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Builds / Cyclops "Plasma Blaster" Metathermics Build- 6 Beams in One Turn
« on: August 28, 2021, 04:53:38 pm »
Intro
In the most recent update, we have been graced with a new unique headband: The Cyclop's Eye. While others were dissuaded by it's major drawback, I was inspired, and created this build:
https://underrail.info/build/?HgMDCgUDEAYAagAAAADCoGh8AABfXw9YXwAAwqAAMgBwKzkkPz0qZEfCvB3CvmZGKC9ywrfCuOKmhgrip5cB4rmoBN-_
Plasma Beam isn't affected by any MT feats, so a lot of the feats listed here are purely quality of life feats, and can be easily swapped out or changed depending on your preferences. The rest of this guide will go into how the build functions and the required gear necessary, but before I do that I need to list some important disclaimers:
1. Cyclop's eye sucks to obtain-The Eye seems to have a small chance to replace regular goggles in any merchant's inventory, and once it has spawned it will not disappear until bought. The best merchants to check are Constantine and Olivia in the Institute of Tchort, but I've heard rumors of it spawning elsewhere. To give some context to how rare it is to spawn, it took me an hour of abusing cheat engine merchant refresh on Constantine for me to obtain it.
2. This build takes off fairly late-You need to be a minimum of Level 16 to even learn Plasma Beam, but the earliest you can get the mentor is after the cube is stolen, when the utility station 6 dungeon opens up (unless you torture yourself by going to the grand archives early).
3. This build cannot deal with Nagas- Most Lemurian robots take 2-3 plasma beams to kill even at high levels, but Nagas are a different story. Lemurian Nagas have 80% energy resist and 95% heat resistance, so you will be doing very little damage to them. You can use an energy pistol with a polarizer to reduce their energy resistance, but this is only really practical against a single Naga. Doing the quad Nagas at the Grand Archives is nearly impossible.
4. Plasma Beam cannot target locust hives- If you try to shoot a hive, your character will just run around it. This may also apply to the mutagen tanks, but I haven't tested it yet. Keep this in mind when going through the fetid marsh.
The Setup
All of this can be obtained by Level 16, so you will have 60% psi cost reduction for 28 psi cost Plasma Beams.
I also use the regular Somibaren Staff-Spear for extra psi points, regen, and crit chance. At max level you can reach 80% reduction with advanced psi empathy, and 84% reduction with specialization points. Firing off 6 plasma beams in a turn is fairly straightforward once you have enough psi cost. We fully spec tranquility to get 18 ap plasma beams, and we use adrenaline and blitz with a spec point to get 92 ap, enough for 5 beams and a psi booster. Premed gets us the 6th beam, and on the following turns we can get 3 beams, 4 if you use vit powder instead of adrenaline, at the cost of losing the tranquility bonus when it wears off. At level 26, I was dealing 440-840 damage per beam, more than enough to kill most enemies in a single blast at optimal range. Once you reach level 25 this build can tear through any non-energy resistant enemies, but before then it can struggle if it loses tranquility. This is a super fun build to use if you want to have fun with the plasma beam ability.
In the most recent update, we have been graced with a new unique headband: The Cyclop's Eye. While others were dissuaded by it's major drawback, I was inspired, and created this build:
https://underrail.info/build/?HgMDCgUDEAYAagAAAADCoGh8AABfXw9YXwAAwqAAMgBwKzkkPz0qZEfCvB3CvmZGKC9ywrfCuOKmhgrip5cB4rmoBN-_
Plasma Beam isn't affected by any MT feats, so a lot of the feats listed here are purely quality of life feats, and can be easily swapped out or changed depending on your preferences. The rest of this guide will go into how the build functions and the required gear necessary, but before I do that I need to list some important disclaimers:
1. Cyclop's eye sucks to obtain-The Eye seems to have a small chance to replace regular goggles in any merchant's inventory, and once it has spawned it will not disappear until bought. The best merchants to check are Constantine and Olivia in the Institute of Tchort, but I've heard rumors of it spawning elsewhere. To give some context to how rare it is to spawn, it took me an hour of abusing cheat engine merchant refresh on Constantine for me to obtain it.
2. This build takes off fairly late-You need to be a minimum of Level 16 to even learn Plasma Beam, but the earliest you can get the mentor is after the cube is stolen, when the utility station 6 dungeon opens up (unless you torture yourself by going to the grand archives early).
3. This build cannot deal with Nagas- Most Lemurian robots take 2-3 plasma beams to kill even at high levels, but Nagas are a different story. Lemurian Nagas have 80% energy resist and 95% heat resistance, so you will be doing very little damage to them. You can use an energy pistol with a polarizer to reduce their energy resistance, but this is only really practical against a single Naga. Doing the quad Nagas at the Grand Archives is nearly impossible.
4. Plasma Beam cannot target locust hives- If you try to shoot a hive, your character will just run around it. This may also apply to the mutagen tanks, but I haven't tested it yet. Keep this in mind when going through the fetid marsh.
The Setup
All of this can be obtained by Level 16, so you will have 60% psi cost reduction for 28 psi cost Plasma Beams.
- Tac Vest with Psi Beetle Carapace Armor Plate
- Psi Beetle Brain Soup
- Cyclops Eye
- Psycho-Neural Optimization
I also use the regular Somibaren Staff-Spear for extra psi points, regen, and crit chance. At max level you can reach 80% reduction with advanced psi empathy, and 84% reduction with specialization points. Firing off 6 plasma beams in a turn is fairly straightforward once you have enough psi cost. We fully spec tranquility to get 18 ap plasma beams, and we use adrenaline and blitz with a spec point to get 92 ap, enough for 5 beams and a psi booster. Premed gets us the 6th beam, and on the following turns we can get 3 beams, 4 if you use vit powder instead of adrenaline, at the cost of losing the tranquility bonus when it wears off. At level 26, I was dealing 440-840 damage per beam, more than enough to kill most enemies in a single blast at optimal range. Once you reach level 25 this build can tear through any non-energy resistant enemies, but before then it can struggle if it loses tranquility. This is a super fun build to use if you want to have fun with the plasma beam ability.