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Messages - Eldakar

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46
General / Re: My SMG/Sniper build
« on: May 24, 2016, 06:13:25 am »
Does ambush work even if not in stealth mode, as long im in standing in the dark?

I guess high chemistry is for Magnesium Grenade?

47
General / Re: Requesting pistol build from Wildan
« on: May 23, 2016, 04:27:40 pm »
I dusted out my pistol build that i used following Wildan guide, and i must say my recommendation for everyone who wants to play it or any other pistol build, is to pick disassemble feat instead of gun nut. Totaly worth it, since you can buy some random weapon and disassemble it for that rapid reloader or whatever.

48
General / Re: My SMG/Sniper build
« on: May 23, 2016, 07:20:55 am »
My very favorite sniper build uses a smart rapid 7.62mm Spearhead sniper (24AP) plus a 7 burst smart muzzled 7.62 mm Chimera SMG / 5 burst smart rapid 8.6 mm (22AP bursts @ 7 DEX), so with 70 AP I can exactly fit 2 sniper shots and 1 SMG burst or with 90 AP 1 sniper shots and 3 SMG bursts.
It's a permadeath speced build with Quick Tinkering, 10 agility, 10 perception AND 10 constitution @ level 24. For most players however it's probably better to go for a glass cannon with maxed PER (16), 10 agi and 7 INT for the crafting feats.

Sorry for digging this out but those numbers are wrong. You cant have quick tinkering and 10/10/10 in those stats. Also that glass cannon sniper you suggested will have only 15 PE
.
Anyways since this is smg/sniper topic i will post mine:
6+/7++/9+/3/9++/3/3
Expertise
Sprint
Aimed shot
Quick tinkering
Full auto
Spec ops
Blitz
Snipe
Commando
Critical power
Sharpshooter
Uncanny Dodge
Evasive manouvers
Nimble


49
General / Re: Requesting crossbow build from Wildan
« on: May 22, 2016, 12:00:10 pm »
This way knifes are far from useless but like I said, they still seem inferior to combat gloves which have a stun potential with Combo and good debufs with Wrestling and Bone Breaker (knife fighter has the Kukri though). A DEX based unarmed fighter has worse critical chance and damage but can reach 4 AP attacks which equals many attacks even without Blitz.

But unarmed does only 5-9 dmg.

Would bare hand build even work ?

7/10++/6+/7+++/3/3/5

01 - Recklessness
01 - Sprint
02 - Opportunist
04 - Lightning Punches
06 - Hit and run or Fancy footwork
08 - Cheap shots
10 - Bone breaker
12 - Combo
14 - Crittical power
16 - Survival instrincts
18 - Taste for Blood
20 - Expose Weakness
22 - Thick Skull
24 - Wrestling

Force Emission for boost dmg.

Would droping blitz and Opportunist for survival instincts and thick skull would be good idea?






50
General / Re: Is pure PSI Caster viable?
« on: May 21, 2016, 12:33:26 pm »
When i made that post i imagined this char in metal armor throwing telekinetic fists and thunders. This is where i got it from.

51
General / Re: Is pure PSI Caster viable?
« on: May 21, 2016, 08:24:07 am »
Skinner for ancient infused rathound leathers. Power management is nice. Btw changed meditation thanks to your sugestion. By paladin i mean user of telekinetic fist.

52
General / Re: How important is dodge/evasion?
« on: May 20, 2016, 07:27:50 pm »
So 0 dodge and 0 evasion char with full plate is not a good idea. Good to know. I guess 0 stealth is also bad idea since monsters will get always first turn unless you have high agility.

53
General / Re: Is pure PSI Caster viable?
« on: May 20, 2016, 06:40:32 pm »
How about paladin?

3/3/3/10/3/16/8

Conditioning
Stoicism
Psychosis
Thermodynamicity
Premeditation
Juggernaut
Survival instincts
Neural Overclocking
Locus of control
Psychostatic Electricity
Pyromaniac
Psionic mania
Power Management
Neurology








54
General / Re: How important is dodge/evasion?
« on: May 19, 2016, 10:08:41 am »
So decent char will have around 220-250 evasion with right equipment in the end right? How about gun or melee skill that enemies have? Whats highest you can encounter?

Btw i got idea for this thread from Rpg codex where guy stated that evasion/dodge is useless.

http://www.rpgcodex.net/forums/index.php?threads/underrail-the-incline-awakens-released.105387/page-231

55
General / Re: How important is dodge/evasion?
« on: May 19, 2016, 06:16:11 am »
Hmm, but since there is so much enemies that stun, incappacitate, immobilize you then mayby its just waste of points.

56
General / How important is dodge/evasion?
« on: May 18, 2016, 09:08:57 pm »
I was wondering how important it is and how do max evasion/dodge chars defence compares to those with 0 points invested.

57
Suggestions / Re: Why no shotguns/rocket launchers??
« on: May 18, 2016, 06:26:05 pm »
I would love to unload a shotgun into pack of rathounds.

58
General / Re: Requesting crossbow build from Wildan
« on: May 18, 2016, 09:38:56 am »
That would also allow armor slopping and weaponsmith since survival instincts and thick skull is out.

59
General / Re: Thrower build
« on: May 16, 2016, 03:44:56 pm »
I wonder what Wildan thinks about this build.

60
General / Re: 2nd playthrough psi build advice
« on: May 12, 2016, 12:42:37 pm »
I think with my unique requirements, I'm prolly gonna be on my own with this build, and def. playing on normal. I am just asking too much for one playthrough. One huge pain is the psi pool...it's just not big enough for a pure caster without Tranquility, and that requires a very specific style. I like Psychosis better in theory, but man...

Mayby it would be nice to try conditioning + psychosis + stoicism + survival instincts and high con+lifting belt. Get enough stealth to get first turn going for your advantage and you are good to go.

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