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« on: March 06, 2020, 10:58:11 pm »
I've finished all main and sidequests up to the institute questline on dominating difficulty with this build and so far it works very well.
I've decided not to invest in chemistry and biology beyond 20 (for gas grenades, which make finishing the foundry questline much easier) and have been neglecting both psi schools beyond the minimum requirement for important spells in favor of leveling tailoring to ~120. rahound regalia is a great early/midgame armor but being able to craft high quality tabis and that flat 10% crit chance bonus with infused rathound leather is too good to pass up.
So far I haven't had much need to level psi skills beyond the minimum req for important spells. Tele punch gets resisted more often than not but this build still has no shortage of stuns or CC. Once I get closer to lategame I'll have more of a reason to dump into TM (for stasis) and Psychokinesis to increase trap potency, which I imagine will be more important as I hear DC enemies are ridiculous on dominating.