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Messages - Triste

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Bugs / Machete bug
« on: September 17, 2019, 11:46:29 am »
There seems to be a bug with Machetes. The basic machete (the one I'm using) STR requirement is 5, my character has 5 but for whatever reason its as if I had less than the requirement and my maximum precision is at 81%.

Also before I get -that-. My skill is as high as it can go, the condition of the weapon is fine too and there is nothing that lowers my STR on effect.

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Builds / Re: Psi Machete, Thoughts?
« on: September 16, 2019, 11:11:16 am »
Typo, yeah I know about the required base for Psionics. And Fancy Footwork would require 7 Agility and I'm not sure how that would affect me in the long run. I imagine, since I'm not going to drop extra stat points I get when levelling up I could perhaps drop one out of Dexterity just for that.

I feel Sprint would help me even more tha Fancy Footwork since that one needs to be activated by hitting an enemy. For example, at the start of combat Sprint could help me catch them without wasting too many Action points and in such a case I would waste a turn or two before hitting them to activate Fancy Footwork and by then they'd already be dead.

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Builds / Re: Psi Machete, Thoughts?
« on: September 16, 2019, 10:49:26 am »
http://underrail.info.tm/build/?CgUMBgMDBwYAAAA8Hh4AADwAADwAAAA8ADwAPDwAACg5KzHCjBQGwpnfvw

Alright, so, I'm grabbing the base of "Hammer Wizard" and pushing it onto that which should fix a few of the problems I could have and my stats should be good enough now since 5 / Strength is Base for Swords (only Tungsten machete requiring 6 but I figure I can skip those), 6 / Agility because I'll need to grab Sprint, 6 / Intelligence otherwise I won't be able to grab Cheap Shots which since swords use dexterity is something I'll really need and it'll save me some crafting skill points down the line with the crafting benches, and finally 7 / Will to get Force User and to keep the Psionics from falling too far behind, plus since I'll save so many points once I'm done with Persuasion (I think about 80~90 effective should be enough), Lockpicking (I've heard the highest is 130 and it will grab some synergy with Mechanical plus the MKII~III tools means I won't have to level it up past 70~80), Crafting and Temporal Manipulation (Highest effective I need is 70 to grab Stasis) I figure I'll be able to raise Biology to 60~70 for the chems and pump up Metathermics or Thought Control perhaps to help with damage or crowd control, atleast with living beings. The damage on all that, along with the utility everything brings plus the many items I'll pick up to help out and everything else should make this build as solid as it can get.

Figure I could also throw some skill points into Throwing and then just simply buy EMP and smash the robots with that and the Elektrokinesis stuff and to throw a granade here and there when kiting mobs around or funneling them via Force Field / Doors which is something that likely everyone does.

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Builds / Re: Psi Machete, Thoughts?
« on: September 16, 2019, 08:29:58 am »
http://underrail.info.tm/build/?HgUQCAUDAwYAAADCoMKgwqAAAEEAAMKRAAA8wpYAwqAAPAAAAMK5KDkrMcKMBsKZwo4qwo1LwodBEmfCsw_fvw

This is how it should end up looking at 30, more or less, and even then there's 160 spare points that I could drop into something to level it to max and I can probably lower stuff here and there.

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Builds / Psi Machete, Thoughts?
« on: September 16, 2019, 07:38:50 am »
http://underrail.info.tm/build/?CgUMCAUDAwYAAAA8DxQAAC0AADwAACg8ADwAPDwAACg5KzHCjAbCmcKO378

So, Melee / Psionics hybrid (HEAVY FOCUS ON MELEE) with a machete. Considering dropping Biology since Temporal Manipulation is already there and pushing Evasion / Dodge for the lower levels might be good. (Those two shouldn't be an issue due to Siphoner Tabi plus Phantom Dancer plus Red Dragon which will buff those by quite a bit and should make those two things reach the % cap).

Maybe lowing Agility and boosting Will somehow to 7 would be good for the Force User feat? Alas, Psychokinesis is not meant to be something to deal damage with, I grabbed it for the utility it brings to the build with the stuns from Telekinetic Punch and Elektrokinesis plus the Force Field, Disruptive Field (which should also help the dodge / evasion stuff), Ele. Imprint & Implosion. So yeah, only usually used when there's too many mobs around to deal with since Sprint + Flurry or Basic Attack usually clears whatever is around, and if not I'll debuff with TM before running away. And yeah the only damage I need from Psychonises is perhaps from Elektrokinesis stuff to deal with bots but even then, once I have the Red Dragon they shouldn't be a problem.

I'm unsure about lowing the Constitution since it's those few points that can keep me alive in rough situations when things don't go as planned, but I can see how it would benefit me to boost Agility even higher for Blitz and then grab Fancy Footwork to have even more attacks per round.

Also I could probably drop Persuasion since it doesn't seem to be THAT useful.

Thoughts on the build and the dilemmas here?

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Builds / Re: Possible wandering swordsman build?
« on: September 15, 2019, 02:14:13 pm »
There's only one Katana in the game and you probably won't get it until you reach late/end-game so the closest thing to a 'Swordsman' you'll ever be is a crazy machete wielding slav or a native wielding a saw that is used as a sword.

Memes aside, my thoughts; you could probably make that work with Machete with Versatility and have a pistol or whatever as backup for the long range stuff, but said pistol won't be very good or efficient. As far as Psionics go you could probably use Metathermics which could be alright to close the gap into melee range with stuff that applies the "Chilled" debuff. Psychokinesis should be alright too for the utility Electrokinesis brings against bots, the forcefields to force mobs to take another route to you, the stun from telekinetic punch, etcetera. Temporal Manipulation is the meta for just about anything you can possibly make due to the debuffing and buffing it brings so you should probably grab that.

Machete is high risk high reward and if Flurry rng isn't behaving you might have a bad time. I'd say that Melee is best against Melee and Ranged is best against Ranged but with a machete you'll have to grab Parry and Riposte, probably, I'm not actually sure how effective those two are. The game is hard, even on Normal so you'll need to Min-Max as much as possible something that perhaps won't give much room to what you're looking for. Also, no matter what you do, eventually you'll probably hit a brick wall, many hit said wall against the bots in GMS and on Depot A, the first of many, but I'd say those are learning experiences and will make you learn how to kite, use doors and re-do your build completely.

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Builds / Re: Build Help > Viable?
« on: September 15, 2019, 09:15:46 am »



That is what I mean with the Synergy between TC and Spears. Also since it's on Equip I could have them both equiped at the same time for even more damage with Neural Overload. And yeah Psychosis wasn't mean to the be in the build.

http://underrail.info.tm/build/?CgwGAwMDCgUAAAA8KCgAADwAADwAADI8PAAAMgAAACgkKz8FBsKUwoffvw

Maybe that is a little better?

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Builds / Re: Build Help > Viable?
« on: September 15, 2019, 09:10:36 am »
Shit didn't notice I had Psychosis (that is not supposed to be there). And it's not a Psi focus build, just Spear / Melee with some Psi backup but yeah I do guess there will be pain against robots, mind there is usually always pain with robots I imagine unless you're throwing EMP granades with every build.

I guess I'm to find the proper synergy between spears (there's quite a few that have Neural Overload and Psi effects, but mostly for Neural Ov.) Also with Tabi and after leaving TM, Biology, Lockpicking and Persuasion (when I don't need to raise the skill anymore because they don't provide much more) I imagine there would be plenty of points to spend Dodge / Evasion.

Would it be better to grab Metathermics or Kinesis over Though Control? (I just want the Psi as backup, not the main damage dealer, that is what the spear is there for to be the main damage dealer. I just don't want to build the usual Shield Spear Temporal Manipulation meme)

Also neural overload gets some really hard stuff on spears like I've said Expedition with it reducing skills and leaving a DoT .

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Builds / Re: Psi-grenadier tips?
« on: September 15, 2019, 06:17:54 am »
I don't think you'd need or want Granades plus Psionics to do an explosive / burning build, since Metathermics can already do what granades do with Pyrokinesis and Cryokinetic Orb and more, and you won't need to spend extra on Chemistry and Throwing. Also you can make people blow up after they die with Thermodynamic Destabilization and have the other goodies that come with Metathermics.

Then again all builds are more or less possible; I think so you could do maybe Temporal Manipulation for the buffing / debuffing and Thowing and Chemistry to make it happen. Then you could also add maybe Though Control for Frighten and Mental Breakdown, to incapacitate enemies or make then run around while you bomb the rest. You need something to keep them together or to kite them around, but with enough feats and powerful enough granades one or two throws will kill just about anything.

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Builds / Build Help > Viable?
« on: September 15, 2019, 05:49:13 am »
http://underrail.info.tm/build/?CgwGBAUDBwUAAAA8GRkAADwAADwAADI8PAAAMh4AACgxKwgsBsKdwq4awpTCh9-_

I want to know if the build is viable. The idea is dealing with long range stuff with Temporal Manipulation and Though Control (Debuffing/Buffing with TM, using Bilocation & Neural Overload for damage and Mental Breakdown & Frighten with TC) while I close the gap and finish stuff with the spear.

There's also some use of Biology (which will only go up to 60 for the stuff I want) and use of Siphoner Tabi which will be huge for movement and dodge / evasion.

Temporal Manipulation will only go up to 65 or so, to get the debuffing and buffing stuff.

I'm not sure if I should try to include anything else in the build, perhaps some Stealth to close the gap and sneak about hard places like Depot A?

Also I think there are some PSI spears on Expedition so that will maybe make this stronger as I go. Its Spear with PSI as backup.

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