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Melee build?

Discussion in 'Underrail' started by Major_Blackhart, Feb 20, 2016.

  1. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    I'm working on a hardcore melee build this time around.
    What are some great examples of melee builds that are effective enough in terms of stats?
    What armor type should I focus on, metal or leather or tactical?
    Sledgehammer or knives?
    Critical focused or just plain damage?
     
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  2. Ziem Savant

    Ziem
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    Stats depend on the weapon of choice, knife builds max dex dump str, hammer builds the opposite. Unarmed fighters want max dex and either dump str or get 8 to use a metal armor.
    You want 6+ agi for sprint, 7+ if you're using knifes/fists for fancy footwork
    Some points in intelligence are pretty good for everyone and melee users are no exception, around 5-7 depending on which feats you want to pick up
    Perception is always a dump stat for melee
    Con is decent with hammers and can be dumped by everyone else
    Will is either a dump stat, 5 for a knifer (ripper requires 5 will) or 10 for a psi monk

    Some examples of starting stats
    Knife user :
    Str : 3
    Dex : 10
    Agi : 9
    Con : 3
    Per : 3
    Will : 5
    Int : 7

    Hammer user :
    Str : 10
    Dex : 3
    Agi : 6
    Con : 10
    Per : 3
    Will : 3
    Int : 5

    Unarmed :
    Str : 3
    Dex : 10
    Agi : 10
    Con : 3
    Per : 3
    Will : 3
    Int : 8

    Unarmed with metal armor :
    Str : 8
    Dex : 10
    Agi : 7
    Con : 3
    Per : 3
    Will : 3
    Int : 6

    Psi unarmed :
    Str : 3
    Dex : 10
    Agi : 6
    Con : 3
    Per : 3
    Will : 10
    Int : 5

    Armor - depends on the build, some want to use a spiked/bladed metal armor and use that throughout the entire game pretty much, the rest can use a tactical vest early game and leather armor later (when you get the ability to create infused leather).

    Hammer/knife/fists are all viable.

    Knives and sledgehammers are crit focused while unarmed generally isn't.
     
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  3. damager Learned

    damager
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    http://underrail.info.tm/?build=AwG...E5Jd9azS5RmCW39RVE8ykAOJJSipwQokOSwA7HinSh1IA

    Here is my knifing build. Worked great so far. I would say uncanny dodge, expose weaknesses and cut throat are not essential. This plus the two extra feats can be switched out for stuff of your liking. Options are taste for blood, eviscerate and taste for blood for extra knifing or sprint, quick tinkering and grenadier for extra utility. I haven't decided for myself yet. As you play along you will get a feel of the stuff you need and test out feats.

    I started with maxing out melee, stealth and electronics on every level and throwing, traps, lock picking, hacking and dodge until I hit a sufficient level. Than I dropped those skills and invested all in evasion, mechanics and tailoring (one at a time). Their are not so many ranged enemies in the beginning of the game and knifes and armor you can find or buy are up to the stuff you can craft till mid to endgame I think. Having a taser and shield available as soon as possible is great overall and also helps more with ranged enemies than evasion does.

    A taser and dirty kick is for helping you in your fragile early game. Getting to stun two persons in a single round is really great at the start of the game. Dirty kick is also good later, for enemies with a great dodge rate. Just stun them for two rounds and hack them to death. Worked wonders for Carnifex. Later with all your AP, movement and critpower whole groups of enemies will go down in a single turn without a chance to fight back. If it takes longer throw on your energy shield or prepare the battlefield with traps. Have a stun grenade ready. Use your taser and hit enemies until they incapacitate and switch to another target. You have options.

    All in all feels like a real rogue build.
     
    Last edited: Feb 21, 2016
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  4. damager Learned

    damager
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    And if it wasn't clear stealth is essential to get a good position in fights and skip impossible battles in early game before you become the monster you are.
     
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  5. MotherMachinae Arcane

    MotherMachinae
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    Melee build with only 3STR? for real?
    Gosh, looks like I either need to restart of find save editor.
     
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  6. ghostdog Prestigious Gentleman Arcane Patron

    ghostdog
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    My Serrated weapons melee build that has worked very well. Secondary use of grenades and I can craft almost everything.

    STATS (open)

    Level: 25
    BASE ABILITIES
    --------------------------------
    Strength: 3
    Dexterity: 16
    Agility: 10
    Constitution: 4
    Perception: 3
    Will: 3
    Intelligence: 7

    SKILLS
    --------------------------------
    OFFENSIVE
    Guns: 0
    Throwing: 62(125)
    Crossbows: 0
    Melee: 135(272)

    DEFENSIVE
    Dodge: 120(181)
    Evasion: 120(181)

    SUBTERFUGE
    Stealth: 121(182)
    Hacking: 75(103) (+2INT from junkyard surprise) (+15 from HUXKEY) = 130
    Lockpicking: 46(101) (+2DEX from junkyard surprise) (+7 from jackknife) (+15 from HUXKEY) = 131
    Pickpocketing: 0
    Traps: 0 (13)

    TECHNOLOGY
    Mechanics: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150
    Electronics: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150
    Chemistry: 84(109) (+2INT from junkyard surprise) (+15% from house) = 141 - You can cut back on this one.
    Biology: 41 (63) (+2INT from junkyard surprise) (+15% from house) = 80
    Tailoring: 92(115) (+2INT from junkyard surprise) (+15% from house) = 150

    PSI
    Thought Control: 0
    Metathermics: 0
    Psychokinesis: 0

    SOCIAL
    Persuasion: 0
    Intimidation: 0
    Mercantile: 0

    FEATS
    --------------------------------
    Expertise
    Nimble
    Pack Rathound
    Recklessness
    Expose Weakness
    Cheap Shots
    Vile Weaponry
    Crippling Strike
    Fancy Footwork
    Taste for Blood
    Opportunist
    Uncanny Dodge
    Skinner
    Critical Power


    This is mainly a bleeding build with good critical chances. Very mobile, with a lot of movement and action points. Secondary use of grenades. Nimble gives you -15% armor penalty and added dodge/evasion, so our gear will be at most of 15% armor penalty for maximum action points and dodge/evasion.

    GEAR (open)

    MAIN WEAPONS :
    [​IMG] [​IMG]

    Main Armor/boots:
    [​IMG] [​IMG]

    Secondary Armor/boots:
    [​IMG] [​IMG] [​IMG]
     
    Last edited: Feb 21, 2016
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  7. Excidium II Self-Ejected

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    Don't get much benefit from STR if you use knifes at least. 2/3% extra damage for each point above 5 is p. worthless.
     
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  8. Excidium II Self-Ejected

    Self-Ejected
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    Also my knife build atm:

    Code:
    Level 19
    
    Base Abilities:
    
    Strength: 3
    Dexterity: 12
    Agility: 8
    Constitution: 5
    Perception: 4
    Will: 5
    Intelligence: 7
    
    Skills:
    
    Throwing: 100 (168)
    Melee: 100 (168)
    
    Dodge: 100 (134)
    Evasion: 100 (134)
    
    Stealth: 100 (214)
    Hacking: 80 (100)
    Lockpicking 80 (134)
    
    Mechanics: 80 (100)
    Tailoring: 100 (125)
    
    Feats:
    
    Expertise
    Nimble
    Skinner
    Interloper
    Cheap Shots
    Expose Weakness
    Fancy Footwork
    Ripper
    Taste for Blood
    Critical Power
    Split Spare
    
    
    I wasted too many skill points, should have 80 electronics at this point. And if you're gonna have PER below 8 might as well dump. But it works, there's not much you can do wrong with melee.
     
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  9. damager Learned

    damager
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  10. Excidium II Self-Ejected

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    Also I regret not having pickpocketing, seems you miss a lot of xp from faction badges.
     
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  11. damager Learned

    damager
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    Just kill them.
     
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  12. MotherMachinae Arcane

    MotherMachinae
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    I made a huge mistake with STR then.
    Though that some feats need good chunk of it.
    Oh well, not that I don't need yet another restart.

    Pickpocketing sounds fun. Might dump throwing for it.
     
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  13. damager Learned

    damager
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    I wouldn't do that. There are a lot of situations where you can't really do much besides throwing a flash bang or emp grenade.

    Split your skill points wise and I am pretty sure you can include both at a useful level.
     
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  14. Major_Blackhart Codexia Lord Sodom Patron

    Major_Blackhart
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    Cool. I've been focusing on specifically melee heavy armor build right now.
    Using Thought Control, hacking, lockpicking, mechanics, biology (for combat drugs), and tailoring, as well as persuasion.
     
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  15. Efe Learned

    Efe
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    i was doing an unoptimized "figure it out as you play" metal armored hammer character.
    i use fist weapon (the claw since i got it) about %90 of the time since walking even a little makes you lose out on 2nd attack.
    expose weakness with claw and super slam with hammer is a neat combo
    what i learned from it:
    cheap shots is a game changer and crit (crit power + heavyness to crit power perk) really does HUGE dmg.
    since you have no movement points sprint, boot springs and biology (adrenaline and jumping bean) is your best friend. this also makes doctors belt best
    you will HATE burrowers, even inside a dreadnought. i got chemistry upped just for those and am throwing those mark V frags and napalm/magnesium grenades whenever i see some
    ur fucked in DC
     
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  16. Excidium II Self-Ejected

    Self-Ejected
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    Yeah it's great, not only for the crit but incapacitate effect when you have fast attacks. Often win 2v1 unscathed just because I can pass a turn on the secong guy after it procs.
     
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  17. Fenix Liturgist Vatnik

    Fenix
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    I would advice against Expertise, because there is always better feat for melee than this.

    Show Spoiler
    offtop but is it C. Bale as your avatar? ))
     
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  18. Ziem Savant

    Ziem
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    While it doesn't really work that well with hammers and knives, expertise is pretty good with spiked gloves, since spikes deal a separate instance of damage which is also affected by expertise bonus
     
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  19. Fenix Liturgist Vatnik

    Fenix
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    Yeah, but I think it is still insignificant bonus given 16 Dex and crit rate of unarmed.
    Hovewer if this damage used in calculation of dmg from pneaumatic strike, that's another case.
    Anyway I never took it.
     
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  20. ghostdog Prestigious Gentleman Arcane Patron

    ghostdog
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    Expertise is great. Basically most early to mid melee feats are good. It's late feats that are kinda disappointing. Cutthroat sucks, Blitz is only good for unarmed combat and eviscerate is just underwhelming, unless maybe if you're using that one glove that deals multiple bleedings. In the end I chose skinner instead of eviscerate, it's much more rewarding if you use leathers and you are good at crafting.
     
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  21. damager Learned

    damager
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    I second that. It's free damage on all your attacks. Helps cutting down health so ripper will hit even harder.
     
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  22. Fenix Liturgist Vatnik

    Fenix
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    I don't think +25 or even +25x2 that good, comparing with other options.
     
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  23. Excidium II Self-Ejected

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    It's not a bad feat but I find it difficult to pick next to the other choices.
     
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  24. Efe Learned

    Efe
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    i don't regret picking expertise as much as regret picking "immune to caltrops & acid" .. i made combat boots half an hour later..
    or "salesman".. i couldn't have known shops never sell good shit :(
    it is free damage and it works really nice along with my %580 crit multiplier ( though i didn't really check if it adds to crit multiplication)
     
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  25. Fenix Liturgist Vatnik

    Fenix
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    Expertise doesn't work if you crit. But it may work with pneumatic strike, that's another case.
     
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