Author Topic: Psi/Traps Build?  (Read 2892 times)

Koibra

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Psi/Traps Build?
« on: September 03, 2021, 02:40:55 am »
So I'm restarting the game after I got to Core City on an SMG build because I was just very bored with burst + run, that's it. I wanted to choose a build with lots of options in combat, and i thought a Psi/Traps build would fit the bill. How would I build this?

redgoesfastfastfastfast

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Re: Psi/Traps Build?
« Reply #1 on: September 03, 2021, 03:54:28 am »
I have not played a psi trapper yet but I did play a psi build which can easily be reconfigured for trapping, here it is at level 10:

https://underrail.info/build/?CgMHBgMDDAgAHgAAAAAeLSgAJhMmNAoYPAAAPAAAIjknKz8wFioF378

the skill breakpoints let you make a taser, mkIV mines and mkIV grenades as well as a psi beetle vest and a high quality headband pre depot a while letting you pick and hack all containers pre drill parts, you also have just enough trap skill to place mkIV frag mines with the boost from jackknife and trappers belt.

also I would not recommend trap expert since you want enemies to see and avoid your mines so you can trigger them with a well placed grenade when many enemies are nearby

though control is for those lovely silent kills while temporal manipulation goes very well with grenades and lets you kill robots with ease using tempoD

build at level 16:

https://underrail.info/build/?EAMHBgMDDggAQAAAAAAeODYANhY8VCEmWgAAWgAALTknKz8wFioFwoYhwr3fvw

you can probably take continuum ripple later since you won't encounter many robots until expedition.

here is the build at realistic maximum level:

https://underrail.info/build/?HAMHBgMDEAgAYwAAAAAeVUUAPzxPVCVIwpYAAMKWAABPOScrPzAWKgXChiHCh8K9ZFfCiMK3ct-_

the skill thresholds are enough to let you make and plant mk3 plasma mines with the help of house bonus and hypercerebrix as well as throw mk3 plasma grenades at maximum distance with maximum accuracy while letting you craft endgame gear and open every locked container and pass every hacking and lockpick check.


you also have tons of spare points you can put into whatever you want.



Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

RewRatt

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Re: Psi/Traps Build?
« Reply #2 on: September 03, 2021, 08:00:28 am »
Got the build, including videos of the Dominating playthrough, here:
https://stygiansoftware.com/forums/index.php?topic=7642.msg35063#msg35063

It's a Thought Control / Temporal Manipulation Trapper that can do all content easily and in fun way. Still uploading more vids as it is too much fun to play 😁

Bruno

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Re: Psi/Traps Build?
« Reply #3 on: September 03, 2021, 11:32:10 am »
If you want to use traps offensively, you should get a high stealth skill, and a high traps skill. Not mediocre skills.

High traps still means humans will not detect your traps, you will detect traps better, and you can disarm and recover all the traps you find, to use for yourself.
Stealthing close to enemies and placing undetectable traps in deadly spots are extremely effective.

Quick Tinkering is fantastic, so you can place a trap in combat. One of the best feats there is. Works well with LTI to reduce cooldown and place more traps in combat.
QT also helps a stealthy character a lot outside of combat, as you can sneak close by an enemy and place a trap instantly, without being detected.

Trap Expert is a trap...  If you want humans to not detect your traps, just increase your skill instead of wasting a feat. The time reduction is useless, just increase the game speed a bit.

With low strength, Pack Rathound is a must to carry a lot of heavy traps around.