Author Topic: [1.3.0.17] Energy pistol Builds  (Read 493 times)

jujax

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[1.3.0.17] Energy pistol Builds
« on: January 15, 2026, 03:10:52 pm »
Hello,

I'm seeing more and more character concepts centered around energy pistols in the context of the new patch, with players struggling to define and structure their character builds.
I won't go into detail about Plasma concepts here, but rather focus on character designs for Plasma Pistol, Electroshock Pistol, and "The Stunner."
The goal is to offer three possible concepts around these weapons in a "dominating" run. There are no restrictions on the use of grenades, traps, and other useful tools, which are essential for these characters before level 12.
The first character is built as a melee fighter with a knife, while the other two are designed as gun users.
I'm currently playing the first character, which seems to have the best potential at higher levels but is the most difficult to play at lower levels (low accuracy, reliance on close combat for a significant portion of the early game). Things that I consider useless: Polymath, because with high dexterity and intelligence, our skills will be very high and we'll quickly be overwhelmed by a mountain of points.
In my opinion, we should focus on crowd control as much as possible and not rely on dodging with 3 agility. Therefore, Grenadier is exceptional and essential for these builds.

CORE FEATS are  :
Grenadier : DEX 6 : THROWING 30
High-Technicalties : INT 5 : GUNS 25
Practical Physicist : INT 7 : ELECTRONICS 35
Power Management : INT : 7: ELECTRONICS 15
Recklessness
Critical Power : Weapon 75
Specialist : INT 10 Level 16 : aim is to have Versatility 10 or major crits and crit damage PERKS

Bad feats for this build :
POLYMATH : it seems counterintuitive because you can take it with high INT, but it will cost you one feat Vs skills points and with your high int and dexterity, we have largely enough skill points for our build.
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Level 1 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?AQMKAwkDAwkADwAPAAAPDw8AAAAAAAAAAA8AAAAAD2Io374
GUNS : 0, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?AQMKAwMKAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwEx374
GUNS :  22, Crit +7%
Level 1 : High INT, High CON and  PER,  moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?AQMGAwkIAwgPDwAAAAAPDw8AAAAAAAAAAA8AAAAADwFi374
GUNS : 21, Crit +30%
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Level 4 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 28, Crit +30%
Level 1 : High DEX, PER, INT, augmentation triple – Best Crit Perks build
https: underrail.info/build/?BAMKAwMLAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwExK8KDFt--
GUNS :  47, Crit +7%
Level 1 : High INT, High CON and  PER,  Moderate DEX High Technicalties  + Crit focused
https: underrail.info/build/?BAMGAwkJAwgeHgAAAAAeHg8AAAoAGQAKAA8AHgAADwFiMRbfvg
GUNS : 42, Crit +37%
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ACTUAL PROGRESSION BEFORE DEPOT A :
https: underrail.info/build/?CgMMAwkDAwkZJAA8AAA8KSQeABQeJQAPAA8APAAAD2IowqMWwpoxKd--
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LEVEL 30 THEORYCRAFTING MY DEX / CON / INT  Crit versatility Energy Weapon build
Level 30 : High DEX, CON, Low PER Versatility Build  -- Best Crit build
The aim is to go to 16 DEX to have 12 AP with energy pistol and 16 AP with electroshock pistols
Take specialist at level 16 and go versatility, high technicalties and critical power and fatal throw action points
https: underrail.info/build/?BAMLAwkDAwkKHgAeAAAeHg8AAAUAFAAKAA8AHgAAD2IowqMW374
GUNS : 258,
Crit:
-30(SI) + 15(focus stim) + 10(the stunner) + 19(seeker headset) +7(recklessness) + 10 (infused rathound leather= 91 %
You can take SI critical chance to go to a perfect 95% but I think it is too much

Perception is a pain because you need to scout with motion tracking goggles then destroy with night seeker googles, but apart for this , it goes well.
--------------------------------

ringring

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Re: [1.3.0.17] Energy pistol Builds
« Reply #1 on: January 16, 2026, 03:11:02 pm »
Does aim still work with electroshock pistols?

ringring

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Re: [1.3.0.17] Energy pistol Builds
« Reply #2 on: January 16, 2026, 03:14:17 pm »

ringring

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Re: [1.3.0.17] Energy pistol Builds
« Reply #3 on: January 16, 2026, 04:13:06 pm »
this is an old bbs forum, you gotta highlight your links and click on the hyperlink icon for them to work.

jujax

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Re: [1.3.0.17] Energy pistol Builds
« Reply #4 on: January 17, 2026, 10:48:34 am »
Yes I know how to insert links but the forum says  I am not authorized to post external links.

dddmemaybe

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Re: [1.3.0.17] Energy pistol Builds
« Reply #5 on: Today at 03:26:46 am »
Opportunist is really good on these builds as you can easily target enemies who are cc'd. Like Shock Pistol, Cooked Shot Acid/Freeze, Caltrops, HIGH INT PSI SLOTS could be 7-8 CC buttons, Throwing Nets, Traps, ect. With extra enemy health this patch it will be unlikely to be meaningless overkill.

Also, even though Polymath is overkill, you can literally be amazing at every skill other than melee/crossbows/dodge/evasion/persuasion/intimidation, including high trap detection and all utility Psionics if you take it on ~18 DEX, 10 INT build. It's a high feat cost, but the perk also pays 1-1 for your Versatility's Melee skill baseline to scale. I'd probably not use it myself though.

Another thing is Versatility. It's really hard to say if it's better to go for mild PER with no Versatility, or to simply go Versatility and 3 PER. I think PER ~6-7 strait GUNS with no Versatility might be better. Max spec points melee Versatility (DEX 17) is ~270 effective GUNS skill at level 30. Whereas using The Juice, Bio-luminous Marsh Honey on PER 7(10) is 240 effective skill and saves a feat slot, 55 flat skill points and 10 specialization points. You will also have higher effective weapon skill in the early and mid-game before versatility spec points and higher DEX stat progression. But Versatility can take 3 extra attribute points into something else like both high AGI and INT. You can use Point Shot and Knee Cap Shot on PER 7 too.
It seems like Versatility is better for Attributes, but worse for Feats/Skills/Specialization points.

There's also the question of whether you equip two different energy pistols or use one slot for Acid Pistol Cooked Shot. It costs 2 feat slots, a hand slot and Chemistry ranks. You also have a lot of space to spam LTI for cooldown abuse which really breaks Cooked Shot's 2-turn cd hard. I think you go full cooldown reset build with Future Orientation, Grenadier, Cooked Shot, Mad Chemist, Infused Cave Hopper Sprint Tabis, (probably Execute, Rapid Fire and Point Shot,) or completely drop the cooked shot stuff at all. I think you want to go all in for it, Special Attacks build.

Something important to note is that Laser Pistols lock at 9 ap attack at both 17 and 18 DEX, so you can lose a max DEX and be fine, unless you were going to use an Eel Sandwich for DEX 19, and 8 ap shots. You can also go to 7 ap attacks during a Super Soldier Drug if you're buffed up to 19 DEX from 18 with an eel sandwich, but you won't see many of those so it's not too relevant.

There's also "The Stunner" but you'll get it after doing likely 95% of the entire game's content, so I don't think building directly around it is particularly great but idk for sure. I'm pretty sure that Critical Power on a Circular Wave Amplifier Laser Pistol significantly out-damages it anyways, especially with "Specialist" feat and spec points into Critical Power.

Regarding all that I made Special Attacks Demo build off of it, it doesn't take Polymath but you need to sandwich "Specialist" in at level 16 (character builder doesn't know about those feats yet). Max out Critical Power ratio and 9/10 Recklessness. DEX 19 with eel sandwich for 8 ap attack. Special Attacks, CC, CD's, Cooked Shot off-hand. (crafting skills might be wrong as new patch changed them around) I tried to fit P-T Acceleration into it but couldn't find any room 8).
https://underrail.info/build/?HgMQBgMHAwjCoDgAAAAAVmM9JwA6blEyagDCm0ZGAABPATkrJh4WwppZEUvCiDHCkVbCs3I_4p67AuKgvQTio7oE4rGgBd--