Posted on the underrail subreddit, figured I'd try here as well.
This has been a dream of mine for a while. First, the build:
http://underrail.info.tm/build/?GQMQCgMDBQYAwocAAADCgn5aLQAyZGRYZXMAAAAAAAAvOR0WMFFcPl4oJhsnJAWith eel sandwich, jackknife, huxkey and infused hopper tabis, there's enough hacking/lockpicking to bypass every obstacle. I want 130 hacking for IRIS, because I don't think I would fare very well with all those bots and that would make it a lot easier.
I wanted to wait for the expansion, but I've been telling myself that since December and I'm playing anyway, so... Might as well get to work on this.
I've been testing this char on hard mode and a few dominating runs just to iron out the tweaks before I really go for it. Ran through junkyard using stealth and high lockpicking/hacking without any trouble, and some power leveling is necessary to keep evasion useful with enemy skill levels. I haven't actually gotten higher than level 10, and that was on hard, but I think this could make it to the end. That being said, I'm hoping some of you lovely folks could offer some suggestions.
With squishy chars in the past, I have foregone evasion completely and been fine. However, since this character is limited to throwing knives, grenades, and traps, damage output it relatively low or staggered (grenade CDs and generally weak knives without poison).
Could I skip evasion and reinvest (some in mercantile for easier gear) to a more optimal setup? Is this as min maxed as I can be?
The alternative is to max evasion (135) and switch a feat around to get evasive maneuvers, which could get me through a lot of the game with only a semi-decent shield. But that begs the question, which feat do I eliminate?
It is perhaps a little feat starved, but I would argue with all the traps and grenades, pack rat is an absolute must. Part of my dream for this character is a sneaky ninja, poisoning and trapping from the shadows, and hypertoxicity just seems to good to pass up for that. The ripper/fatal throw combo also seems too good, though with such a low crit chance I'm not sure I'd see much use outside of that (unless infused rathound affects throwing knives).
The extra 5 initiative from paranoia might not be all that worth it if I plan to stealth initiate most combat, but the detection will surely come in handy as well with such low PER.
Split spare sounds useful in theory, but in practice...? I just don't know.
To boil it down, the feats I'm still on the fence about are Expert Trapper (mostly QoL, probably not necessary), Evasive Maneuvers, and Split Spare. If anyone has any experience with a similar build, let me know what you think! Evasive maneuvers + sprint + tabi boots sounds pretty awesome.
I can't find anything about infused Rathound Leather crit multiplier, and if it applies to throwing knives, but I'd like to think it does. If so, then foregoing evasion would mean a higher crit chance with throwing knives, otherwise I intend to stick to infused siphoner.
The feat order isn't totally correct on there, I tend to take nimble a lot earlier.
Sorry this got a little long and ranty, I just know it's possible to ironman a throwing build and I wanna make sure I get it right from the get go. Any input is greatly appreciated.