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Topics - Der Zooner

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1
Builds / 3 PER Shotgun Tank
« on: February 06, 2024, 03:48:50 pm »
To start this post off, I'll give a shoutout to TheCONMan for his 3 PER shotgun build.
I've played around with low perception shotgun builds with Leading Shot and Survival Instincts compensating for low accuracy and damage before, but I never had the balls to drop PER all the way down to 3.
After seeing his post, now I have, and it's glorious.
This build was played on DOMINATING and had a predictably tough time until a shotgun and Leading Shot were obtained, at which point it became fairly strong and only got more powerful from there.


The Build:

https://underrail.info/build/?HgUHAw4DBwfCoBkAAAAewqDClkAAAABfaRAPZAAtAMKgJQBHYl_CsF3ClmNQCCQoU8KDTivCh3rCncOO4quGBeKzrALit7AF37w

I haven't been particularly minmaxy with the skills and the feats aren't in much of an order, but this is the general gist of the build.


Gear You Want:

Head: Seeker Goggles
Shield: Whatever you fancy, high INT means good crafting if you so please
Armour: Tactical vest (psionic) -> Ancient rathound leather -> Infused pig leather
Main Weapon: Tactical short shotgun (Vindicator preferred)
Offhand Weapon: Shotgun -> Thumper -> Refurbished Thumper
Belt: Shell strap/Grenade launcher/Large waist pack depending on necessity
Feet: Whatever tabis/striders you can muster -> Ancient rathound striders -> Infused pig striders

The main departure from the build that inspired this one is sacrificing a little CON and AGI for WIL. You could probably sacrifice more CON and get away with it, but I wanted to properly honour the true Chad base stat as much as I could.

Why this is an improvement for the way I play is that I like to have Survival Instincts and, when I get it, Fight Response active most of the time.
As my effective maximum HP will be 30/25% of the maximum total, the difference in a few points of CON and having/not having psi AIDS doesn't actually matter too much.
This is also my reason for going with Paranoia and Trigger Happy, but if you don't like to recklessly charge into combat guns blazing and instead want to leverage your massive HP pool, then they can be ignored.

At level 28 with infused pig leather armour and boots, I have a little over 700 HP anyway, which is more than enough to play with and makes staying under the 175 HP threshold actually pretty easy.
If I do heal past it, I can very easily cast electrokinetic imprint and walk over it if necessary.
And of course, if I want to, I can heal up to full health and take one hell of a beating.

Again, with my endgame armour, I had around 60% mechanical damage resistance plus around 50% mechanical damage reduction on top of that once I got down to the 25-30% health range.
In other words, I was taking 20% mechanical damage before even taking Aegis or food into account.
I also reduced mechanical damage taken even further by using ancient rathound leather gear before I got my pig leather gear.

In my opinion, having Stoicism beats having more HP as you get more bang for your buck out of each hit point.
This improves the value of healing in combat and also lessens the detrimental effects of morphine debilitation.
It also allows you to reach the mech. damage reduction cap, which leads to truly absurd damage reduction figures unobtainable without it.
It also allowed me to pump Temporal Manipulation pretty high via the WIL requirement, which gives access to all the usual cheese as well as Precognition giving a substantial bonus to dodge and evasion, further reducing damage taken on aggregate.
Despite how much I like Stoicism, however, I still spec into Sixth Shell first as damage output suffers horribly without it.

With blast cloth and high density padding on my leather armour and maxed out Evasion skill points, I took essentially no damage from non-spear melee (I took 13 damage and resisted 490 damage from a hit from the Abomination, for example) and explosions past a certain point, which was especially helpful when using the Thumper with 3 Per.
I like the Thumper because it expands my repertoire far beyond what another shotgun besides my primary weapon can, especially with regards to attacking long-range targets/enemy clusters, and it's pretty powerful in its own right.

Being able to use Fight Response to attack three times per round lategame without any temporary AP boosts has also been greatly appreciated, as your damage is predictably low even with Survival Instincts, so building up Sixth Shell stacks ASAP is a good way to counteract this. It also gives more of an allowance for the constant reloading you may end up doing with your Refurbished Thumper.
Well, I could list any number of other benefits, more AP is always good.

I'm currently at level 28 with this build and have thus left the final two feat options unfilled.
I could go for Bodybuilding and Increased Constitution to flex my massive HP pool, which is tempting, but most likely I'll go for Tempered: Electricity and Iron Will so I can finally give TC'ers and coil spiders the middle finger they so richly deserve.

One last thing of note is that a lot of feats I have chosen are down to my preference, and aside from the shotgun and tanking feats, you're pretty much free to chose whatever and still do well.
I specced into Leading Shot, but my accuracy against evasive targets was adequate even before doing so.
I can see the potential for including Last Stand into the build and speccing into its duration instead, but I personally don't like the feat, so I didn't.

Anyway, I've had a lot of fun with this build and I thought it was worth sharing.







2
Builds / Unarmed Nimble Tin Can
« on: May 13, 2023, 08:43:31 pm »
After having played through the game a few times with the best melee weapon, bare fists, I have refined my ultimate pugilist. Mobility, defence, offence, crowd control, it has it all - check it out.

https://underrail.info/build/?HgwMBwMDAwYAAwDCoGTCoFAADwAAZGQaMmQAAAAAAMKgS08kJiATBsKoBzzCgRJFRE7CqXzCtsKewp_CoMOO4p2MBeKfhAHip4IC4ragBeK2oQLfvw


Build Philosophy

I didn't start out looking to make an all-round effective build, it just came together naturally from the starting point of wanting to use bleeds and Taste for Blood.
Naturally, a suit of bladed metal armour was the means to accomplish this task.
At endgame, I realized that I would be able to create a suit of bladed regenerative super steel armour with 66% damage resistance whilst still retaining the AP reduction from Lightning Punches.
Low armour penalty would make dodge and evasion viable, which in turn would make the character pretty tanky in combination with the resistances from the metal armour and his tabis and health regen added on top.
Using metal armour would eat up feat slots and make boosting crit chance via infused rathound armour impossible, so I decided to forget about crits and boost unconditional, non-crit damage as high as possible through feats and specialization.
4 AP attacks and the multitude of on-hit status effect options available to bare fisted fighters (daze, stun, incapacitation, fear) meant that boosting the chance of inflicting status effects via specialization allowed me to reliably disable large groups of enemies one way or another and block choke points with disabled foes for as long as they could take a beating.
Before I get onto the last part of this section, I'll list the endgame gear of the build to give a clear picture of what you're working with.

Head: Tchortist Bioscrubber/Death's Grin - Boost healing, health, bio resistance + reduction and Brutality, respectively.

Body: Bladed Regenerative Super Steel Armour/Rathound Regalia - Metal armour decently boosts fire/energy resistance on top of aforementioned benefits.
Rathound Regalia for dealing the maximum damage possible to take down Nagas.

Belt: Serpent Slaying Sash - Unfortunately RNG-based but provides good boost to bio reduction and vital initiative.

Feet: Infused Greater Siphoner/Black Cloth Tabis - Infused greater siphoner tabis are almost always the best choice, providing lots of dodge/evasion, slowing effect immunity (more versatile than you might think), AP reduction and additional fire/energy resistance and uses leather available in very high quality.
Black cloth for sneaking, obviously.

Utilities: Taser and whatever else you fancy. Molotovs are always nice.

Weapons (main hand): Your mitts

Weapons (off hand): Kukri for applying Expose Weakness (EW) against those pesky robots, spear for bladelings, cuttlesnails and stabbing enemies caught behind choke points, Quake for dazing crowds.

Finally, there was the question of the bane of all unarmed builds: robots.
EW is always handy, but limited in Lemurian robot swarms.
Luckily, at high levels, the build deals such high base damage that it can even punch through the damage threshold of strongmen fairly reliably.
Handmaidens are taken down in 2-3 turns without any DR/DT reducing effects having been applied to them.
On top of this, the build has the survivability to whittle down crowds of robots whilst taking constant hits and waiting for EW to come off of cooldown and trying to weaken them with your kukri.

Videos of the build in action. I wouldn't recommend watching them all the way through as they're long and I managed both runs on my first attempt so they weren't very well planned out. They're more a proof of concept than anything else.

Grey Army Base being cleaned out, no reloads and no psi.
https://www.bitchute.com/video/MPqhOEDcHfb3/
I'd say that the best part is 1:00 to 1:30, which demonstrates the amount of crowd control potential the build has.

Fort Apogee being cleaned out, with minimal psi cheese and no reloads (and 20 seconds of dead air at the start).
https://www.bitchute.com/video/5jhJqZrEZPdy/
At roughly 0:50 and 19:40 my 3 CON character tanks plasma pistol crits, it's a pretty good demo of how good the combo of infused siphoner tabis and super steel armour is.


What about Wrestling?

Since I first made this build, I have come to the realization that Wrestling is a bloody good feat. Unfortunately, the build is very tight on feat choice and the only ones I'd be willing to switch out are Escape Artist and Yell. I'd still recommend taking Wrestling instead of Yell and putting spec points into Wrestling at the cost of unarmed combat daze chance and cheap shots incapacitation chance, as tackled stacks function as a superior version of daze anyway.

3
Builds / Death's Door Fistfighter - Survival Instincts + Combat Gloves
« on: January 15, 2023, 03:58:37 pm »
Intro

I've never much liked the idea of crit-focused melee, except for swords, which don't need much investment to dominate with crits.
Outside of knives and fists, too few attacks per round and inability to boost crit chance as plentifully as with firearms made them seem inconsistent and potentially a source of endless reloading whenever RNG decided to be a pain.

The only way I could see of getting reliable results and avoiding savescumming was with a build that included a combination of low AP cost per attack and Survival Instincts.
Knives suck and use too much AP, bare fists don't need crits and so the obvious choice was combat gloves; the prospect of massively powerful pneumatic strikes was too much to resist.
Without further ado, here is the baseline setup for the build:

https://underrail.info/build/?HgMPBwkDAwUAwqAAwqAoAFAAAAAAZGQAGWkAAAAAAABPYjEkIBMGPAdLEsKz4p2NCuKnvgXfvw


Build Rationale

The skill points, base attribute stats and feats are all what I would consider to be absolutely necessary for the build, but the rest is up to personal preference.
With 18 Dex, maxed throwing, a knife thrower's glove and all relevant feats, throwing knives make an excellent long-ranged supplement to your primary melee weapon. Grenades can also be boosted with Three-Pointer and/or Grenadier if you so desire.
An extra point in Int will give you an extra Psi slot and premeditation and allow dabbling more thoroughly in a Psi school of your choice.
A point into either Agi or Con will give Uncanny Dodge or Thick Skull respectively.
There is a degree of room for specialization so plenty of skill points and feats have been left deliberately unspent to allow for it.


How Does the Build Play?

The build is strong both defensively and offensively.
Low AP cost per attack (5/4 once levels 16/26 are reached), powerful crits, CC from Cheap Shots, Combo and Pneumatic strikes make neutralizing the biggest threats on the map simple, whilst Fancy Footwork will give you the MP to run and hide after dishing out your beatings.
The build is weakest when it has no room to retreat and the lack of HP under the 30% threshold really demonstrates how deficient it is in raw survivability, but the many CC options available allows the reliable creation of blockages in choke points.
If you're ambushed, bad luck. You always want to be going first, so sneak is a priority for positioning and if you're unfamiliar with an area you're entering.
The only times I really found the build struggling was when facing the robotic hordes of Lemurian facilities, but even they could be put down with massive critical damage output and a bit of luck.


Important Gear

Head: Psi headband if you're making a hybrid/psi dipping, Tchortist Bioscrubber, Death's Grin for a bit of crit chance, motion detection goggles.
Body: Unencumbering armour, Infused Rathound Leather for crit chance at later levels.
Belt: Serpent slaying sash for initiative, doctor's belt for drugs, merchant packs to make up for your puny strength.
Feet: Tabi boots of your preference, you can guarantee crafting a good pair early by savescumming your first arena match until you get a 100+ quality ancient rathound hide.

Weapon choice is very important for the build.
The Claw is an obvious choice for any combat glove user as it can be obtained early, easily and has great on-hit effects as well as dealing bio damage.
You'll also want crafted pneumatic gloves for tough enemies and for getting those long incapacitations.
I usually make two; one reinforced with a metal plate and with the highest quality pneumatic hammer possible. This one is used for situations where you absolutely, positively got to kill every robotic motherfucker in the room.
Disabling on-hit effects won't work on them, so you want the highest base damage and hammer damage output possible.
Reinforcing the second glove with a serrated blade and using a pneumatic hammer around (but no less than) either 50 or 100 quality will allow you to bleed targets to activate Taste for Blood and get the longest incapacitations for the smallest energy cost; this one will be best against organic targets and for general use.
Offhand weapons are also important. Of note, the Kukri is always excellent for its ability to apply Expose Weakness.
The knife thrower's glove, as previously mentioned, will allow you to dominate with throwing knives.

Overall, I had a lot of fun with the build, even with managing my health levels - I enjoy working out the maths to keep me under the Survival Instincts threshold.
I know that managing health to be <30% can be a drag for normal people, but remember that your enemies can't injure you if they're already dead with a critical punch hole busted through their skull.
Well, most of the time they can't.


4
Builds / My Most Powerful Shotgun Build
« on: November 27, 2022, 12:43:04 am »
Pre-Ramble

I adore shotguns, so much so that I can no longer use any other firearm type without near immediately giving up in disgust.
I've tried out using shotguns in many, many ways by now and finally have rested on the one that dominates the hardest.
Making a Dex Versatility shotgun build started out as a joke, but it turns out that the joke was on me for thinking it would be silly.
Here it is, in its janky glory:

https://underrail.info/build/?HgUQCgMDAwYUwqAAwqDCoMKgPAAXAABkZAAZZAAAADcAAEsvGcKjwrAWUVjDk14rPkfChyROwrN2J-KgigLiqLsD4rWuBeK3sAXfvw


Ultimate Gear U Need

- Seeker/Motion Tracking NV Goggles: NV improves throwing knife accuracy in the dark
- Your Shield of Choice
- Infused Rathound/Pig Leather armour: Pig for not being squishy, Rathound for crits.
Bear in mind that crit rate of throwing knives is not affected by Rathound leather, so tanking may be the superior option.
- Tactical Short Vindicator: Obviously
- Knife Thrower's Glove
- Commando Belt
- Infused Greater Siphoner/Bison tabi: For dodgevasion and resisting kneecap shots or extra health and fortitude, depending on which you choose.
- Throwing knives
- Throwing nets
- Frags/incendiaries
- Taser


Why It's Good

- You start off with 10 Agi, 10 Dex and pump 8 more points into Dex for a final initiative of 33, the highest base initiative possible.
Most enemies will be eating your dust throughout the game.

- Throwing knives are very powerful in their own right and compensate for the lack of range of a shotgun nicely.
Shotgun blasts often deal huge amounts of damage, annoyingly leaving enemies with a sliver of health that a follow-up blast would be wasted on.
Finishing them off with a throwing knife is an AP-efficient way of getting rid of them, and Fatal Throw is a bonus on top of this.
Pinning enemies to the floor can make holding choke points a walk in the park.
Pinning enemies can also be used to isolate them from groups and take them down silently without arousing suspicion, which is a great boon for a build that relies on a very noisy primary weapon.

- The drawbacks of Versatility (low accuracy, low damage early-midgame) can be mitigated quite readily.
There are no good belts for shotguns, so use of the Commando belt will give a nice boost to both your shooting and throwing prowess without taking the place of a belt that could be integral to the build.
High Throwing skill, Grenadier and Three Pointer allow you to cheese with grenades; dealing massive, reliable damage when you're still ramping up your shotgun's power.
You can also entangle enemies with throwing nets and pin enemies with throwing knives, removing their evasion and turning them into helpless fodder for your shotgun that would otherwise have little hope of hitting them.
Any turn where they're not rooted is an open invitation for a taser to the face, such that most enemies - except the spawn of Satan known as Greater Coil Spiders - can be neutered indefinitely with a bit of luck, allowing you to pump shell after shell into them at your leisure.
Cucking Carnifex in this manner was one of the highlights of the build.
Leading Shot is also available, though with the aforementioned ways of negating enemy evasion, I consider it to be a waste of a feat that becomes mostly irrelevant in the latter stages of the game.

- With a Knife Thrower's Glove, throwing a knife costs 7 AP at 18 Dex. Killing an enemy with that knife rewards 27 AP via Fatal Throw, for a net gain of 20 AP.
Blitz grants up to 20 AP
Psycho-Temporal Contraction grants 20 AP
Adrenaline grants 20 AP
Carrying over AP from a previous turn grants up to 10 AP
What does this mean? At endgame, with this build, one can have so much AP in a round that one can empty a fully loaded tactical Vindicator before running out of moves.
As far as I am aware, this is the only build that will allow such a feat, and it's not even that difficult to pull off.
Repositioning in between shots, vital for effective shotgun use, is trivialized by having the Hit and Run Feat.
This build, past a certain point, can stroll up to most any group of enemies excluding large encounters, win initiative every time, wipe them out like a crazed pinball and continue on its merry way without having to worry about ridiculous concepts like "surviving an enemy turn".
If push comes to shove though, high dodge and evasion will leave you in good stead, though Con is unfortunately lacking somewhat, an unavoidable annoyance and one of only two downsides of the build in my opinion.

- The only other downside is the fact that the Knife Thrower's Glove is not a viable weapon, though high melee skill and Dex will allow you to take down a rathound or other small fry with relative ease.
That being said, it's no match for having a second shotgun on hand. You'll have to make use of your extra AP from all of the boosts available to reload and swap shell types as necessary where otherwise you might have just switched shotgun.


Additional Verbiage

I choose Quick Pockets and Pack Rathound, both of which are kind of looked down on.
However, considering the rate at which this build burns through throwing knives, the use it gets out of throwing nets, grenades and a taser and use of the 3-slotted Commando belt, Quick Pockets is a no-brainer.
Pack Rathound's utility is more debatable, but those knives are heavy, 5 Str ain't much, and by the time it becomes a considerable Feat option, you will be overpowered enough.
The QoL is just nice to have at the end of the game.

Speaking of the end of the game, Tchort got absolutely wailed on whilst his minions were held at bay behind a wall of napalm and other minions pinned to the ground with throwing knives.
I've never had an easier time taking that meatball out.

A video of the build in use, taking down a few cans.
https://www.youtube.com/watch?v=SEaGRxSzf_U


5
Builds / Nimble AR Tin Can - Braindead Difficulty
« on: August 26, 2022, 01:32:31 pm »
After having a lot of fun with a nimble SMG tin can a couple of times, I decided to see if the combo of good power, mobility and defence could be translated to other firearms types.
It works with swords too, but that's another topic.

One problem I have with making tanky builds in Underrail is that going all-in on being a tin can ASAP often leaves you up shit creek.
The tungsten available before killing the Beast is so poor (and by poor, I mean anything under ~140 quality for practical purposes) that even if you stuff it into every orifice of your character, you end up sacrificing all of your mobility for a mediocre damage resistance that doesn't make up for the impotence of having no movement points without using Sprint and/or Contraction - and God help you if you encounter a psionic.
Past Depot A, damage threshold is useless 95% of the time without a full, high-quality tungsten suit of armour; damage resistance is king.

Consequently, I prefer builds that are able to strike hard and fast and reposition that can then comfortably slip into a suit of super steel armour late-game to boost their tankiness with up to 95% mechanical damage resistance while still retaining a good portion of their earlier mobility and hitting power.
With high-enough quality super steel, foam and boot springs, you can reach 95% damage resistance and still have around 40 natural movement points late-game
That's great and all, but becoming a tin can should be a power boost to your character, not a necessity in my opinion.
Assault rifles are a perfect complement for this role.
Though assault rifles are my least favourite weapon type in the game, I still enjoyed playing this build (especially messing around with the Ambush feat) so I figure someone else might want to try it.

The build:
https://underrail.info/build/?HggDBwMPAwfCoFAAAAAAwqA_SwAAbnNKRmkANwAAAABGORkmOxUCSiQrSUsxKEUqwrZ8wqTip4IC4qeqA-KntArfvw

I didn't even bother taking the big-brain suppository until I got past Depot A because there's only one Psi ability I really wanted; Telekinetic Proxy for setting off Ambush.
You could go without Psi AIDS and just use flares and molotovs, but they don't always go where you aim them, especially with 3 DEX, so I prefer the consistency and added utility of the proxy.
Once you go for being a Psionic, you may as well get Electrokinetic Imprint and Telekinetic Grounding for their utility and you could even branch out into a bit of TM if you feel like being a shitter - I overinvested in crafting and still had plenty of points to spare, so it's easily done.
With 8 -> 10 Strength, pumping intimidation to REEEE your enemies into submission is also a possibility.

The main thing with this build is to always pump your stealth as not only is it a useful utility, but it is also one of your main sources of damage.
Before you get metal armour, therefore, black cloth and clothing like the fursuit are your best friends for getting massive critical chance in conjunction with Ambush.
As Ambush works based on your effective Stealth skill, metal armour and striders absolutely destroy its effectiveness, but even then it still gives about 40% critical chance boost when it's active, which is not too shabby on top of Recklessness, the natural critical chance of your weapon and Scrutinous if you don't quit before hitting level 30.
Anatomically Aware scopes are your best friend if you go with Critical Power, and a 9mm Chimera in your offhand will make the best use of your free Commando burst as is often the case.

I think that raising STR to 10 before reaching the veteran levels and taking Body Weight Training at level 26 instead of level 28 might be better than what I have proposed, as 13 PER is still plenty high enough, but that depends on the premium you put on mobility.

Aside from that, there's not much more to say about the build as you don't exactly need to be a genius to figure out how to do well with an AR, and I'd rather not be too prescriptive with how people set up a build.
Some of the feats I chose could easily be replaced with others according to personal preference and the fundamentals of the build would not be affected much at all.

6
Builds / SMG Versatility Build for Any Difficulty
« on: February 19, 2022, 02:07:50 pm »
I can't say I'm much of an experimenter when it comes to builds; although I came up with this one by myself, I later found out that it was quite similar to other peoples' ideas for a versatility SMG build. I think this one is different (and good) enough to warrant its own mention, however. The most important aspect of the build is not bothering to get Per up to 6, as I don't think that the gun feats available at this level are worth the investment when the humble burst is all you really need.

Here's a link to it:

https://underrail.info/build/?HggQBwMDAwZQwqAAwqAAAAAABi0AeB5fLEYAAABGAABaK08ZJA0VNz7Co0kWRVESwofCsyrCiOKgigXip6oD4qi7A-K1rgTfvw

The amount of skill points I've distributed is influenced by my personal preference, and is what I would roughly consider the minimum for this build. I don't ever really bother using workbenches or hypercerebrix for crafting, mind you.

Some important things to note about the build (why I think it's pretty good), starting with the downsides:

-Low range with your offensive options, though this will be mitigated more and more by mobility as you progress

-You won't be seeing traps until you're a high enough level for them to not be too much of a problem

-Poor stealth ability due to use of boot spring and metal armour. Early game you'll probably be using a tactical vest and tabi boots anyway, but swapping your striders out for some good-quality ninja tabi will actually allow you to sneak quite well without too much investment in stealth as armour sloping and nimble lead to only moderate armour penalty.

-Your accuracy with guns will be abysmal in the early game due to low perception/low effective guns skill from versatility. Now that Gerhard Page drops the commando belt, getting it should be a priority if you want to take versatility earlier than I have suggested. Bullet strap belt is the other, obvious good choice of belt. Otherwise, use dirty kick/a taser to stun enemies in order to burst them down with high accuracy and spam limited temporal increment for cooldown reduction.

-You're gonna need a lot of boolets and a lot of repair kits. Thankfully, you have enough strength to carry 1000 rounds of 7.62/8.6mm ammunition and still loot like a madman.

-High melee skill and decent strength means you'll be able to use every melee weapon class (with your base stats) short of tungsten sledges in the early game, so this can be handy if SMGs/guns are falling short. You won't have any melee-oriented feats, but this shouldn't be too much trouble early on when the game doesn't expect a focused build and your SMG will be least effective.

-You will not be critting much, so tungsten carbide ammunition will be your best friend against tough guys until you can get expose weakness, at which point you should still probably use tungsten carbide ammunition anyway - life will be much easier, though. Crits aren't that great for SMGs anyway, so I don't consider this to be much of a big deal.

-Wait, you actually will be critting a lot - but mostly with grenades and throwing knives thanks to three-pointer and fatal throw. Bathe the battlefield in sharp, flying bits of metal as you vanquish every pipeworker that gets in your way.

-You can actually be quite tanky for a zoner with only 3 constitution and psi empathy, and this is the main reason for having 8 strength: Super Steel armour. Be a good little saver, make sure you get high quality super steel plates and combining super steel boots, helmet and singly-reinforced armour (2 super steel plates for the chest armour, to make that clear) will net you a damage resistance near the cap, easily if you use high density foam for the helmet and boots. For even more ridiculousness, nab a high-quality regenerative vest and you will be healed nearly to full every time you dip just below 70% health.

-Low armour penalty from combination of nimble and armour sloping will mean that your movement penalty will actually be quite low. Your secret weapon for perfecting the survivability of this build is a 150+ quality boot spring. With it, you can ensure that despite being fully clad in glorious metal splendour, you regenerate a full 40 MP from hit and run every time you decorate the rails with an enemy. How often will you be doing that per turn? Well...

-At 16 dex, with a rapid 7.62mm jaguar, each burst will cost you 12AP. Taking into consideration 20 AP from adrenaline, 15/20 AP from contraction, ~ 10-15 AP from fatal throw, 9 AP from commando, up to two AP regenerations from my rapid reloaders and a free burst with my offhand muzzled 8.6mm steel cat from commando, and the lead takes a long time to stop flying all over the place - especially considering possible investment into full auto.
At 18 Dex, A 7.62mm impala becomes a straight upgrade to the jaguar as far as I'm aware, due to them having the same stats barring critical chance. The difference in per-turn AP expenditure between 16 and 18 Dex is overall quite unremarkable and perhaps optional, though I like pumping my damage potential as high as possible.
Of course, this is at the high end of stat investment and specialisation, but even with 14 ap bursts that you'll be able to perform from level 8 onwards with a rapid 7.62mm jaguar you'll be shooting a lot per turn.

-Keeping a light melee weapon on you to apply expose weakness won't eat into your AP badly thanks to your high Dex and will hit reliably thanks to your maxed melee skill. I like the power fist for this, thanks to the strength bonus and the ability to incapacitate enemies for a good long while, potentially enabling a retreat if you leave them blocking a choke point. Knife thrower's glove can work too, as this will keep AP costs for fatal throws down.

-This build is able to wipe the floor with the Sormibaeren at level 24 as long as you have antidotes and prioritise psykers as you should. Anything you add by way of feats beyond this point is icing on top of icing on top of a cake. Premeditation and Future Orientation make it even more ridiculous, but are in no way mandatory. You may not want to invest so heartily into throwing either, it just seems like a no-brainer to me as a Dex and throwing knife enjoyer.

In summation, you can throw extremely deadly grenades and knives with as unerring accuracy as you can hope for, tank a decent bit with your fancy shiny armour, run around like a bat out of hell with Hit and Run and dominate many zoners per turn with your extremely AP-efficient bursts. I had a great deal of fun with this build and it turned out to be pretty overpowered with its combination of mild tankiness, high mobility, and high firepower, which is my main reason for wanting to share it.

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