http://underrail.info.tm/build/?DQMDCgMDDQgAAAAAS0tLAEsAABkUABQZSzxLAAAAKyQ_OT0qD0dm
I'm copying this build: http://underrail.info.tm/build/?AwGloJgVhBmOQEZT3ogbCAHGX4mwyKEgCcALLgOxV5Klk6SamIFEnEz6jJIwQcsVJnIQQ5eOUxRa6NunjoYVNsnHJYQA
Wow, I really do not like that build for DOMINATING. Blitz is a lovely ability but psi doesn't need it *at all* and AGI is a terrible place to put 7 stat points, even if you
do want to play with stealth. That's a quirk build, not a strong one. I can see why you're having trouble.
Let's assume you don't want to reroll. You've got the skill points you need to do well (though you don't ever need to put more than 75 points into Thought Control if you're going for 16 Will) so what you really need are the good psi abilities, and to make good use of the combos. Don't waste a feat slot on Hypothermia, it's garbage. Take Force User instead. You should have taken it at level 4, but now you're going to have to wait to level 16 because your level 14 feat
will be Locus of Control.
Go to the medical vendors in all the cities you can find and buy up their Psionic Mentors. At the very least, bare minimum, go to Rail Crossing, Core City, and Foundry. YOu're going to need those abilities.
Against living enemies, you'll get tremendous mileage out of LoC + Enrage. Don't get too caught up on LoC + Mental Breakdown. It's far more useful to have a big group of enemies busy killing each other while you pick them off, than have them standing around waiting to come back into action at the first touch.
Against groups, you're going to love the combo of ThermoD, TK Proxy, TK Punch. With Force User, your TK Punch will be a real hammer of reckoning; and against a target with ThermoD, that target will become a living bomb. Big badda boom.
At all times, you're going to want your four-turn Force Field. Sometimes you'll want to hide behind it during combat. Sometimes you'll want to pull a group and fill a choke point. If you're smart, you'll pull loudly, Premeditate an Electrokinesis for the stun, Force Field to let the group bunch up, then LoC+Enrage, Adrenaline, Sprint, get out of the middle of the group, ThermoD, Proxy, Punch. That right there will solve like 75% of all combat encounters. If anything survived, they won't come back into combat until you're 6 turns into your Force Field cooldown; run, stun, slow, or LOS for two more and you get four more turns to set up for the coup de grace.
If you *do* want to reoll, let me know. I'll give you a much better build for DOMINATING psi.
EDIT: Actually, may as well just add in the build in case you care.
Start with this:
http://underrail.info.tm/build/?AQMDAwYDCggAAAAAAAAADw8AAA8AAAAADw8PDwAPUDY You can see you have four stat points left to play with. Me, I'd put two in INT, two in PER. But you do what you like.
End with this:
http://underrail.info.tm/build/?GQMDAwYDEAgAAAAAAAAAW1cAAFVaFj9VS8KHwocuAEhQNis_FCouZD0h If you did go with 10 INT instead of 8, you can pull a few points out of Merc, Mech, Elec, and Tailor and still hit those thresholds. You've got stats, skills, and quite a few feats left free in this build. Spend 'em as you think you'd like, but don't go into Dodge or Evasion. Psi doesn't need them, and needs those points for other things.