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Messages - Enchat

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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?

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Builds / Plaguemarine(Tank with dot damage)
« on: March 20, 2023, 07:34:56 pm »
Here goes my yet another attempt to create a tank build for domination, and this time I managed to come up with quite interesting gameplay. The build specialises in various damage overtime effects litteraly  rotting enemies away, meanwhile heals tons of hp with regenerative armour and Tchortist Bioscrubber. You will be throwing tons of gas granates and slowly adwance on enemies lines.


https://underrail.info/build/?HggOAwkDAwYAwqAAwqAAAGRkMgAAZGRkZGQAAEZGAAAAKwgkL0VQVUINFh8GElEHwrPin4QB4qGHBOKouwPfvw
For the rest of feats you may consider:
Taste for blood
Psycho-temporal Acceleration
Hypertoxicity
Pack Rathound
Escape Artist

As weapons it uses bladed combat gloves with burrower poison and thrower gloves. You also  need an energy knife as back up for robots.
Methatermics is optional and may be swapped for 45 PK, you need either electrokinetic imprint or fire aura to fight crawlers and I just prefer the latter.

Plaguemarine is quite a distinctive build and it's very interesting to play but I do not recommend it to new players(as every other tank build) because it requires a good knowledge of the game and is expensive as hell.

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Builds / Re: Dominating Crossbow Build (Updated)
« on: June 22, 2022, 11:01:29 pm »
 Crossbows are need some way to ensure crits, and ambush is very situational: a lot of difficult battles doesn't allow you to set up it properly, arena or grey army base for example, I think deadly traps and quick trinket is a must for any xbow build. 

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Builds / Warhammer Inquisitor
« on: June 22, 2022, 10:46:55 pm »
Burn heresy with your trusted flamer! Bisect xenos with trice blessed power sword! Brake feeble minds of criminal scum and execute them for their sins! For the glory of Humankind!
https://underrail.info/build/?HgYPBgMDBQhGZADCoAAAZCgjAABkZGRkZMKgLQBGAAAAKybCoznCjCoGEsKRVsKqXEvCjRHCszEA4p-EAeKitQLisogF4rKJAuK2tQLitrYD378
For item it using uni-psi psionic hand-band with additional slot and mufflers, riot armor with psionic shield, advanced catalysing belt and tabi boots.

Pros:
Quite comfortable with robots due to access to acid pistols with good fire rate.
Huge amount of crowd control. Stuns from  electrokinesis, electrokinetic Imprint and taser.  Chem guns, thought Control and throwing nets for your disposal for fearing, rooting and incapacitating.
Mobility is there: sprint + Psycho-temporal Contraction
Damage wise sword excels when there are stunned/rooted enemies for building momentum with flurry and onslaught. 
High dex and int means easy times raising lockpicking, hacking and crafting.

Cons:
The build somewhat lacks the devastating crits of proper machete build, but opportunist with shield bash gives some +15% dmg compensation
Sweet +12% crit chance of recklesness+weapon smith will appear when game will be almost finished
The build comes to full strength somewhere after 20 lvl when you have enough dex and advanced catalysing belt.

Afterwords:
The reason of this build is to find use for Psychosomatic Predation, which is quite interesting spell with flavor in it, but still crappy due to long cooldown and hight ap cost. In general build tends to sacrifice damage for more crowd control options, but in case of swords I think its reasonable exchange.
 

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Builds / Re: ''Brains over brawn'' build
« on: February 06, 2021, 07:56:10 pm »
With chem and energy pistols it's better to dump per to 6( for aimed and ambush) and go 18 dex melee with versatility. Especially it good with chem guns, because of new belts.

For your new build nagas still are a problem because of their immunity to Thought control and the absence of crucial perks for energy weapons. The main damage of the laser and plasma pistols comes from their crits with an insane multiplier, for that you have to take practical physics and critical power feats. Also, you need a way to raise your crit chance, besides feats like recklessness and ambush you'll have to wear special goggles instead of a psionic bandana, that's a reason why it's generally not a good idea to mix ranged weapons with psi dps schools(crowd control works fine though).

Here my scientific build, it is designed to use chem and energy pistols with psionic support, but I've decided to change energy weapons feats (high tech, practical physicist, recklessness)  with throwing knives feats (ripper, deadly throw, quick pockets) because it's much funnier to use (and significantly weaker to tell the truth). I also carry smg for long-range combat and for unarmored targets.
https://underrail.info/build/?HgMQAwMGBwgjWgDCoAAAUD4mADxVX1UsXwDCjEZGAABEK8KjAScwKlYCwpFLaBQvUVzCs8KHJuKouwPirKAF4rWuB9-_

The telekinetic proxy is a powerhouse here, coz it produces two tiles of light around it, negating darkness penalty and triggering ambush. It worked so well that I took a related feat for this(also it allows you to slow down coming melee).
The opportunist and quick tinkering is optional and can be replaced with anything else.

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I managed to solve this problem by editing the save file thanks to this topic https://underrail.com/forums/index.php?topic=1700.0
But the bug still remains, I hope you will fix it.

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Bugs / Kiling Cornell before the conversation, breaks the JKK questline
« on: November 12, 2019, 08:19:23 am »
That's it, I killed him before asking what happened with the cube, and it just makes the game impassable. I have nothing to say to Edstrom and just cant get into the facility.

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Builds / Re: crossbow/shotgun build advice
« on: November 09, 2019, 11:56:30 am »
Hey Destroyor, have you tried your build on dominationg? It looks interesting, but it seems to me that you have too low skill on a crossbow and for most targets, there will be a chance of hitting around 60%.

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General / Re: game options
« on: November 02, 2019, 03:59:40 pm »
And what do they do?

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Builds / Re: Hunter(Spear&xbow) for dominating
« on: October 26, 2019, 11:19:48 pm »
From my own experience with crossbows I'd say that 200 effective skill isn't great in terms of accuracy. You really do want to use the inherent high range those weapons have, especially for the versatile bolts.
I started the game with the second build with LoŠ”, and in the junkyard, the crossbow showed its complete uselessness, because the chance of a hit is in the region of 50%, which does not allow to use it as a reliable control tool.
Sprint was more than enough for mobility, which means that there will be redundant movement points with tabi boots and haste from temporal manipulation. Given all this, I changed the build to this one.

http://underrail.info.tm/build/?HgcOAwMDCgYAZA_CoAAAZUYsAEZcXFxcXMKgLQA3AAAAKybCoyLClQYSKsKHwpNLIcKzwpTioaQF4rOOAuK1rgjfvw
It will have 250 effective xbow skill, plus a 5% chance to hit from the marksman specialization, plus 10% from the scope. Do you think this is enough?
3 agi makes stealth pretty weak. I have no experience of stealth character in dominating difficulty. Is  200 effective skill will be enough for high-end content?
Also there are quite a lot of unused feats, what is better to spend on them??

If you ask me - I'd focus on crossbow more
First of all, I plan a build for close combat, a crossbow here is only a support weapon, for control with special bolts. A build where the main weapon will be a crossbow is likely to be stronger especially on high difficulty, but I have never finished the game with a melee character and so I want to do it.

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Builds / Hunter(Spear&xbow) for dominating
« on: October 26, 2019, 02:13:13 am »
Hi, I am thinking about a build with a spear and a crossbow. It will deal the main damage in melee, and use the crossbow only for special bolts or when the situation on the battlefield does not allow for close combat.
So far I have come up with two variants, this one will have a focus on the attack, blitz and impale provide good alpha strike option and it can wield tugsteel spears.
http://underrail.info.tm/build/?HgcOCgMDAwYAUA_CoAAAS0kyADxaWktOWgAtRkYAAAArwqMiOcKVMMKSBsKUKsKHwpPCrEdLwrNR378
It has many unused skill points, so I decided to pick metathermics for cryostasis and thermal destabilization. Not sure if this will work as intended, but on paper, it looks good.

The second variant is more oriented on control and survivability. It has thought control with LoC.
http://underrail.info.tm/build/?HgYMBgMDCgYARg_CoAAAVUkrADxaWktOWsKCLUs3AAAAK8KzwqMiOcKVMMKSBhIqwofCk8KsSyHioaQF4rOOAt-_

Now questions:
1. What useful feats did I miss? Should I spend more skill points in xbow, and take it feats, like special tactics.
2. How much effective thought control and throwing do I need for end game content.

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