Finished the game+expansion yesterday with my second character (based on my first, who I played up until the institute before buying the expansion and starting over).
This build is the result of me refining my second character based on finishing the game with them.
It uses stealth to get in a good position, mind breaks as many enemies as they can (Locus of control) uses temporal speed up and then starts blasting everyone with Neural Overload (with proper gear and perks you get huge damage with low psi cost and 6 ap reduction per Overload from specialised tranquility). Targets who are immune to Neural Overload get psychokinesis with Force User and energy edge spear with Impale.
Here's the build:
http://underrail.info.tm/build/?HgcGBwMDDAgAAADCoAAAwqBVAAAAeHgAWnjCoMKgI0YAAAA5Jis_FCpkHcKUIQbCh1cFI8K3worCu8Kdwp7CrsKhbOKdjQPiorUC4qaGBeKruAXfvwBest gear for the build imo:
Head: thought control psi helmet with neural overload scope(or whatever it's called) and mufflers.
Two sets of armor: tactical vest (sturdy vest, red panel because super steel is not worth it imo, psi beetle carapace and black cloth) for stealth that ends in a fight and infused cave hopper leather armor with soft foam and black cloth for non-violent sneaking.
Boots: black cloth tabi boots (best quality cloth goes here for speed/ap boost).
Weapons: Spirit staff (Normal, unique can be kept for special occasions but is not generally useful imo) for neural overload/other psi and Tungsten energy edge spear for normal melee.
Belt: Doctor's Belt because this is tranquility psi.
Energy shield: I go for efficient medium high, because aimed crossbow shots pierce almost any shield so low is not useful.
Utility: Stealth field and a cheapo taser (both just in case as rarely useful), crawler poison caltrops.
General feedback and DOMINATING viability opinions are very welcome, bre.