It's a quick enough trek to level 12 that you might find things working a little better if you didn't really invest in crafting until around 12-16. Getting some TM early on will cover up a lot of the weaknesses in that spread out build. Also, with such a clearly crafting-heavy build, I might pull ten points each from Mechanics and Tailoring (if you plan to use Hypercerebrix while crafting top-tier gear at home) and 20 from Psychokinesis (because you're not going to have enough skill there to make it a significant damage-dealer anyway) and put them into Mercantile so you can hit all the thresholds for unlocking merchant inventory except Efreitor Hannah's second one (two points from out of throwing would get you there as well, with both Hypercerebrix and Under Pie).
Looks like a solid JoAT build either way, though.
Hey!
Glad you approve of the general build.
Yes, I also think the build is a late game bloomer. Quite frankly, once you enhance all the various aspects it becomes a very hard hitter, and cc-able, as well. But making the journey there smoother is greatly preferred.
A few points:
1. I also thought that maybe there is a bit too much invested in Thought Control. Is going lower Thought Control an option - it is more of a general cc skill here than anything else? Does lower Thought Control reduce the chance of landing skills like Rage and Fear? I can't quite remember - it's been a while.
2. Reducing Psychokinesis/Throwing is an option. The double Implosion after Leper Poison Throwing Knives(can you make caltrops with that?) followed by a net and AR burst is still there, so Psychokinesis of 70 base is good, possibly lower Throwing.
3. Early crafting is a bit of an issue for me. I think the build needs MK Frag III for Depot A. Those together with four turns Force Field and cool-down reduction is what I am hoping will make it through. How much Chemistry/Mechanics you need for MKIII? Gosh, I really have forgotten quite a bit.
4. How much Mechanics/Electronics/Tailoring do you think will be needed in the end? At level 26 the build will take extra 2 Constitution, but before making it there it will need to craft some protection. Before raising Con it will rely on situational Tactical Vests - electric resistance for Coil Spiders, extra mechanical threshold vs bullets, ect., ect. Making a good Primary/Secondary AR, possibly a Shotgun(to try them out), as well as Focus Stims/Chems is on the menu, as well. It's good that you reminded me about the new drug that gives +2 Int. I remember seeing an imprint for it somewhere.
5. Having more Mercantile is always welcomed. Using Under Pie to unlock the higher stores is a very good trick. How much Mercantile would you need for that in the end, and how early, in your opinion should the build invest in it?
6. What do you mean by TM? I assume it's Time Manipulation, but I am bad, so I don't really know. Again, any way to make the build smoother is welcomed
Thanks!