Author Topic: *Beginner* Looking for a grenadier build  (Read 4837 times)

Vitya_Pinguinus

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*Beginner* Looking for a grenadier build
« on: February 27, 2020, 05:58:23 pm »
Hi! So, i am currently 20 min in game and i have no idea how to build my guy as i want him to be. I've been looking for a build which relies on grenades. If you have any thought on what kind of weapon or magic goes best with nades, please share with me. Looking forward to see your suggestions and thank you for your time :)
« Last Edit: February 27, 2020, 06:01:22 pm by Vitya_Pinguinus »

TheAverageGortsby

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Re: *Beginner* Looking for a grenadier build
« Reply #1 on: February 28, 2020, 04:47:41 am »
Grenades are not a build  Grenades are an addition to a build.  If you attempt to play UnderRail exclusively or even majorly as a grenadier, then you are going to make the game more difficult for yourself (it would be ok on Easy, with the economy so forgiving that you'd always be able to afford to just buy a bunch more grenades).

A throwing-only build (grenades, nets, and knives) is probably the most difficult way to play UnderRail.  See if there's anything else about the game that interests you, and do that, then add in some throwing and some chemistry so you can make your own grenades.  There are a tremendous lot of build guides here; find one that appeals to you, and add grenades.

FanaticEgalitarian

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Re: *Beginner* Looking for a grenadier build
« Reply #2 on: February 28, 2020, 06:24:37 am »
Hey there,

While it's typically not enough by itself to make a build, you can max out your capability with grenades. To make the most out of grenades you'll want to do the following:

Dexterity of 7 - Grenadier and Three Pointer Feats
This will give you a damage grenade every couple of turns I believe, and will allow them to crit. Continuing to increase throwing will give you more crit chance, but practically there is diminishing returns here. Higher dex would also increase your effective throwing but also diminishing returns.

Chemistry - level this every turn until you reach an effective skill of about 125. This way you can make the most powerful grenades.

Temporal Manipulation - this does not necessarily require any Will investment, but level up this skill so you can use the spell from Ethan in the SGS cantina that further lowers all your cool downs, letting you spam more grenades.

But, making and buying grenades is expensive. You'll want good pickpocketing to make huge amounts of money. Lockpick, hacking and mercantile also good.

You may as well invest in traps to make mines. You can blow up your own mines with nades to make huge explosions.

Now, if you really want to take this to the next level, you can add more Psionic. For some of this you will need reasonable Will investment.

Force shield from psyhcokinetics: Block off enemies and make them group up into perfect formation to get blown up by your nades.
Telekinetic punch will also give you a powerful stun when you need it.
Force user feat will increase power of both.

Metathermics has two spells that are basically grenades: A fireball type spell and a cyro orb. Use the feat that reduces the action points necessary if you use a fire spell then a first spell and vice versa. You will need high will to do good damage with these.

You can also use stasis from temporal manipulation to freeze yourself in an invulnerable state while all your cool downs and psi points regenerate!

Throwing knives with Fatal throw are a nice bonus for finishing off weak enemies as a basically free move every turn.




FanaticEgalitarian

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Re: *Beginner* Looking for a grenadier build
« Reply #3 on: February 28, 2020, 06:42:26 am »
So as a rough guide:

Strength: 3 (only benefit is carry weight - pack rathound is not a bad first feat choice here)
Dex: At least 7 to Get Grenadier and three pointer. 8 dex for Fatal throw throwing knife bonus feat
Agility: You can keep at 3, really. For a beginner Constitution is a more reliable protection.
Constitution: Up to 10 for huge survivability
Perception : 3 (useless to you)
Will: Should be pretty high, up to 10 if you want highest psi damage
Intelligence: 6 for premeditation (free spell of your choice every few turns)

Always level throwing and Metathermics. Always level chemistry until you get to around 125 effective. Get 50 pickpocket for cash. Get traps pretty high because you need it to spot enemy traps as you have no perception and so you can set your own. Get psychokinetics to at least 25 for force field. You want about 70 temporal for stasis and cooldown spells.

Later game when you don't need to level things like hacking and social skills you can dump those points into other crafting skills. Until then, buy a Metathermics headband and the heaviest armour you can get without a strength requirement. Get a high frequency shield so you can bomb yourself if needed. Late game, you can get anti blast cloth on your tailored armour so you can bomb your feet even more if needed. Steel boots are good for extra armour and allow you to throw caltrops everywhere - or tabi boots for more movement.

You have a build there with loads of explosions, with good survivability and crowd control so you can stay alive while you wait for more explosions








harperfan7

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Re: *Beginner* Looking for a grenadier build
« Reply #4 on: March 03, 2020, 10:42:58 pm »
Max dex, max throwing, grenadier, three pointer, temporal manipulation: limited temporal increment, future orientation.  Spec points go into future orientation and three pointer.  Get enough chemistry for mkV grenades and enough electronics for mkIII plasmas.  After that it's all up to you.
*eurobeat intensifies*