Underrail

Underrail

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Duskmare Dec 15, 2021 @ 8:35am
Is there a way to unsubmerge Sea Wyrms, Leper Serpents and heartbreaker serpents?
I tend to run burst damage, glass cannon builds so this huge bonus of 300 evasion, 100 dodge and 50% damage resistance is pretty awful. (The dodge doesn't tend to matter much for my builds but evasion reduces damage from AOE attacks and the damage resistance is self-explanatory.)

Basically, I can't kill these things without them having a turn. The leper serpents are fine because they seem to not be able to move and attack in the same turn. That or you can just get far enough away that they can't move and melee attack, while the other serpents have ranged attacks and therefore don't have to move as far.
And you can't use sprint while on a jetski so there's not really a good way to increase your movement points. There's adrenaline I suppose but I'd rather not use one for every wyrm I have to fight, and it means I'm limited to finishing battles in 2 turns, which is kinda not too bad for my burst build, but still a bit too close sometimes.
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Showing 1-10 of 10 comments
Exodus Of Sound Dec 15, 2021 @ 8:39am 
I've always disliked the huge bonus to evasion they get while submerged. Aoe attacks may catch one off-guard, but when all the others take their turns, you're pretty much screwed.
.//slayer Dec 15, 2021 @ 8:44am 
I ran into this issue with a glass cannon build, and the simplest option was to buy a better jetski that was able to tank hits.
Grailbeing Dec 15, 2021 @ 9:20am 
W2C bullets make short work of these worms even when they are under water:TR:
Zeem Dec 15, 2021 @ 10:15am 
Simply take the CONpill and tank them. You can also deal a ♥♥♥♥♥♥♥♥ of damage in a single hit or use a faster jet ski, especially the ones with turbo boost. TC bypasses their resistances as well if you're using psi.
Duskmare Dec 15, 2021 @ 11:09am 
Hmm, unfortunately it seems I do have to either outrun or tank the first attack. The Con pill suggestion is probably best. Outrunning them is possible but you kinda need a straight, since they can dive under land and easily close the distance. Letting my jet take damage isn't too good... I do have the devastator so it can tank hits but repair kits only repair 100 and they're pretty expensive. And I don't like the only 50-60% chance for it to intercept...

Sadly I'm also a psychokinetic and metathermics psi character at the moment. So TC isn't really an option.

It does give me an idea though...
Fire. If I set them on fire, I can fear them. They'll run away and come out of the water.
Last edited by Duskmare; Dec 15, 2021 @ 11:10am
The Devastator
Greb Dec 16, 2021 @ 2:00am 
Yeah I wish there was some kind of naval aquatic burst grenade or something you could get and it would force them to reemerge lol. Especially for when you first arrive in the Black Sea on a lowish character with no Naval Combat skill, and your accuracy is like 40% on them lol.

Where there's pain, there's suffering.
Last edited by Greb; Dec 16, 2021 @ 2:00am
Duskmare Dec 16, 2021 @ 5:18am 
Originally posted by Greb:
Yeah I wish there was some kind of naval aquatic burst grenade or something you could get and it would force them to reemerge lol. Especially for when you first arrive in the Black Sea on a lowish character with no Naval Combat skill, and your accuracy is like 40% on them lol.

Where there's pain, there's suffering.
Hah, yeah. At first I was thinking the new stingball grenades and the stun effect might have brought them up but stun doesn't bring them up so I don't imagine the grenades would either.

Hmm, I could also use a stun to give myself a turn to get further away though. Which means they'd surface and not be able to reach me.

This is pretty good, I'm getting some ideas for how to better approach them despite there not really being a direct tool, haha.
Voroff Dec 16, 2021 @ 4:35pm 
Originally posted by Duskmare:
Fire. If I set them on fire, I can fear them. They'll run away and come out of the water.
Fire snuffs out as soon as they submerge, and as they submerge to move ... The fear sticks, but i use fear mainly indoors, with lot of corners to peek and corners farther to retreat if fire didnt catch.
You can at least distract them by throwing a low level nade or a Pyrokinesis, they'll come investigate the sound and you'll have s window of opportunity to either pass them or get a good alpha strike (with fire if you want) on a big cluster of ennemies, sea serpents included.
Duskmare Dec 16, 2021 @ 5:48pm 
Originally posted by Voroff:
Originally posted by Duskmare:
Fire. If I set them on fire, I can fear them. They'll run away and come out of the water.
Fire snuffs out as soon as they submerge, and as they submerge to move ... The fear sticks, but i use fear mainly indoors, with lot of corners to peek and corners farther to retreat if fire didnt catch.
You can at least distract them by throwing a low level nade or a Pyrokinesis, they'll come investigate the sound and you'll have s window of opportunity to either pass them or get a good alpha strike (with fire if you want) on a big cluster of ennemies, sea serpents included.
Hmm. I find fire is fairly reliable with pyrokinesis. Though I do have a tranquility build and tend to have just 5 Ap cost due to metathermics hot/cold alternating. So even with 20% chance, with the 8 or so projectiles I send at them there's a good chance one will proc fire.

The fire doesn't really do any damage but the idea of the fear is to make them run and then they'll be unsubmerged and I can launch a cryokinetic orb between them which tends to one-shot them. Since I've got precognition I usually have enough for a few cryokinesis bolts too if they got lucky and survived the shrapnel.
It also means I could use a stunning skill like telekinetic punch or electrokinesis if one doesn't catch fire.
Last edited by Duskmare; Dec 16, 2021 @ 5:49pm
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Date Posted: Dec 15, 2021 @ 8:35am
Posts: 10