You pretty much need Psi to be able to kill them (Neural Overload)Bilocation can fuck right off. I hate enemies/damage that I can't defend myself against*. Even if you kill the caster the doppelgangers still run around.
*the only psi skills I have is the new temporal manipulation cooldown reduction
Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str
I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.
Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.
There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.
I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.
I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.
And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str
I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.
Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.
There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.
I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.
I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.
And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.
even different block sources dont stack
https://www.underrail.com/wiki/index.php?title=Parry
Block chance from different sources does not stack. Each block chance is rolled separately against blockable attacks.
no free riposte for you Parabalus
its about block chance, not amount of blocked.
even different block sources dont stack
https://www.underrail.com/wiki/index.php?title=Parry
Block chance from different sources does not stack. Each block chance is rolled separately against blockable attacks.
no free riposte for you Parabalus
I don't think that's random. I opened that same item when I hacked that box.The random loot generator is funny with the new items included. Found this in the starting area, twice already, both on characters that can't use it:
1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
Playing a character with minimal Willpower makes your resolve very low even without this 30% debuff. Psionic users are probably the most difficult enemies to deal with for my build.
once combat starts, yeah, you're not detecting shit; but at level 20~ with 4 perception and, on occasion, with the help of 60~ detection boosting goggles, I regularly get the the drop on crawlers outside of it1. Is there a way to avoid getting the "Body Horror" feat? Can you remove it somehow?
When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers. Jesus...
The best strategy so far seems to throw one flare under your feat, at the beginning of every single turn, in order to detect if something tries to sneak upon you.
crawlers and knife homos are very annoying, this build is made to DOMINATE them. Also taking nimble and the veteran feat to reduce armor penalty so that with good boot springs its alright to move and stuff.Goys rate thsi spear build. Stat focus str/con.
no throw. riot shield+iron grip.
Focusing on sweep for offbalance then Impale. THrow got nerfed hard so whatever.
Due to stat requirement cannot into 18 str
I'd say focusing on block just isn't worth it for spear builds, especially since it only works for melee damage anyway.
That and you sacrifice 15% damage and a good amount of feats for a worse defense than what tactical vests or metal armor offer. I just don't see the point.
Spear guardian is still worth it though, it's quite reliable with its +2 spec.
Recklessness and Weaponsmith are also quite nice for getting occasional massive crits, especially since you have cheap shots and critical power already.
There's no need to max out Tailoring, Mechanics and Electronics. You can get a 15% bonus from your house so you'll want to reach 140 in those stats. (not invested, but total ofc.) Most crafts shouldn't exceed 160, but a few exceptions are possible if you get luckly on 150+ qualities.
I'd personally also highly recommend going part psi for Psycho Temporal contraction + Psycho Temporal acceleration feat for that sweet 3 turn +30 movement and +20 action points instead of sprint. Even if it lowers your max hp and requires some temporal skill points.
I didn't try high evasion / thick skull on this build yet, but those look extremely valuable given how often I got snared and stunned.
And bring a ton of grenades ofc, a few optional enemies in expedition can't even be meleed with a spear.
This build is more of a defensive build. Taking recklessness would be counter productive in that case.
Cheap Shots and Critical Power is to buff Impale and other occasional crits. weaponsmith would be somewhat lackluster, unlike for knives and swords. Also requires 6 int.
For the crafting; yeah i agree partially. but for making drugs/mk iv grenades in DC that much chem/bio is threshold i think.
I guess 25 PK for force field and 70 TM for Stasis si doable.
With your 5 INT you can get by with 90 skill investment in crafting (outside of DC), what you put in is way overkill. Traps is also overkill by 80 points.
I'd def take Grenadier earlier than 22.
Paranoia is a waste, you won't see Death Stalkers either way, and you're spear block so they shouldn't be an issue, you also have thick skull. Nimble also seems pointless.
Adding TM would def strengthen the build, it's just OP.
2. When it comes to detection, my character is 26 level, has 14 perception points, picked paranoia feat, wears +90% detection googles, and he still cannot spot crawlers. I repeat... 600+ detection is not enough to spot crawlers.