1/2Hello Gentlemen,
This game has been a guilty pleasure of mine over the years. I always was fascinated with Knife builds for some reasons (Probably because I like to be deadly up close while managing positioning) I made tons of em, rerolled often, tried new stuff and finally, I think I came to an optimize build for DOMINATING. Be mindful that this build requires decent knowledge of the game since it's a pure control no evasion/low con build with few defensive options (but full of offensive CC to control the battlefield). You can roll this build on easy-hard and add dodge/evasion in it for newcomers.
Preface: Combat Knives are really a strong weapon type but have a lot of downsides, mostly in the AoE/CC department and against multiple enemies with high damage threshold (DT). Robots are troublesome for knife users, but with the right knife+generator, high critical damage and your mild investment in
Psychokinesis (more electrical damage options) this won't be a problem anymore. In fact, it makes for a great synergistic combo (hence a true hybrid build). For playing combat knives efficiently on DOMINATING, you're gonna need to use everything at your disposal. Since Expedition came out, all builds benefit greatly for going hybrid now due to the new psi school
Temporal Manipulation, which is mostly a support buff/debuff school. Pairing these two Psi schools will greatly help us. It can be challenging at first but ultimately feels incredibly rewarding once you get the ball rolling. Many options will be at your disposal to tackle all kinds of different problems. The hardest part will be early game as you will be limited on options and tactics. Still, I didn't find it THAT hard to breeze through, thanks to some trap layouts, grenades and
Expertise.
So,
you want to be an actual stealthy assassin with some psi abilities controlling the battlefield? Killing and manipulating your way through the game without barely getting touch? To be effective on DOMINATING while also covering most of crafting and enjoying outdealing people with your ultimate banter? You came to the right place my friend. Come with me... and press F9Here's the build in question; (see second post for a level 10 skills distribution for the early game)http://underrail.info.tm/build/?HgMQCAMDBQgAMgDCmR4Af1ErAEx4eENbCADChABGAABwTzEmKzAGKlwSS8KHAMKFTj7CsyknGt-_Starting Stats:Str 3
Dex 10+
Always level this every 4 levels for AP reduction on your knife and further boosting Crit chance, you'll get 18 Dex unbuff at the endAgi 8 ----
Gonna need those movement points early on and good for stealth/initiativeCon 3
Per 3
Will 5 ---
For Ripper of course, will also help your psi regen (+11/turn) and save some skill pointsInt 8 ---
Because crafting is king in the Underrails (You now hear NerdCommando's voice) and it will save you a lot of skill pointsStarting feats:Expertise
Recklessnesslvl 2
Opportunist-Psi Empathy + Telekinetic Punch (for an earlier range stun +
Opportunist combo)
lvl 4
Quick Tinkering (get Force Field and Electrokinesis->will be your regular range stun once we get
Premeditation)
lvl 6
Cheap Shots (try to craft a
Taser before this level for an extra stun option for the GMS compound)
lvl 8
Premeditation or
Ripperlvl 10
Ripper or
Premeditationlvl 12
Expose Weakness (really important from this point and on)
lvl 14
Critical Power (now you'll be extremely deadly)
lvl 14+ see build link
The order is important, you can choose between what you want first for level 8 and 10 between
Ripper and
Premeditation.
Premeditation might be the better choice first since it will free a lot of AP for stabbing a stunned opponent and proc
Opportunist by removing AP cost from
Electrokinesis. Leave
Expose Weakness at level 12 since you can manage just fine without it until you start meeting burrowers and other high damage threshold (DT) enemies in group.
So why
Expertise on a critical build ? Because when you think about it, you're gonna hit non-criticals more often than not since this build will sit between 20-50% critical chance and it will really help your early game. Since knives have low damage and high number of hits, it will be extremely efficient from the start and will serve you along well. Ti-Chrome knives will also love it. Also works well in conjunction with
Expose Weakness+Opportunist against higher DT enemies. You want to maximize your damage output early game and let
Psi Spells/Taser/Trap Incapacitation handle the CC and go full
on Opportunist on your enemies. I consider
Expertise a must on SMG builds and a great addition for Knives in general (even underrated). Recklessness + Expertise seems odd at first but they actually work in symbiosis really well.
No
Sprint on a melee build ? It makes it a bit harder earlier but it's almost a waste of feat once you get
Psycho-temporal Contraction around level 10-12.
Anything before returning the Armadillo drill circuit board from Depot A to Tanner (around lvl 10 or so) is considered early game.--------------------------------------------
Subterfuge and CombatStealth: 50 stealth is a breaking point for many things in the early game, since we're melee, going to 70-80 with gear is a good idea
Lockpicking: Need little investment as you're full of DEX, try to have 50 before Depot A (or 43+jackknife(+7))
Hacking: Try to get 60 hacking before Depot A as it will save you a lot of trouble by hacking the turrets down. I like to keep
hacking always 10 points more than lockpicking personally since it has good utilities outside extra loots
Pickpocket: 0 we won't need it
Traps: 50-60 early game is good, eventually past Depot A (especially on Dominating) you'll need to level it up so enemies have a
harder time detecting them. 165 at the endgame provides you the utility of removing any traps (but not keeping them all,
but that's fine). With 80-90 you'll be able to disarm most if not all the traps in Rathound King's lair, it seems pointless at
first to do so but you'll be surprised how much exp you get just disarming everything you see (in classic of course). Use
trapper belt+ jackknife to optimize your traps when needed.
Max
Melee each level, we can shave some points here (try not more than 5-10 points) when you need to put points elsewhere to reach important thresholds since we'll have high Dex + CC/traps covering you accuracy-wise. You absolutely need 80 melee points by level 14 for
Critical PowerThrowing: 30 early game and 50 eventually (for Three Pointers). With all our DEX we'll get 100~ throwing which will make throwing your grenades as accurate as possible
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General Advice for TechnologyEverything here pointwise is min-max to get everything covered. So take into consideration that you'll need to use your house workbench to craft your best stuff, but you'll have enough until then to get what you need to go through the game easily.
Mechanic: Get 65-80 early game to craft your knives
Electronic: Get 65-80 early game to add an electro generator to your knife, for taser and all other utilities
Chemistry You need 112 to craft the best grenades/traps (MK5), without workbench you'll craft MK4
*Get 40 Chemistry before heading to Depot A to craft Magnesium Molotovs, As grenades+traps are your primary AoE
damage* sit at 69 to craft Mk4 eventually
Biology: 20 is good early game to create Gas Grenades, but can be put on hold for later, you'll be able to craft Super Soldier
Drugs too(130 biology + super soldier drugs = max 20 dex!!)
Tailoring: 8 (10). To craft molotovs, get this before Depot A. This is where I save points on this build since you'll be using
Rathound King's Armor, Bataclava and some tabi boots. For Depot A, try to buy a mutated padded leather armor
from Blaine. If you know your things and positioning you might not even need it (although it's nice to put on to walk
over acid puddles). Buy stealth Tabi boots when you first get to Blaine of course.
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Understanding your Psi bread and butter; (see second post for more psi information***)PsychokinesisYou need a base 45 in psychokinesis to use
Electrokinetic Imprint (range trap, combo-ing with Quick Tinkering makes you able to place two traps in one turn, extremely strong, try to get it ASAP once past Depot A along with Temporal Contraction!). You'll want to level psychokinesis to reach 150 points since it will increase damage of your
Electrokinetic Imprint/Electrokinesis but mostly to make them harder for enemies to detect
Electrokinetic Imprint and just walk by. You will mostly use Premeditation with
Electrokinesis for a free range stun or even cast it twice in the same turn if needed. Level this
first and temporal later. Get it to 30 ASAP to get
Electrokinesis, this will be your default range stun eventually since it has no cooldown compared to Telekinetic Punch. Don't hesitate to use Telekinetic Punch and Electrokinesis for a double stun in 1 turn early game. You may go take the pill and learn Psi-empathy after clearing the first outposts quest or wait level 4.
Temporal ManipulationYou need 55 Temporal for the obvious support spells from this school (only become strong once you're past Depot A, level 10+, since you need to buy the most important blueprint in Rail Crossing(
Psycho-temporal Contraction)). The early game is a bit harder because you won't have sprint but you can manage well without it with your Psi CC and pre-trapping (use
Quick Tinkering!!) to control the field, once you get
Psycho-temporal Contraction and Rathound King Armor+Tabi Boots you'll have way enough movement speed to your liking.
Limited Temporal Increment will reduce cooldown of all your spells/skills by 1 turn, so that means you wont need things like Grenadier and you'll be able to restealth more quickly making you way more deadly from the shadow. You'll get 70 points in Temporal later to get
Stasis to cast on yourself and save even more cooldown turns in stressful situations.
Psycho-temporal Contraction may just be the best move in the game as it gives a whooping free 15 Action Points and 30 Movement Points that last 2 turn (but cost 75 psi to cast). Add in the
Psycho-temporal Acceleration Feat and now we're talking a free 20 Action Points and 30 Movement points that
last 3 turns. Then, add in an adrenaline shot on top of it and now we're talking 85 Action Points for at least 2 turns. Now imagine that a single knife stab with max DEX will cost 5-6 AP depending on the knife type. Now this is violent. It will open a lot of new different combos in your arsenal as you can do A LOT MORE in 1 turn. Really an amazing support spell for every build in the game. Get it while it's hot !
*Your Psi abilities are not your primary damage dealer, those will be your knife, grenades and special traps in that order. Still, you'll get a decent damage out of Electrokinetic Imprint/Electrokinesis by having 150 points in psychokinesis. Consider it a bonus on top of your arsenal.--------------------------------------------
SocialPersuasion: 0
Intimidation: 0
Mercantile: 112 (150) So you can get better deals everywhere and earlier while getting access to that sweet unique Jetski from the DLC. Almost a must for DOMINATING economy, especially early game. Try to get 45 (60) before meeting Blaine for his special stocks. Knife build don't require a lot of money to be efficient so you'll have a lot of money to buy Chemistry materials and different medicines. You need to manage your money well before getting all the sweet Dosh from Abram's junkyard questline (1800~ Charons). Try to rush Kohlmeier's knife quest ASAP for a 300~ Charons early game, you can even keep the knife for a while before returning it to him for 1000exp. You either need some stealth +50 hacking or go by the secret tunnel with precise stealth+molotov to scare rathounds and make your way through. A single poison bear trap is also a good idea to take down the guy inside the house, trap the door + win initiative and wreck his *** by moving in and out of his line of sight. You can do this easily at level 3.
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GearHead: Balaclava for extra stealth/Motion Tracking Goggles for detection/Psionic Headband (
Universal/Temporal Modulator + Magnifying Neuroscopic Filter: Electrokinesis + Psionic Mufflers for
boosting your psi skills,
psi cost % reduction and boost your psi
Electrokinesis damage further)
Armor: Rathound Regalia
Belts: Use a lifting belt+Rathound BBQ 90% of the time because of your low carrying capacity and carrying traps. Otherwise use
Trapper belt when needed for the extra utility and trap boost.
Boots: Ninja Tabi Boots
Shield Emitter: High Frequency mostly, but having a back up Low-Med can also be a good idea
Weapons: -
Ti-Chrome knives with a electro generator, low-ap which makes you electrify some more !
-
Plain Tungsteel Dagger/Steel Combat Knife to switch and conserve batteries when needed. Nothing wrong with
adding a generator to a Steel Combat Knife either (you're probably gonna do that before finding Ti-Chrome anyway)
-
Serrated knife is nice but with all the critical bonus you won't need it. Also Entropic Recurrence can replace a bleed
effect once you land a strong critical hit.
-Again, nothing wrong with carrying multiple types of knives in general. Just use the right one for the right job. I personally
prefer dagger over serrated knife against organic enemies for the +25% damage buff
-Jackknife can actually be use offensively for fighting multiple small critters and finishing off target or applying
Expose
Weakness since it has a low AP cost and you'll be carrying it around for utilities. It will also love Expertise !
-A strong Steel Combat Knife early game will really help you along since it has the best min-max damage which help counter
damage threshold with Expertise
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General Combat Related AdviceUse bear traps A LOT early game
This build starts shining at level 14 (like most critical builds due to critical power). The core of my build mostly goes to level 18, then from that you can start to customize your feats to your liking and playstyle. You'll also have all the lockpick and hacking needed with the right tools.
Escape Artist is almost a must for melee builds in Expedition.
Check out the alternative feats section below for more information about feats and alternative choices for this build.
Bladeling and critical resistant enemies will be hard to kill but you'll make it ! Before you get a shield you'll have to be a master at combat and not get hit often due to low-con/psi empathy, again, very doable with traps, psi abilities, cheap shots luck and some preparation. Carry a lot of Flashbangs** and strong crafted grenades and traps to optimize your damage output and deal with mobs. Don't forget to stealth kill single targets before going for the rest of the mobs, it will save you a lot of trouble and make you feel like an actual assassin (hence this build). Remember to abuse chokepoints and line of sight! A great strategy to master for everyone and especially for melee users in general.
The best defense is not letting enemies pull out any offense !Use your CC before mass stabbing a target to break their dodge and proc
Opportunist, you want to abuse that as much as you can. Sometimes it will be better to leave your CC to disable another target while you kill your main target. If you face a big group of enemies like Lurkers, try to initiate by killing one guy and flashbang the rest, then try to take as much as you can on your second turn before their debuff goes out. Its sometimes a good idea to change target if your
Cheap Shots incapacitation proc and you have a lot of Action Points left to go after another enemy. Your high critical damage will give you good surprises by finishing off opponents in a few shots earlier than you thought, leaving you with more options for pushing forward and control the field. Sometimes (big mobs mostly), it will be better to lay traps in stealth, bait the enemies in a chokepoint and throw grenades while they are stuck and then you go in with your knife to clean the mess you just made.
Psi-beetles quest is hard for knife users, try to hold the first room with lots of traps and molotovs while hiding in the adjacent room out of sight. I highly recommend going Siphon Hunting with stealth and traps West of Junkyard giving you 350xp per Siphoner (there's 5 of em and some oddities around). Really good early game level boosting, highly recommended.
As for invisible targets like Crawlers and Lurkers, learn where they are and in what numbers. Reloading is almost necessary here. Once you know where they are, put traps/imprint then unstealth or enter their line of sight and wait for that sweet bear trap ''click'' sound. They will be no match for you once caught in the open. Use your detection goggles while in stealth yourself to scout.
As for the Rathound King fight for his armor, the trick is to lure him out of his room with traps (he will try to go disarm it on his own if it's in his line of sight). Wait in stealth next to the door and once he pass by close the door leaving all his precious rathounds behind and solo his ***. He's strong on dominating and carrying strong traps (especially chemical bob traps) can really help you there. Leave a clear path open for you to get out of the room and close it with Imprint and Quick Tinkering, he will have no choice but to walk over traps this way. Throwing a gas grenade here can also be a good idea. I mostly go kill him at level 11-12.
Grenades and special traps are your best friends. Try to get 50 Chemistry ASAP and start crafting MK3. Fixer in Junkyard has a lot of components you need. Get your hands on magnesium and hexogen whenever you can and buy the necessary blueprints once you get the money. Learn which grenades share cooldownstogether. For example, EMP grenade, Flashbang and Molotov have separated cooldowns. So you can throw multiple different grenades on the same turn.
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