I didn't think it'd work in Dominating, and I'd probably replace the 5mm with an 8.6mm Steel Cat or something - ditch the stealthy aspect altogether, there. You cannot imagine how powerful and fun smg build back when smart module affected burst. Hello, everyone! All rights reserved. You can find the link to it here: https://docs.google.com/document/d/1MTseAjhW_vJCJ316P39EzR0lAzTdzhJua12ZeTuAQmg/, Wow that's a lot of work, i really love it cuz i was playing smg in my last run and was so fun, thanks for sharing :). I'm thinking max gun skill every level along with mechanics, tailoring, lockpicking and hacking? The wait until he explodes. If you can swing it, you might even be able to handle one of the two main groups of Lunatics nearby, too. It is nice to go first, but not absolutely needed if you are going tanky with metal armor. "Psi Assassin" build So I've been playing a pure psi and having a blast, but I want to try something slightly different where psi isn't the main focus. I made an extensive Psi-Assassin-Trapper build for DOMINATING and shared your build at the end of my guide for newcomers. That makes sense! It uses SMGs, particularly the Burst unconditional special attack, to shred through enemies while spending very little AP to do so. It involves Crafting, but the process is very easy and I go over exactly what you need in the guide and when. The only thing that will hurt you is acid damage. I've tried sneak, Psy, Guns, Melee...all fail. I've just added a one page section that clarifies my skill choices as I go! Just outside the Junkyard land entrance there are some people in a shack who have things you should take. Rinse and repeat. Assault rifle build is actually a bit slow to start but will dominate towards mid to late game. The Assassin is a offense-oriented class centered around critical strikes and skills that enhance their power charges. So I was thinking of an assassin type which goes in and out of stealth, uses psi to CC and finish off targets, but am having some difficulty. I suggest using traps. The hard part is finding that critical crafting component (rapid reloader, muzzle brake, smart module, super steel for …
It's delicate at 3 CON score, meaning you may need to quickload every so often in the early game. This is what I was thinking: I would go 3 str 8 dex 7 agi 3 con 3 per 10 will and 6 int, this way you can pump up dex every lvl up to 14 dex final and 15 with food buff which will give you enough attacks per ap to make the dex investment worthwhile. c: I actually played through with both, but preferred Classic (as I usually do). Mutant area can be very hard. I've noticed a lot of people here asking for beginner builds that are up to date for the new Expedition DLC, and I don't think there are too many just yet. Nerdcommando on youtube, Underrail playlist. But Persuasion looks important along with mercantile too....stealth? You like this better than an Assault Rifle with Burst? You and several other people requested it. https://underrail.com/forums/index.php?topic=5458.msg28749#msg28749, New comments cannot be posted and votes cannot be cast. I only played melee builds before it, so the transition was pretty smooth.

Press J to jump to the feed. I just picked up the base game on sale and was looking to get into with a SMG build for my first play-through. I've written up a Google Document that details a build I just used to conquer the game on both Oddity and Classic XP systems. A three-star Slark + Mask of Madness + the (6) Scrappy bonus is almost unkillable and arguably the strongest carry in Dota Underlords. Since it's for first-timers, I suspect none of them will be starting on that difficulty anyway. Makes it a lot easier. The gun turrets will do zero damage. Arguably the most consistent Assassin build is (6) Scrappy (3) Assassins. The damage is slightly lesser, but you can do a lot more in one turn.

All trademarks are property of their respective owners in the US and other countries. You can get a sheild before entering the old junkyard area. I also enjoyed SMG a lot more than I thought I would. I.E-looks as though stealth is important and pickpocket I assume for helping with ammo? I need the "You're stupid, here's a build" build. There's no harm at all in doing a little exploring first. Make sure you do all the quests you can get your hands on, and thoroughly explore the area outside the SGS with the sneaky raider types. When do you switch ammo types? Most of the builds in the Steam FAQ Guide that's frequently linked are woefully out of date, or need a bit of re-tooling before they work optimally in the new DLC. Thanks very much! Just place a couple of them in the probably place where mutant can walk. That'd be 10 AP Fire / 20 AP Burst, which isn't bad for its high damage. The 5mm SMG part would just not work in Dominating, it wouldn't do enough damage against the enemies sporting better hit points and those higher defenses mean that you're even less likely to land hits. Español - Latinoamérica (Spanish - Latin America). Once you reach the lategame and are meat grinding everything with Burst, however, you shouldn't have to rely on that very much at all unless you take an unlucky Aimed Shot that pops your Energy Shield and you. Even if most turns are still just Bursting a lot, it's nice to be able to pop grenades or things like that without knowing it'll cost a very valuable Burst. The easiest way to deal with that area is to wear heavy metal armor. Español - Latinoamérica (Spanish - Latin America), https://www.youtube.com/watch?v=XeKIoIrGw0o.

Well I usually pump int if I'm skill point starved and I in my current build I'm thinking about dropping 2 dex for 2 int which will give me more points into crafting so I can make some op bio drugs and still have points for nice armour/electronic stuff BUT less attacks per turn. © Valve Corporation. Do you have a base-game only version of the build or know of a good one thats valid still (saw a lot of old builds for SMG but everyone is also talking about the patch changes). Once you've been through the game a few times, it gets a little annoying routing around Oddities and making sure you don't miss any. Were there any builds you liked up to that point? Along with a bit of Throwing-. Once I started fighting weaponized acid barfing dogs and mutants, the game started to piss me off. Play that build, but delay hitting the mutant area. Assault Rifle is definitely easier in that you can just kick back and pop the Burst button even from far away, but I find this much more engaging. I think the real killer in Dominating would be the relative lack of anything but 'hitting the Burst button' and 'throwing Grenades'. Hello, everyone! Pick ONE type of attack, and three support skills.

I've noticed a lot of people here asking for beginner builds that are up to date for the new Expedition DLC, and I don't think there are too many just yet. A really well done guide to help to start this game thank you! Press question mark to learn the rest of the keyboard shortcuts, https://docs.google.com/document/d/1MTseAjhW_vJCJ316P39EzR0lAzTdzhJua12ZeTuAQmg/, https://underrail.com/forums/index.php?topic=5458.0, https://underrail.com/forums/index.php?topic=5458.msg28749#msg28749. So I've been playing a pure psi and having a blast, but I want to try something slightly different where psi isn't the main focus. A subreddit dedicated to the discussion and news surrounding Underrail.
Even if your build is not meant to wear it. The class has access to poison enhancing skills, allowing them to synergize off of critical strikes to higher levels. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. My character is. The mutants were the problem, not really the robots or turrets. I don't know if you are still around HappyRBX but I always personally liked your SMG build. A really nice guide-the one thing you didn't talk much about was skills as you level-could you maybe make a paragraph that summarizes what you do as you go and reasons? Most of the builds in the Steam FAQ Guide that's frequently linked are woefully out of date, or need a bit of re-tooling before they work optimally in the new DLC.

I do, yes! In that vein, it doesn't need too much special game knowledge in order to succeed. I've started, given up and started again, this game over and over, and I just cannot seem to get past the mutant area with any build I try on my own. Decisions decisions. All trademarks are property of their respective owners in the US and other countries.

© Valve Corporation. May have to check the vendor a few times since it's not guaranteed but you can get one. Everything about your character needs to be specialized. So I was thinking of an assassin type which goes in and out of stealth, uses psi to CC and finish off targets, but am having some difficulty.

BTW-Oddity or Classic for this one? All rights reserved. Yall missing out bigly. :D. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. You can find my original post here:https://underrail.com/forums/index.php?topic=5458.0, and my credits to you here (same thread, just at the end of it where you are credited. The reason is pretty simple - the super carry Assassins (Slark and PA) benefit a great deal from the (6) Scrappy survivability bonus. I would think killing everything leans towards classic, but as it looks as if there is some stealth Oddity for exploring styles? You can make siphoner leather boots to reduce it. This is not the kind of build that has a lot of buttons to press, and most encounters are handled either via throwing a Mark V Frag Grenade or Bursting everything down without one. The dogs will do zero damage. There are a few creepy crawlies just north of those lootbags, too. My playthrough was on Hard Mode, meaning this will function even better on Easy and Normal, but I'm unsure about its viability in Dominating.


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