http://underrail.info.tm/build/?HgcDAw0ECgbCoDgAAAAAFAAUAAB4eDJzccKgLcKgNwAAVisIVSxfYh8uFSplZiFzwrLChEnCh-KitQLiqaIG4quGBeKsgwLfvwSo I have played around 800 hours of Underrail since 2017. I have tried every type of build under the books and with the recent outbreak I decided I was gonna brain storm and think of the most unkillable, rampaging build I could make. If someone else has posted something like this before, then I apologize for coming up with this. Just means you and I both agreed on how good this is haha. This was my best run ever.
So one thing I have noticed with this game is that there are 3 things you really need to focus on: Survivability, Damage and Crowd Control. Usually you focus on 1 or 2 of these focuses and are kinda up to the RNG gods as far as some situations. I wanted to win every situation, regardless of the enemy or if I didnt get an initiative roll or if my flashbang didn't incapacitate all the enemies, etc.
With this build, I focused on having a strong survivability and then looked at what were my damage options after selecting key stats and feats that would allow me to tank even enemies like Carnifex.
StatsI chose 7 Strength for the Full Auto feat. I was going to make my assault rifle my physical weapon, and it needs minimal
feats to be effective when bursting. I bumped perception by 1 to make my skill not dip into the negative.
The absurd 15 Constitution is to enable you to tank.
10 Will and 6 Intelligence is all you need to become a hard hitting caster. With a Psi beetle vest and a headband, you are golden
SkillsMax out guns, bring throwing to 56 to get 50 skill to not have complete potato throws.
Stealth and lockpicking are just twenty, I use a rathound BBQ and a crowbar to get threw vents just fine. Use stealth gear and cloak device and you can sneak fine when you need to(pretty much just for quests, you don't need to hide from shit with this build).
I bumped my crafting skills to make the best gear. Same with mercantile to 86 to get effective 100 for that gucci shit. Go with Coretech for their Electronics.
For Psionics, Max TC and MT. Psychokinesis doesn't have many good abilities above 45 after the Electro Imprint ability IMO unless you are speccing high and with a high Strength stat. Even with a low skill of 45, with your 10 Will and gear PK will do fine when you need it like electroing a robot or needing a guaranteed stun.
Gear Get a Kevlar Psionic Regenerative Overcoat with the Psi beetle Carapace. 90-95ish is fine enough for the carapace.
Juggernaut can't be utilitized early on as you need a super steel sheet with the Psi beetle carapace to get 50% encumbrance.
Try to roll a high super steel plate, I got lucky and got a 160 quality on my 4th try. Once you make this, the game changes
as far as survivability. Combined with the feats and regen vest, you are almost impossible to kill.
I used 7.62mm Hornet Assault rifles with a rapid reloader and +2 shot barrel the whole game. With this, it costs 27 AP to burst, and shoots 9 bullets.
Early on its a little inaccurate with the low perception, but it catches up later on. Also, with so many ways to stun or CC, getting a fat burst on an enemy is pretty easy. Use nets early on too, it will let you kill hard enemies early on as you stun, net and burst for a couple turns.
Use the spirit staff once you get it in the expansion in your other slot when casting. No need to explain why.
I used a psionic headband that maxed psionic critical damage and crit chance, with the generic mod that increases all psionic skills. Use a detection goggles when you really need it, but imo I never did cause I could carpet bomb areas with nades, cryo kinetic orb and pyrokineses.
For boots, use Pig or Bison Infused Striders.
Get a Double Low Frequency Efficient Shield. The one I made for in game I got the components from Coretech and Constantine. They were 155 quality.
Craft Plasma Nades ASAP.
Use a laser pistol or Acid pistol you find to fight the bladelings with Toxic gas nades. I kept a laser pistol as a side arm for the first third of the game for stuff that didn't like bullets when I couldn't Psi nuke em.
Taser + Burst fire works awesome in close quarters.
I used the gun belt, and usually carried flashbangs, plasma nades and my taser incase something jumped me.
FeatsConditioning/Stoicism/Juggernaut/Last Stand/Body Building/Increased Constitution allow you to sponge a TON of damage.
I took maxed the Stoicism specialization and put 6 points in Juggernaut to get 12% more health.
Last Stand combos well with Burst and with all of your Psi abilties. With Stoicism and its feats, you have an insane amount of resistance. I tanked a snipers Aimed shot when I was murdering Aegis with no shield and at 20% health.
Hemopsychosis is excellent with this build. I didn't take Spec points in it because I used it more as a way to get Psycho contraction at the beginning of the fight to not wipe my psi pool or when I ran out of psi and couldn't use a booster. When you are able to burst with your AR when you are out of PSI, I didn't find myself using it ALL the time. It was however another great versatile tool I could use in a pinch.
The rest of my feats focus on generic Psi enhancing abilties, with Pyromaniac being an exception as setting enemies on fire is super useful for CC, espec when used along with Locus of Control. You can swap out Thermodynamicity if you want to focus more on damage with one of the survival feats like stoicism.
Thick Skull wasn't needed since I had Locust of Control. Pop it when you are surrounded and throw a flashbang. Then Rip N' Tear
CombatYou are going to find you have a ton of options in combat, and will be extremely hard to kill. You can open with premed+Mania+cryo orb +pyrokineses to kill most groups, or use contraction while under hemo to burst 2-3 times the first round and then use your psi abilities next round.
I can't explain everything you can do as you will find all kinds of ways to combo or deal with enemies. Make sure to use Entropic Recurrence on tough enemies after you crit nuke them to get a 4 turn DoT that will deal 100-200+ damage per turn.
Use Temporal Increment all the time and you will be having your cool downs ready asap in fights, especially since the premed and psionic mania spec points are used to bring them down by one turn.
Try to horde 7.62 casings the whole game to make a shit load of AP rounds at the end. It makes your Hornet way more effective. I was rolling with 1500 AP rounds by the time I was in Deep Caverns.
Anyways, really chill playthrough. Deep Caverns was easy, as was the expansion. Use drugs when you need them. Focus stim and trance will make you super deadly. My death count was wayyy lower than from my other playthroughs with glass cannons like sword, SMG, and Energy pistols.
One thing I think is hard to figure out in this game is when to know that you don't need as much damage as you think in your build, and to focus on Survivability and Crowd Control.
Maxing out Perception or Will isn't needed when you know the game well, and know when to use certain Psi or abilties. Having an 70% crit is nice to look at in the panel, but if you can't lock down groups or take a sniper shot, you are gonna reload alot lol. Anyways, thanks for reading and try this if you want easy mode on Dominating.