Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sat

Pages: 1 2 3 [4] 5
46
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 09:39:37 am »
And one more question, I noticed on Omni build that past level 25 it is possible to choose regular feat over veteran feat. Is it correct?

47
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 08:15:08 am »
I thought I replied but the amended build was not sent. I will post it in a next message tomorrow for your support and critics.

Not maxed psi skills was a non planned mistakes... Thanks for noticing.

Agility was dropped and int raised to 9 for crafting.
The feat that replaced Sprint is Power Management. Do you see better options ?

For stats, can you disclose threshold reasons for persuasion and intimidation? How fast should it be reached?

I am not for reducing psi skills.

You mentioned +5 int with drugs and food. Are there accessible from late game or earlier?

48
Builds / Dominating Expedition Psi Build > Advice needed
« on: July 19, 2019, 09:28:52 am »
Hi,

looking forward to start a new run for the expansion. I am thinking about a psi build for dominating. I have been playing a bit on Dominating (after Depot A but can't remember until what point). Combat were tough, this is why I would like to have versatility of a full psi.

My idea is to have a build like that:
http://underrail.info.tm/build/?HgMDBgkDEAYATgAAAADCggAAAABVblAyVcKWwpbClsKWAAA-YlArLBQqZz1mIcKEwocfCMK3csKnOeKjiQXirIwK378

It is a classic Psychosis build > 3 3 6 9 3 18 6
With Max psi, a bit of throwing, reasonable crafting and able to craft grenade and some drugs (up to Bullhead).

I have few questions:
is this build manageable on Dominating?
is Mercantile worth investing? Is 72 a nice threshold to reach?
Are Sprint and Conditioning better feats than Stoicism and Mental Subversion?
Is there a reason to dumb Agility and focus on other stats? (Intelligence for more Crafting, Constitution for Survivability,...)
Am I going to miss a lot of lore with this build in the new expansion?

Thanks in advance for your help and feedback.

49
General / Re: Kidnap Sarine (Spoiler)
« on: April 06, 2017, 06:50:03 am »
Thanks for confirming Destroyor, I ll try it in a next palythrough. I think that stealth check is not working as intended or very misleading.

50
General / Re: Tabi Boots not showing Dodge/Evasion bonus?
« on: April 05, 2017, 08:16:43 am »
It is not changing on the character sheet but it is changing on the combat stats.

51
General / Re: Kidnap Sarine (Spoiler)
« on: April 05, 2017, 08:13:08 am »
The quest is not  completed as it is still appearing in the journal. It is tricky as kidnapping Sarine does bring nothing in fact only losses (no city access, no workbench, no feat)...

52
General / Re: Kidnap Sarine (Spoiler)
« on: April 02, 2017, 08:43:09 pm »
I confirm the stealth check for taking her out straight from her home. Doing so and killing the king will not complete the quest as it  is still appearing in the journal. It seems there is a way to do both as the person who wrote the quest description on the wiki has succeded to do so. np save so not able to reset this quest... I suspect that it is necessary to lure her out of the camp and then stun her. That might be the option for not turning the village hostile.

53
General / Re: Kidnap Sarine (Spoiler)
« on: March 30, 2017, 06:28:12 am »
The wiki mentioned that you can kidnap her and still finish rathound king quest. The path indicated is to lure her out of the village and then inpacitate her. But when you do in the house there is a stealth check that confuses me that you can do it from inside. Weird thing is that first guards are friendly from south entrances but not main camp part... so no hunter feat for crossbow build...

54
General / Kidnap Sarine (Spoiler)
« on: March 28, 2017, 05:21:48 pm »
Hello,

I would like to have some precision on the kidnapping because now most of camp is red and aggressive. I shot her a tranquilizing bolt and then stealth her out of the camp. It looked successful even if strength was low (3). The husband showed up and was killed, then, the rathound king is killed, but I cannot go back to the camp to collect a reward... Shall I free Sarine and then the camp will come back to peace? (I do not have enough lockpicking to test and would like to be sure before investing in the skill)

According to the story and your experience, is it normal that the camp became hostile?

55
General / Re: Is pure PSI Caster viable?
« on: March 16, 2017, 09:54:48 am »
I have more hours of game and both path (Tranqulity and Psychosis are pretty solid). Wildan build is very defensive and based on crowd control. I think that it is wiser to drop lockpicking, there are not many doors that you will open and yell is up to you, I would prefer to put more points in stealth and maybe max psychokinesis if any room.

do not invest any points in perception as it does not bring any benefit and will unbalance the build.the only stat that can be reduced is will but then you reduce your main source of damage.

For traps, googles (switching your headband) will help. you will learn where they are and you can activate them with pyrochinesis. Evasion will help as well to reduce damage. And more, you can craft your tactical vest with blast cloth and of course be always full health. Big danger is also grenade/flashbang. you need to be careful in the order you kills enemies. Still the 6 in constitution will be not an easy journey in hard (crawlers,...).

56
General / Re: Is pure PSI Caster viable?
« on: May 22, 2016, 05:52:45 am »
Then, it is not going to work well early game. Elektrokinesis and Telekinetic punch have high psi cost with psychosis and without psi  points your character cant do anything as no backup (unless you develop some skills not mentioned). 2 punches and you are done. You may reduce psi cost by 10% with a tactical vest and more with a good psi headband. To survive, you will use a lot of leaving an area to refill your psi points...

57
General / Re: Is pure PSI Caster viable?
« on: May 21, 2016, 07:08:59 am »
Psychosis and meditation cannot be taken together. Tranquility is a safer choice. But, you are probably looking for crits and high damage resistance. If yes, you are missing Psychostatic Electricity for crits.
What do you mean by paladin? You will use only psi? then maybe fast metabolism earlier .
I think that you can get something better on some feats: Power management, skinner (not used for crafting tactical vest), thick skull (really needed with locus?).
Regarding the stats split, you can limit Intelligence to at least 7 for keeping crafting feats.
It is an interesting build in any case

58
General / Re: 2nd playthrough psi build advice
« on: May 15, 2016, 07:28:27 am »
Psychokinesis is really powerful and you should not hesitate to max it. Few spells are among the most useful: Electrokinesis or Elektrokinetic imprint. You should forget totally dodge or evasion especially if you will take a vest or riot. it is too impacted by penalties and the purpose is not to get hit, then meaning that nobody can shoot you (Killed, stunned, feared, iced, blocked,....)
The 3 CON will be difficult at the beginning and on long fight but is really manageable.


59
General / Re: 2nd playthrough psi build advice
« on: May 12, 2016, 07:48:31 pm »
On the paper, it may look nice but the strenght of psi is not to have high damage meaning that even if you crit often, you will never one shot enemies (if they are at similar level). Having a larger pool of psi, you can spam more spells. I tried the psychosis way and I restarted because I was constantly running from enemies because no psi points even with booster.
This is valid only for a pure psi if you go for a mix psi/any weapon, it is of course totally viable.

To continue on the build proposed above and to have it more adapted to your expectations, you can reduce lock, hacking and crafting to boost speech skills.

However, do not trade it for stealth as you do not have a very high initiative.

60
General / Re: 2nd playthrough psi build advice
« on: May 12, 2016, 11:48:16 am »
I am doing my 2nd playthrough on hard with a pure psi build with following stats:
S: 3
D: 3
A: 7
C: 7
P: 3
W: 10 (+ Max will)
I: 7

Regarding the skills, max for 3 psi skills and stealth. around 100 locking and hacking, 35 biology, the rest in mechanics, tailoring and electronics for crafting good gears (Psi band, shield, tabi boots and psi tactical vets).

For feats (not in in the right right order but close):
Conditionning and Sprint
Interlopper
Tranquility
Meditation
Premeditation
Psychostatic Electricity
Thermodynamicity
Locus of Control
Force User
Neurology
Neural Overclocking
Pyromaniac (can be changed depending on your play style)
Nimble, fast metabolism, ballistics, psi feats left or anything that you could find more useful (not decided yet)

a piece of advice, do not pick psychosis/psionic mania, the high cost of psi will be a big pain and you will have to rely on a lot of non psi tactics to survive.
Psi build are really strong if developped correctly, on hard, the game is easier than with my optimised stealth sniper/smg build (even though I have not reached DC yet). The only threats are crawlers/traps (bad detection) and grenade (low evasion).

You do not need to develop a weapon skill and can fully rely on the psi skills to get you out of any situations (without DC, but it should be the same). You may throw some flashbangs or EMP even if you suck at it.

Pages: 1 2 3 [4] 5