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Messages - Hammer Wizard

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1
Builds / Re: Ultimate hammer guide
« on: February 14, 2023, 04:52:43 am »
looking at the stats for doing a grenade focus on the tank hammerer, i was wondering if you think giving up 1-2 con to get 7 agl or giving a str is more important or i should just stick with 6 agl and get +1 at 4 to get three point throw. ofc con vs strength is somewhat preference but idk if i would be missing some vital feat not having one or the other maxed

Going Agility on a tungsten tank build is kinda redudant, the rest is all valid, I'd get enough DEX to get three pointer/grenadier, get enough CON as you please then dump everything else on STR

2
Builds / Re: Ultimate hammer guide
« on: January 20, 2023, 03:24:57 pm »
Would y'all recommend Guard on a leather hammer build? It seems decent enough to me, but the guide doesn't mention it
No, it's pretty bad on a leather build

3
Builds / Re: Ultimate hammer guide
« on: January 20, 2023, 02:48:53 pm »
Hi,

I started a new melee oriented character and I wanted to try a hammerer. I used the Hammer Wizard doc as my blueprint but it seems that I'm starting to hit a bit of a roadblock and it may be because of my tactics.

Main differences of my build: I decided to take Biology and Intimidation because I wanted to craft my own drugs instead of buying them and for the early YELL perk. Aside from that I'm also levelling both Hacking and Lockpicking, although I regret the latter.

Currently I'm level 7: perks that I took, corporeal spatio projection, expose weakness, dirty kick. Fast metabolism and Conditioning from the start. Psy Empathy from the start for the force punch.

Gear: I got an electric hammer from the GMS compound and Antithermic, Insulated, Antirifle Overcoat (65% encumberance). The latter is the one that is saving my life in nearly every encounter I do.

Right now I'm stuck in a few fights: GMS compound, the raiders in the bottom cave led by Gerhard Page. I'm overwhelmed by the damage, the best I can do is use molotov cocktails to keep the enemies separated but there are still too many and I die.

Burrowers in the GMS compound. I'm overwhelmed by the DPS, i can't kill 1 in 2 turns and I can't clear my poison fast enough.

3 Raiders north of Junktown: I can stun 2, focus on one but I don't deal enough damage, they heal in between stuns and between critical shot, shock bullets and poison I'm killed. Caltrops, flashbang and molotov are not enough to control their movement.

Syphoners north of Junktown: I can't do enough damage to burn through their healing and I don't have the movement points to run away.

My questions:

1) Do I need to start burning through my morphine and adrenaline drugs? I'm playing on hard but I wanted to hoard as much as I can for Depo A
2) I have 2 options to buy metal armor in Junktown: one is 65% encumberance the other is 98%. I have tried with both and I'm seeing little difference compared to my overcoat.
3) Is biology a good strat? If I'm using morphine, adrenaline and late game drugs in each fight it made sense to pick them up.
4) Do I need to craft my own metal armor? My tailoring is at 0 and I wanted to keep it at 0.

1) Yes, Strenght boosts Melee (Both Melee and bonus Sledgehammer damage), Telekinetic abilities and boosts Intimidation which in turns boosts your Yell and Brutality, rushing 50 effective biology to mass produce your first adrenaline shoots is a massive powerspike, when you can use your adrenaline all carefree, the only thing you need to do is merely collect everything from the animals you slain, and you have a lot of animals to slain with rathounds packs.
2) Neither, both looted and purchased gear in general is terrible, only bother crafting your own, for Depot A either use quad tungsten metal armor with reinforced tungsten boots and dense tungsten helmet, or use mutant dog dense padded leather armor and dense strider mutant dog boots, Id encourage the latter because it's easier and more affordable to get it, you will be very resistant to acid but mutants can still tear you appart, becareful, just because you're a tank doesnt mean you can afford to be careless
3) You should NEVER -NOT- priorize your main skills (in your case Melee, PK and Intimidation), you NEED to max out your relevant combat skills in order you get by, after that, I'd priorize Mechanics and Electronics, then biology, after that Mercantile/Persuasion then Hacking/Lockpicking, also tailoring
4) Yes, crafting your own armor is your goal, a good tin can with a Regenerative vest is your goal, having tailoring at 0 is a huge mistake you will later regret.

4
Builds / Re: Balor's Hammer Dominating Build No Psi.
« on: October 30, 2022, 08:29:38 pm »
Yes, and as matter of fact, I did it.
I wouldnt recommend it with heavy armor, stay relatively mobile because you will need to move.
I recommend going TiChrome/SS Nimble can, you will need Nimble, Fully Spec'd Armor Sloping, Bodyweight Training and Strider boots.

A lot of enemies like to kite you, and beside grenades you wont have any ranged defense, so you need to be able to close the distance and get around corners
You can try going 7 Will and go for Stoicism, the strongest tank feat in the game

Still, I dont recommend it, build is countered by a lot of things and it will be a struggle whenever you encounter non-conventional attackers (Acid attackers, thought controllers, electrokinesis users, cold Metathermic psions, etc), it is doable to beat it on Dominating, it will just extremely painful

https://underrail.info/build/?HgwDAwoFBwYAMgDCoAAAAFpBAAB9wocKbmQAAAAAPMKgVQgkRVBfYy1EDR8SwoFgwrZ8wqc84p-EAeKhhwTio5MF4qeCAuKrhgPfvw
This is how I would it

5
General / Re: Underrail Infusion Fan Suggestions/Ideas Megatopic.
« on: July 01, 2022, 04:47:15 am »
tl;dr

7
General / Tin cans: Aesthetic-Mechanic upgrade for Metal Helmets.
« on: June 01, 2022, 02:38:51 am »
After some time playing Underrail, there was something I always wanted to have, customizable metal helmets, using different frames to build a metal helmet, yielding different visuals and stats.

For example, a ballistic protective metal helmet frame, geared towards giving protection against hostile gunners, it's visuals could be similar to the armored heavy gunners from the anime movie Jin-Roh. Perfect stats and aesthetics to gun people down.
A relatively lightweight metal helmet frame, priorizing low AP and low weight while staying relatively protective, with visuals of, for example, the helmet Judge Dredd
A heavy, thick, melee oriented and general protection metal helmet frame, maybe with visuals similar to F.E.A.R.'s Heavy Replica soldiers. Bonus points if looks intimidating and/or uncanny.
Another metal helmet frame oriented for snipers, cumbersome and not as protective, but having no PER/detection penalties, and bonuses with sniper rifles and precise general gunplay. Tin can sniper is something that should be a thing.
Lastly, an odd looking frame, relatively weak on physical protection, but effective at guarding the user from Thought Control shenanigans. Dont have any example for this one

This would be nice to have in Infusion, because more seasoned players would want to look as what they are, absolute murder machines.

8
Suggestions / Revert damage taken modifier change
« on: February 07, 2022, 08:45:13 pm »
While I get that running around with 0% damage reduction was broken, setting the minimum at 10% will unironically neuter builds that relied stacking it, and it completely ruined my stoic ancient rathound berserker, and I'm not the only one.
My suggestion is reducing the minimum to 5% or less, this thematically would be on line with mech DR being at 95%, because as it is right now there's no point on playing damage stacking builds anymore.
Also this nerfs stoicism really badly. Stop nerfing tanks, tank life is hard as it is and we dont need this game to be a 3 CONlet glass cannon alpha strking central.

9
General / Re: 30-40 hour beginner's review (very long and intense)
« on: February 05, 2022, 09:42:50 pm »
tl;dr kek

10
Suggestions / Randomized Death Stalkers location in Dominating.
« on: October 14, 2021, 06:48:18 am »
Title, it would mean in areas that normally there are no crawlers, you could instantly get jumped by one.
Even better if they also respawn randomly, you could have killed all random death stalkers in one area, but there's also a chance of they respawning, or not
Making the players super paranoid

11
Bugs / Re: 2 Ice Tower Bugs
« on: September 29, 2021, 11:25:25 pm »
Any time of gas damage is actually a range of damage, like almost all attacks in this game.
For example, the damage range of a toxic gas cloud ranges between I'd say 5-15 damage, and ever increasing with further contaminated debuff stacks.
In a similar way would work with cold gas and frigid envirioment.
So everytime you get hit a by a gas, it's actually a random tick of damage selected from a damage range.

12
I think it does that because it's classified as an 'unarmed' attack, mutant dog attacks also completely bypass energy shields but that makes sense, thrown acid barrels not so much, mostly because thrown rocks damaged do get partially absorbed by energy shields, so I fail to see why acid barrels should ignore shields.

13
Builds / Re: Hammer wizard but with metathermics
« on: September 17, 2021, 04:59:05 pm »
>I really doubt that stoicism is that good
HERESY! Stoicism is probably one of the best feats in the game, and probably has the best specialization of the whole game.
Any tank build that can actually get it will automatically become much superior.

>And stoicism does nothing for casting
It doesnt need to, it makes you stupidly hard to kill, giving you more turns to survive and throw more grenades and MT spells

>7 will is nice even better 8 will and psionic mania
You dont need it

>Losing the initiative is not fun.
You're playing a tin can hammer build, having rock bottom initiative is the normal thing to happen.
If you want to have initiative, play literally anything else, this build is not a hare, but a tortoise. Play like it.

>Trying to enter combat manually every time is not fun.
Only if there are thought controllers around, then otherwise you dont really need to manually start combat, you can roll last on an entire fight and survive just fine

>3 will is point economy.
Might as well add TM since you will get a better point action economy.
You will add to a very basic generalist build.

14
Builds / Re: Hammer wizard but with metathermics
« on: September 16, 2021, 08:27:21 pm »
>Early on you can find only Steel or Tungsten.
Tungsten definely no, Steel is too bad to use.
You can also get TiChrome pre depot A, past the second mercantile check from Blaine, and with enough perserverance (Or merchant refresh) you can get 70 quality TiChrome bars before tackling on the mutants.

> Tichrome is a bit weak.
Picture related
Yes but not as much as you'd think.
TiChrome dense padding helmet
TiChrome regen armor
TiChrome dense padding with strider
Sporting 43 MP currently, waiting for my Super Steel set to kick in currently.
For the somewhat decent mobility you get, these are pretty decent stats
All of this with fully spec'd Armor Sloping

>What do you mean by extremely tanky? 😅
Original hammer wizard is a tungsten tank with a lot of damage reduction, so he's extremely tanky, but you're right this is not exacly extremely tanky, but can still take a punch and dish it back

>You only have Phys resist to back you up
You forgot huge heat and energy resistances, and mech resistances aint that bad

>You get PSI Inhibited,
Dont get PSI inhibited, alternatively, use Psi reinvigorator. Regular Hammer Wizard can also use Force Field to take cover from psi interrumption, but I see you dont get that luxury, instead relying on MP.

>and then you are just a stationary damage sponge
Are you implying you're completely defenseless and useless in these situations? Because I can assure you're not.
Grenades, reinvigorator, high fortitude, high resolve, high survivality, LoS breaking around corners, making enemies come to you.
The only case what you say would be true, is getting permanely and repeatly acid entangled, but that's a fringe situation.

>I don't think Metathermics can "Blow things up" even at 7WILL to reliably guarantee safety.
It definely can, not as much as a pure psion can, but you still are able to wreck some havok.

>Also Quad Nagas
Hammerers are the best build to trash robots, your physical might along with a single mk3 EMP should win you the whole encounter.

>when every single enemy with a grenade in their inventory will lob it at you....
And? What? Does it stop you from playing? Grenadier is not needed at all.

>How?
By being a metal wearer, having 9 CON, by having tanking feats, drugs, etc.
>Why?
What kind of question is that?
>Does it say Tanky Hammer Wizzard?
Hammer Wizard implies a tank build. Hammerers are by default tanks. Glass cannon hammerers are the exception to the rule, and are very rare to see as builds.

>mobile/tanky and immobile/super-tanky Hammerer + Wizzard shenanigans
Yeah, I already played both archetypes.


15
Builds / Re: Hammer wizard but with metathermics
« on: September 16, 2021, 05:01:54 pm »
>You are some sort of purist?
No, I just play builds that actually make sense thematically.

>Grenadier is mainly for Flashbangs, Gas Grenades and EMP's.
You dont really need those when you're extremely tanky, extremely powerful at melee combat and have PSI at your disposal. 3 DEX with minimum throwing will do it.
The only argument you could make is that since it mainly uses MT and not PK (the original Hammer Wizard I created), you take grenadier to better handle bots since MT is very bad against bots, but I'm still very skeptical.

>Don't have to use damaging grenades much. Molotovs for Crowd Control.
Then stay at 3 DEX, metathermics is better replacement than Grenadier.

>Wielding a Hammer and casting <Methathermics> Spells is a definition of Hammer Wizzard.
The very definition of a hammer wizard is a very tanky, very strong melee combatant and psi caster, that's it's whole trope.
What I see on the original build is, besides the QoL, is being a Nimble Can, which in itself is not a bad thing but it's an entirely different build I'm not sure you can really fit on a regular hammer wizard build. Mind you, if you can, congratulations, you did good, but otherwise I think you will be streching yourself too thin. Also being a nimble can justifies the 6 AGI, whereas my Hammer Wizard was a slow tungsten tank with 3 AGI and 0 MP.
By far the most outraging feature of the original build is the 3 Will, why would you 3 Will if you're a hybrid psi build that will heavily use a single school? It makes no sense since you also need the damage from your ranged sources. 3 Will is what a TM builds use a crutch, but hammer wizard actually needs a strong psi school to get by. I highly disagree with 3 Will.

>QOL Feats are there exactly for that - Quality of Life 😆 You can bang you head against the wall if you wish.
Hammer Wizard is one of the top builds in Underrail, if you feel you need to heavily QoL on feats and otherwise you feel like banging your head against the wall, then you're doing something very wrong.

>But then you will be Wizzarding more and less Hammering?
No? In reality it's 50% 50%, you hammer everything that gets in melee range and cast Psi on anything that stays away from your melee range.
With this same logic of yours, I could say if you take grenadier you will be less of a hammerer and more of a grenadier, and that also would be of course false.

>But basic Metal can be done at the start. 10-13% AP difference only and it is early game after all.
Taking a feat that only will work on early/mid game feels like a complete waste unless he plans to stay with TiChrome and/or Super Steel.

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