Author Topic: Build recommendation for Expedition  (Read 3447 times)

Kilgore Trout

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Build recommendation for Expedition
« on: January 16, 2021, 11:28:17 pm »
Haven’t played in a while, but I recently bought the expansion and I have some time to play seeing as I am not able to fall asleep after our newborn does.

As such, I was hoping for a character recommendation. Thinking of playing a crafter, pistol (energy-based) build. Any advice would be greatly appreciated.

Cheers

TheAverageGortsby

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Re: Build recommendation for Expedition
« Reply #1 on: January 17, 2021, 03:27:41 pm »
Since the instroduction of the Versatility feat, I've found it hard to justify a pistol build that isn't a dex melee build with guns skill from Versatility.  You want high Dex anyway to get a lot of shots off, so it just sort of seems too obvious that rather than try to run two high stats, run one very high and do two things with it.  There's an added benefit there in that it can be awfully tough to naturally get an energy pistol in the very early game, so you can just go around stabbing and/or punching things until you get a few nice pistols, and pick up Versatility a few levels into the game.

High Dex, 6 or 7 Agi for stealth and sprint (and Interloper if you really it), 3 Per unless you want some feats with a Per requirement, and as much Int as you can spare, preferably 10 but at least 7.

Max melee, just enough Guns to get your feats, probably go real heavy on stealth (maybe max it).

Probably get Combo and Expose Weakness so your punching is effective; most other feats can go to your pistols and QoL.

Spec points won't actually matter much for the build to work so get whatever you feel like you'd like.

Kilgore Trout

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Re: Build recommendation for Expedition
« Reply #2 on: January 18, 2021, 03:03:05 am »
Thank you for the pointers, TheAverageGortsby. I am going to use this as a starting point and start messing around with the Underrail char calculator. Will I be missing out if I completely ignore PSI? Or should I invest in temporal manipulation?

TheAverageGortsby

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Re: Build recommendation for Expedition
« Reply #3 on: January 18, 2021, 03:44:07 am »
You'd be missing out on psi if you ignore psi.  That's about it.

Psi is pretty nice, and essentially any build that doesn't use psi can be improved by using psi.  However, there's no need to add it in to your build if you prefer not to.  Energy pistols are strong enough that they can handle any difficulty without using psi, and that's especially true for crafted energy pistols.

Kilgore Trout

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Re: Build recommendation for Expedition
« Reply #4 on: January 18, 2021, 06:56:28 am »
Good to know, thanks. Lastly, for crafting feats I want to take power management and possibly skinner. What are your thoughts?

TheAverageGortsby

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Re: Build recommendation for Expedition
« Reply #5 on: January 18, 2021, 03:16:12 pm »
Yes to both, but you should probably also fit in Practical Physicist, and if you plan to also make and carry around chem pistols (which I would recommend if it fits your build concept) then you should also get Mad Chemist and Cooked Shot.

If you do pick up some melee feats, and also decide to make and use chem pistols, you're going to have a bunch of stuff in your inventory, so Quick Pockets might become worth a look.  Switching between your pistols (presumably a damage pistol like laser or plasma, and a CC pistol like acid or fire chem pistol) and your pneumatic infused leather combat gloves when someone gets in your face might become something you have to do occasionally, and it can be nice to have enough AP left after the switch to get a few good hits in.

Kilgore Trout

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Re: Build recommendation for Expedition
« Reply #6 on: January 21, 2021, 11:58:01 am »
Great stuff, thanks for the advice. I am going to start playing around with the char builder.

ShoggothWhisperer

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Re: Build recommendation for Expedition
« Reply #7 on: January 22, 2021, 02:41:45 pm »
If you're playing a non tin-can character in expedition, escape bonds is nearly required for many encounters, due to the large amount of enemies who can inflict immobilization. Its a decent feat n the base game as well, since it lets you escape acid entanglements, bear traps, and throwing nets.