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General / Re: Mercantile skill
« on: November 07, 2020, 11:52:00 pm »So can i use hypercerebrix for 105 mercantile (to pass a dialogue check) and just unlock Hanna's Tier 2?Yes
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So can i use hypercerebrix for 105 mercantile (to pass a dialogue check) and just unlock Hanna's Tier 2?Yes
Psi reserves seem like a chore and a potential hard cap on your performance in the hardest encounters, and the spell slots are quite restrictive no matter how you look at it. With only 8 slots I'll die from analysis paralysis.Psi reserves really only heavily limit low level characters, and newer players. If you understand the mechanics, and you add grenades and traps into the mix, then you'll always have plenty of psi to get through a fight. If it's truly a concern for you, make sure you pick up a tiny bit of stealth. You can always break combat partway through, stealth up to get away, and huff a paint can real fast. By the time you get solidly into the mid-game, you'll start to pick up some psi cost reduction and though you can't stack it to 60-70% all the time like you used to be able to, you'll still have plenty of effective psi pool and reserves to get through the beach invasions and Lurker map clears and Emporion and the other big fights. If you're really worried about psi reserves, play Tranquility. With Meditation and Neurology, plus Philosophy a little later on, you'll have lots of reserves. And there are a lot of psi inhalers in the game; you won't run out.
You're a little late to the party and that info is somewhat outdated, now. You only need 12 Int to get the max of 8 slots, and with the current New Psi system 6 slots really is plenty for a full psi build. I updated my guide several weeks ago and it's still accurate: https://underrail.com/forums/index.php?topic=4149.msg23828#msg23828Quoteyou're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6)That's 15 Int for just 6 spells?
Again the major issues as I understand it is that psi abilities are cheap, always available, 100% reliable, and in general more useful/powerful then the non-psi weapons and utility items. For example fireball is simply much much harder hitting then a grenade, somewhat from the synergy power boost and somewhat from the fact you can with the right build throw multiple fireballs in a turn. Something you can't do with a grenade (far as I know/played).But the tchotchke (the glove) does nothing about any of those things.
What do you all think?Sorry to be late on the reply. A Neural Overload nuke build works just fine as long as you've built in a way to deal with mindless enemies like robots. Thought Control is very strong, and if you spec into it, N.O. does impressive damage even on DOMINATING. Your Arena fights will be a lot tougher if you're going TC single-school, though, unless you rush to get Hoddorform then come back to finish the Arena.
Just a final question, is it possible to ditch meditation for those 25 psi points and instead go with quick pockets? Considering the investment in throwing, i would certainly use the extra slot.Sure. TC abilities tend to be fairly costly so the extra psi pool can be nice, but if you're planning on being mostly throwing with the psi as support, then you'll probably be fine. Plus you can always pop a psi booster if you need to.