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Messages - RewRatt

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91
Builds / Re: Advice for a pure psi build in current update
« on: August 03, 2021, 07:59:32 am »
Hey, just finished the game and im looking into different builds. Im looking for any advice on making a pure psi builds because i have never done a pure psi build before so help would be appreciated.
TC-TM Trapper on DOM, Arena at lvl 14:
https://www.youtube.com/watch?v=s6HjEB8Exoo

Why trapper? a) Quick Tinker is super fun and useful b) Eliminates the low trap detection issue of a 3PER build 😄 Super fun build tbh, might even advise to go 10INT 16WILL to have more fun skills on hand, like Bilocation 😁

92
Builds / Re: Advice for a pure psi build in current update
« on: August 03, 2021, 07:54:31 am »
I played TM + PK tranquility thermodynamicity force user - crazy amount of control over the course of a battle
TC + TM is tranqulity LoC continuum ripple is the same but maybe trickier.
Both builds just shred DOM to pieces, pre depotA, after - doesn't matter.
I feel like any combination of psi would be hugely overpowered, haven't tried psychosis route though, maybe this takes time to start working, and I imagine it's not as fun.
MT + PK? It is great, old build.
Continuum Riple is a trap though, don't take it. 25% Chance is very low, plus you are usually stacking TD on a single, hard target anyways.
And if you go Psychosis, Temporal Manipulation I think is not the school you should take, as skills there can't crit and buffs have high Psi cost.

93
Builds / Re: One Punch Man
« on: August 03, 2021, 07:47:05 am »
You can hit twice with a different weapon in other hand (let's say ripper's glove or the claw to proc taste for blood) then hit combo punch with pneumatic glove and the third punch after that will be combo+pneumatic hit, that will be only 24 AP.
If you know that Pneumatic is on next strike with that glove, you can setup Combo that way ofc. But as I mentioned, it doesn't account for misses, so you have to track everything yourself to get the most out of it 😄

94
Builds / Re: Titan Boxer Build [Heavyweight]
« on: August 02, 2021, 12:27:07 pm »
What I really wonder is not how hard his build can hit, but how he can survive, and how to reach his enemies with 3 AGI + 95% Armor Penalty(He has PTC, but 20 MP can never be enough for melee build).

This build may work like Hammer Wizard with inferior survivability and superior damage dealing abilities.

And I think if he add Grenadier(or use Master Demolitionist Belt) he will kill much much more with his nades than his fist or gloves.

That was my point. Damage is pointless if it can't be delivered. SI melee build without movement is dead build, no matter your res, as a ton of enemies deal non-phys damage.

95
Builds / One Punch Man
« on: August 01, 2021, 08:52:52 pm »
Hello,
I had this SI build brewing in my head, about using Heavy Punch on Combo Strikes and Pneumatic Strikes (updated to v3):

https://underrail.info/build/?HgUOBwkDAwUyPADCoCgAwoJBKzIAZngzO2YALQB2AABVGDliIBIGKxMHS07Co8KHMTzCszfinY0K4p-EAeKnvgTfvw

 Idea is to get a super high mobility from Fancy Footwork, 4AP Combat Glove hits and every 3rd and 4th to be a Heavy Punch for that x1.8 multiplier.
Total Crit Chance 78% = 5% Base + 12% from 17DEX + 30% from SI + 7% Reckless + 15% Focus Stim + 9% Infused Rathound Leather Armor
Crit Damage Bonus 340% = 100% Cheapshots(10) * 2.4 Critical Power(4) + 100% base

*You need to be on Eel Sandwitch, for 17DEX*
Lvl1: https://underrail.info/build/?AQUKBgkDAwQACgAPDwAPDwoAAAoADwAAAAAAAAAADxg5378
- Lvl 4 +1INT
- Lvl 8 +1AGI
- Everything after to DEX

Hit sequence is something like: ×ש℗ש×℗©××MEGA-HIT(combined ©Combo+℗Pneumatic) 😆🤣🤣 (not accounting for misses as they reset Combo)
AP: 4,4,8,8,4,8,4,8,8,4,4,8(!) = 72AP for MEGA-HIT™ rotation 😆 (not accounting for misses)
If I remember correctly, Combo has a counter in buff section. But if you lost count of say Pneumatics, just Heavy Punch, Heavy Punch, Heavy Punch... 😆 a thinking mans' build 😁

 This build also has Versitility to have some SMG W2C options vs some enemies as a secondary and Electrokinetic Imprint for defense.
Pick up Spec Ops earlier if you want.
+ 1 open Feat for whatever you want.

Gear:
- Reinforced Pneumatic Leather Gloves of highest quality leather you can get. (will need to test Bladed for Taste for Blood).
- Rapid Muzzled (whatever caliber best to burst more at the time) Steelcat as a backup once we have Versatility.
- Medicine Belt. Keep Ammo belt around (Beast fight, robot and crab infested areas.. 😅).
- Ninja Tabis for Sneaks. Infused Cave Hopper Tabis for most of the fighting and Infused Siphoner Tabis for certain spidey areas 😁 (they can be switched for free if you start combat)
- Infused Rathound Leather Armor (Black and Soft) for crits. Avarage of 9% bonus. Before that, a Black Sturdy Laminated Tac Vest is best or Siphoner/Mutated Dog Leather Armor (for Acidy fights)
- Motion Tracking Goggles Goggles most of the time. Can swap out to NVG Seeker goggles maybe if/when needed. And Black Balaclava for sneaks ofc. (can be swapped out for free if you start combat).

Note: Once you noticed that you overkill a lot with Pneumatic Heavy Punches, you can try using lower quality Pneumatic Hammers to conserve battery usage. Remember - recharging a battery is not punching 😆

No videos yet. This will be my next playthrough 😄

96
Builds / Re: Titan Boxer Build [Heavyweight]
« on: August 01, 2021, 08:07:23 pm »
What ShoggothWhisperer said. Also - Why take Iron Head, if Reinforced tungsten can get you to 95% AP already. It is a mediocre helmet imo. Better get some Flashbang immunity or what not 😄
Also, Force Barrier is garbage now and without Force User - more so 😅
Btw, running SI with tank build is imho a NO GO. You do take a ton of punishment with tank build, and here you only 'tank' physical. You are immobile on a melee build that screams for use of Fancy Footwork... I get the appeal of big numbers, but getting them will be agony... I think at most go for some Unsloped Armor Super Steel, or Sloped Reinforced Supersteel armor for around 50% Armor Penalty and still good DR and DT + keeping mobility to get out of sight of nasties. ...but then, SI builds don't like taking hits, so take it with a grain of salt.

97
Builds / Re: Is my build dominating viable?
« on: August 01, 2021, 07:53:11 pm »
Hey. I am doing a Survivalist Shotgun/AR playthrough, so have a look of what you can glean from that.
https://www.youtube.com/watch?v=0Xcjj5Wmkds&list=PLJIz8SEgMJ1rVhGRpwonRyyBoY1on_8wc

My observations about your build:
- You don't spec into Sixth Shell - 5 spec points in that will double it's effectiveness and it is really strong for shotguns.
- You took Leading Shot and Barrel Stare - they don't combo. Leading Shot is super strong on Dominating, forget Barrel Stare. Spec 3 points in Leading Shot for -80% Evasion. If you ask why you need so much reduction? Get Intimidated, then ask again 😆😁
- You took Fragmented Chaos, but not Improved Criticals (which double its effectiveness). Pellet Mayhem is questionable, as it will most often be +3-6% crit.
- Specced Paranoia. With Stealth, you will only have a few Initiative checks that matter, and you can get JKK jacket for +5 and Root Soda for another +5 and later Twitch for +8. So, not sure even Paranoia is worth it.
- Decommisioner. Shotguns don't struggle vs robots. We have 2 great Armor Piercing shots - 9p and 3p aka "Train Shot".

Hope this helps 😄 btw, get some long range weapons - AR or Sniper as secondary. Shotguns have very low reach and some enemies will frustrate the living hell out of you otherwise (looking at you, Snakes..)

98
It’s really not circumstantial, man. Everything I mentioned are ways you can make it work. It doesn’t need to all fall in line. The guy doesn’t have to be solo, you can kill all his buddies first. You have 6 full turns to get back to him with cryoorb. I don’t get this 12 seconds thing, you stay in turnbased mode still. Cryoorb much like nades can only miss within 3 tiles so as long as you target the tile the enemy is on he will still get some shards. I’ve executed this more than plenty of times. It’s honestly not complicated. Cryostasis lasts up to 6 turns and stealth only has a 2 turn CD.  Even without lti or any chills you delay the enemy for one single turn post breaking stealth and you can do this.

Edit: I recorded this really fast. Pretend the first 2 kills are from far away with aimshot and snipe while taser acts like the spacing you use to delay the enemy on the first turn. I used impale because it can be directly substituted for snipe for the comparison since they have the same CD. This works even with multiple enemies but my initial statement was "You basically can’t lose a 1v1 assuming you the survive long enough to cast cryostasis".

https://www.youtube.com/watch?v=o6Kwv2wRm0U&feature=youtu.be
Hey, thanks for doing that man! 😄
I really thought, that Incapping someone alone in combat with you and stealthing would take you out of combat right after ending that turn. Thats why I kept mentioning 12sec (2 turns of the 3 turns of basic Induction Cryostasis) to cast Aimed Shot.
Btw, 3 tiles is a LOT 😆 my old Metathermics build was a pain to run, just because I KNEW that when I needed Pyroblast or Cryo-Orb to work in tighter space, it will blast on me instead (never further than targeted, always closer 😆). And my point about using Cryokinesis is simply that its 100% reliable 😄
But otherwise yeah - Shattering allows to effectively double a single physical strike if it could kill someone. And snipers are highest single shot damage if I am not mistakes (except for maybe max range Spear Throw) 😁
This is really strong for arena and assasinations of DOM bosses (that can be frozen).

99
There’s a few options. Don’t have to use cryostasis the same turn as you break stealth. One advantage snipers have is there range so usually you can start from an area where you can either LoS or kite out of the enemies attack range so by the time the get to you you can stealth. There’s also Lti. There’s also stacking chill on the enemy to extend cryostasis all the way to 6 full turns which is easy to do with cryo orb and premed.
So scenario is - it is a solo enemy that doesn't have pals in shout range or if you fire to pull - Sniper Rifle shot sound range 😆. You pull him from range. Make sure he is within 6 tiles to cast Cryostasis. Use LTI if needed to get back into Stealth. Then cast Snipe while out of combat and before 12 seconds pass. Follow up with Aimed Shot if a miss. - so this is doable, just very circumstantial.
Btw, I did mention LTI and Cryokinesis. Also, Cryo-orb is even more unreliable - it has at max Metathermics a 10% chance to explode on you or anywhere else but the target, so 😅

100
Much lower than 5% since you get two 95% shots for it to land so in actuality your miss chance is .25%
Missing snipe you’ll have aimshot as your backup

Casting it, takes you out of Stealth, so no Snipe 😅
Not without some Vanishing Powder Grenade shenanigans. But then Snipe would be second.
Cast cryostasis, stealth, end turn, snipe, “but misses”, aimshot
Isn't stealth on 2 turn CD? 😅 I am assuming you engage target from Stealth ofc. 😄
Edit: Should go to sleep, but got me thinking... Get out of Stealth, cast Cryostasis, cast LTI, end turn, Stealth, end turn and if Snipe cast time is 5secs, with twitch reflexes maybe you can land it in the last turn of Cryostasis? 😅
Or.. have Cryokinesis innervated (for some reason), cast that, then Cryostasis, eat a PSI booster, then LTI, then end turn, Stealth, end turn, Snipe (got 2 turns remaining).. Ja? 😆
Convoluted, but damn, possible.

101
Builds / Re: Need help with My build still a newbie at this
« on: July 30, 2021, 09:59:04 pm »
Thanks to Rewratt I rebuild the sniper build :

Re-branded Kerrigan Build (Sniper + Psi)  : https://underrail.info/build/?HgUHBgUOAwbCoGAAAAAAwqBnTwBKW2o3NWIALQBGAABaK38BOcOFwq7CncKtwp4_AjV-M0s3KsKHFjEkwrXCpN-_

It will use sniper rifle (Spearhead or Corsair)  and a smg (IDK which frame is better but it will have muzzle)

One question.. I have few unused skill points which I add to traps but if there a better place to spend it then please do :) it will help :)

This already looks an extremely good Sniper build, with TM and Electrokinetic Imprint support. But I moved some stats, lowered INT and DEX, added points to CON, picked up SI instead of Tranquility. You lose Premed, but should be fine. I super optimized the skills. This is now a Dominating Easy Mode build:

https://underrail.info/build/?HgUGBgkNAwTCoFYAAAAAwoJeS0UAb282PmsALQBUAABcfwE5YgI1K34zSzfChxYxwoXCtcKkJMOFwpvCnsKt4qe-Ct-_

- Use any SMG you are comfortable with, but till Spec-Ops, 7.62 Rapid Tactical Jaguar or Steel Cat is probably best, as you still Taser and Burst in same turn.
- Craft MKIV grenades at home with bonuses.
- Unlock Constantines top inventory with Under Pie.
- Use Hypercerebrix to craft end-game gear.
- Pickpocketing for easy ammo and money (DOMINATING mainly)
- SI is there if you want it, when you are comfortable. The build will be fine without it, but it is there 😄
- Craft Infused Rathound Leather Armor for +9% Crit.
- You can use Rapid Anatomically Aware Spearhead from lvl14, when you get Critical Power. Before that, and as a Boss killer later, you can use 8.6mm AA Smart Reaper.
- Total Crit without SI active 74%: 13% Base, 5% Hardcore Chips, 7%Reckless, 7% Scrutinous, 18% Goggles, 15% Focus Stim, 9% Infused Rathound Armor, with SI: 104% - always, ambush not needed.

Basicly with SI active, you will have higher crit than your hit chance 😆 With Ambush, you will have 100% crit super early.

I am saving this build btw 😄 Have FUN!!

102
Much lower than 5% since you get two 95% shots for it to land so in actuality your miss chance is .25%
Missing snipe you’ll have aimshot as your backup

Casting it, takes you out of Stealth, so no Snipe 😅
Not without some Vanishing Powder Grenade shenanigans. But then Snipe would be second.

103
Hi! Just checking what build to play next, was very interested by this one. Couple quick questions:

- To face robots, may be raising TM and using that kill them (even without C. Ripple) would be a good choice?
- In order to have access to traps during combat, raising dex to 7 and lowering Agi would hinder damage output too much? (No blitz)?
- And finally, haven't played in a couple patches. Does did got too much affected by changes?

Thanks.
Sorry to barge in, but you can be as an effective thought controller with TM for bots 😅:
https://underrail.info/build/?HgMHBgMDEAgAWgAAAADCjEBGPzxLZTA3XsKgAADCoCAARDkoKz8wKgVkIyEWwockwr1mJ8K3wrvCneKitQLio7AC4qaGCuKsjAHfvw - TC/TM Trapper.
You can use either Universal or Though Control Headband with NO Filter and Mufflers. And get a TM Headband with TD Filter and Mufflers for Exclusively robot areas - it's a breeze to play this build. Also Grenadier, for EMP + Stasis if you need it... 😁

104
Builds / Re: Need help with My build still a newbie at this
« on: July 30, 2021, 09:55:59 am »
Sniper-PSI:
- What are you after with 70 in Psychokinesis? You only need 45 for Telecinetic Imprint.
- No Mercantile. Again, 95 effective for all good quality components.
- No Grenadier (as 5DEX), so no reason for such high chemistry. You can get away with 69 effective for MKIV grenades. Later, you will get Plasma Grenades, that use Electronics.
- Not sure about the side-arm, not seeing any supporting Feats. Go with SMG + Spec Ops or Shotgun or Pistol (low dps thanks to low DEX).
- Paranoia (not needed), Recklessnes and Nimble can wait, put some more important feats earlier on. E.g.: Sprint(1), Ambush(6), Shooting Spree(10), Critical Power(14).
- I would say, drop 1 in AGI as not using any 7 requiring feats and put it into DEX. Then grab Grenadier. Flashbangs, Frags, EMP will be really useful and got the throwing for it 😄

Same thing of course - SI for new players is not recommended (imo). Also, get a side-arm. I would go with SMG and Spec-Ops to strip Projections(Illusions) from thought controllers and to kill raffle that get in close. Even a Rapid Muzzled 8.6mm Steelcat, will have a 12AP cost with 6DEX and 24AP to Burst - so you can burst twice without Adrenaline.

105
Builds / Re: Need help with My build still a newbie at this
« on: July 30, 2021, 09:21:04 am »
Flagellant Build:
- Premeditation should be picked up ASAP, because for the opening turn could add 50-100% more damage.
- Don't worry about the Initiative so much for Stealth build - it will mainly be for Arena. And some Root Soda + starting at full health should minimize the risk anyway 😉
- Having Low AGI is not good for a Stealth build - you WILL want Sprint, as Temporal Contraction arrives only after Depot A and is Expensive for PSI build to use.
- Grenadier + poor throwing = you will nade yourself more often than not. Get at least 95 effective (125 for perfect throws).
- 4 Psi schools are a no go, unless you plan to switch out very often, as just next room might have enemies you are innefective against. For example: without proper investment in Temporal Manipulation, will mean that Nagas in Expedition will be near unbeatable for you. To quote:
Quote
They are virtually indestructible with high Mechanical, Electricity, Heat and Energy resistances in addition to extremely high health.
- No social skills? You have high Will and Int - they will need a minimal investment. And you want Mercantile, as it locks high level components behind it's checks. 92 + Under Pie for 95 effective is recommended (specific great trader unlocked by quests).
- Hemopsychosis is not really that useful, for SI builds, as you will be running around with low health already. And you would pop Last Stand to survive more often, than Last Stand + Hemopsychosis for 1 turn of casting..

In general, I wouldn't advise Survival Instincts builds for first timers. More so, 4 school, where you have to know each enemy you will encounter and have to swap out skills prior. Trust me - this is too much of a hastle.. go TC or Metathermics + TM and you will be fine.

For Cave Wizzard:
- Almost everything I mendtioned prior.
- Otherwise, pick 2, 3 schools tops and go to town 😁

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