Author Topic: DOMINATING Crit Energy Pistols with Ambush  (Read 5624 times)

amgarrak1

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DOMINATING Crit Energy Pistols with Ambush
« on: June 25, 2023, 02:19:18 am »
/build/?GgMKBgMNAwjCjFAAAB4AwoxVZDIZUGQ3LTIANwBGAAAPKAExMAIWK1rCmkspM07ChyrCpOKiowHip74K378

(can't post links, add it into the underrail build website)

Very comfy build for Dominating. 100% crit with Ambush (very easy to trigger, can be triggered in 95% of areas). ~50% otherwise (~65 under Focus Stim). 1 crit = 1 kill.
Don't use the exact numbers for skills from the link, details in the guide itself. Feats are in order. Build only goes to 26, the rest really doesn't matter the build is 100% finished by then.

The build comes fully online at lvl 14. Early levels you'll have to use throwables, traps and normal guns, whatever you can find. Build works best on Oddity XP, since you can get from lvl 8 to lvl 12-14 very quickly with minimal combat.

>>Pros:

-Cheap to fire (Laser Pistol only 12 AP, Electroshock - 25).
-Mobile
-Very durable energy shield thanks to Power Management
-All electronic equipment can hold more charge thanks to Power Management - QoL
-Lots of spare skill points thanks to high INT.
-No need to craft ammunition.

>>Cons:

-3 CON build, so anything that penetrates our shield is extremely deadly, specifically crossbow bolts and melee (we have tools to deal with both).


------ATTRIBUTES------

Start with 7 DEX and 10 PER. Every attribute point will go to DEX until it reaches 10, then we max PER. This is done to get Laser pistols to 12AP - 4 shots per turn baseline and Electroshock pistols to 25AP - 2 shots per turn. These are the values that I played with, you can maybe get DEX high enough to get 10AP Laser pistol, but IMO that's overkill.

8 INT gives a good damage boost with High Technicalities as well as saving us skill points by boosting many skills.

6 AGI is a good number for Stealth, enables picking up Sprint if you want it, and makes passing AGI checks very easy (we can get to 8 AGI with items, 9 AGI with items + food - that covers a lot of checks already).


------FEATS------

Feats are arranged in order in the build link. Some notes:

-Paranoia is my personal favourite starter feat. However it can be replaced with Sprint or Nimble if you prefer. IMO though, Sprint is unnecessary since we are already very mobile and Nimble will be useful only if you want to use tactical vests, which aren't needed on this build (and when they are - armor penalty is irrelevant).

-Quick Tinkering is too good not to pick up. It solves our problem with melee.

-Same with Grenadier - too good not to pick up. Grenades are OP.

-Ambush - the key Feat of the build. Surprisingly very easy to trigger in most places. Once you get Telekinetic Proxy (movable light source with small radius) it becomes even easier.

-PSI Empathy. I picked this up quite late, but looking back - the sooner you get Proxy - the sooner your ambush will become much easier and cheaper to use. Not to mention getting another in-combat trap for free along the way (Psychokinetic Imprint).

-Premeditation and Psycho-temporal Acceleration are luxury feats. They help a lot post Institute and in Expedition, but absolutely not needed before that. If you really like having these earlier - you can try to squeese them in post lvl 8, but you will delay your damage increases.

-The crit Feats should be self-expanatory. This is a crit build - we want as much crit damage\chance as we can get. Lvl 14 is always Critical Power, don't delay it.

Specialisation points go into Critical Power first and the leftovers into whatever you want. I went for extra initiative from Paranoia.


------SKILLS------

-Max Guns. 80-100 effective Throwing is enough.

-I like maxing Stealth, but you can very easily ignore it for some levels if you need points elsewhere.

-25 Traps for Quick tinkering.

-For crafting skills get 20 chem and 10 tailoring to make molotovs, otherwise focus on Electronics and get it to about 100 base points then stop. Mechanics is much less important to us, but some level is still needed to make bear traps out of metal plates, some electronic parts require a bit of mechanics as well. We want high Tailoring at some point to make Infused Rathound Leather Armor, but until that point - you can ignore it. Chemistry is useless - Plasma Grenades are stronger than conventional grenades, we have enough to make molotovs, flashbangs can be looted or bought. We want 45 effective Biology to make Focus Stims (+15% to crit), but don't rush it right away.

-For PSI skills we want PK to 55 to get Proxy (easy light source) and TM to 70 for Stasis. Don't rush these. Stasis specifically isn't available until much later, so only get enough for Contraction if you want it.

-Persuasion, Intimidation, Mercantile are up to you. I don't bother with the first two, I got mercantile to effective 45 for extra stuff at Constantine's. Don't forget that Large Waist Pack gives +15 to mercantile.

-Pickpocketing early can help kickstart your economy and provide an almost infinite supply of adrenaline shots. Great for Oddity XP. Don't get it too high though, even 50 base points is probably more than enough to pickpocket at least one item off of anyone.

-Hacking\Lockpicking situational, keep these up to date, but don't max.

-You can put excess points into Evasion if you like. Dodge is worthless. 30 dodge is taken very late for Escape Artist to deal with Expedition and it's numerous immobilisation effects.


------EQUIPMENT------

-Weapons: Efficient Amplified Laser Pistol - main weapon. Smart Amplified Electroshock Pistol - Alphastriking multiple enemies with Aimed Shot. Smart Amplified Plasma Pistol - boss killer.

-Armor\Legs: Infused Rathound Leather Armor when you can get it. Until then - use whatever. Stealthy leather armors are the best for general use. A tactical vest with high threshold can be a good find against bullet based enemies until you make a good shield. Black Tabis for stealth + movement.

-Shield generator: High High frequency for bullets. Low Low for crossbows and melee (but preferably don't get hit by either at all).

-Head: NV detection goggles and NV crit chance goggles. Optionally NV special attack damage goggles (for boss killing).

-Belt: use whatever you want. I'm a hoarder, so I used a Large Waist Pack the whole game.

Obviosuly keep some situational gear in your inventory, balaclavas, gas mask, biohazard boots, EMP grenades etc.


------GENERAL ADVICE------

Make a Taser. Use molotovs and flashbangs. Plasma MKIII is the best offensive grenade. Bear traps are OP.

Skip Depot A with 60 Hacking (has to be effective 60, not counting Haxxor bonuses) and 50 lockpicking. How you get to Depot A is your choice, I find Eddy's mission to be far easier and it rewards you with a Plasma Pistol. You can still work for Eels later.


------CONCLUSION------

I am so happy I tried Crit Energy pistols and Ambush. It's the strongest build I've played so far. It's very comfortable, can easily deal with swarms of enemies as well as tough single targets. Ambush an extremely fun Feat to play with due to having to think about lighting and darkness. Not to mention it helps a TON when dealing with evasive enemies. Power Management is huge QoL AND it makes your shield even stronger. It is also a minimal reloads build - initiative is high, detection is very high, stealth is very high, grenade CD is low, lots of movement points, stasis etc. If anything goes wrong - you've got layers of contingency plans.
« Last Edit: June 25, 2023, 11:21:04 am by amgarrak1 »

ClawBug

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Re: DOMINATING Crit Energy Pistols with Ambush
« Reply #1 on: July 03, 2023, 09:11:13 am »
I prefer another build
with 3str 12dex 3agi 9con 11per 3will 7int
11ap for one shot
with 50ap plus 20ap (drug) 20ap(psi)
we can shot 8 times in one turn
also we can use junkyard surprise (adding 2 dex)
to have 9 shot in one turn
with 9 con we can learn survival instinct and then the critical chance become 85%(6(laser pistol)+30(survival instinct)+19(goggles)+11(infused rathound leather)+7(reckless)+7(another feat in DlC)+5(specialization))
100% when we use focus stim
for 7 int we can learn premeditation and many crafting feat
so that our critical bouns will be around 900%
when in battle
we first shot 8 shots
and then we use premeditation plus stasis
shot another 8 shots after 2 turn
each shot can produce 700+ damage
that mean 700*16 or 700*18 damage
a super powerful build

amgarrak1

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Re: DOMINATING Crit Energy Pistols with Ambush
« Reply #2 on: July 03, 2023, 09:25:58 pm »
I prefer another build
with 3str 12dex 3agi 9con 11per 3will 7int
11ap for one shot
with 50ap plus 20ap (drug) 20ap(psi)
we can shot 8 times in one turn
also we can use junkyard surprise (adding 2 dex)
to have 9 shot in one turn
with 9 con we can learn survival instinct and then the critical chance become 85%(6(laser pistol)+30(survival instinct)+19(goggles)+11(infused rathound leather)+7(reckless)+7(another feat in DlC)+5(specialization))
100% when we use focus stim
for 7 int we can learn premeditation and many crafting feat
so that our critical bouns will be around 900%
when in battle
we first shot 8 shots
and then we use premeditation plus stasis
shot another 8 shots after 2 turn
each shot can produce 700+ damage
that mean 700*16 or 700*18 damage
a super powerful build

It's stronger in a specific combat encounter, but IMO it's overkill and less QoL overall. AGI 3 means a lot of ground traversal checks are inaccessible and Stealth skill is lowered by a good amount.
 
9 CON is also such a heavy investment for very little gain. It's good early on, but by mid-game crit chance is reaching 100% in Ambush anyway. Not to mention that maintaining Survival Instincts is an added pain. Maybe if Ambush was harder to proc SV would be a better options, but it is very easy to proc.

Ultimately, I didn't try to make a build that does the most damage, but rather something that can do practically everything in the game (including arena masters, native leaders, quad nagas etc.) while also not sacrificing QoL.

dddmemaybe

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Re: DOMINATING Crit Energy Pistols with Ambush
« Reply #3 on: August 26, 2023, 07:36:19 pm »
I prefer generic ROF dex-versatility on Energy Pistols. You have to use melee knives for the first 6~ levels (wouldn't have an energy pistol yet anyways) but your scaling effective skill and ROF are really massive. It also S.A.D.(single ability dependent)'s so hard that you can just brainlessly grab INT-10 High technicalities and Con-5, with a super-massive available total skill point pool. This build I have for it has max hack/lock and crafting and throwing and melee(versatility) and reaches up to 90% skill(+10% commando belt and +20% spec points) for 320 effective guns skill by max level. It can easily mix-n-match out points of throwing for traps and grab trap-expert instead (huge dex means need less investment for same effective skill) too.

Aimed shot and Ambush are also somewhat at odds if you don't also have other pistol perks to proc more "conditional attacks" modifier bonuses on the energy pistol(off-hand?). You also hit max crit anyways so aimed shot mid-ish. Early game you can typically just use a melee weapon to save your sanity on dominating imo(money).

If you're going for both high-ish per/dex, I think taking advantage of the powerful pistol perks is a good idea(often they need both attributes). You can layer 1-2x bonus multipliers on Energy Pistols for conditional attack modifiers with those. A real ball-buster is the Future Orientation-LTI -> 1 turn cd Point Shot with the accuracy bonus of the Laser Pistols. You can still fuddle a good crit-rate to like 50%~+ with a Focus Stim even with the conditional attacks goggles on and deal a surprisingly potent oneshot on the Point Shot half of the time.

https://underrail.info/build/?HgMQBgUDAwpGwqAAwqAAAGRQRgAAV3sjVGUARgBGAABGYSY5wqPCmhYrwodaS8KIKlERPsKzdnfip74C4qi7A-K1rgrfvw <- PER 3 EP

^There enough skillpoints to grab Escape Artist instead of something and has a lot of filler that can be switched out for Ambush and any other optionals.

TL;DR: I think if you are peeking at nabbing those generic power perks instead of doubling-down to some heavy pistoleering perks, you can min-max for Per 3 and go full hog-wild with it.
^It reaches 8ap shots with an Eel Sandwich. (Up to 12 shots per turn)
« Last Edit: August 26, 2023, 07:41:01 pm by dddmemaybe »

Fins

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Re: DOMINATING Crit Energy Pistols with Ambush
« Reply #4 on: September 06, 2023, 12:57:48 am »
...
-Cheap to fire (Laser Pistol only 12 AP, Electroshock - 25).
...
-Ambush - the key Feat of the build. Surprisingly very easy to trigger in most places. Once you get Telekinetic Proxy (movable light source with small radius) it becomes even easier.
...
Smart Amplified Electroshock Pistol - Alphastriking multiple enemies with Aimed Shot.
...
Great write-up and solid build. Thank you for sharing!

One note about the above quoted parts for your consideration, if i may.

One serious problem with Electroshock Pistol as crowd weeder - its max range, which is 7. Compare this to things like AKX / good crafted assault rifle, which got max range 14, meaning you have 4 times more tiles in range from any given firing position, and with a bunch of AR feats you get 2 bursts by the AP price of one, plus significant damage bonus whenever any target is hit by more than 1 bullet of any burst.

Why this is particularly important: Ambush builds, any builds which make good use of Ambush - they are limited in how often, and how well, they can operate at close to medium range, merely because even with all the placeable light sources, player character must be in sufficiently dim / dark spot for Ambush to work. This means higher range weapons do more than just usual (which is, add lots of tactical possibilities) - they also often allow to do Ambush shots which lower-range weapons would not be able to do at all. This is why simple "damage numbers" can be misleading, in this case - pistols may well dish out more "on paper", but in practice ARs are often better against packs of enemies. Even without any AR-specific feats, they often win vs things like pistols and SMGs merely due to the above, in my experience.

And of course, AKX is indestructible and upgradeable. Lead away and never worry it'll break or you'd be short on repair kits, 'cause it doesn't and you won't be. So good. :)
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