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didnt it occur to you to go max dex and versatility instead with no PER?On a second though, I think I should have rolled 10 PER instead
didnt it occur to you to go max dex and versatility instead with no PER?On a second though, I think I should have rolled 10 PER instead
The idea of this build is 18 INT, so obviously, no maxxing DEX. I am well aware of the possibilities of 18 DEX 3 PER pistol versatility, build like this is literally mentioned in the postdidnt it occur to you to go max dex and versatility instead with no PER?On a second though, I think I should have rolled 10 PER instead
TK Grounding is a blessing for this kinda build and doesn't need much investment, but i take it you don't want any wizardryFew remarks on the current build.
My cave wizards, both the recent one and the one from years ago, are typical 18 WILL builds (RE: old cave wizard was actually 17 WILL); I won't go into much about them (although no problem if someone is interested) since they are pretty straightforward. Roll 10 WILL and max it at every level, roll 10 INT (Eidein recommends 8 but I feel more comfortable with 10), the rest could go either in AG for mobility or CON for Hemopsychosis (if you sacrifice some INT you can go for 9 and pick SI), pick PSI schools of your choosing (my choice both times was TC, PK and TM, you can replace TC or PK with MT or go quad). Psi beetle overcoat, lots of stealth, sormibaren staffs for wizardry bonuses later, headbands for you favorite spells and you are good to go. With TC, PK and TM my build was very powerful against humans, with particularly destructive alpha strikes, but in general lacks sustainability for longer fights - though this is rarely a problem. Against robots its worse, I skipped four nagas and prevented rassophore Neville robot fight, though had no problems bruteforcing Arke.
I played 18 DEX years ago and it was similarly very good. 18 DEX Versatility builds in general are very powerful, you can use them for pistols (of all kinds), SMGs and still have the melee weapon of your choice plus easy synergies for throwing and traps, so amount of tools you have is incredible. If you look at my build you would see 5 melee feats, and yet, pistols were dealing great damage and at significantly reduced AP cost. And this was years ago, before Gun Fu, commando belt, poison coatings and some other stuff, so today it would be even more busted.
The current build is 18 INT lazor guy. I played energy char years ago, but it wasn't minmaxxed, with measly 8 INT and decent PER, though was still good. The idea behind maxxing INT is first and foremost to gain maximal bonuses from high technicalities, allowing you to have X2 base damage at 18 INT. Crit bonus damage on energy pistols is the highest, add critical power and then specc it, and the single lazor crit would deal at least around 1k on average in the lategame.
I rolled 8 PER and the rest into DEX and AGI to have some mobility (can't use fursuit because I need infused rathound), synergies for throwing and a little bit of initiative. Some 18 INT builds add cave wizardry, one particular yootuber crammed not one but two PSI schools in it, but I don't like adding wizardry on 3 WILL chars. Throwing adds enough crowd control regardless.
On a second though, I think I should have rolled 10 PER instead. -1 to DEX and AGI won't change much, but 10 PER will improve damage even more and improve accuracy. With juice, locust honey and salad you can get 14 PER alright. So far the weakest point of this build is dogshit accuracy, any enemy with enough evasion without debuffs reduces THC a lot. I had 45% THC against Carnifex both before and after he used yell (he dropped my gun skill to zero and THC remained at 45% lol).
Initially, I wanted to go with 9 CON for SI, but it turned out unbearable to play in early game. I know it would have picked up steam later, but early game was just a slog. Instead, Ambush with decent Stealth skill gives me 100% crit chance when it actually procs and solves the problem.
The curious point of this build is that because of crazy INT synergies you can maxx out all INT related skills early on and after level 20 or so I don't really know where to spend SPs. I have 200 effective mercantile at level 24 and can go higher, also full specced Disassemble which allows to milk the traders for all their money. The build struggles a bit early on but nothing a few traps could solve.
I'll post the sheet once I am done, the gameplay is interesting, despite having great damage and lots of options it doesn't feel minmaxxed at all, more like something quickly sketched in chargen.
Afterwards it's time to try something more unorthodox, I don't think I've seen a single 18 AG build so I have few ideas about it
You need full set of supersteel armor with electro padding. If you are lucky with quality rolls you can easily get 100% energy res and very high electricity tooRagequit because I kept killing myself with the fusion cannon due low weapon skil
Anyone here played on harder difficulties as a psycokineticist? When I tried, the lack of a "spammable" attack like Cryokinesis/Neural overload. I ended using my sidearm mostly in some situations.
The soldiers are meant to despawn if you finish it the friendly way. You can steal everything from the containers without them bothering you at least.So... can i go murderhobo on the heavy duty complex after i finish its quest? I want loot
The link to the build is literally in the video's descriptionWow. Any link to his build? I always focused in metathermics, but this time I will focus 100% in Psychokinesis.
Other question. Investing heavily into STR for Corporeal Projection worth?
No mercantile will be a pita.
True, but tolerable. Most of the gear is either unique or leather, and most of consumables are available without extended assortment. Napalm would be scarce though and no corrosive acid
Builds? Fuck builds. I activated RAM editor and added few points for attributes. (I'd prefer double attribute points at level up, or no level cap... But it's what it is.)The idea of this build is 18 INT, so obviously, no maxxing DEX. I am well aware of the possibilities of 18 DEX 3 PER pistol versatility, build like this is literally mentioned in the postdidnt it occur to you to go max dex and versatility instead with no PER?On a second though, I think I should have rolled 10 PER instead
I get that experienced players can play any meme build successfully, but ouch. No detection, no HPs, no traps skill... Death Stalkers and traps will make sweet love to you.Here's the preliminary sketch for my planned 18 AG build. I wanted to do a Claw build for a while, and combining the two concepts seems like an interesting choice. Ripper Glove would be the good second weapon in the lategame (both are base 12 AP), plus healthy grenade spam
https://underrail.info/build/?HgMKE...TTkIWBxI8GwZBwqXCscKm4p2MBeKdlwXin4QB4qicA9-8
The general idea in combat is to run around like a retard, preventing enemies from even being able to target me; hence, smol no-kite maps are no go. If they manage to get close, high dodge and evasion should make matters more manageable. I reckon soft enemies would be alright, tincans would be struggle and any robot past the centry bot would be a showstopper. Acid dogs and expedition spiders are to be avoided similarly. Lunatics likewise would be pain unless we manage to obtain a lot of black dragon poison. For these cases, the build has ridiculous amounts of stealth to go around.
Weapon wise, both are 12 AP base, 10 AP at 10 DEX, so we want to stockpile on DEX sandwiches to reach 9 AP. With tabis and lightning punches this is 6 AP per attack. Lategame with will have expert sprint allowing us 10 attacks for two turns without any chems. Base damage will remain shit, but the Claw has native contamination proc (glove has massive bleeding proc), plus vile weaponry and taste for blood and of course joining free drones for nail bombs. Our targets would be full of contamination, bleeding and infected wounds alright. And various tasty poisons (I hope you can apply poisons to claw and glove, otherwise bladed gloves are necessary). The build has some smol organic crowd control with combo and cheap shots
Gear wise, it's cave hopper tabis (later infused), giving us +1 AG and reducing sprint cooldown, for torso we have more choices of fursuit, cave hopper (later infused), siphoner or Aran's colorful suit (if killing him would be possible at all).
No hacking and lockpicking may seem strange for a stealth build, but since we will have so much stealth and interloper, we can just bruteforce our shadowy ways when necessary. The build requires maxxing 5 (!) skills, so SPs are really tight.
Bosses wise, we can really skip any guy we don't feel like killing today, except Tchort and Carnifex (unless you want to do Phreak quests). Carnifex should be doable with grenade spam (he is not immune to burning), and Tchort will require both puzzle and destruction of tanks. I won't be even planning a build like this, but I remember clawing Balor and majority of Arena gladiators (though with higher DEX build and SI)
All my builds are either 3 CON or 9 CON with SI on, and usually with 0 in dodge and evasion. Cave wizard takes the cake by having around 130HP at level 30.I get that experienced players can play any meme build successfully, but ouch.
Traps are annoying when you are careless, but after some runs you should remember the general areas where the mines are (I certainly don't remember their exact locations like some people do). Then you just pump your detection (PER is the easiest stat to buff, and detection itself could be raised by a number of items and consumables), and scout the area.Death Stalkers and traps will make sweet love to you.
yeah but its capped, not like you need max agi to get thereBTW, evasion massively reduces the damage from explosions too.
I get that experienced players can play any meme build successfully, but ouch. No detection, no HPs, no traps skill... Death Stalkers and traps will make sweet love to you.Here's the preliminary sketch for my planned 18 AG build. I wanted to do a Claw build for a while, and combining the two concepts seems like an interesting choice. Ripper Glove would be the good second weapon in the lategame (both are base 12 AP), plus healthy grenade spam
https://underrail.info/build/?HgMKE...TTkIWBxI8GwZBwqXCscKm4p2MBeKdlwXin4QB4qicA9-8
The general idea in combat is to run around like a retard, preventing enemies from even being able to target me; hence, smol no-kite maps are no go. If they manage to get close, high dodge and evasion should make matters more manageable. I reckon soft enemies would be alright, tincans would be struggle and any robot past the centry bot would be a showstopper. Acid dogs and expedition spiders are to be avoided similarly. Lunatics likewise would be pain unless we manage to obtain a lot of black dragon poison. For these cases, the build has ridiculous amounts of stealth to go around.
Weapon wise, both are 12 AP base, 10 AP at 10 DEX, so we want to stockpile on DEX sandwiches to reach 9 AP. With tabis and lightning punches this is 6 AP per attack. Lategame with will have expert sprint allowing us 10 attacks for two turns without any chems. Base damage will remain shit, but the Claw has native contamination proc (glove has massive bleeding proc), plus vile weaponry and taste for blood and of course joining free drones for nail bombs. Our targets would be full of contamination, bleeding and infected wounds alright. And various tasty poisons (I hope you can apply poisons to claw and glove, otherwise bladed gloves are necessary). The build has some smol organic crowd control with combo and cheap shots
Gear wise, it's cave hopper tabis (later infused), giving us +1 AG and reducing sprint cooldown, for torso we have more choices of fursuit, cave hopper (later infused), siphoner or Aran's colorful suit (if killing him would be possible at all).
No hacking and lockpicking may seem strange for a stealth build, but since we will have so much stealth and interloper, we can just bruteforce our shadowy ways when necessary. The build requires maxxing 5 (!) skills, so SPs are really tight.
Bosses wise, we can really skip any guy we don't feel like killing today, except Tchort and Carnifex (unless you want to do Phreak quests). Carnifex should be doable with grenade spam (he is not immune to burning), and Tchort will require both puzzle and destruction of tanks. I won't be even planning a build like this, but I remember clawing Balor and majority of Arena gladiators (though with higher DEX build and SI)
18 agi is hardly optimal, but I'd perhaps build around stealth, leverage the insane levels. So, Snipe and/or Ambush = probably a crossbow.
Ive done 25k NO dmg on tchort before.Trance + pickled mushrooms + NO/crit damage headband + psi beetle overcoat (or noble tchortist robe) + various feats to boost crit damage + 18 (19) Will and max three PSI skillz plus synergies + opening with mental breakdownHow did you get Neural Overload to do so much damage?And finally, the oneshot. Last time managed only to twoshot Tchort with cave wizard
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Without mutagen
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Tchort has high INT which doesn't help him here. Against regular humanoids the max damage I did was just around 6k.
This is by no means the max achievable damage, afaik tygrende did 10k
I maxxed only three PSI schools, if you max all four you will get even more TC skill due to crazy synergies. Also there is new intercessor exoskeleton which gives good boost to TC and NO (can't use it because only 3 STR). And lastly, if you do utility tower (didn't spawn on my run) you can get the feat for +1 Will if chilled. Or veteran feat which gives massive boost to TC for one turn (didn't pick it)
I wonder how you boosted the damage so highIve done 25k NO dmg on tchort before.