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Builds / Re: Temporal Sniper build
« on: February 05, 2023, 02:43:48 am »
I saw gunslinger in your sniper build, and I was intrigued enough to comment and take a look at it a bit more carefully and make some adjustments. I feel this can be easily tweaked into something very fun and powerful.
Valor is kinda right. Strafe late won't do you too much good late; so do not take Strafe at all instead, as you can just go with pistols when you need to move around - sniper becomes the sidearm in these scenarios. Snipe however is a guaranteed one-shot, and not a bait as it is put in the other comment. Snipe is the best combat opener in the game and always a good fit in sniper builds, as is ambush - you want them both early!
https://underrail.info/build/?HgUJBwMNAwbCoFcAAAAAwqAyMgAAc3gUKGQANwDCoAAARRcBGRY1An7DkitLwofChTcqM8KkwrXipLYC4q-8BOKvvQHivYQF378
For clarity: 5/7/7/3/9/3/6 (4 Per, 8 Dex, 12 Dex, 16-24 Per)
*edit: of course, if your desire is to try out the goggles, the levels 16-24 can very well be used for taking Will instead of Per. It is just extra damage anyway, and it does not matter if you overkill by 400 dmg or 300 dmg, honestly. Even extra +2 stat boost could very well be Int for one extra innervation slot. Also the Dex breakpoint might just as well be fine-tuned at these levels for whatever base AP pistol you prefer to use.
Here I put together something of a pistol-sniper hybrid with faster flashbangs (Grenadier and Spec Ops +2) for extra flavor. With LTI you can overlap incapacitation, which is absolutely gross.
I did not want to change your original build too much, but instead dropped some of the early feats to streamline the power curve a little. Some feats that were postponed in the draft were dropped altogether, as they would not make sense to be picked in the twenties / late game. Stats were also adjusted as I feel Int and Will, while very nice to have in excess, could not be justified in favor of not reaching both Bullet Time and Snipe asap.
Perception is not the problem on Dominating, darkness(!) and weapon skill vs enemy evasion is. Night-vision is definitely a must have, as is having multiple ways to drop enemy evasion to 0, with root/stun/incapacitation. Flashbangs, ambush, nets, pistols up-close, also grab Telekinetic Proxy (55 psychokinesis) psi skill to light up your hard-to-hit targets without flares, without triggering combat, or even Telekinetic Grounding (30 psychokinesis) for 100% root.
Valor is kinda right. Strafe late won't do you too much good late; so do not take Strafe at all instead, as you can just go with pistols when you need to move around - sniper becomes the sidearm in these scenarios. Snipe however is a guaranteed one-shot, and not a bait as it is put in the other comment. Snipe is the best combat opener in the game and always a good fit in sniper builds, as is ambush - you want them both early!
https://underrail.info/build/?HgUJBwMNAwbCoFcAAAAAwqAyMgAAc3gUKGQANwDCoAAARRcBGRY1An7DkitLwofChTcqM8KkwrXipLYC4q-8BOKvvQHivYQF378
For clarity: 5/7/7/3/9/3/6 (4 Per, 8 Dex, 12 Dex, 16-24 Per)
*edit: of course, if your desire is to try out the goggles, the levels 16-24 can very well be used for taking Will instead of Per. It is just extra damage anyway, and it does not matter if you overkill by 400 dmg or 300 dmg, honestly. Even extra +2 stat boost could very well be Int for one extra innervation slot. Also the Dex breakpoint might just as well be fine-tuned at these levels for whatever base AP pistol you prefer to use.
Here I put together something of a pistol-sniper hybrid with faster flashbangs (Grenadier and Spec Ops +2) for extra flavor. With LTI you can overlap incapacitation, which is absolutely gross.
I did not want to change your original build too much, but instead dropped some of the early feats to streamline the power curve a little. Some feats that were postponed in the draft were dropped altogether, as they would not make sense to be picked in the twenties / late game. Stats were also adjusted as I feel Int and Will, while very nice to have in excess, could not be justified in favor of not reaching both Bullet Time and Snipe asap.
Perception is not the problem on Dominating, darkness(!) and weapon skill vs enemy evasion is. Night-vision is definitely a must have, as is having multiple ways to drop enemy evasion to 0, with root/stun/incapacitation. Flashbangs, ambush, nets, pistols up-close, also grab Telekinetic Proxy (55 psychokinesis) psi skill to light up your hard-to-hit targets without flares, without triggering combat, or even Telekinetic Grounding (30 psychokinesis) for 100% root.

