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Messages - Kristin94

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Hey :)

Thanks for the reply!

Thing is, I know Diddly-squat about making a Knife Build nor how to play it. But Shiv seemed fun and I'm handling it quite well so far.
Flashbangs, Throwing Nets, Tasers, Cheap Shots, kitting, alot of crits etc.
I like how important CC is for this build.

This is the build I use rn after some Discord Advice:
https://underrail.info/build/?HgMLBwkDBwYARwDCoCgAwqBsSAAAE3QvKV4AAAB4AAAAYjkmMQZcK8KHEks8E8KIKsKFesKzUeKnvgrfvw

I skipped Persuasion & Mercantile entirely this time around in favor of having higher TM & Throwing earlier and more consistently.

Thing is: Not sure yet if I need special merchandise from Becket to buy Nail Bombs which are quite vital for the build & special merchandise from Harlan to craft Plasma Grenades.
Haven't seen Sheepherder use Energy Edge Knifes so I'm not sure if they're essentiell or not. I like to use Nades for those nasty Robots and Turrets and such.

You think I should build and include them?
Also, can you tell me If Becket sells Nail Bombs even without Mercantile?

Last but not least: Thank you for your Build advice. I'll give it a thought!

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Okay, so, I tried to recreate Sheepherders Shiv Build - https://www.youtube.com/watch?v=p9IQOO7gGZI&t=363s - with Lockpicking & Hacking & Crafting & Persuasion in mind.

So I made this:
Level 1: https://underrail.info/build/?AQMJBgkDBQUADwAPAAAPDwoAAAoKDwAPAAAAAAAAAGI5378

Level 15: https://underrail.info/build/?DwMLBgkDBQYAFgBVGQBVUjQAABMnLyg4AAAALS8AJGI5JjEGXCvChxJL378

Level 30: https://underrail.info/build/?HgMLBwkDBwYARwDCm0xMwqBtSAAAE3QvKV4AAABgTQBHYjkmMQZcK8KHEks8E8KIKsKFesKzURrDiOKnvgriqqgD378

Strategie is:
Craft a Shiv
Craft a Taser asap
Use Beartraps & Throwing Nets to set off Opportunist
Be at low health as fck for most of the times (+Crit)
Use Chemistry & Electronics to craft Frag Grenade MK III's & Plasma Grenades Mk III's
Use Persuasion for SGS Support & other Skills Checks
Merchantile for Traders
Nail Bombs for Bleed Damage


Here is where I need help with:

I've put 5 points per Level into Temporal Manipulation and I mainly did that so I can reach Psycho-temporal Acceleration & Future Orientation in time (level 10 & 20) without having to invest much into it. I never truly played PSI before, so do you guys think that investing in it as little as possible is a good idea or should I invest more heavily to make more us out of it?

I did Merchantile mainly because Sheepherder did it and I'm not sure If that's just a Dominination Difficulty thing, or if having better stocks available is actually crucial to the build.

I left Throwing at an effective skill of 35 for most of the build. I mainly did that 'cause leaving it at 30 in the early game has been enough so far. But do you guy's think that I should put more into it early on? (I continue to level Throwing at level 25 again - that's quite late)

Can I ditch Merchantile in favor of Throwing to ensure that my Nets & Stuff hit the target mid. to late game?

My Build has like zero trap skill and no Perception. Is having an Trapper's Belt & Tracking Googles equiped enough to actually spot shit?

And.. what should I wear in my Headslot? 'Cause Goggles don't increase Melee Damage.


Long post I know but I hope you Guys can give me some advice. Maybe tell me ouright if it sucks and doesn't work.
Thanks

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