Underrail Forum

Underrail => Builds => Topic started by: Sat on July 19, 2019, 09:28:52 am

Title: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 19, 2019, 09:28:52 am
Hi,

looking forward to start a new run for the expansion. I am thinking about a psi build for dominating. I have been playing a bit on Dominating (after Depot A but can't remember until what point). Combat were tough, this is why I would like to have versatility of a full psi.

My idea is to have a build like that:
http://underrail.info.tm/build/?HgMDBgkDEAYATgAAAADCggAAAABVblAyVcKWwpbClsKWAAA-YlArLBQqZz1mIcKEwocfCMK3csKnOeKjiQXirIwK378

It is a classic Psychosis build > 3 3 6 9 3 18 6
With Max psi, a bit of throwing, reasonable crafting and able to craft grenade and some drugs (up to Bullhead).

I have few questions:
is this build manageable on Dominating?
is Mercantile worth investing? Is 72 a nice threshold to reach?
Are Sprint and Conditioning better feats than Stoicism and Mental Subversion?
Is there a reason to dumb Agility and focus on other stats? (Intelligence for more Crafting, Constitution for Survivability,...)
Am I going to miss a lot of lore with this build in the new expansion?

Thanks in advance for your help and feedback.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 19, 2019, 10:35:15 am
To answer your questions:
Yes, it's DOMINATING-viable
Yes, Mercantile is excellent for crafting builds.  The threshold you want to hit is 105, but keep in mind you'll have +2 Int drugs available and a +3 to all skills food, so factor that in accordingly. Once you touch the threshold, it's perfectly fine not to have your skill be that high when you interact with the merchant every following time.  You just need to unlock the merchandise tier and it stays unlocked.
Sprint is of almost no use whatsoever to a psi build, and Conditioning sounds good but because it applies after all your other DR/DT (and not alongside it) it's not really all that big a deal. It's not worthless, mind, it's just underwhelming.
Yes, dump Agi, drop Sprint, and take Int to 9 so you can craft better
Nope, you shouldn't miss any lore at all in Expedition with that build.  You will however miss a lot of possible avenues to solutions - but you'll be able to take advantage of others. Expedition has truly wonderful permissivity for various character builds, so no matter what your build (OK, *almost* no matter what) you'll miss out on a lot of possibilities but be able to make use of many others.

EDIT: Oh, and some unsolicited , min/maxing advice  that you should feel free to ignore- take all those points out of Throwing, put a few in Mercantile so you can get that 105, put most of the rest in Persuasion until your effective skill is 87,  put 25 in Intimidation, and use the remaining 20 to cap psychokinesis and Metathermics.  You can also safely pull Thought Control down to 75 if you want to free up more points, but you may not need to because your Chemistry is way too high - pull it down to 45 or lower.  All you need is to be able to make Mk IV grenades.  The jump to Mk V will be so late in the game that your psi powers will have come into full form and you won't even remember to use grenades because you'll be too busy destroying the world with your magical cave wizard powers.

If you do pull TC down to 75, you could pick up enough Hacking to get 130 effective and *still* have 25 points left over.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Tamior on July 19, 2019, 10:42:05 am
Sprint is of almost no use whatsoever to a psi build,
Eh? Works just fine for keeping yourself out of harm's way in my experience. Cut a corner or just plain put some distance forcing enemies to run to your instead of attacking.

P.S. I would rank sprint as one of the best feats in the game overall. It also has amazing synergy with stealth as with it you can attack from stealth and STILL move behind cover  the same turn.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 19, 2019, 10:49:46 am
Eh? Works just fine for keeping yourself out of harm's way in my experience. Just cut a corner or just plain put some distance forcing enemies to run to your instead of attacking.
Well, OK, I'm not going to try to argue because you're objectively correct, but since the OP asked about building for the expansion, I spoke to the expansion.  Since i saw their build had Temporal Manipulation and Psychotemporal Acceleration, I knew that they'd have access to psi haste, which is basically a zero-AP, three-turn Sprint that also gives you bonus AP.  With that in your toolbox, there's no value to stacking Sprint on as well; you'll almost never need 100MP.  60-70 will do just fine.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Omni on July 20, 2019, 02:13:52 am
TheAverageGortsby,

Thank you for the helpful information!  I have a similar build plan to Sat for the launch of Expedition and am also looking for advice on it.

I started with mindless' amazing guide (https://steamcommunity.com/sharedfiles/filedetails/?id=1335455899 (https://steamcommunity.com/sharedfiles/filedetails/?id=1335455899)) and then adjusted it a bit from Sat's build and your advice to him.  Here is my resulting build:

http://underrail.info.tm/build/?HgMDBgkDEAYAAAAAAABnWmUAAEZkADxgwqDCoMKgACEZSCtiOSwUKhxlZiHChB8oXwjCt3LCp-KjiQXirIwK378 (http://underrail.info.tm/build/?HgMDBgkDEAYAAAAAAABnWmUAAEZkADxgwqDCoMKgACEZSCtiOSwUKhxlZiHChB8oXwjCt3LCp-KjiQXirIwK378)

For purposes of reaching key effective skill values the build assumes the crafting table bonus (+15% crafting skills), Eel Sandwich (+1 Dex->+Lockpicking) or Under Pie (+3 all skills), Tchorist Noble Robe (+1 Will->+Persuasion), Jackknife (+7 Lockpicking) and Huxkey (+15 Hacking/Lockpicking).

Logic:

Questions:

Thanks.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 20, 2019, 02:53:21 am
Questions:
  • According to the wiki, Psycho-temporal Contraction requires 55 skill to use.  Would investing 7 skill points into Temporal Manipulation be worth it in order to use it at that low skill level?
  • How difficult will the early- to mid-game be without crafting frag grenades?
  • Do you have any suggestions of where to put the remaining 50 skill points?
  • Do you have any other min/max suggestions?
Learning skills requires base value, not effective value.  7 points won't get you anything but the basic ability, Temporal Distortion.  But there's no value to going so deep into Thought Control.  With 18 Will, and - one would assume - a Uni-psi headband and Psi Beetle/Psi Crab carapace tac vest, your effective skill in TC is well over 200 with just 75 points in.  That will clear Resolve checks everywhere even on DOMINATING, and the scaling on TC is such that the abilities that are more than just pass/fail (in particular your mirror images and your Neural Overload) are over two thirds as effective at 75 real points as they will be at 160.  And you won't really be using Neural Overload for anything, without Cerebral Trauma, anyway.  Pull those points back.  If you want to min/max, then don't go 76 points into TC, go 75.

You won't miss frag grenades at all. If you don't have *any* molotovs whatsoever, you will miss those.  But if you really don't want to craft your own, you don't have to.  Me, I'd go 21 in Chem and 64 in Bio; that'll let you hit an Under Pie and still craft up stacks of Thermite Grenades (which, at 0.35 apiece, are lighter than either of those other incendiaries.  0.15 isn't much but that's 1.5 for a full stack and with 3Str and no Pack Rathound, carry weight will be at a premium) and Super Health Hypos.  Other than that, your build is really lean.  Snce it looks like you're going to be playing a SI build, you might find it worthwhile to dump all your remaining points into Temporal Manipulation.  Reason is, one of the top-end TM powers is a flat % to dodge and evade.  With all your spare points in TM, plus your gear buffs, you're looking at a 30% reduced hit chance for your enemies.  If you're skating along at low health for that SI crit boost, you might find it worthwhile to further reduce the chance that someone gets a lucky shot in.

I'm not sure Iron Will is really going to help that character.  I'd much rather have Fast Metabolism from an early level, for the +33% to psi booster effectiveness as well as help overcoming the healing malus from Hard+.  I know you want to keep your health low, but since you'll probably be wearing a Sturdy Vest so you don't Regen Vest heal out of optimal SI territory, there's going to be a wide enough window at 9CON to keep a high crit bonus even if you pop a Super Health Hypo when things get dangerous.

That's a very lean build.  Sorry; I don't see much room to min/max it further.  You've cut it down very effectively yourself.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Omni on July 20, 2019, 03:52:01 am
OK, I've followed your advice again and settled on this build:

http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADChkxnAAA5UhQ6T0vCoMKgwokhGT0rYlAsFCocZWYhwoTChx8oX8K3cgjio4kF4qyMCt-_

Reincorporating Temporal Manipulation for Precognition means Psycho-temporal Contraction is back on the table, so sticking with Psycho-temporal Acceleration over Sprint like you suggested before seems to make sense.  That allowed me to dump Agi to 3 and raise Int to 9 which, in turn, raised many of my skills above their key effective values.  I dropped those skills back to their key effective values and then raised Temporal Manipulation up to an effective level of 300 for maximum Precognition, and I still have 20 free skill points left over.  I'm quite happy with this.

Do you have any advice on leveling skill order/priority beyond what is required for the listed feats?

Quote
That's a very lean build.  Sorry; I don't see much room to min/max it further.  You've cut it down very effectively yourself.

Credit where credit is due, I did not do much except start with mindless' wonderful guide/build and tweak it slightly with Sat's build and your thorough help :)
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 20, 2019, 04:33:45 am
Do you have any advice on leveling skill order/priority beyond what is required for the listed feats?
Crafting last. Put in whatever bare minimums you need along the way, but if you explore and hit up content as you can, you're going to level to at least 16-18 in just practically no time.  You can craft the good stuff near character top-end. Early on, get your combat and world-manipulation skills topped up (things like Persuasion, Mercantile and such.  Hacking doesn't need to top get topped off until you're ready to go to DC but you should rush it to halfway, so you can loot stuff.)
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Omni on July 20, 2019, 05:22:48 am
Sounds good!

In summary, a Pure Psi w/ SI Build for Underrail: Expedition (https://www.underrail.com/wiki/index.php?title=Main_Page) on DOMINATING.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 20, 2019, 08:15:08 am
I thought I replied but the amended build was not sent. I will post it in a next message tomorrow for your support and critics.

Not maxed psi skills was a non planned mistakes... Thanks for noticing.

Agility was dropped and int raised to 9 for crafting.
The feat that replaced Sprint is Power Management. Do you see better options ?

For stats, can you disclose threshold reasons for persuasion and intimidation? How fast should it be reached?

I am not for reducing psi skills.

You mentioned +5 int with drugs and food. Are there accessible from late game or earlier?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 20, 2019, 09:39:37 am
And one more question, I noticed on Omni build that past level 25 it is possible to choose regular feat over veteran feat. Is it correct?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Tygrende on July 20, 2019, 09:41:03 am
And one more question, I noticed on Omni build that past level 25 it is possible to choose regular feat over veteran feat. Is it correct?
Yes.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 20, 2019, 11:28:21 am
The feat that replaced Sprint is Power Management. Do you see better options ?
For stats, can you disclose threshold reasons for persuasion and intimidation? How fast should it be reached?
You mentioned +5 int with drugs and food. Are there accessible from late game or earlier?
Absolutely. You don't have Pyromaniac, and you should.  Do you *need* it?  No.  But the burning debuff is one of the most powerful debuffs against living enemies, and it's very nice to get it as an extra proc for your fireball and flamethrower.  ThermoD too, but that usually is just a bomb that leaves no survivors anyway.

You want to get 110 Persuasion for the highest check, and 100 Intimidation for the highest check.  You won't need but half that Persuasion until nearly the end of the game, and you won't need the Intimidation until you've been exploring Black Sea for a while.  So drop some points into Persuasion fairly early if you want a super-easy resolution to a fairly early quest, and pick up Intimidation whenever you just have some spare points laying about.

If I led you to believe that, I'm sorry.  You can't get +5 INT.  You can get a brief +2 INT from a drug, and then additionally +3 to all skills from a food; they do stack.  The food is available early on; the drug usually takes a while but there's some RNG to it.  If you're holding off on crafting for mid to late game, you will probably get access to the drug around the time you reach your intended craft skill maximums.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 21, 2019, 02:47:27 am
Temporal Manipulation: 300 (max Precognition avoidance)
Precog doesn't cap at 300 skill, AFAIK. The 30% thing I said earlier was just because, with the build as you envisioning it then, 300 was about as high as you'd be able to get your TM, with gear bonuses from a Uni-Psi headband and a psibug Tac Vest.  For example, here's Precog with 368 skill:
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: newageofpower on July 21, 2019, 04:57:30 am
Temporal Manipulation: 300 (max Precognition avoidance)
Precog doesn't cap at 300 skill, AFAIK. The 30% thing I said earlier was just because, with the build as you envisioning it then, 300 was about as high as you'd be able to get your TM, with gear bonuses from a Uni-Psi headband and a psibug Tac Vest.  For example, here's Precog with 368 skill:
Christ how is your upkeep cost so low? Psi beetle carapace brings it down to about 23, Max quality mufflers would bring it down to 15 or so... Advanced psi empathy?

You could walk around with it permanently on...
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 21, 2019, 05:52:24 am
Christ how is your upkeep cost so low? Psi beetle carapace brings it down to about 23, Max quality mufflers would bring it down to 15 or so... Advanced psi empathy?

You could walk around with it permanently on...
And indeed I do  :D
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: newageofpower on July 21, 2019, 02:50:03 pm
Christ how is your upkeep cost so low? Psi beetle carapace brings it down to about 23, Max quality mufflers would bring it down to 15 or so... Advanced psi empathy?

You could walk around with it permanently on...
And indeed I do  :D
O wise Gortsby, are there any other sources of psi cost reduction?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: hilf on July 21, 2019, 02:58:36 pm
Christ how is your upkeep cost so low? Psi beetle carapace brings it down to about 23, Max quality mufflers would bring it down to 15 or so... Advanced psi empathy?

You could walk around with it permanently on...
And indeed I do  :D
O wise Gortsby, are there any other sources of psi cost reduction?

You don't really need other sources. You can counter Precog's cost with Advanced psi empathy or Mantra in addition to mufflers, psi carapace and a regen of high level psiker.
Fortunately Psychosis doesn't increase Precognition's upkeep.

There might be some other sources. You'll find out soon (:
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 21, 2019, 03:49:07 pm
Updated build is as following:
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoAAAAABWWjMsWsKgwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgjCt3Ip4qOJBeKsjArfvw

I placed Pyromaniac as advised even though I was not convinced by  its efficiency as it was triggering too rarely  to rely on it. Power Management is not sure to be taken as the last feat, there will be time for reaching it and choose something else.

Throwing is removed. No hacking or lockpicking, the build is designed to fight anyway...
For chemistry and biology, it does not need huge investment to reach high amounts
Crafting skills are not fixed and will depend on quality of materials found, Electronics will be higher than mechanics for example.
Social skills are copy paste from Omni build (Still not sure how to raise it efficiently), are they correct values? It is rather low investment in number of points.

What do you think about this version? Do you see rooms for improvements?

I was also thinking that few points in trap might be useful for some fights> it means 56 points to reach 75 with belt and knife. what do you think? or simple bear trap are far enough as with 3 STR no big carrying possible.


Side note for Omni build > You did not take Psychostatic Electricity on your build, even if you have psionic mania, it is very useful for long fights. I would drop Hypothermia for it.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 21, 2019, 11:59:57 pm
I placed Pyromaniac as advised even though I was not convinced by  its efficiency as it was triggering too rarely  to rely on it.

Social skills are copy paste from Omni build (Still not sure how to raise it efficiently), are they correct values? It is rather low investment in number of points.

What do you think about this version? Do you see rooms for improvements?

I was also thinking that few points in trap might be useful for some fights> it means 56 points to reach 75 with belt and knife. what do you think? or simple bear trap are far enough as with 3 STR no big carrying possible.
You shouldn't feel the need to take Pyromaniac if you don't want to.  It's very good, but psi is very, very powerful and can do just fine without such extreme optimization.  The values Omni has are the correct values for a patient min/maxer. With all the right gear, they'll be capable of getting buffed to the necessary thresholds.  For someone who doesn't like such extreme measures and would rather just walk around ready at all times, then they are not high enough.

Room for improvements in your new build? Yeah, several.  But you've clearly shown that you aren't interested in the level of ridiculous min/maxing that can be achieved by really squeezing a build tight.  What you've got will get you through the game just fine.  If you really aren't bothered by all the loot you're going to leave behind by not being able to pick and hack locks, then you'll be fine.  Me, I'd have an absolute fit - I gotta get them lewts!

Plain bear trap is fine. With the synergy from your Mechanics, you'll even be able to place MKI frags, and with the jackknife, MKI HE as well. Since you'll have so many abilities available by the time you reach mid-levels, the low-level explosives will be enough.  And the one fight that's basically designed to show off the maximum potential of traps works just fine with plain bear traps if that's all you've got.

are there any other sources of psi cost reduction?
Like hilf says, there may be some.  But I'd hate to spoil the fun of discovering the stuff in the game.  Know that there's cool stuff; that should be enough to whet your appetite. Then go chow down on this excellent expansion =)
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 22, 2019, 07:51:03 am
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoEwAAABMSxstS8KTwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgrCt3Ip4qOJBeKsjArfvw

Final thoughts with all your nice feedback.

The 3 feats (Pyromaniac, Cryogenic Induction and Power Management) are not strictly fixed and may change depending on what would be needed (Conditioning and Stoicism for surviving if it is getting tough for example).
Pyromaniac has been changed and occurrence was increased, I may not have taken it after patching so will give a new shot.

I have very slightly min/max some skills to raise Hacking. With 9 int, it would be a pity not to use the synergy.
For grenade, it will be limited to Napalm but can craft gas grenade early without any bonus.
Split between Electronics, Mechanics and Tailoring may change upon components found.
All crafting are relying on the +5 bonus int and workbench.

Versus previous build, it will not craft as good but should be able to make very decent gears. It is possible to remove some points from Temporal or Thought Control if there is something worth crafting from the expansion. The starting idea was to have a max psi skills so not willing to trade much on that.

Once more time thanks for your help, especially Gortsby and Omni. It is high time to start playing and discover by ourselves.




Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Fenix on July 22, 2019, 10:56:47 am
There are no +5 Int bonus, only +2 Int and +3 to all skills.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 22, 2019, 11:51:02 am
If it is additive (food + drug), it means that int can be raised by +5 for the purpose of crafting.
Have I missed something here?

Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 22, 2019, 12:09:47 pm
If it is additive (food + drug), it means that int can be raised by +5 for the purpose of crafting.
Have I missed something here?
Yes, several times in a row despite our best efforts to explain.
Strength, Intelligence, Agility, and all the rest are stats.
Tailoring, Persuasion, Dodge, and all the rest are skills.

You can get +2 to the Intelligence stat.
You can get +3 to all skills.
You cannot get +5 to Intelligence.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 22, 2019, 12:51:18 pm
Mixed skills ans stats  :-X I read what I wanted to read...

The build starts to be short on points for crafting high end equipment then. It needs to have some skills lower (it was mentioned few posts ago...).

Thanks for your patience :)

I repost the lightly updated build even though there might more optimized build proposed:
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCnEsAAAA8WhQ1UMKTwqDCoMKgIRk9UGIrLBQqZ8KHZiHChB89LgrCt3Ip4qOJBeKsjArfvw



Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Fenix on July 22, 2019, 01:41:06 pm
Thanks for your patience :)

Not at all bro - we couldn't act different, because we want to share with what we love here. )
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: bati on July 22, 2019, 05:51:21 pm
Figured I'd use this thread to ask - my last dominating psi char used tranquility instead of psychosis - is this option still competitive now that we have feats with further psi cost reduction?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: hilf on July 22, 2019, 05:58:26 pm
Figured I'd use this thread to ask - my last dominating psi char used tranquility instead of psychosis - is this option still competitive now that we have feats with further psi cost reduction?

It's more than competitive, Tranquility is much better than Psychosis now thanks to Temporal Manipulation that benefits from Tranq and only suffers from Psychosis. Temporal will also add you action points which means you'll be needing more PSI points so additional cost reduction will come in handy.


Not to say build with Psychosis can't benefit from Temporal - it can, it's just Tranqulity and Temporal Manipulation have mutual benefits.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: bati on July 22, 2019, 06:06:35 pm
Cool thanks, guess I'll try to recreate my old char. Is there any point in taking the health cost for psi abilities feat with a tranq build though? I was thinking of going with 6 con so it's very close if I wanted to grab it.

edit: Threw this together quickly, thoughts? It's not minmaxed, more of a casual stroll through UnderRail build. My last char was close to this (minus the new feats obviously) and I had a pretty easy time with it.

http://underrail.info.tm/build/?HgMDBAcDEAoAAAAAAAAtRmQAAFBQCkFQwqDCoMKgwqAuAEBQKCcrPxQqZGYhwoTCiMKHPVdywrfCiuKmhgrfvw
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Fenix on July 22, 2019, 10:47:03 pm
Is there any point in taking the health cost for psi abilities feat with a tranq build though?
I think still there is, though much lees then for Psychosis build.
You still can cast without psi, for example after Empowered Something.
I guess, usualy Tranquility doesn't run out of psi.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on July 23, 2019, 01:28:31 am
Is there any point in taking the health cost for psi abilities feat with a tranq build though?
Assuming you're on Hard+ and wearing a Regen Vest, Hemopsychosis is probably as valuable for Tranquility as Psychosis.  If you've got a good vest and Fast Metabolism, you can heal up from 70% to 100% - the trick during combat is finding a way to get your health right to 70%, and that's where Hemopsychosis comes into play.  As long as you can LOS or hide behind a forcefield, you can pick a low-cost ability, drop your health right to 69-70%, and then regen vest up. It allows you to recover your Tranq bonus mid-combat when your hypos are on cooldown.

EDIT: About your build: looks fine.  Mantra is surprisingly useless, though.  You'd think +5 psi regen would be awesome, but by the time you get to level 30 you'll usually be sitting on 60-70% psi cost reduction.  It'll actually be a chore to use up all your psi to the point you even want to pop a psi booster.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: bati on July 23, 2019, 06:15:51 am
Yeah Mantra was a throwaway feat because I just wanted to fill something in. I'll probably end up taking pyromaniac or something else.

I took the char on a test run through GMS last night and was pleasantly surprised at how effective Temporal Distortion was against robots. I look forward to seeing it backed up by its feat in the beast encounter.

Also holy hell is economy brutal now in the beginning. I wish I had put points in Mercantile from the beginning instead of crafting.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 23, 2019, 06:03:16 pm
You may think in pumping your CON to 9 to get Last Stand. It may not look that useful for a Tranquility build but the possibility get back to full health is very useful on tough fights. You can move easily 1 point from AGI and 1 point from INT.


Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: bati on July 24, 2019, 06:19:15 am
My last char had 6 con and it was fine without last stand (used regen vest). One of the new temporal abilities also works in a similar way so I think I'll be fine. For the most part I don't even get touched much, the real issue is running out of psi or APs, until you have both you can throw tons of CC at the battlefield.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 27, 2019, 04:47:28 pm
Quick question > I saw that there is an interesting item called Spirit Staff. It requires 6 Strength, is it worth spending points in strength for a pure psi build psychosis as the bonus is very appealing? Or it will be obtained only near end game?

Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: hilf on July 28, 2019, 06:52:37 am
Quick question > I saw that there is an interesting item called Spirit Staff. It requires 6 Strength, is it worth spending points in strength for a pure psi build psychosis as the bonus is very appealing? Or it will be obtained only near end game?

Not meeting STR requirement of weapons doesn't affect psi abilities. It affects chance to hit with that weapon.
So not worth it.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 28, 2019, 09:40:24 am
still rusty on Underrail mechanics after couple of months/years far from the game. I thought it will reduce AP but it is only in the case of Armor. So, great weapon for any Psychosis build.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: rdx on July 28, 2019, 05:39:58 pm
im wondering about empowered invocation, is it calculated from base skill? and how does it interact with precognition, precognition is supposed to drain psi every turn and empowered invocation is reducing psi to 0 at the end of turn is it gonna cancel precognition due to psi being at 0 at the end of turn? and if not does precognition dodge/evasion value stay the same when used with temporary skill bonus once the bonus is gone?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: bati on July 28, 2019, 09:00:55 pm
Sorry for the bump, but can someone tell me if Blueprint: Hypercerebrix drops/is sold in vanilla zones or Expedition only? I'm in dire need of a quick INT buff so I can craft a bitchin energy shield emitter lol.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on July 29, 2019, 07:34:39 am
Even though, you will find the blueprint, you will need to harvest Glittershroom Spores (70 biology to process) that according to wiki is found on Black Sea...
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: ciox on July 29, 2019, 09:26:30 am
I think the doc in the expedition main base (Aegis) gives you the blueprint.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: darkly180 on September 05, 2019, 03:00:46 pm
Many of the PSI builds here use crafted grenades, but have allotted no skill points in throwing. I've read elsewhere that 80 points is suggested to ensure good accuracy from a safe distance. Can others share how 0 points in throwing work for them for Dominating?
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: TheAverageGortsby on September 06, 2019, 05:00:33 am
Can others share how 0 points in throwing work for them for Dominating?
Just fine.  Grenades have a miss radius of 2 tiles (so that whatever tile you target is always in the blast radius), so just make sure you aim to put them fairly far away, and you won't end up eating your own grenade.  Alternately, if it's an incendiary, it may not be such a bad thing to put a lake of fire around yourself, or situationally you can get good use out of flashbangs and EMPs like that; you can always drop a grenade with perfect accuracy onto an adjacent tile.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: darkly180 on September 06, 2019, 08:26:55 am
@theaveragegortsby
Many thanks for the advice, didn't know the grenade mechanics worked like this so zero points make perfect sense now.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: hilf on September 08, 2019, 05:47:05 am
Can others share how 0 points in throwing work for them for Dominating?
Just fine.  Grenades have a miss radius of 2 tiles (so that whatever tile you target is always in the blast radius)


Or not:
https://youtu.be/eNVQKOKvFjc?list=PL9bRdWouNEWR7m0qu4q2rgjNihkZAKOte&t=713 (https://youtu.be/eNVQKOKvFjc?list=PL9bRdWouNEWR7m0qu4q2rgjNihkZAKOte&t=713)

It missed by 3 tiles on both x and y axis.
Title: Re: Dominating Expedition Psi Build > Advice needed
Post by: Sat on September 08, 2019, 07:48:08 am
http://underrail.info.tm/build/?HgMDAwkDEAkAAAAAAADCoDowAABPZB0zUEvCoMKgwqAjGTxQYissFCpnwodmIcKEHz0uKMK3csK54qK1AuKjiQPirIwK378

Will just update with final results. it is somehow min-max according to what I felt the best.
Lockpicking could be increased for stealth.

It can do most fights without too many difficulties. Nevil quest will be difficult, you may raise hacking to avoid the fight. Another tough fight is the creeper lair, they are a lot and come in waves. For other battles, with minimum reloads and preparation, the build is rather smooth.

For equipment, it is classic, the only thing is that I use Neuroscopic Amplified to reach 50%/80% criticial chance. No need to bother with muffled.

Thanks again for all the advices!