Hello Everybody,
I've been lurking these forums for a couple years now, playing the game on and off and decided to get on for the new Heavy Duty DLC. One of the new items, Psychophract armor, caught my attention and I thought I'd give making my own build a try instead of relying on someone else's guide. However, I haven't actually given a 10 con hemopsychosis build a go and I thought I'd get some suggestions from you all. Ideally, I want a build that can clear Hard reliably, and Dominating with some effort.
underrail.info/build/?HgMDAwoDEAgAWQAAAADCkU96AAA8awxCaADCoMKgRi0APSsIX1BiKixlZsKHwoTCvcKIVx9yZ8K34qK1AuKsgwLirIwK4qyXAd--
Ironically, despite the psychophract armor catching my attention, I can't really justify the strength requirement to use it. So, I thought I'd try my hand at something that may work just a bit better, and won't have to wait until the hardest content to get something to make the idea work.
Base Stats:
- Strength: 3
- Dexterity: 3
- Agility: 3
- Constitution: 10 (+1 Equip +1 Food)
- Perception: 3
- Will: 10 (+6 Leveling +2 Feat)
- Intelligence: 8
Here is the current level 30 setup I have planned out. This has been strongly influenced by the quad-school psychosis build guide suggested by the insightful PoopiemcButtface, with my own edits for what I'd like to play with, particularly. I do have some questions I'd like to ask some more experienced players with, I would appreciate the feedback.
My standard innervations would be as follows:
- Cryokinesis
- Cryokinetic Orb
- Electrokinesis
- Electrokinetic Imprint
- Psycho-Temporal Contraction
- Limited Temporal Increment
Other spells I'd learn and keep as backup as necessary:
- Pyrokinesis
- Thermodynamic Destabilization
- Exothermic Aura
- Plasma Beam
- Stasis
I would love to have at least 8 innervation slots so I could include some more spells without having to dump my psi reserves to switch them or just use them all in one battle, but that's the old days, we don't get that anymore, and I can't justify the psi headband slot for the extender or two intelligence points. On equipment plans, I plan to rely mostly on crafting with the unique Sørmirbæren Spirit Staff.
Loadout:
- Head: Muffled Uni-Psi Amplifier
- Body: Antithermic Sturdy Psionic Overcoat (Super Steel)
- Belt: Doctor's Pouch
- Feet: Infused Bison Leather Striders (High Density Padding)
- Weapon 1: Sørmirbæren Spirit Staff
- Weapon 2: Not Used
- Shield Emitter: High Efficiency Medium/High Frequency Shield Emitter
- Utility 1: Flashbang
- Utility 2: Incendiary/EMP Grenade
- Utility 3: Taser
- Food: Burrower Burger
I intend to have a sneak suit for when I have to get around to explore and all that but avoid combat, most likely black cloth tabi and the lovely Rathound Regalia. For crafting to get the tech segment of the skills list, Lemurian Engineer Suit and Bioinvestigative belt. For reaching the last of the persuasion checks, Hypno Goggles, and Large Waist Pack for the last mercantile checks.
I believe a more min-maxed approach to the headband would be to use a Neuroscopic Metathermic Amplifier instead, or swap out the Proximal Neuroscopic Filter for one of the Magnifying Neuroscopic Filters. I'm not sure how well that would work in practice, however. I can imagine almost immediately draining all my Psi instantly when Hemopsychosis is on cooldown and having to constantly wait for my Psi Booster cooldown to refresh. The crit chance is already high enough, especially with the addition from Psychostatic Electricity. The damage should already be very high as well, so my thoughts are that the Psionic Mufflers would give the build some more longevity and make up for the psi penalties that come along with Psychosis, but since I haven't tested it out late game in practice, I'm not sure what would be more efficient, or if stacking all crit and damage would be too much overkill and too little staying power.
Following up on Feat choices, I followed a lot of the structure from what PoopieMcButtface suggested. For convenience, I'll list them below:
- 1: Conditioning (Mechanical, heat, and cold damage reduced by 17% total)
- 1: Stoicism (1% less damage from all sources for each 4% health missing)
- 2: Fast Metabolism (Healing increased by 25% and Psi Boosters give +25 Psi)
- 4: Survival Instincts (+30% Crit chance when under 30% health)
- 6: Premeditation (Half Psi cost and negate AP cost of next spell)
- 8: Psychosis (+15% Increased psi crit chance for +20% increase psi cost)
- 10: Psionic Mania (Guaranteed psi crit at a 15% health cost)
- 12: Neural Overclocking (+30% psi crit damage)
- 14: Psycho-Temporal Acceleration (+1 Duration for Psycho-Temporal Contraction and Stasis)
- 16: Hemopsychosis (Psionics cost HP instead of Psi for 1 turn)
- 18: Future Orientation (1 Turn cooldown reduction for all Temporal Manipulation abilities)
- 20: Psycho-Neural Flexibility (Psi cost reduction)
- 22: Neurology (Crafted headbands provide +15 Psi)
- 24: Last Stand (Restore health to max, then reduce health to 1 after 2 turns)
- 26: Advanced Psi Empathy (-15% Max Health for -20% Psi cost)
- 28: Psychostatic Electricity (+5% Change to get crit on hit debuff on target, stacking 1 times for 2 turns)
- 30: Increased Will (Will +2)
I am a little unsure about both the inclusion of Psychostatic Electricity and its positioning, as well as Fast Metabolism. Preferably, I'd like Psychostatic Electricity earlier, but all the other feats seem too important, but at level 28 it just seems like a minor nudge to boost my crit rate just a little bit higher. Fast Metabolism also seems useful, but with only a marginal benefit, but an extra 25 Psi points from each booster seems useful for squeezing out an extra psi ability. Also, these traits are edging out Thermodynamicity in my current plans, which may not be a good idea, but I don't plan on running around with both cryokineticss and psychokinetics.
For specialization, I'm planning on the following:
- Neural Overclocking 10/10 (+20% Crit damage)
- Premeditation: Cooldown 2/2 (1 Turn cooldown reduction for Premeditation)
- Psionic Mania: Cooldown 2/2 (1 Turn cooldown reduction for Psionic Mania)
- Psychostatic Electricity: Duration 1/1 (+1 Duration for Psychostatic Electricity)
Overall, the plan for this build includes a good amount of stuns, should be quite beefy and strong in theory, but poor sneak and initiative seems like it could be a lot of trouble for a build that performs best at 30% health. What are all of your thoughts on this? Any suggestions for rearranging the feats or swapping some out? Would this concept work better as a tranquility build? I'd love to see what you all think about this!