows will produce mixed results. Their accuracy takes a considerable hit unless maxed out on every opportunity.

I think you underestimate the amount of blocking you can do with a decent Riot gear and one handed spear with Spear Guardian +2. There's Sturdy Vests to provide base HP back and you don't have to play 3 Con character, either.





I have got 1070 hours man lol. For me, 11 perception is just enough, specially with LOC. It's easy to get kill shots with that level of crowd control. I am a crit fiend as well, so I usually get recklessness with scrutinous. I just think melee gets you pwned by everything easily on dominating, monsters and humans hit fucking hard. You need to kill them as fast as possible. The only melee/psi build I think is really good is strength/hammer/TK and time monks. I have tried sword/spear with various psi builds and it just sucks. Blocking isn't really relevant except to certain monsters like stalkers. Ranged enemies are the real problem in the game.

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Personally, I wouldn't go all out on Thought Control alone.

8 Will is enough for Neural Overload to do what it's meant to. The rest of the TC skills will take some time, but they will get there for the big fights. You'd have to focus on some other things in your build to make sure you get the staff early on, though. Considering it's also a spear that applies poisons, intimidates and blocks, you could make use of that, as well, no? It will be interesting going all out on with that weapon. For some fights you could make use of a Tac Vest with Psi Crab Carapace. Not always, mind you.

I only play dominating, and I just don't like playing melee on that difficulty. I don't think I would have enough HP with hoddurform and psi empathies HP reduction. Im thinking either get Methathermics and/or sniper or crossbow.

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What do you all think?
Sorry to be late on the reply.  A Neural Overload nuke build works just fine as long as you've built in a way to deal with mindless enemies like robots.  Thought Control is very strong, and if you spec into it, N.O. does impressive damage even on DOMINATING.  Your Arena fights will be a lot tougher if you're going TC single-school, though, unless you rush to get Hoddorform then come back to finish the Arena.

I lament the one-trick nature that psi builds are getting pigeonholed into, but as one-trick builds go, N.O. nuke is quite viable.

Maybe I'll dual TC/N.O with sniper or AR in order to deal with everything else. N.O. is pretty short range. Is it for sure final the changes they announced? I know they are testing it now. I saw the new perks already on the character builder site.

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I did this some time ago. Once you get Hoddurform you melt minds real good. My build was TQ and not Psychosis, which I remember regretting a little, but it still worked pretty well.

Once I did get Hoddurform it didn't take long for the shine to wear off, though. Melt melt melt. Yup, it works. Getting bored wasn't specific to this build: I often lose interest in characters once they get their prime gimmick nailed down.


Did you take the specialization points in it and the neural overload moduel or just use the staff? How was the DoT from the staff?

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Question for the old timers like TheAverageGortsby and such:

Has anyone made a build hyper focused on making Neural Overload hit hard? I figured with the cerebral trauma, psi headband module, spec and hoddurform you might be
able to make a Mindflayer build. Just curious if anyone has tried it. I would try to get will to 18 to max damage.

With the Cerebral trauma perk plus specialization it would equal + 40% dmg, with the headband module at max quality would be + 56% dmg, and hoddurform plus 25% dmg,

So a total of +121% damage. And with Hoddurform, your attacks leave a DoT that deals 66% of a Neural Overload hit as acid damage.

Figure with a psionic mania + LOC neural overload, you crit hard and leave all the enemies close to death or dead with a strong DoT.

What do you all think?

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Builds / Re: Help with High Caliber Gunslinger Build on Normal
« on: June 04, 2020, 03:53:29 am »
Check out my build, it was this plus psi. Really fucking strong. Revolver gets weaker over the game, but if you use .44 Hammerer it works wonders.

https://underrail.com/forums/index.php?topic=5030.msg27414#msg27414

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I'll give an update when I hit upper levels. I am level 11 right now.

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Before I say anything, generally it's best if you make your build as it is best for you, so you don't need to take any advice here. Guess you can read it and decide, but there's nothing wrong with going after your own head.

If I were to alter your build, it would look like this:
http://underrail.info.tm/build/?HgcOCAMDBQYAKADCoGXCnXhRLAAsUHQiQWMAAAAAAMKLACQmMQ0SwowTQcKZwo4GS8KBwovCjVzCs-KdjQLin4QB4qe-CuKyiQLfvw

Uncanny Dodge get enough out of 150 Dodge - that's 7 hit you can deflect.
Oppurtunist to get bonus damage when you use Dirty Kick / Flashbangs / Cheap Shot incapacitate.
Expose Weakness duration specialization is very important.

The feats should be in similar order, I mean you have to get Critical Power at level 20 LATEST, otherwise you won't be able to fully specialize in it. From 16, it's the 5 points in everything else, then from level 21, you can only level Crit Power.
Basically until halfway, level 16 we establish our ability to Flurry, lower enemy defense and increase our own, then it's nothing but offensive feats. You might want to begin leveling Intimidation from this point only and not before, so you can raise your other skills first that will be more useful from the start - Brutality will only come later anway, so no worries.
Decapitate is something I would definetly include here, I mean it benefits a lot from all damage increasing feats and we have many, also Red Dragon gives a bonus to it too.

Even with 160 effective Stealth, I think you need to use Black Cloth to be able to comfortably sneak around, especially since you're melee. Then the question is that should it be Soft padding for more stealth, or High Density padding for better melee protection. Death's Grin also reduces stealth, so we need as much as we can get.
Lowered Hacking to 105, since with Hypercerebrix and Engi suit, you'll be at 130.
Lowered Lockpick to 100, since with skill boosting tools, Engi Suit, you'll be at 130 (then there's still Jackknife and Eel Sandwitch too).
To be perfectly honest I don't know how much Mechanics you need and for what. So who knows maybe somebody else can tell you that.
70 Biology is a must for Hypercerebrix, but 80 is handy for Bullheads, yeah.
Chemistry is at a mere 45, enough for Flashbangs, tier 2 incendiary grenades and tier 2 gas greandes.
Even without shock-; or energy edge weapon crafting, I decided to increase Electronics significantly in order to craft the very best energy shields against ranged enemies. 135 for tier 3 Plasma explosives - so there's your damage dealing grenades (and mines) + you can also put together the best in EMP warfare too.
Tailoring 115. You can't get a Rathound leather as high as some other leather anyway and there's always Hypercerebrix and benches too if you need a boost, so 115 should be fine.
Raised Intimidation further for obvious reasons. Brutality has that increased chance to kick in with every single attack, we want to make it count.



Also it's worth to mention that while Dexterity increases your crit chance and Initiative, your sword get an additional 7% damage with each point in Strength after 6. So if you leave DEX at 10 (to still have Ripper) which might still be okay and put the other 6 points in STR, you'll end up with 13 Strength. That's basically a +50% damage increase... Practically after every second hit you'll get another full hit worth in damage. Sure comes handy with all the Flurrying, or when you want to reach that 51% of the remaining health with Deacapitation. Bigger hits mean bigger crits too.
So yeah, DEX or STR... that's something to think about.

so I was scouting the forums for a build like this, although I don't have nearly enough hours like you 2 probably, I got curious on this build and was thinking of trying it as well (not on dominating difficulty though)
ok, so, I like the more points in str ideia but wouldn't it difficult skill allocation? or at least change it quite a bit? cause dex as a stat overall gives a lot more than str on skills, how would you make up for the skill bonuses that were lost?

This is what I ended up doing. It is doing pretty well on dominating so far. I want high mechanics/electronics/tailoring so that I can make mk3 plasma nades and make my infused rathound leather armor at a decent level.


11
Might decrease Throwing as well, if you're planning mostly Flashbangs anyway, can also ditch the grenade related feats for something else. If it's just utility grenades, you could also save some points on Chemistry, however Biology is good where it is at 80. Maybe take Temporal for the MP/AP buff and it's related feat (especially with 5 WILL) and boost some Subterfuge skills.
Probably decrease AGI to 8 and raise STR to 7 so that you could take Decapitate - sounds nice if you use swords anyway and will probalby synergizes extremely well with Ripper.

http://underrail.info.tm/build/?HgcOCAMDBQYAKADCoMKgwqBQYDIZMlgvO0dYAAAAAABqADEkYcKMEw0Swplcwo3Ci0sGwoHCjkHCs-KdjAPip74K4rKJAt-_

How's this look.

I dropped sprint cause I figured I will have enough movement points. I actually want to go non-psi with this build, I have made a majority of my run psi hybrid builds and I want to try my hand at a pure sword rogue. I originally took 3 pointer though cause I figured some aoe dmg would be good. Also, what is a good threshhold for infused rathound leather armor and tabis? I have it at 110. I want a decent crit chance % added.

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I've always wanted to try Brutality with Death Grin and planned a build myself, but never had the time, so I'm glad someone does it. Because of the high DEX and the wonder what CC can I have with Cut Throat and Dirty Kick (especially with Infused Rathound Tabis + Armor) and since I like Stealth charcters better, I decided to use knives - but Brutality will probalby be also great with Flurry and Riptose sounds nice. However I suggest you take Uncanny Dodge if you're going melee, especially in Dominating and wearing a light armor.

Evasion is useful against grenades, so it's advisable. Still I would crank up Intimidation more, just to avoid seeing Brutality resisted even at the expense of Mercantile - I mean your weapon will not be craftable anyway. Which might mean that Mechanics and Electronics end up not being that useful too.


Yeah I thought about using knives as well. I was always under the impression cut throat isn't as useful as human enemies become nowhere near as dangerous as creatures and become pretty easy to kill. Would Uncanny Dodge be that worth it when my parry is so high? You are right on Intimidation though, I think I will remove some points from electronics and mechanics.

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I have 900 hours in this game, and I have never played a stealth rogue. I figure I'll use Black Dragon and make infused rathound leather armor for the crit chance, with the pirate sword for ripostes when faced by melee enemies. I'm also going to use traps and Brutality + Deaths Grin for some CC. I am also going for evasion with 10 Agility. I heard that evasion in general is worthless in DOMINATING(Never used it in my playthroughs since I heard that, but don't know if its true.)  Heres the build:

http://underrail.info.tm/build/?HgUPCgMDBQUAawDCoCjCoDI3GR4yaGg7Q2UAAAAAAEtdOTEWEsKZEwbCjlwkS8KNwow-woHCszDinY0D4qe-CuKyiQLfvw

What do you think?

I am aware this will be a tough playthrough, I have found melee to suck generally in DOMINATING. I plan to abuse the hell out of restealthing via flashbangs, smoke bomb, etc. I am kinda worried about getting access to Black Dragon before late the twenties. Are throwing knifes still worthless? I considered them since I'm using such high DEX.

Also, will the next patch break my game if it gets updated while I'm in the middle of the play through?

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I thought about the Psi Crab carapace, but IMO its inferior. The psi cost reduction and having a bit more mobility was pretty nice. I have used Psi crab armor in other playthroughs and I wasn't impressed.

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http://underrail.info.tm/build/?HgcDAw0ECgbCoDgAAAAAFAAUAAB4eDJzccKgLcKgNwAAVisIVSxfYh8uFSplZiFzwrLChEnCh-KitQLiqaIG4quGBeKsgwLfvw

So I have played around 800 hours of Underrail since 2017. I have tried every type of build under the books and with the recent outbreak I decided I was gonna brain storm and think of the most unkillable, rampaging build I could make. If someone else has posted something like this before, then I apologize for coming up with this. Just means you and I both agreed on how good this is haha. This was my best run ever.

So one thing I have noticed with this game is that there are 3 things you really need to focus on: Survivability, Damage and Crowd Control. Usually you focus on 1 or 2 of these focuses and are kinda up to the RNG gods as far as some situations. I wanted to win every situation, regardless of the enemy or if I didnt get an initiative roll or if my flashbang didn't incapacitate all the enemies, etc.

With this build, I focused on having a strong survivability and then looked at what were my damage options after selecting key stats and feats that would allow me to tank even enemies like Carnifex.

Stats

I chose 7 Strength for the Full Auto feat. I was going to make my assault rifle my physical weapon, and it needs minimal
feats to be effective when bursting. I bumped perception by 1 to make my skill not dip into the negative.

The absurd 15 Constitution is to enable you to tank.

10 Will and 6 Intelligence is all you need to become a hard hitting caster. With a Psi beetle vest and a headband, you are golden

Skills

Max out guns, bring throwing to 56 to get 50 skill to not have complete potato throws.

Stealth and lockpicking are just twenty, I use a rathound BBQ and a crowbar to get threw vents just fine. Use stealth gear and cloak device and you can sneak fine when you need to(pretty much just for quests, you don't need to hide from shit with this build).

I bumped my crafting skills to make the best gear. Same with mercantile to 86 to get effective 100 for that gucci shit. Go with Coretech for their Electronics.

For Psionics, Max TC and MT. Psychokinesis doesn't have many good abilities above 45 after the Electro Imprint ability IMO unless you are speccing high and with a high Strength stat. Even with a low skill of 45, with your 10 Will and gear PK will do fine when you need it like electroing a robot or needing a guaranteed stun.

Gear

Get a Kevlar Psionic Regenerative Overcoat with the Psi beetle Carapace. 90-95ish is fine enough for the carapace.

Juggernaut can't be utilitized early on as you need a super steel sheet with the Psi beetle carapace to get 50% encumbrance.

Try to roll a high super steel plate, I got lucky and got a 160 quality on my 4th try. Once you make this, the game changes
as far as survivability.  Combined with the feats and regen vest, you are almost impossible to kill.

I used 7.62mm Hornet Assault rifles with a rapid reloader and +2 shot barrel the whole game. With this, it costs 27 AP to burst, and shoots 9 bullets.

Early on its a little inaccurate with the low perception, but it catches up later on. Also, with so many ways to stun or CC, getting a fat burst on an enemy is pretty easy. Use nets early on too, it will let you kill hard enemies early on as you stun, net and burst for a couple turns.

Use the spirit staff once you get it in the expansion in your other slot when casting. No need to explain why.

I used a psionic headband that maxed psionic critical damage and crit chance, with the generic mod that increases all psionic skills. Use a detection goggles when you really need it, but imo I never did cause I could carpet bomb areas with nades, cryo kinetic orb and pyrokineses.

For boots, use Pig or Bison Infused Striders.

Get a Double Low Frequency Efficient Shield. The one I made for in game I got the components from Coretech and Constantine. They were 155 quality.

Craft Plasma Nades ASAP.

Use a laser pistol or Acid pistol you find to fight the bladelings with Toxic gas nades. I kept a laser pistol as a side arm for the first third of the game for stuff that didn't like bullets when I couldn't Psi nuke em.

Taser + Burst fire works awesome in close quarters.

I used the gun belt, and usually carried flashbangs, plasma nades and my taser incase something jumped me.

Feats

Conditioning/Stoicism/Juggernaut/Last Stand/Body Building/Increased Constitution allow you to sponge a TON of damage.
I took maxed the Stoicism specialization and put 6 points in Juggernaut to get 12% more health.

Last Stand combos well with Burst and with all of your Psi abilties. With Stoicism and its feats, you have an insane amount of resistance. I tanked a snipers Aimed shot when I was murdering Aegis with no shield and at 20% health.

Hemopsychosis is excellent with this build. I didn't take Spec points in it because I used it more as a way to get Psycho contraction at the beginning of the fight to not wipe my psi pool or when I ran out of psi and couldn't use a booster. When you are able to burst with your AR when you are out of PSI, I didn't find myself using it ALL the time. It was however another great versatile tool I could use in a pinch.

The rest of my feats focus on generic Psi enhancing abilties, with Pyromaniac being an exception as setting enemies on fire is super useful for CC, espec when used along with Locus of Control. You can swap out Thermodynamicity if you want to focus more on damage with one of the survival feats like stoicism.

Thick Skull wasn't needed since I had Locust of Control. Pop it when you are surrounded and throw a flashbang. Then Rip N' Tear

Combat

You are going to find you have a ton of options in combat, and will be extremely hard to kill. You can open with premed+Mania+cryo orb +pyrokineses to kill most groups, or use contraction while under hemo to burst 2-3 times the first round and then use your psi abilities next round.

 I can't explain everything you can do as you will find all kinds of ways to combo or deal with enemies. Make sure to use Entropic Recurrence on tough enemies after you crit nuke them to get a 4 turn DoT that will deal 100-200+ damage per turn.

Use Temporal Increment all the time and you will be having your cool downs ready asap in fights, especially since the premed and psionic mania spec points are used to bring them down by one turn.

Try to horde 7.62 casings the whole game to make a shit load of AP rounds at the end. It makes your Hornet way more effective. I was rolling with 1500 AP rounds by the time I was in Deep Caverns.



Anyways, really chill playthrough. Deep Caverns was easy, as was the expansion. Use drugs when you need them. Focus stim and trance will make you super deadly. My death count was wayyy lower than from my other playthroughs with glass cannons like sword, SMG, and Energy pistols.

One thing I think is hard to figure out in this game is when to know that you don't need as much damage as you think in your build, and to focus on Survivability and Crowd Control.

Maxing out Perception or Will isn't needed when you know the game well, and know when to use certain Psi or abilties. Having an 70% crit is nice to look at in the panel, but if you can't lock down groups or take a sniper shot, you are gonna reload alot lol. Anyways, thanks for reading and try this if you want easy mode on Dominating.
 

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