Author Topic: 10 INT Jedi Knife  (Read 68 times)

lichie_lich

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10 INT Jedi Knife
« on: Today at 01:21:57 pm »
So, this is my first post here, where I decided to show my thoughts about recent changes to knife builds. This is my first fully custom build, so I want to ask for any advice to improve it.

The main goal is to try double spec points for max crit potential with high mobility and easy craft (which became a little bit harder). This is a glass cannon build and I wish to get the Survival Instincts here, but it costs too much (Ripper and 6 AP swing).

I'm sorry for the link inconvinience, but new profile can't add external links, so add https before it
underrail.info/build/?HgMPBwMDBQoAwqAAwqAoAGRLPAAAwoLChwpQwoIAAAB9AABLKzkxJgAGE05RwoclS1wSPMKzwoV74p2NCOKfjgLio7oC4qe-AuKouwHfvg

Underrail build tool isn't suited for the recent changes, so Ninja Looter is a stub for a Specialist on 16 lvl. Skill points are flexible, you may vary it as you prefer. Spec points are for the general direction, as builder only provides 15 points. Feats to spec: 3 at Lethal Throw first (AP), 4 to Fancy Footsteps, 10 to Cheap Shots (damage), 10 to Critical Power and the last 3 to Recklessness.

Gear is pretty simple: TM headband (Seeker Googles for scouting), infused rathound leather armor for 10-15% crit, infused cave hopper leather tabis for further mobility, doctor's pouch for chewing meds. Main hand TiCr serrated knife with energy emitter (it doesn't break incapacitation from flashbang in a crowd) and knife thrower's glove as off hand just for better Fatal Throws. Crit rate isn't very bright without SI, it's about 65% with focus and HC chips, but multiplier is quite cool and grows each strike from Reaper. Factions are: Free Drones for nail bombs (say hello to almost instant 10 stacks of Taste for Blood and significant Vile Weaponry boost if it's chosen), Core Tech for Energy emitters, which could bring lots and lots of damage without crits (and Jedi sound on swing).

At 30 lvl you can have pretty good constant damage with nice crits and insane mobility (so this build could be more error tolerant), lots of AP and a monstrous appetite for batteries.

There are some doubts about some feats:
* Trading Blindsiding for Vile Weaponry. 15% damage for 2 turns after stealth vs 10-30% for each bleed stack seems quite nice. But I've never tested how good it is in a real battle.
* Change Flight Response to Interloper. Only 15 MP after stealth seems not as good as 25 each turn, but it's more comfortable to play and helps with smoother stealth.
* Abandon Escape Artist for smth damaging, like Power Management (less AP to recharge) or Vile Weaponry

What do you think of this build? I'm eager for some good advice to maximize knife potential.
« Last Edit: Today at 01:24:19 pm by lichie_lich »

Sat

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Re: 10 INT Jedi Knife
« Reply #1 on: Today at 02:29:28 pm »
Your build looks very nice, you may take more advantage of the new changes.

Why not removing opportunist for polymath for more skill points? It looks like you are missing skill points here and there and you can invest in more in evasion/dodge.
If not, you may also think of high technicalities that now works with edge emitters. With 10int (or 12 with drugs) it is a big big boost.

All feats you mentioned have pro and cons and could work depending on your playstyle.

Tough choices as it is pretty feat intensive...

harperfan7

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Re: 10 INT Jedi Knife
« Reply #2 on: Today at 05:07:24 pm »
Shame to pass up on high-technicalities with a 10 int build.  I wouldn't take flight response.  Power management would be a good one. 

I think electroshock is the best choice for knife overall.  I understand wanting to use energy; I use energy on my sword builds, but thats a sword build where damage is already high enough.  I wouldn't pass up on both the +15% damage from not using energy AND the +10% from sharpening; your mech damage scales, your emitter damage only scales a bit and only if you take the feat, and even then it doesnt scale on crits.  Nail bombs do make serrated knives and vile weaponry a lot less useful, but it'll be a while until you get them and even then you won't always have them equipped or ready to throw.  That said, I'd probably stick with a combat knife and not take vile weaponry.  However, you could use a combat knife in one hand and a serrated in the other, and just not use the glove; the glove is nice but I dont think its worth a 2nd knife.  You save 3 ap once a turn with the glove, assuming you just do your one fatal throw, and the +5 precision is nice but you're probably not going to have much difficulty landing t-knives anyway with maxed throwing and near-maxed dex. 

Also I'd really max tm and take 30 pk as well.  I'd also try to fit premeditation in there somewhere.  Your crafting skills are too high overall; you need to consider the various crafting boosts when deciding how many skill points to spend on crafting. 
*eurobeat intensifies*