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Messages - RodrigoVega

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Builds / [Expedition] Force User hybrid build
« on: August 10, 2019, 10:17:38 am »
Nothing fancy but just wanted to share a force user hybrid build that's quite fun to play.

Usually psi monk (either DEX or STR) go with 3 will. And sometimes with a bit of Thougth Contro for crowd control.
With Expedition, 7 will (Force User) psi monk is now quite viable because :
- Veteran feat to boost your STR
- Neuroscopic filter on your headband to boost your Electrokinesis

http://underrail.info.tm/build/?HgsIBgUDBwYAMgDCoMKgwqBkRjIAAGRkADJaAMKgAAAAAAArOWkkICoUEgcGZ0UxSybCtnzCucKewqBsGsKd4qK1AuKslgbirJcB4qyqBt-_

What's fun :
- You're a real hybrid between melee and psi
- Feel powerful without being OP : great single target damage dealer, lack of AOE. Electrokinesis is still more about crowd control and debuff. You could also go with Grenadier if you feel like it.
- I prefer stealth characters but if you want to use the new Tesla Armor, this build is for you (with Nimble and Body weight training)

Core feats: corporeal projection, Force User, Psychostatic Electricity, Lightning Punches, Expose weakness, Combo, Premeditation

I went with sturdy super steel metal armor and metal gloves. Don't recommend infused rathound boots. It's just 2% critical chance.

At level 28, my TPunch is 314-495. Electrokinesis 56-147 (boosted by 38% with headband)

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General / Re: Unarmed Psi build advice
« on: October 29, 2016, 11:39:45 am »
A good thing to know : Telekinetic proxy is a bit bugged (don't know if it was mentioned before).

Tranquility will not work with it.
But Premeditation is not cancelled after using telekinetic proxy.

So for example you launch Premeditation, then telekinetic proxy for free (in terms of AP) and you can still use another psi abilitiy for free after that.
     - With a STRENGTH psi-monk (with corporeal projection) it's awesome because you can launch a free Telekinetic Punch at the end of the turn.
And you do a lot of damage with a double Telekinetic Punch boosted by your strength.
     - Or you can just move your Telekinetic proxy around for free for the next 3 turns if you don't need to use another psi ability

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Bugs / Re: Gunslinger works for chemical/energy pistols
« on: September 06, 2016, 08:28:08 am »
With Point Shot instead of Gunslinger, you can still have the very same build (6 STR, 10 DEX, 7 AGI, 3 CON, 10 PER, 3 WILL, 7 INT at level 25 ) and shoot three times in one turn. The only difference is the precision penalty for the last shot.

And you still have the good combo : taser + execute shot + pistol laser shot.
With Gunslinger it was : taser (10AP) + execute shot with chemical pistol (with an incendiary blob pistol it's really effective because of the damage over time) (18+5=23AP) + a normal pistol laser shot (15AP) = 48AP
With Point Shot it is : taser (10AP) + execute shot with chemical pistol (21+5=26AP) + a Point Shot pistol laser shot (9AP) = 45 AP

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Bugs / Gunslinger works for chemical/energy pistols
« on: August 21, 2016, 08:54:13 am »
Just wanted to report that the Gunslinger feat works for the chemical and energy pistols on my game.
Actually, only the 3AP reduction works. The +7 initiative doesn't.

But I really liked this "bug" on my last playthrough, with my chemical/energy pistol guy focusing on critical damage.
With 10 dexterity, I was able to shoot 3 times per turn (without point shot) : 3x laser pistol or 1x chemical pistol + 2x laser pistol.
And was able to have 6 strength (steadfast aim), 7 agility (interloper), 7 intelligence (mad chemist, practical physicist), 10 perception (sharpshooter) at level 25.

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