For ages now, I've wanted to try a melee knife + throwing knife build. The issue is that despite each relying heavily on DEX and both being knives, they are also both massive feat vacuums, and very few crit-related feats (or even Expertise!) apply to throwing knives. The synergy is middling at best, although both can benefit from poisons thanks to the fairly recent addition of applying poisons.
"Hang on, though," I said to myself, recalling
Sheepherder's famous Dominating throwing build that utilized poisons and predated the throwing knife buff, "Hypertoxicity also applies to traps!". This is significant mainly in that it reminded me of Traps.
The chief problem with both knives and throwing knives is when you run into an entire expansion filled with heavily-armored automatons that can't be poisoned and aren't human or even living (which fucks up various melee knife feats). However, this ceases to be anything more than a logistics issue if you're able to liberally utilize high-yield explosive mines
and high-yield explosive grenades.
I'm finally almost content with a throwing knives build. I believe that grenades + Grenadier and traps + Quick Tinkering are the answer to my concerns. Furthermore, a Hypertoxicity-enhanced poisoned bear trap synergizes perfectly with a Hypertoxicity-enhanced poisoned throwing knife and Opportunist.
https://underrail.info/build/?HgUGC...2sAAAAAAABhATkdMTV_fjMWSwLChUcpwrXCpMKmw4zfvw
Yes, it's a bit daffy as I've currently got it tweaked. I really should at least fit Uncanny Dodge in there with enough points for 3-4 dodges at least, even if only because I have a truckload of extra skill points due to lack of any need for Traps to be pumped to the max. Considering I'm using both traps and grenades, I might be able to get away with omitting Pinning, putting Uncanny Dodge where Grenadier is currently slotted, and dragging Grenadier to Pinning's slot. Does anyone know whether Uncanny Dodge relies on base or effective Dodge?
I've left PER at 5 because, since this build includes traps, I've got at least a vain hope of not bumbling into every trap—and with detection goggles, I might not always be surprised by stealthed enemies.
Yes, I insist on Interloper. Trap Expert is negotiable, Interloper isn't. I'm not trying to be a cock, it's just that Interloper is the obvious choice to replace with a MORE POWER! feat, and although I'm well aware, I'm not going to do it.