Author Topic: Chemical Pistol / Scientist Build  (Read 953 times)

Changer

  • Noob
  • *
  • Posts: 1
  • Karma: +0/-0
    • View Profile
Chemical Pistol / Scientist Build
« on: February 25, 2021, 12:41:52 pm »
This is my first attempt at a build, just beat the game on normal using the destroyor AR/TC hybrid build.

I want to build a skill monkey scientist with chemical pistols.

https://underrail.info/build/?HgYMBgMIAwjCoDQAAB4AwqBlACAZwoLCinHCgsKCAAAAAAAATykBORYCMCgvWiYRTicXU8KRwrPinJoJ378

Is this build going to pass muster? I checked out the destroyor guide on thresholds.

Just wondering if there is anything I am missing?

cypherusuh

  • Tchortist
  • ****
  • Posts: 309
  • Karma: +25/-15
    • View Profile
Re: Chemical Pistol / Scientist Build
« Reply #1 on: March 01, 2021, 12:09:18 am »
Move cooked shot as early as you can, and move Energy Management as late as possible.
Execute is bad idea due to splash damage, escape artist only good if you're planned to use unique weapon, which I think it's worse than Mad Scientist self-made Chem pistol.
Your crafting skill is too much. Check "crafting bonus" on Misc tab. If you want to go min-max, put +2 int for hypercerebrix (requires 70 Bio to craft). You need to see the (###) number, that's your effective skills. 170 bio is WAY too much since highest drugs requirement is 130. And picking it for poison sac ain't worth it unless you're thrower poison build.
30 dodge won't do anything for you so scrap em.
You picked practical physicist, so is it going to be hybrid Chem / energy pistol?