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Messages - Grombolar

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1
General / Re: The best shield emitter for a dodge/evasion build?
« on: June 27, 2015, 06:14:19 am »
Very helpful thread , lol i was running heaviest armors with 2x High frequency shield for no effect and it never lasted more than 1 turn, now crafted double low frequency shield and it is way better i can use it for multiple fights even .
Haha, I had that exact issue as well, thinking High freq would be the best choice against energy weapons...  :-[

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General / Re: The best shield emitter for a dodge/evasion build?
« on: June 26, 2015, 08:47:56 pm »
Interesting, thanks much for the help guys!  :D

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General / The best shield emitter for a dodge/evasion build?
« on: June 26, 2015, 12:42:48 pm »
Am still muddled of shields & their strenghts, so what'd be the best one for a sneaky thief with maximum movement points, who is also "master crafter"?

Obviously not what was mentioned @ http://underrail.com/forums/index.php?topic=1444.0 (thanks for the tips Ruigi & UnLimiTeD!), as metal armour is out of question  :-[

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Suggestions / Re: Eviscerate and Pummel
« on: June 26, 2015, 02:08:31 am »
It allows a sledgehammer character to finish off a near dead enemy that otherwise would have had a chance to attack again.
Used Dirty Kick (15 AP) or fists do the same job (Pummel seems to be 10 AP), so I never even bothered wasting a feat for it, hm. It just simply doesn't look handy enough without +attack change %

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General / Re: Metal Armor + Sledgehammer build
« on: June 25, 2015, 09:09:11 pm »
A very throughout explanation, thanks much! The Shield Emitter wiki page was Hebrew to me :D

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General / Re: Metal Armor + Sledgehammer build
« on: June 25, 2015, 09:18:01 am »
Am still a newbie when it comes to shield emitters; why save low frequency ones if you want to craft a high frequency one, to use Disassemble for parts or...?

Sprint would definitely be smoothing things due to little to no movement points. Just got Critical Power & boy, does it make sledgy better (along with Heavyweight)! +400% critical damage is pure madness with ~110-200 normal damage, then add Bonebreaker etc to the mix... I mean, seriously: http://i.imgur.com/Ho7KpuS.jpg

The only time I've had REAL trouble has been at Gauntlet due to no metal, fighting Carnifex *yawn* & the Faceless invading Tchort Institute.

PS. Raising Dodge/Evasion didn't seem to do anything when wearing a metal armour  :-\



*EDIT* Did 1755 crit against one of Balor's (went back to sidequests as I couldn't beat the Faceless invasion)... Wonder how high it can go with 10+5 strength + all critical perks. I can go toe-to-toe with 9 lvl 10-20 loonies after lvl 21 *chuckles* Could even do it versus Vanga's troops head on around lvl 13-15 I think, lower & upper level both having 11 lunatics.

I actually chose this play-style only to know the basics & making a map of most areas lol, working very well so far!  8)

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General / Re: Metal Armor + Sledgehammer build
« on: June 24, 2015, 08:15:51 pm »
Am currently lvl 18 as well & on my first playthrough  :D

Similar stats, but picked Throwing/Dodge/Evasion/Persuasion/Mercantile, as I'm a scrub & wanted to save crafting for my later playthroughs...

Throwing REALLY helps when it comes to +10 lunatic or mutant/dog mobs, normal firearms can hardly scratch you but energy weapons are another matter as I cannot craft anything lol, but I've only died before I got my hands on my first metal armour. I usually switch to Metal Boots for harder fights, as tabis don't really give any movement points at -95% armour penalty xD

Dodge/Evasion are at 16 currently even with a metal armour, not really sure if it helps a lot but I'll keep on pumping points into them.

Guard feat is quite handy blocking hits as well, been tanking through everything pretty much, but Gauntlet sounds too scary without any protection or stealth D:

Recklessness/Heavyweight/Bonebreaker/Survival Instincts really help with damage dealing when normal damage isn't enough with Dirty Kick & Super Slam. Ouch.

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