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General / Re: Low-tech build viability (no crafting / hacking / lockpicking)
« on: January 10, 2016, 05:21:47 pm »Those builds look stupid as hell. going past the required 6 Int for persuasion and mercantile...WTF.I ended up using 6 int in my final build (the +2 were essentially leftover points), but thank you for your concern and constructive input, good sir.
If you're referring to the skill choices being stupid, note the central theme: no crafting / traps / lockpicking / hacking allowed! This is definitely not a min-maxing build, I know from experience how useful crafting is for increasing character power for basically anyone. That said: what would you do differently? No stealth is a personal choice, since I just completed a stealth playthrough.
You can leave out crafting completely with a psi build, but you'll miss the excellent psionic armors that you can make with azuridae carapace.Yup, that's the idea! So far I'm up to about rail crossing and it's doing fine... more than fine, actually, way better than the crossbow build I already completed the game with. Only weakness seems to be trap- and stealther- heavy areas -- but I'll just avoid the Lurker base this time, and Crawlers are trivial to defeat via forcefield without taking any damage other than the initial sting. Mines are easy to manage with blindfired pyrokinesis, too.
e: final build I went with was 3-7-4-7-3-10-6. Taking psi feats as a priority for now. Will eventually get Grenadier, but honestly psi has enough AOE at low levels that grenade spamminess isn't required even for the tougher setpiece encounters. Deflection/Nimble/Yell are in the pipeline, eventually, but I needs me some Locus...