Author Topic: Sanic "Siphonerman" Psi-blade build  (Read 421134 times)

Niko

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #30 on: July 05, 2023, 04:51:48 am »
Off topic, but Silent Isle is required to get to Blaine, right? Or am I missing some other path. That's usually why I force myself to rush it before Depot A. Hard to get tabis without him

Colton, the first vendor off the boat to Junkyard possibly carries the tabi blueprints, randomly. Yes, this does require using Cheat Engine to reset the vendors, but it is available right from the start, if you were just looking for a guaranteed source. He also has a pair or two for sale, also randomly, if you want to avoid crafting for some personal reason.

Also Lucas in SGS randomly has had tabi blueprints at the start of the game.

haze1103

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #31 on: July 07, 2023, 07:47:25 pm »
Turns out with this much agility and Sprint, you can just electrokinesis the goliath, grab the cargo, and run back to the boat.

If it sucks, hit da bricks.

Shu Duke

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #32 on: October 07, 2023, 09:44:48 pm »
wanted to ask, why not level mercantile too to find higher quality items from shops? for best shields, energy for your weapon and other good stuff.

harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #33 on: October 07, 2023, 10:34:34 pm »
I don't want to spend skill points on merc, and I already can't craft some of the best stuff I find.  The quality-levels I have access to are plenty sufficient.
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Shu Duke

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #34 on: October 08, 2023, 11:35:00 pm »
btw, im planning on doing a full dom oddity run for the second time, as in getting to level 30 hell, exploring all areas and stuff, would it work on this build? or is it more suited on classic play style

harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #35 on: October 09, 2023, 05:18:22 am »
I always play oddity, but this is not a "get all the oddities" build.  It's lacking some of the skills and ability scores required.
very late edit:  you can easily get to 30th though; before DC even, especially now with heavy duty
« Last Edit: March 28, 2024, 12:12:14 am by harperfan7 »
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harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #36 on: December 25, 2024, 01:02:48 pm »
Had an idea for a slightly alternative build:  max dex, 10 agi, taking uncanny dodge at 10 or 12th instead of expert sprint later on.  Uncanny dodge is nice for handling stealthed melee enemies like deathstalkers and muggers (if you can think to use it first), and is nice for not being forced to kite in fights with heavy melee enemies (though you still have to watch out for roots, stuns, and incaps; roots especially). 
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Eidein

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #37 on: December 26, 2024, 06:14:41 pm »
We are out here permanently necro bumping your own thread!

harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #38 on: May 15, 2025, 09:33:38 am »
We are out here permanently necro bumping your own thread!

https://www.youtube.com/@harperfan7

If you want to see the build in action.
« Last Edit: May 15, 2025, 09:48:21 am by harperfan7 »
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Eidein

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #39 on: May 16, 2025, 08:37:21 pm »
Still at the bumping eh.

NumberTJ47

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #40 on: August 17, 2025, 01:59:39 am »
You know, despite beating dominating I've never actually taken someone else's full build and used it, but I think this'll be the first one. It's the total opposite of how I've gotten used to playing. My playstyle with the sword has always been to soften the enemy with some form of ranged AoE/CC, then to rush in with adrenaline shot and contraction to finish everyone off. I usually don't even raise agility above 6.

I'll have to take a few notes for how I make my own builds.
I always put 10 special points into critical power despite never feeling like I needed the extra damage that late in the game. Glad to see a build that doesn't do that.
Gonna have to start taking Doctor's Pouch a whole lot more, though as someone who likes carrying around excessive amounts of gear and never takes off my waist pack that might be a struggle.

btw, why take Black Blade over the Sørmirbæren Skærder Sword for killing the natives? Killing unarmored targets is pretty much the only thing I've found the Skærder Sword to be useful for.

Funny, I originally got into playing the sword because so many people complained about how bad a weapon it was. If I'd found this back then I'd probably have picked up the blob pistol or something XD. tbh though, I'm glad I got to experience the game and draw my own conclusions a bit before being exposed to possible community bias, even if that meant wasting a few feat points.

Who knows, maybe I'll play a blob pistol + sword build at some point...

harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #41 on: August 17, 2025, 02:01:03 pm »
why take Black Blade over the Sørmirbæren Skærder Sword for killing the natives? Killing unarmored targets is pretty much the only thing I've found the Skærder Sword to be useful for.

For one, this build doesnt have the strength to use the skaerder sword without buffs.  The skaerder sword is primarily for building up tfb quickly, which it excels at, but the black blade is a JHP sword; its damage against un/lightly armored enemies is whack.


Who knows, maybe I'll play a blob pistol + sword build at some point...

https://underrail.info/build/?HgYNDQMDAwUjQwDCoMKgwqAAXDIsGVBkME5lAAAAAFAAADkkJsKME05BMMKRwo0GS0c8wqXCsxLio7EF4rKIBeKyiQLisrsD374

I made a non-psi version of my build that uses a chempistol offhand for cooked shot, to group-entangle enemies at close-range for easier flurrying.  It gets yourself too, but with evasion and escape artist and acid resist you'll be alright.  I haven't tried it yet though, so I don't know how well it actually works.  It also takes quick-tinkering for putting down mines then stepping on them.
« Last Edit: August 17, 2025, 02:20:51 pm by harperfan7 »
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harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #42 on: October 13, 2025, 11:21:58 pm »
https://underrail.info/build/?HgUNDQMDAwYAUQDCoMKgwqAAADwzAE1eEEBbAB4AwqBJAwA5JCs_wowqThPCh8KNBkdLPMKIwqXCs3fDjm0abMKewp_CoMKhwq3CnOKitQLip5YB4rGgBeKyiAXisokC374

Final revision.  Serial killer for the compound is much better than expose weakness for DC.  Skills are exact.
« Last Edit: October 14, 2025, 01:01:50 am by harperfan7 »
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harperfan7

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Re: Sanic "Siphonerman" Psi-blade build
« Reply #43 on: December 20, 2025, 06:41:57 pm »
"Final Revision"  lol jk

Alright.  So, obviously, the crafting points shown aren't going to get you as good of stuff as they did last week.  You'll be using lower quality super steels, electric components, tichrome knives, and foams/cloths on the armor.  Can still craft the same headbands, though.  Don't turn in any ss data; you'll screw yourself.  You can take a handful of points from throwing, lockpicking, and pickpocket, as they were somewhat above the usefulness cap (extra throwing to offset sometimes being intimidated, extra lockpicking to hit that 160 check in the compound just because, and extra pickpocket so we can get Ethans amulet; we can do without all of that).  Some people don't care for persuasion (they're wrong), so if you're a wrong person too, you can take those points for more crafting. You hit diminishing returns the higher you go, though, so keep that in mind. 

The build itself barely changes; we're just going to rearrange our spec points a little bit.  We drop the point in Blitz CD, the premed points, and 1 point from FO, and put them all in fancy footwork.  As it works now, fancy footwork gives you 8 mp, then 7, 6, 5, 4, 3, 2, 1 (36mp max per round).  If we spec it, it becomes 10, 9, 8, etc (55mp max per round); a notable difference.  I noticed that I didn't use premed as aggressively as I could have; didn't need the spec. 

The stasis change hurts the most, I think.  1700ish hp at max (and they always get opportunist) isnt that much against two turns; you'll have to be a lot more tactical in how you use it, where and when.  If your stasis gets killed before the 2nd turn, you act in the 2nd turn if you're still alive.  It makes sense to leave your shield on while in stasis now, but you might not do it everytime, depending on the situation.  Speaking of shields, efficient gives about 25% less capacity now, and amplified is MUCH better than it was; still not sure which we'll be maining, but we'll have both for various situations, probably one each for low and high. 

You'll start using enriched hypos as soon as you get the belt now; sell your old ones at that point, or use them for after-battle healing if you want.  Speaking of after-battle healing, I've been considering carrying around the lightest possible regen vest just for that. 

I don't think I'd even bother with the kukri now that its only 12% vs bots.  I did use it during the quad naga fight; now I dont think I'd bother.  Maybe shoot the ground with the srpg with a tandem rocket instead (you can buy them both from beckett). 

5th native invasion solo went out the window.  It was glorious while it lasted.  The compound will be much much harder now as well; the exos all have over 1k hp and they'll wreck your stasis in no time. 

Enjoy your weeb sword sprite, everybody.
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