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Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 29, 2019, 04:18:30 am »
You need to take Neurology feat to increase psi point, and that's pretty bad imo.
Atm I'm running with 50 throwing and I never missed that bad, only exception is the GMS bandit, since you have to throw at perfect spot twice in a row (grenade + flashbang), got so fed-up, I ended up just using bear traps and throw it just to provoke them.
Atm I'm running with 50 throwing and I never missed that bad, only exception is the GMS bandit, since you have to throw at perfect spot twice in a row (grenade + flashbang), got so fed-up, I ended up just using bear traps and throw it just to provoke them.

and rely on Psi ability early on. FU that early makes you capable of 1-shotting almost anything and a simple cryokinesis could help finishing low HP / triggering explosive barrels / kiting them to death. Level 8 is the usual level to tackle Depot A, so you could makes use of your fist over there, since they have small mechanical DR/DT