1) Dominating is so much fun that I don't think I'll be able to go back to Hard.
2) Mercantile is god-tier skill. Holy shit.
If you have a template for a stealth AR build I'd LOVE to see it as well, because I'm really tempted to start a parallel run. Crafting with Mercantile is so much fun that I literally don't mind playing the game again lol.
1) I agree. I would only play below Dominating if I needed to test something out. It's too fun a difficulty.
2) You think that's amazing, pair it with Salesman. You'll be hard-pressed to ever play a build without it once you try one or two merchant runs with 100+ Mercantile and Salesman on top.
How are you liking Hypothermia? I never actually used it because I didn't imagine up very many scenarios where it was helpful. Are you finding it helpful?
As I recall, I restarted twice on my AR, but ended up with something like this:
http://underrail.info.tm/build/?GQcHBQcKAwfChx4AAB5kRkEyADxkZCc0WgAAAAAAVCRTUBYwRU4VSSY7SktVThat's the bare minimum on every crafting skill to make what you need, with house crafting bonus: quad-plated super steel armor; top-quality energy shield & cloaking device; incendiary rounds; bullhead; and top-quality carrier vest in your armor, plus good-quality infused cave hopper leather armor with soft padding and black cloth for your stealth set. The hacking and lockpicking are obviously optional but I'd have a fit if I had to pass up all that potential loot. If you don't mind, you can claw back a good number of points there.
The build has some real drawbacks, because it tries to do a bunch of things. You *must* always keep the Rathound Barbecue buff up, if you're going to use heavy armor (and if not, take out 1 Con and Juggernaut), because you don't have the Str. That means even one Crippling Strike and you're losing action points. Your dodge is crap but with QT you can usually just drop a bear trap and keep melee two tiles away so you can burst them to death safely - except sometimes you can't. Didn't take Sprint and missed the lack of it sometimes, but as a ranged character mobility is only highly useful, instead of essential. Passed on aimed shot because I found I never really used it after Depot A, and couldn't afford a "wasted" feat.
Still, it's a build that can (and did) win with some planning before the big, setpiece fights.