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« Last post by dddmemaybe on December 05, 2025, 06:27:13 am »
It looks pretty good.
I think swapping out Power Management for Grenadier at level 4 is the right call. Your throwing accuracy is so high, and your lategame crit-chance potential on Three Pointer is so high, that it's weird to not include those feats honestly. You can take Power Management at high level like 24 or 30 and reserve the feat for lategame super energy shields instead I'd recommend.
Spear Throw and Thumper have slight anti-synergy since it only allows you 1 spear-hand for throwing from instead of two. But it's not bad enough that I'd recommend against taking both.
Escape Artist isn't too bad of a choice on a build with high DEX. But a lot of the other feats are also pretty competitive for their slot so I'm not sure if it's worth it somehow, I'm not sure either way.
I think Future Orientation is also probably worth it even if it gives LTI an ap cost. Possibly even over the P.T.Acceleration feat, as you can still get a sprint and mini-adrenaline on a non-feat-boosted P.T.Contraction, base-line.
An angle to consider might be taking out Str 6 and Spear Throw for Cooked Shot and Mad Chemist, since you already have Versatility, you'll only need 35 raw guns skill and you already have the exact INT requirement of 7. Although I admit the early game is probably harder with that angle as you don't get early spear tosses. But the early game for DEX-stealth builds aren't that bad. You can just take Sprint or Sure Step instead. You can also let TM cap out at 70 raw to save points. And one of either the Acid or Ice chem-pistol will always screw over high DT targets, adding a throwing net or taser can chain immobilize cheese too.
I also think putting on Sprint at some point, since you're already at exactly AGI 6, is a great idea.