Author Topic: Throwing build looking for feedback  (Read 2597 times)

A_Clever_Monocle

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Throwing build looking for feedback
« on: October 27, 2025, 03:03:51 am »
Base stats

S:6 (We will use super steel spears not tungsten)
D:10 (as high as you can get it late game)
A:6
C:3
P:3
W:5
I:7


L1: Opportunist (amazing dmg feat on any build
L1: Quick pockets (we really need the quick slot this feat provides early on, hand grenades are the main source of AOE before GLs)
L2: Spear throw (2/3 range spec) (this is our primary way of dealing inorganic/ crit immune targets)
L4: Power Management
L6: Versatility (so we can use thumper as soon as we get it)
L8: Fatal Throw (3/3 AP spec) (5/5 threshold spec)
L10:Ripper
L12:Remote surgeon(5/5 dmg spec)
L14:Split Spare
L16:hypertoxicity
L18:Psyco temporal acceleration
L20:Tranquility (0AP LTI as long as you are at max hp)
L22:(Free)
L24:(Free)
L26:Improved dex
L28:Throwing expert (affects spear throw as well)
L30:(free)



Skills:


Combat

Throwing: 160 (350)
Melee 160 (350)

Defense
None (we wont need it)

Subterfuge W/ huxkey/jackknife
stealth: 136 (159) (does not count tabis/balaclavas)
Hacking 83 (130)
Lockpicking 44 (131)

Technology: effective stats assume that you have relevant benches + hypercerebrix (which we will meet the requirements for)

Mechanical :116 (201)
Electronic:116 (201)
Chemistry:57 (111)   (thermobarics at 110 skill)
Biology: 102(151) (does not count benches/drugs but does count bioinvesigative belt)
Tailoring: 8 (10) (for incendiary grenades does not count bench/drugs)


PSI

Temporal manipulation: 134 (145)


Social
Persuasion 88(110)
Mercantile 75(111)


Factions/major choices: Coretech for shield rechargers (our main defense), Bioinvestigative belt from the squid lovers

U1: Knives
U2: Caltrops/Taser
U3: Shield Recharger
U4: Nets, bio grenades




W1:Super steel energy spear or tripple heartbreaker trident
W2:Grenade launcher or spare spear (depending on the encounter)

Helm:  Tchortist bioscrubber, synesthestic refocus, or deaths grin (depending on the situation)
Armor: Coretech tactical vest, or the home invasion armor
Belt: Commando, utility, or master demolitionist if on dominating
Boots: Super steel striders (buy or find some high quality ninja tabis for when you want to be sneaky)


Uniques: Trident with triple dose of heartbreak (think of this as a tool for assassinating bosses)

Remote control energizer glove (amazing against bots with some planning and a tazer)

Utilities

The goal of this build is to make a throwing knife build that solves 3 key problems

Softening targets/AOE (grenade launcher)

High DT targets (spear throw)

Bots (energizer glove)


We have acess to every drug in the game, 3 free feats (take pack rathound, armor slopping or whatever your heart desires)

This build gets most of its essential feats out of the way early and I'm surprised by just how many feats directly increase throwing knife damage (and how few feats actually affect throwing kinves)


on a side note This build has access to every drug in the game

All feedback is welcome

dddmemaybe

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Re: Throwing build looking for feedback
« Reply #1 on: December 05, 2025, 06:27:13 am »
It looks pretty good.

I think swapping out Power Management for Grenadier at level 4 is the right call. Your throwing accuracy is so high, and your lategame crit-chance potential on Three Pointer is so high, that it's weird to not include those feats honestly. You can take Power Management at high level like 24 or 30 and reserve the feat for lategame super energy shields instead I'd recommend.

Spear Throw and Thumper have slight anti-synergy since it only allows you 1 spear-hand for throwing from instead of two. But it's not bad enough that I'd recommend against taking both.

Escape Artist isn't too bad of a choice on a build with high DEX. But a lot of the other feats are also pretty competitive for their slot so I'm not sure if it's worth it somehow, I'm not sure either way.

I think Future Orientation is also probably worth it even if it gives LTI an ap cost. Possibly even over the P.T.Acceleration feat, as you can still get a sprint and mini-adrenaline on a non-feat-boosted P.T.Contraction, base-line.

An angle to consider might be taking out Str 6 and Spear Throw for Cooked Shot and Mad Chemist, since you already have Versatility, you'll only need 35 raw guns skill and you already have the exact INT requirement of 7. Although I admit the early game is probably harder with that angle as you don't get early spear tosses. But the early game for DEX-stealth builds aren't that bad. You can just take Sprint or Sure Step instead. You can also let TM cap out at 70 raw to save points. And one of either the Acid or Ice chem-pistol will always screw over high DT targets, adding a throwing net or taser can chain immobilize cheese too.

I also think putting on Sprint at some point, since you're already at exactly AGI 6, is a great idea.