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Messages - deanisi

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1
Builds / Re: Do I need sprint and strafe for TM trap sniper build
« on: November 04, 2024, 07:30:40 am »
You need strafe, sprint is nice also but not as important as strafe.

And you should be taking snipe at lv6 not lv18.

https://underrail.info/build/?HAUICAUOAwPClgBkAChnwpbCgig3AMKCwowtEAAAAAAAAABlATl_TjUCfjdLM0FJwoXCg8K1eGzipKII4q-8BOKvvQHfvg

This is a very optimal sniper/smg build that beat DOM without dying, so you can use this for where your sniper feats should be level wise.

 Thanks for advice. Like 2 years ago I almost finished base game as traps + pure sniper build but now I forgot lots of stuff and came back to read what people say about sniper builds.

I took snipe at 18th level because I heard people saying that snipe sucks and you always should go for crits and only thing snipe is for is killing crit resistant enemies.

My usual strategy was starting with placing traps around, then shooting spree + snipe + all AP bonuses, then sprint and run away to traps, then just shooting trapped targets. In my previous build  But I never used ambush in my previous build so crits weren't that important, so that's also why I took snipe so late.

Also main point of sprint was having enough MP after starting combat in stealth to run behind cover.

And do I need to upgrade strafe or 15% is enough and I should stick to reapers if I want to move and shoot? And what's better trap feat to use for sniper build, traps expert or quick tinkering?



2
Builds / Do I need sprint and strafe for TM trap sniper build
« on: November 03, 2024, 12:03:54 pm »
Here's a 6 AGI sprint + strafe  build
https://underrail.info/build/?HgUGBgMQAwfCoAA8AAAAAMKgS1AAemRaNhpkAAAARgAAQSsBOX8nAlN-M8KFSzUqwocWwrXCpDHfvA

5 STR for all sniper rifles except black arrow
6 DEX for trap expert to lay traps faster. Mostly QoL but it helps against patroling enemies
6 AGI for sprint and strafe, also gives bonus to stealth
3 CON because I will be stealthed 90% of the time
18 PER because it's a main stat
3 WIL because it's a TM build and 70 points in it is more than enough for me
7 INT for crafting and gun nut feat

Main idea is to lay lots of traps, including bear and incendiary ones to proc opportunist and ambush, then shoot someone to get attention (if they're not in a bright tile then I'll use snipe of aimed shot). Then run behind cover and waith for enemies to get trapped, then walk in thei line of sight and start shooting. Repeat untill everything is dead. Also I'll use snipe for enemies who can't be critted or recieve lower crit damage.

This build is based around idea that I can reliebly move and shot to abuse line of sight and traps, but I don't want to spend hours to find out that it doesn't work as I wanted.

Also what's better, taking snipe and forget about crit damage feats to have more feats to spare, or taking sharpshooter and ambush?

3
Builds / 5 shotgun builds and questions about leading shot and stealth
« on: November 01, 2024, 06:15:48 pm »
Here are non comnat shotgun builds, so 5 STR is more than enough.

3 DEX Shotgun
https://underrail.info/build/?HgUDCgMPAwfCoAAAAADCoMKgAEtaAABkZAooZAAAAEYAAFArJDnCsFPCkMKPR8KYGV0xKsKHJ8K1wqTCl9-8

5 DEX Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

6 DEX Stealth Shotgun
https://underrail.info/build/?HgUFBwMQAwfCoEsAAMKgwqAAUFoAAGRaCihkAAAARgAAUCs5JMKwU8KWwpAqwphdMRkewocnwrXCpMKX374

3 INT 3 WILL 10 AGI 6 DEX No Psi Shotgun
https://underrail.info/build/?HgUGCgMQAwPCoABGAADCoMKgAABaWgDCh3MPPMKHAAAAAAAAWiQ5wrAWwpbCkEfCmMKDGTFhJx7CtcKkwpffvA

Weird 10 CON 6 AGI No Psi Shotgun
https://underrail.info/build/?HgUDBgoOAwXCoABfAAA8wqAAVV9GAG5uKG5uAAAAAAAASzliwrAkwpDCj2PCmB4fCDEnUMK1wqTCl9-8

Shotguns require good positioning so they must have enough AGI to move around, agility have good synergy with dodge/evasion and blitz + TM combo. Also shotguns use PER as their stat so to get 10 AGI 10 PER you need to sacrifice DEX among other stats, and only shotgun feat that requires DEX is Leading Shot.

LS is very useful against nimble enemies like frogs for example, but does it really worth lower PER or no Blitz?

Also if you have high AGi it will be a good idea to take stealth as well, but if you start stealthed you can't get enough MP even with sprint to use blitz fully, also with high enough dodge/evade plus initative it isn't needed. Or is it?

Here's a build that sacrifices PER and it's only 14
https://underrail.info/build/?HgUGCgMMAwfCoABaAADCoMKgAFBQAABkWgooZAAAAEYAAFArJDnCsBbClsKQR8KYwoMqXVMZJ8K1wqTfvA

Main idea of this build is high Initiative, Dodge/Evasion and lots of MP an AP. Because of it there's no need for stealth.
I think that this build is the best one but I need your opinion guys.

Here's a 6 DEX 6 AGI 7 INT and MAX PER build:
https://underrail.info/build/?HgUGBgMQAwfCoABaAAAAwqDCjEtQAABkWgooZAAAAEYAAFArJDnCsBbClsKQKsKYwoVdUzEnwofCtcKkwpffvA

Basically it's a build that relies on stealth and evade instead of everything in previous build, but has 18 PER.

4
Builds / Re: Question about crossbow builds
« on: October 28, 2024, 06:43:16 pm »
Here's another build idea.
https://underrail.info/build/?HgMFCAMQAwgAADLCoABUwqDCoEFLAABaUDgyWgAAAEYAAForfyI5JwI4woAqakvChUEkMcK1wqTCh-KnvgXisJAK37w

S 3
D 5
A 8
C 3
P 18
W 3
I 8

Basically it's a version of second build where I sacrificed 2 AGI points and blitz for 8 INT to have enough skill points. Also I lowered dodge and evened it out with uncanny dodge.
Very high crit chance and crit damage, enough points to craft everything and enough lockpicking/hacking to open almost anything.

There was also an idea to do this
S 3
D 5
A 10
C 3
P 16
W 3
I 8

Keep 2nd build as it is but taking one point from PER to give it to INT for more skill points.

5
Builds / Question about crossbow builds
« on: October 28, 2024, 05:54:36 pm »
Usually I played as traps+crossbows but recently I thought about replacing deadly snares and traps with ambush and blitz.

My old build was something like this:
https://underrail.info/build/?HgMHBgMQAwgAAADCoAAAwqDCoEZBAHNaUDdGWgAAAEYAAF8rJiciMDk4woAqTGpLwoXCh03CtcKkMeKjsQXip74K37w

It is heavely relies on traps to proc crits, but negates it with high crafting skills and lockpicking/hacking amd mercantile. Basically a classical traps + crossbow build.

Now I have 2 variants of my new build

First one is 5 DEX strafe variant:
https://underrail.info/build/?HgMFCgMPAwcAACrCoADCoMKgwqBGUAAAX1A8NVoAAABGAAAAK38iOScCOEcqasKFwoBLJDHCtcKkwofip5cD4qe-CuKwkALfvA

Because of slightly lower INT this build is kinda starved for skills, so no mercantille.  Also it has 17 PER instead of 18. This build allows to shoot faster, harder and kite enemies. lack of disable via bear traps can be cowered by shock bolts and crawler poison, plus high dodge/evade helps

Second variant is 3 DEX without strafe
https://underrail.info/build/?HgMDCgMQAwgAAADCoADCoMKgwqBLAAAAWlA3RloAAABGAABuKwEnJDkCOEczasKASyrChTHCtcKkwoffvA

This build isn't as skill hungry as previous one and have even higher damage because strafe was replaced with sharpshooter. But lack of strafe is botering me.

I need your opinion on what variation of this new build will work better on practice. For example is strafe more important than sharpshooter? Or is blitz worth not using traps? Or is it efficent ot have hight MP without strafe?

6
Builds / Made 4 GL builds and in need of opinions
« on: October 28, 2024, 12:12:36 pm »
Here are links
No AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAmAADCoMKgwqBLAAAAWlA-I1oAAABGAABkKyQ5UyfDoypHwofChcOiKDFLXcK1wqQP37w

Low AR use
https://underrail.info/build/?HgYDCgMOAwfCoAAAAADCoMKgwqBLAAAAWlo-I1oAAABGAABkKyQ5OybDoydHU0nDosKFKsKHMcK1wqQC4qeXA-KnqgPisZYE4r-kBd-8

Heavy AR use
https://underrail.info/build/?HgcDCgMNAwfCoAAAAADCoMKgwqBQAAAAWlBGI1oAAABGAAB9KyQ5OyYVJ0dKScOiwoUqwodLwrXCpDHfvA

Low SMG use
https://underrail.info/build/?HgYDCgMOAwfCoAAZAADCoMKgwqBVAAAAWlBGI1oAAABGAABfKyQ5OybDozdHKsKFw6LChydTS8K1wqQx4qWfBeKloAXip5cD4r-kAt-8

All of those builds are dodge/evasion/stealth oriented and use grenade launchers, TM and blitz.

First one is pure GLs and mostly about kiting or blowing everything up in 1 turn.

Second one is pretty much the same but ARs used as support weapon for taking out low hp or targets that are too close.

Third one is just an AR build but sometimes I use grenade launcher instead of just throwing grenades.

Last one is something betwee 1st and 2nd, main idea is to supress using lowest AP smg and then start shooting 40mm grenade launcher.

These builds are purely theoretical and I need your input on how those builds would work in actual game and which one is best.

7
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 02:22:03 pm »
That's a good starting point, I'd first go to 11 str for brute aim then sink the rest of the ability score increases into perception. [...]

Actually, if I'm going versatility LMG/Minigun + Sledgehammer, I should probably put only 80 points in Heavy Guns, fully invest in Melee, and keep Perception at 8 for Concentrated Fire, and max Strength instead. Heavy Guns would probably still be subpar, but I'm wondering if it wouldn't be sufficient. It's just that I can't have both the Command Belt and a lifting belt

You're right about the Con though, gonna redo this char after playing a bit in Depot A

It's better to keep perception at 6, only concentrated fire and tricky trajectory require 8 perception, those feats are good, but you're playing a CON build, so damage isn't your first priority anyway. I think that having 10 constitution is more important for hp, conditioning and thick skull.


8
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 05:22:56 am »
I was thinking about making a grenade launcher build.

It's 25 AP for 25mm and 35 AP for 40mm, so I need lots of AP or being tanky enough. I choose agility route. Here's my build except It will have practiced parabola, shell shock and tricky trajectory on 6th, 12th and 14th levels respectivly: https://underrail.info/build/?HgcDCgMPAwXCoAAAAMKgwqBQeAAAAHgPNx5aAAAARgDCglorJDlEGXhBR317woXChydLMcK1wqQP4qeXA9--

I don't need dex, will and con, so I dumped them
7 STR for bigger mags, more space for ammo, and intimidation
10 AGI for blitz and dodge/evasion
 5 INT for crafting and some feats
Rest are spent inot PER

Feats:
1)Nimble for more dodge/evasion and MP
1)Sprint for blitz combo out of stealth.
2)Yell for decresing enemy accuracy and damage
4)Hit and run for breaking Los after using blitz
6)Practiced parabola for negating move and shoot penalty
8)Uncanny dodge because I couldn't take anything more useful, plus anti crawler measure, can be changed for pack rathound if needed
10)Blitz for more shooting, woul be comboed with sprint, adrenaline and TM. Spec points into more AP
12)Shellshock for decresing enemies accuracy, damage and evasion. Probably put some spec points here if they'll give good enough numbers
14)tricky trajectory for more damage and less evasion for enemies. Probably put some spec points here if they'll give good enough numbers
16)Blindsiding for more damage
18)PTA for more AP and longer TM
20)Pack rathound for DC
22)Critical power for powerful crits
24)Recklesness for more crits. Some spec points could be put here
26)Increased perception for more gun. Could be swapped for more agility
28)Scrutinous for more crits
30)Evasive maneuvers for some late game bosses, helps with surviving after exiting stasis. Can be changed for literally anything else

Equipment:
Siphoner armor with black cloth and siphoner tabis tabis, balaclava or psi headset.
40mm and 25mm GLs.
For grenades I could sacrifice some intimidation points for throwing. Would use only emp, flashbangs and stingball grenades.

Will this build work? Also what kind of attachments can be used for grenade launchers beyond bipod and airburst scope? Rapid reloader would be very useful.

9
Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 06:43:18 pm »
Hint: try spikes on sledge and super slam ;)
WAIT WHAT !!!! ??? ? SPIKES WORK FOR SUPER SLAM !!!!

Does it mean that it will be 4 super slams in one?

10
Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 06:29:33 pm »
Yeah, it's more of "fuck it, we ball" build, and doesn't hold itself well on dominating. For dominating constitution builds aren't great generally.

I wasn't specific about crafted armor because you can literally take any armor and you still will be fine. As I said in my second message, you can skip heavy armors and go into agility. Metal armor is here just because I wanted to concentrate on fattness of grease rather than slippery aspect.

Dodge/Evasion is just another layer of defense and can be considered as additional effective health.

Also about armor penalty. We have flat -25 from nimble and bwt, and -39% multiplicativly from armor sloping. Personally I was going for super steel. Super steel armor without addons is 45 - 39%= 27.45, which game counts as 27, 27 - flat 25 = 2% penalty. With 3 additional sheets it will be (45 + 16x3) - 39% =56,73, 57 - 25 = 32% penalty. Tabis have no penalty, preferable headwear is Tchortist Bioscrubber which also have zero penalty. So even with full super steel armor we have 68% of dodge/evasion effectiveness, also we get dodge/evasion from tabis. 
So 241 dodge/evasion − 32% = 163,88, plus some from tabis, and it will be at least 170+, As long as we aren't lit we'll have a not bad chance to evade attacks.
Techincaly you can even make lightning punches tin can in full super steel armor.

About attachments. There's only 2 ways about metal armor attachments: full metal sheets or adding blades for bleeding if you want to take taste for blood. Same for sledges, shock or blades. Spikes are pretty much useless.

Yeah, now I think that I should had mentioned stuff above in first message, but I did now so it's fine. Feel free to correct me if I was wrong.

11
Builds / Re: Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:58:26 pm »
Also if you're not a fan of crafting and don't need armor sloping, then you can take points from int and spend them in agility for expert sprint. This way you trade crafting and heavier (metal) armors for more mp and ap (expert sprint plus blitz)

12
Builds / Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:54:41 pm »
Firstly, this build is named "Grease" hammer because you will be:
  • Hard to kill
  • Hard to hit
  • Hard to run away from
  • 400+ dmg from super slam alone

Here's a first iteration of this build: https://underrail.info/build/?HgsDCgoDAwYAPADCoMKgwqAAAAAAAG5aKFpfAAAAAADCoFAIJDlELQ1jVWBBRUcfGcKyfHHip4IC4qmiCOKrkAXfvw

Now explanation:
This is somewhat RP build, in a way that I don't want uncover any secrets or lore and just dominate everything through pure physical might.
Main idea of this build is being an unkillable pain train that makes people shit their pants, no second thought, no remorse, no cunning shit, just unstoppable greased brick wall of death.
Only weaknesses of this build are some immobilization effects, and resolve based effects.
 
Base stats:
  • 3 dex, wil, per - aren't needed. Only useful feats that can be picked from them are escape artist and stoicism, but it's no psi full con build, so no will. I really want to take escape artist but it doesn't justify spending 4 points in dex
  • 6 int for armor sloping to run and dodge more freely in heavy armors, also helps with crafting
  • 12 con for survivabulty, superslam damage and other cool feats
  • 10 agi for dodging, evasion and mobility
  • 11 str for sledges and their feats

Skills:
  • no psi schools because no psi con build
  • full melee and 60 throwing to don't drop grenades on yourself
  • No subtefuge because we're too cool and chonky for that
  • Crafting skills for making best armor, weapons and drugs
  • Intimidation for further survivabilty and RP
  • Mercantily for getting super steel if needed

Feats:
  • Mobilty feats: nimble, sprint, hit and run, armor sloping, body weight training
  • Survivabilty feats: conditioning, yell, juggernaut, last stand, uncanny dodge, increased con, tempered:electrisity
  • Attack feats: pummel, dirty kick, super slam

Equipment:
  • Head: Shaded metal helmet, Praetorian Lawgiver, Tchortist Bioscrubber (preferable),
    Aegis Sec-trooper Helmet
  • Body: Any armor works, but we have feats for metal armor so it's prefferable, just not tungesteen and not untill we get armor sloping feat. Personally prefer full super steel
  • Belt: lifting belt
  • Feet: super steel boots, pig/cavehopper/bison/siphoner leather boots/tabis, personally prefer siphoner tabi boots
  • Weapon: Sledgehammer :o , Use spikes for main sledge and use super slam with it for 4xSuper slam, for secondary use shock hammer for aoe

This build is based on Tytyger's Dominating Dominator

13
1. Any sword build is a crit build, it is suboptimal not to take crit perks:
Cheap shots
Crit Power

2. In my experience taking Fatal Throw on knife/sword builds is a waste, your flurries and crits are fatal 90% of the time, so its almost impossible to get this 27AP when you actually need them.  Its works very well on combat fist users and chem guns though.

3. The most dangerous enemies have good armour, any melee build without expose weakness will struggle against them.

4. Hypothermia is one of the worst psi feats in the game, almost anything else will be better. I tried playing swordsmen with all four psi schools and metathermics was the worst. PK is much better, stuns and net are working on all enemies  and help a lot to flurry with a 95% chance.

5. I don't like Sure step. Despite the usefulness of caltrops in early game they are of little use later, not to mention the fact that you can just carry iron boots with you to the same effect.

6. If you are going into Evasion Dodge build you have to max them out, and even then it is quite unreliable on glass cannon builds.

>I won't be showing the lvl30 build because every build gets OP after 20th level.
Why don't you play domination then?

1. I don't usually take cheap shots on sword build because enemies die in fewer hits than on knife build and incapacitate doesn't proc that frequently. 50% crit dng is good, but ripper is much better because it's multiplicative and better for decapitation.
Critical power on other hand sounds awesome on this build, I'll probably take it instead of something else. Maybe I'll take cheap shots too

2. I took fatal throw because dex is very high and basically it's free AP. Because of ripper it works much better. Main idea was to start turn with Premeditation Cryo Orb, enemies get seriously damaged and hypothermia will decrease their hp even further, so I can use throwing knive at least on one of them. But after looking at what CON does it's kinda useless to take hypothermia. I'll probaly take points from throwing and spend them somewhere else.

3. I thought that with crits i can go without EW. I don't know what is better, having high crit chance and damage or having 1 enemy take more mechanical damage.
Let's do quick math. I'll take robots for example because I can bypass most of orgaincs enemies armor by throwing knives or MT, or poison, or grenades.
automatons usually have Mechanical: 50% / 20
Q50 steel machete have 16-24 (we'll take 20 as average) dmg and 7% crit chance and 140% crit damage.

Now if take effective melee skill 100 for example we'll have 34 dmg, plus 7% from 7STR and we have 36. So after attack we'll deal 16dmg without crit. If we include 140 crit damage we'll have 48dmg, and 24 after armor. If we include Critical Power we'll have 63 before and 32 after. If we also include cheap strikes, then we'll get 95 before, and 48 after.
 
Now do the same but with EW.
After EW enemy will have Mechanical: 25% / 10
No crit = 26 vs 16
default crit = 36 vs 24
Critical power = 47 vs 32
CP + CS = 71 vs 48

Expose weakness is clearly more effective, only problem is that you can do it only once in a fight, or twice with TM. Unlike dagger, sword can be just fine without EW, especially with utilities such as plasma or emp grenades, or with MT. Also we can get an energy or shock sword. Only problem as you said are boss enemies with high mechanical armor, but they're rare and usually closer to endgame. I'll probaly take EW if I have a spare feat.
 
4.Yeah, I kinda gathered that Hypothermia is kinda weak. I thought that -CON will also decrease their current hp and not max hp. MT was taken because it's cosplay build and Ryu used fire/ice/lightning based ninjutsu.
TC is out of question because I don't have enough will for that,
PK I usually take only for unarmed or high STR builds. PK abilites are strong together and I don't want to spend AP on doing them. And don't forget about nets, stingball grenades and tasers, they can stun enemies too without any feats.
MT on other hand gives me AP free nuke that can give debuffs (burning, bleed or chill(Could it be possible to take opportunist and use free cryo orb for it?)) or anti crawler utilites aka Fire Aura, also cryostasis can be a good disable.
TM is pretty much must have on any build, especially melee ones.

5. It's a ninja build and ninjas use tabi. Tabi boots give too much good stuff to use anything else. Also I'm planning to go poison on those caltrops, and as a bonus caltrops are great against invisible enemies or just ones that want to get close to you. Also you can abuse AI by moving from one end of caltorop field to another. But it's more of QoL feat and can be replaced for something more essential.

6. Main idea was to use evasion for surviving at least 1 turn with energy shield on, then 2nd turn and stasis, and then kill leftovers. With decent shield, mobility and positioning I can go without any dodge or evasion, but I kinda like to have defensive option beyond shield. I'll probably either take points from throwing to spend on evasion, or scrap it all together.

7. I don't play domination because even after 400h I still haven't finished it on normal and all I do is try different builds.

Here's my new iteration of this build. Pretty much the same sans throwing and hypothermy
lvl 20 https://underrail.info/build/?FAcPBgMDBQYAAABuUG4eUDIAAFBQAABQAABuRgAAACs5JDHCjBIqwosGS1zCjcKH4rKIBd-_
lvl 30 https://underrail.info/build/?HgcQBgMDBQYAAADCoMKgwqAyUDIAAFpaAEFaAADCoEYAAAArOSQxwowSKsKLBktcwo3ChwA8wrPCuHjip74K4rKIBd-_

14
Don't take weaponsmith if you intend to use the red dragon.
Red dragon isn't a main weapon choice, more just for flavor and decapitate. Most of the time I'll be going with straight machete untill I get my crit chance high enough, then curved machete.
I took weaponsmith so late only because I don't have any decent mechanics skills to make a decent sword.

15
    Recently I've discovered Ninja Gaiden and thought that Ryu-like build would be pretty cool, so here we are.
https://underrail.info/build/?FAcPBgMDBQYAPABuQVAeSzIAABkAAAAAAABGRgAAACs5JDHCjGHCiypRXMKNHADisogF378
If someone unfamiliar with Ryu Hayabusa here's what he uses in game:
  • Sword as main weapon
  • Throwables as secondary
  • Ninjutsu as ultimate (usually some flavor of fireball)
  • Ninja speed and acrobatics

Now how to adapt this to Underrail?
Sword and throwing are self-explanatory.
For ninjutsu I use MT, and for speed TM and bio for adrenaline and other drugs, for acrobatics I use dodge/evasion. And some stealth because ninja.
Also we need mandatory underrail crafting and lockpicking/hacking skills

As you see we have our skills spread on too much categories, so how do we balance it out?
As said above our main focus is Swords, then Throwing, then psi, then dodge/evade, then lockpicking/hacking.
After we get enough dodge/evade and lockpicking/hacking only then we can start investing in our crafting skills, except chemistry because we have methathermics so grenades will be used less.

Now time for feats:
  • Sprint - it's a melee build with 6 AGI
  • Nimble - dodge/evasion + more MP
  • Recklessness - we don't use EW and go for crits
  • Flurry - it's a melee SWORD build
  • Sure step -  ninjas don't step on their caltrops
  • Decapitate - because Ryu used this alot, also it's cool
  • Premeditation - to use one of our psi abilties in a pinch
  • Hypothermia -  softening targets up via cryo orb. Can be replaced with Pyro or dirty kick
  • Fatal throw - more AP
  • Ripper - works well with Fatal throw, decapitation and shatter
  • Onlaught - SWORD build
  • Weaponsmith - more crits = good


Now we have our Ninja guy, but ninja is still pretty weak without his tools.
EQUIPMENT:
  • Armor - every stealth armor with less than 15% penalty is good enought untill we find Infused Rathound Leather
  • Boots - Siphoner or black cloth Tabi
  • Head - psi headband with additional slot, or one that increases MT abilities
  • Main weapon - sword (Red dragon for fun)
  • Secondary - thrownig glove
  • Belt - doctor pouch

Psi abilities:
  • Psycho-temporal Contraction - I'm fast as fuck boiiiiii!!
  • Cryostasis - disable, gets replaced by stasis later
  • Stasis - best for long fights or disabling one strong enemy
  • Pyrokinesis - early nuke, gets replaced by Cryo orb
  • Cryokinetic Orb - nuke + softening targets up via hypothermia
  • Exothermic Aura - for molotov or stasis combo, also helps against crawlers.
  • Cryokinesis - loooooong range where throwing knives don't reach, also hypothermia.

That's pretty much it. I won't be showing lvl30 build because every build gets OP after 20th level.

Please share your opinions and suggestions, preferably ones that don't go too far from original idea.[/list]

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