Author Topic: An Average Explanation of Outstanding Psi Builds  (Read 216609 times)

TheAverageGortsby

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An Average Explanation of Outstanding Psi Builds
« on: July 25, 2019, 06:50:21 pm »
Heads up to newcomers: psi just got changed a lot.  This guide remains current for folks not playing the experimental branch, but a few posts down I have updated recommendations for this New Psi.

So you're new to UnderRail and you want to know how to make your psi character the best? Or maybe you've played before and don't know why you'd ever want to take one feat over another?  Welcome!  Here I'll try to explain what makes psi builds great, and why.

At a very surface level, I just want to start by saying that full psi might be the most powerful build in UnderRail, but it almost certainly is the build that will allow you to see the most that the game has to offer.  Not only is psi going to give you a whole host of abilities to play with so that in almost any situation you have the best tools for the job, but a full psi build will have heavy investment in both Will and Intelligence, which are the two stats that boost the "soft skills" in UnderRail; Persuasion, Intimidation, Mercantile, Hacking, and all the crafting skills.  So by building into psi, you're also building into the skills that give you so many other options in the game world.

Alright, put on your robe and your cave wizard hat.  Time to build a character.
« Last Edit: July 22, 2020, 09:37:30 pm by TheAverageGortsby »

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #1 on: July 25, 2019, 06:50:45 pm »
You're probably going to want to start with a stat distribution like this.  If you're really, really certain that you don't want Fast Metabolism, you can even run with 3 Constitution but for high difficulty levels or new players, that extra health from more Con is really going to be worth it.  While 10 Int is my strong recommendation, you can get everything you need with just 6.  If there's some feat you just can't live without, you've got some points to spare.  Those extra points can go anywhere you like.  More Con is a popular choice.  If you plan on being very stealthy and dumped Con in favor of being the glassiest of cannons, then you'd probably want to put points in Agility.  And as anyone who has been killed by Death Stalkers a thousand friggin times can tell you, Perception isn't a bad place for a few points, either.
« Last Edit: July 25, 2019, 06:52:31 pm by TheAverageGortsby »

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #2 on: July 25, 2019, 06:51:02 pm »
Once you've placed your stats, you need to set your skills.  For full psi, it's pretty easy. The core of your starting skill set should look like this, because there are several Persuasion and Mercantile checks in the very early game that will get you some nice things.  I usually put my remaining points in Hacking and Lockpicking, because the very first quest you get sent on will have several hackable and pickable boxes with loot. Don't forget to buy some lockpicks, as well as a Haxxor plus one battery.  You should be able to get those and still have enough credits to pay for your first ability in both Temporal Manipulation and Psychokinesis, which you are going to want to have before you walk out the front door of SGS into the caves.
« Last Edit: July 25, 2019, 06:52:48 pm by TheAverageGortsby »

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #3 on: July 25, 2019, 06:51:20 pm »
With both stats and skills done, it's time to think about your starting two feats.  Here there are some good options, and a few that underwhelm.
Fast Metabolism: Always recommneded if you have the Con for it.  The bonus healing is nice no matter what, and since it also increases the healing from Regen Vests, you'll get benefit from it even if you rarely pop healing hypos.  The +33% to psi booster effectiveness is really excellent.  Especially for Psychosis builds, you're going to be running low on psi all the time.  You may see people telling you that Psychosis shouldn't take the feat because you don't get a deeper psi pool, but I have to disagree.  Any time you use a psi booster and get more than 75 psi, you're benefitting from this feat.
Snooping: While absolutely not necessary, Snooping is handy for finding hidden things in the world.  While you can - with every possible buff active at once - find all secrets with just 3 Per and no Snooping, you'd have to wait until you were almost done with the entire game to get to secrets that you could have found much earlier.  Consider Snooping if you want to see everything, or if you want to level up quicker when playing Oddity mode.
Pack Rathound: A popular choice.  Many full psi builds will only have 3 Strength, so carry capacity won't be terribly high.  Though psi doesn't need much equipment, you'll still find yourself overburdened often if you like to pick up all the loot you see.  Pack Rathound will help you get around the world more quickly and with less hassle.
Paranoia: A good support feat.  Psi usually doesn't have very high base initiative so that +5 is nice; psi usually doesn't have terribly high Perception so that +20% is nice.  And psi usually doesn't wear metal helmets so the crit reduction is nice.
Sprint: If you have the Agility for it, why not?  Full psi doesn't need it at all, though, because full psi gets an ability that gives more movement points than sprint, lasts longer, and also gives bonus action points.  Don't feel like you need Sprint.  But if you've got a high Agi anyway for maximum sneeki, you might want to think about picking up Sprint.
Conditioning: if you're going with a very high-Con build, Conditioning isn't terrible.  However, it is worse than it looks on paper.  Not a complete waste, but not recommended either.
Nimble: If you know you're going to be a sneaky ninja this can be OK.  However, most full psi builds aren't going to put points in Dodge or Evasion, so Nimble is weaker for full psi than for most other builds.
Ninja Looter: If you want to pickpocket, this is a reasonable choice. Picking pockets is more helpful on Oddity mode than Classic mode for psi, because you don't have much gear cost and thus don't need the free ammo.  But some NPCs do carry Oddities.
Sure Step: This feat will feel very useful in Depot A, and will always be nice if you plan to use caltrops or acid pistols.  However, by mid-game your psi skills will have grown to the point that you won't need to relocate through acid puddles, and caltrops will be serving you better when thrown far away.
Quick Pockets: For psi builds, not really worth it at all.  You won't be as reliant on grenades because you'll have options that mirror many of the effects of grenades; you won't be as reliant on a taser because you'll have multiple abilities than can stun.
Versatility, Opportunist, Expertise: Unless you're veering into hybrid build territory, these should offer no benefit to your character so probably don't pick them up.

There may be other feats available to you, depending on what skills you decided to pick up.  While I do recommend Snooping and Fast Metabolism, especially for first-time players, if there's another feat you've just got to get, go ahead.
« Last Edit: July 25, 2019, 06:53:11 pm by TheAverageGortsby »

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #4 on: July 25, 2019, 06:51:35 pm »
Here come the levels!  Power, fame, and glory!  Or, at least, a bunch of corpses to loot, and some more skills and feats to gain.  What are the important Psi feats?  Glad you asked.

Level 2: Tranquility or Psychosis.  Here's where you set the tone of your playthrough.  Psychosis excels at direct damage, and on the three easier levels can often kill entire groups with an opening salvo of psionic power, ending the fight before it even begins.  Tranquility reinforces a cautious play style, shaving Action Point costs off of psi abilities while your character is at full health and allowing you to do more things in a turn.  Either one will get you through the game just fine, so pick whichever you think will be more fun to play.  Pick one of these two feats at level 2; you cannot have both, so the other will be excluded.

Level 4: Force User.  No matter what it looks like to you on paper, this ability is a game changer.  The four-turn force field alone would be worth it; the increased TK Punch damage is just icing on the cake, but that icing is going to be very important time and again as you progress through the game.  Take this feat at level 4; it is so powerful that there is no other feat you can have available at that level which would compare favorably.

Level 6: Premeditation.  Any full psi build without Premeditation is suboptimal.  There are no exceptions.  You need this feat.  Robots or animals clawing at a door, trying to kill you?  Open the door (25AP), Premeditate a useful psi ability (0AP!!), and close the door again (25AP).  Non-psi builds would kill to be able to abuse such a simple mechanic.  Enemy just out of range? Premeditate.  Not quite enough psi points to use an ability that would really save your life? Premeditate.  Used up all your AP but one enemy is still left alive? Premeditate.  Always take this feat at level 6.

Levels 8, 10, 12: Here you have some room to personalize.  Pyromaniac is an excellent choice - most early and mid game enemies are living, and living creatures hate being set on fire; they panic and run around, taking extra damage and not attacking you.  Pyromaniac not only increases the average damage of your fire abilities, but it can provide amazing crowd control when fighting large groups.  Other great choices include Meditation/Psionic Mania, which are the follow-on abilities for Tranquility and Psychosis, respectively.  Psionic Mania is a must-have for Psychosis; Meditation, while very nice to have, is not a must-have for Tranquility so can be skipped if you see something else you just have to have.  If you've got Expedition and thus Temporal Manipulation, you may wish to consider Psychotemporal Acceleration which will turn your psi haste and slow from half-decent abilities into amazingly potent ones.  Future Orientation will let you use all your abilities more frequently, whatever they are, by getting in more LTIs - grenades, healing hypos, psi boosters, psi abilities, anything with a cooldown.  Psychosis builds may wish to consider Neural Overclocking and Psychostatic Electricity for more frequent, bigger crits.  Thermodynamicity will let your character activate more psi abilities per turn as long as you alternate hot and cold - that can result in a lot of psi points spent, so it may be worth it to hold off until you've got some psi cost reducing gear, later.

Cerebral Trauma, Continuum Ripple, and Cryogenic Induction are not worthless but they are decidedly less useful/powerful than other feats named here.  If you like the sound of them, please do feel free to experiment and explore, but if you're having a hard time with the game, set those aside and go with some of the stronger feats to help you out.

Level 14: Locus of Control.  Like Premeditation (and, to a lesser extent, Force User) Locus of Control (or LoC) is such a powerful ability that nothing else can compare to it.  Make sure you have 75 points in Thought Control, and then take this feat at level 14, always.

Levels 16,18,20,22,24: More room to personalize your build.  Anything you wish you could have picked up in the levels 8-12 "free zone" can be picked up here.  Any crafting feats you absolutely can't live without, now is the time to get them.  If you've been exploring and completing quests, you'll have gotten to level 16 in a reasonably short time, certainly long before you've even seen all the areas in UnderRail, much less played through the content.   You'll also be strong enough to handle going to Black Sea, if you've got the Expedition DLC.

You may have noticed I haven't mentioned Hypothermia, Mental Subversion, or Telekinetic Undulation.  I would not recommend these abilities for an optimal psi build.  They do have their place in niche situations, but overall, they are the very bottom tier of psi feats.  If you wish to experiment with them, as always, do so.  They are useful for builds which focus very heavily in a single psi school.

Level 26: Advanced Psi Empathy. Whether Tranquility or Psychosis, whether quad psi or focusing heavily on just one or two schools, psi cost reduction is worth the health pool reduction.  You can certainly swap this and my suggestion for the next feat out if you would prefer the higher effective skills right away, though.

Level 28: Increased Will or Empowered (school of choice).  By this point in the game, you've probably worked your way near to the end of Expedition (unless you're playing DOMINATING Classic mode in which case you might not even be done in Core City yet) and are starting to prepare for the long trip into the Deep Caverns.  It's time to make those psi abilities that you use most often even more effective.  Either of these veteran feats will serve you well.

Level 30: Whatever you like.  Congrats, you have become a cave wizard of epic powers, a veritable Mushroom Merlin.  You've certainly put enough time into your character to know what will serve you best.
« Last Edit: July 25, 2019, 07:52:49 pm by TheAverageGortsby »

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #5 on: July 25, 2019, 06:52:08 pm »
How should you assign skills during character growth?  A snapshot of level 1 and then one of level 30 isn't always going to be the most helpful, especially for players who find themselves a little lost in all the possibilities UnderRail has to offer.  Here are a few suggestions for  how a good build might look.  This is not by any means the only way to build your character, but if you're looking to see and do as much as possible in the game, this will get you close to optimal results without requiring an excessive amount of metagaming and foreknowledge.

Level 4: http://underrail.info/build/?BAMDAwYDCwoAAAAAAAAAHh4AABQAAAAAAB4eHh4AD1A2Kz8U378   (Tranquility)
             http://underrail.info/build/?BAMDAwkDCwkAAAAAAAAAHh4AABQAAAAAAB4eHh4AD1A2KywU378  (SI Psychosis)
A few points into Mechanics early on will let you repair something that you'll find while doing some early quests.  You don't need to put points there.  If you don't care about it (all it does it provide a slightly faster route to move between maps that you'll possibly never come back to again) then you've got points for another skill - perhaps you wanted Stealth, Traps, Throwing, or something else.  "Where'd Thought Control go?"  It's not important to have any TC skill just yet.  If your build concept requires that you have some other skills early on, you can ignore my previous recommendation to go 4x15 in psi skills, and leave TC and even TM at 0 for now.  But soon you're going to need some TC, so that bill will come due one way or another.

Level 8: http://underrail.info/build/?CAMDAwYDDAoAAAAAAAAAMjIAACMADwAjIzIyIx4AD1A2Kz8UKi7fvw (Tranquility)
             http://underrail.info/build/?CAMDAwkDDAkAAAAAAAAAMjIAACQADQAkIzIyIx4AD1A2KywUKmXfvw  (SI Psychosis)
Your early foray into Persuasion gave you access to an easy solution for a quest, and though you didn't *need* to get your Thought Control to 35 before going on the second quest for the Eels, it sure did make that quest easier and more immediately profitable for you.  Some Mechanics and Tailoring will let you start recycling items into scrap to make Advanced Repair Kits; that's a big help when you've got five sledgehammers you can't carry back home.  Add in a touch of Chemistry and you can start making your own molotovs which are always nice.  You may want some of that skill for crafting other things, too, before too long.

Level 12:  http://underrail.info/build/?DAMDAwYDDQoAAAAAAAAAMkYAACMADygjRkZGPB4AD1A2Kz8UKi5kPd-_  (Tranquility)
                http://underrail.info/build/?DAMDAwkDDQkAAAAAAAAAMkYAACQADCkkRkZGPB4AD1A2KywUKmVnZt-_  (SI Psychosis)
Got to get that TC up so you're ready for Locus of Control at level 14.  Picking up some Bio is helpful so you can carry around ampoules and flat beakers and do on-the-spot reduction of heavy biological tissues into their refined compounds. However, if you need those points elsewhere for your particular build, you can certainly do without.  In all likelihood you haven't quite yet picked up very many good blueprints for making drugs and medicines anyway.  In all likelihood, somewhere around here you've gone to Depot A and come back with the quest item, opening up the world.  Now you can *really* start to explore UnderRail.

Level 16:  http://underrail.info/build/?EAMDAwYDDgoAAAAAAAAAMloAACMyDygjS1paPB4APFA2Kz8UKi5kPSHCiN-_  (Tranquility)
               http://underrail.info/build/?EAMDAwkDDgkAAAAAAAAAMloAADIADy0yS1paSx4APFA2KywUKmVnZiFi378  (SI Psychosis)

You've picked up Locus of Control and are now essentially unstoppable.  Psychosis has plenty enough health to start feeling safe running around under 30%, so it's time to pick up SI and become a mobile crit bomb.  Lockpicking is nearing max useful value.  It's a good time to start picking up Mercantile if you've got points to spare, because you're going to be playing UnderRail for a while and merchants are going to restock, so you'll have anywhere from several to a lot of inventory restocks to look through, depending on how quickly you get through the game.  You may not be able to craft a q156 item yet, but if you see it for sale, you grab it up and stash it.  From here on out, you work on your psi skills, fill in any Social or Subterfuge category skills you want, and then just start piling points in crafting.  You're going to need, at a minimum, Electronics, Mechanics, Tailoring, and Biology to make all the gear you're going to want to wear, so be prepared to spend a lot of points in Crafting.  You have to start worrying about overinvesting, now, because you're high enough level that some of your skills will exceed any check in the game.  As a rule of thumb, if you don't want to metagame and get spoiled, just don't level skills like lockpicking, hacking, mercantile, and crafting skills until you see a need for them to increase.


This isn't to say these are the only two ways to build a character, of course.  There are myriad paths to success.  But builds somewhat like the two examples here will give a player the ability to see so very much of what the game has to offer.  And, should what you find be hostile, plenty of ability to blow it up with your mind.

edited to update build links after character builder move
« Last Edit: June 17, 2020, 12:07:56 pm by TheAverageGortsby »

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #6 on: July 25, 2019, 06:58:03 pm »
Updated recommendations for New Psi

Current as of: 29 September 2020 and patch 1.1.2.4

Newest update: No changes to psi build/play theory

General Info
With psi points now being globally scarce, and psi ability variety being restricted during combat, it is now extremely important that a "full psi" build be highly efficient.  Not only do we need to specialize in our desired school and abilities, we need to make sure that we use them in maximally efficient ways.  The good news?  The learning curve for psi just got very, very flat.  The bad news?  Unless you just want to challenge yourself, there is now One Correct Way To Play Psi (though depending on what school(s) you want to focus most on, the specifics change slightly).

Psychosis built full psi is once again weakened.  It is still DOMINATING-viable but Tranquility has been nerfed less than Psychosis in the current iteration of the patch - though again, depending on how you want to play you may be able to duck the worst of the nerfs.

Building a New Character
You still want 10 Will to start, but now you have a very real choice to make - 6 Int will be the minimum sufficient, 8 Int will be ideal, and 12 Int will be more than needed for optimal play.  You need to figure out what other stats you want and where you want your Will to end up, before setting your Int.  If you have no idea what you should do, play 8 Int.  That will get you, currently, 6 readied abilities which as I will show below, is plenty for the entire game. 

I do recommend 6 Dexterity now, if you can fit it into your build, because Grenadier is about to become your best friend.  For those who play with truly extreme efficiency, Grenadier is not necessary, but you will want a fair bit of throwing (unless you're OK with reloading on misses) because you're going to need to rely on correct grenade placement when it counts.

High Constitution is more valuable than ever before.  Get as much of it as you can spare, but hopefully at least 7 points.

Put skill points into two psi schools.  I recommend Metathermics and Psychokinesis.  You can leave Thought Control and Temporal Manipulation at 0 if you like - unless those are the schools you plan to play heavily, obviously.  However, I'm going to try to make a case that Metathermics (possibly plus one other school) is probably the best way to play under the current rules.

Levelling Up
Stats: As before, Will is very important for a full psi character, but it's possible that some builds will want to rush to 12 Int before boosting Will.  There are currently only 8 slots with the final unlockable at 12 Int, but even at the starting value of 10 Int seven of the eight slots will be available.   Because you will have a limited selection of psi abilities during a fight, it is more important than ever that those abilities be as useful and powerful as possible.  Thus, I believe Will is now more important than ever for full psi, and I really don't recommend running a full psi build with under 14 Will.

Skills: We're going to be using a lot of grenades, so fit in some Throwing as best you are able.  A little bit of Stealth is going be more useful than before, so maybe try to find a way to fit that in, as well.

Feats: Tranquility/Psychosis at lvl2, Premeditation at lvl6, and Locus of Control at lvl14 are still must-have.  Force User is still must-have if you're going to use Psychokinesis primarily.  Meditation is now must-have for Tranquility, as Psionic Mania is must-have for Psychosis.  Thermodynamicity and Pyromaniac are now must-have for Metathermics.  Cerebral Trauma is now must-have for Thought Control.  Temporal Distortion is no longer an efficiently viable damage source on DOMINATING but on other difficulties, Continuum Ripple is now must-have for TM.  Neurology will be an increasingly useful QoL feat.  Hemopsychosis will be very valuable for all builds, especially for non-SI builds with Regen Vests.  If you did roll with 6 Dexterity, Grenadier may be an attractive choice as well. Veteran Empowered feats are still useful but require additional long-term thinking in their application; I don't strongly recommend them but they will be valuable for some players and builds. The new Optimization and Flexiblity feats may be useful depending on how you intend to build and play your psi character.

Specialization points: Premeditation is more valuable than before, both cooldown reduction and cost reduction.  Take both.  Thermodynamicity spec is no longer especially attractive but is still useful if there's nowhere else you'd like your points to go.  Force User spec is attractive especially stacked with a headband module to increase punch damage, much like Cerebral Trauma spec is attractive for Premeditation+LoC+Neural Overload nuke builds (but these should be less powerful with the increase in damage blocked by Resolve, so beware).

Combat in the New Psi, or How I Learned To Stop Worrying And Love Metathermics
Metathermics is currently the best school of psi to play if you want to get through combats with the greatest psi efficiency.  You only need 3 abilities to make this work (though I'd recommend 4), and in the entire game, there are only five fights that are highly resistant to this school (counting all native invasions as one, for purposes of grouping, even though certainly depending on how you play there may be several invasions).  Psychokinesis and Thought Control are viable primaries as well.  Temporal Manipulation, while technically possible, is not an ideal choice as a primary due largely to the need to cast many spells quickly to get the most out of its main damage spell.

ThermoD was "nerfed" in a most curious way, this patch.  It does less damage, but its damage mechanism wasn't changed, so it still scales out of control if you can group up enemies.  It also requires fewer Action Points to use, making it reasonable for use without Premeditation.  This leads to an inescapable conclusion.

Innervate Cryokinesis, Thermodynamic Destabilization, Pyrokinesis, and Pyrokinetic Stream.  Find a chokepoint, and lay down as many bear traps as necessary to make yourself safe.  Now, make some noise; you might use a grenade, or perhaps you'd like to carry around a firearm.  In any event, what you want is to gather enemies up, which the AI will gladly do.  At this point, you should
Place ThermoD on the highest health enemy you can easily kill and which is near the middle of the group (5-10 AP, 30 base psi cost)
Cast Cryokinesis on the target most likely to survive the explosion (7-10AP with unspecced Thermodynamicity, 15 base psi cost)
Throw a grenade (15 AP)
and if necessary,
Premeditate a Pyrokinesis (0 AP, 20 base psi cost with unspecced Premeditation)
After the explosion, as needed
Cast Cryokinesis (7-10AP, 15 base psi) on any stubborn survivors and if you like
Throw another grenade, or
Cast Pyrokinetic Stream.

Congratulations! You have mastered New Psi!

If you would prefer a more classic Psychosis approach, then Innervate Cryokinetic Orb, ThermoD, Cryokinesis, and Pyrokinesis, and after you've acquired a group as you prefer,
Premeditate + Psionic Mania + Cryokinetic Orb (0 AP, 30 base psi cost) and if anything survives
Cast Thermodynamic Destabilization (5 AP with unspecced Thermodynamicity, 36 base cost) and either
Throw a grenade (15 AP) or
Cast Cryokinesis (10 AP w/unspecced Thermodynamicity, 17 base cost) on a secondary target if needed, then end with
Pyrokinesis (17 AP, 48 base cost) or
Throw a grenade.

Congratulations! You have mastered New Psi!

In the event you're dealing with highly flame-resistant enemies, I would suggest:
If dealing with robots, throw a grenade (EMP, plasma, or both)
If dealing with Bladelings like during the Beast fight, then after you've laid down a lot of traps, you should throw grenades down into the kill zone - gas grenades and HE are a great combo, and as the gas debuff ticks on them, even incendiary grenades will do damage.
If dealing with heavily armored enemies, then you should throw a grenade or two to augment your ThermoD damage.

Of course, you don't need to use Metathermics at all.  Other builds will also be viable.

For Psychokinesis builds, you'll be working with a lot of stuns.  Your psi will do very heavy point damage but not much AoE damage, so you should probably throw some grenades to clear up the weaker enemies while you Innervate and use Proxy + Punch/Implosion and Electrokinesis + Electro Trap.  I'd recommend something like:
Lay down traps to create a chokepoint, and make some noise.  When the enemy comes running,
TK Proxy (5-10AP, 15 base cost)
Force Punch on a hard target (5-10 AP, 50 base psi cost) then
Premeditate an Electrokinesis (0 AP, 18 base psi cost) to get an additional stun.  Then you should probably
Throw a grenade (15 AP) to kill off weaker enemies, and if necessary
Throw another grenade to incapacitate any survivors.  At this point you've probably burned through most of your psi pool, so probably take a booster and end the turn.  On the following turn, clean up by
Moving the Proxy (5-10AP, 15 base cost) and/or
Electrokinesis (25-30AP, 35 base psi cost).  If there are still survivors, you may want to escape LoS so that next turn, thanks to Grenadier, you can
Throw a grenade to clean up what's left.

Congratulations! You have mastered New Psi!

Similarly, Thought Control is still quite viable.  You'll only need to Innervate two abilities: Enrage and Neural Overload.  Anything else will be QoL.  For easier fights against groups of organics, you may want to just
Lay down as many traps as needed to create a chokepoint, make some noise, and
Premed + LoC + (Psionic Mania if Psychosis +)Neural Overload (0 AP, 7 (9) base psi cost) then if anything survives,
Throw a grenade (15AP).

For harder fights against living targets, it might be wise to
Create chokepoint as before,
Premed + LoC + Enrage (0 AP, 25/30 base psi cost) and then
Throw a grenade (15AP) to get some damage down.  Keep out of LOS, so you aren't targeted by the enraged enemies, and when enrage drops,
Throw a grenade (15AP) thanks to Grenadier, and if needed,
Throw another grenade (15AP) and/or
Cast Neural Overload (13/18 base AP, 15/18 base psi cost)

Congratulations!  You have mastered New Psi!

Even Temporal Manipulation should be possible on any difficulty, though it'll be a good bit more expensive in inhalers and psi boosters over the course of a game.  Innervate Temporal Distortion and Entropic Recurrence, as well as Limited Temporal Increment and Psychotemporal Contraction. TD really requires that it be cast a lot of times in quick succession, and preferably on large groups to get the best effect from Continuum Ripple, so Tranquility is really the only good choice for a TM primary build.  Probably the most efficient TM cycle would be:
Lay down as many traps as necessary to create a safe chokepoint.  Make some noise to gather a group, then
Throw a grenade (15AP) to put some damage on the enemy then
Throw another grenade (15AP) to incapacitate them if organic or stun if robotic. End the turn.
Stack as many TDs as possible on one target and end the turn.
Stack as many TDs as possible on the same target (or another, if you're doing weak group cleanup and would rather Ripple than use more grenades) and get out of LoS/get your shield up.  On the following turn,
Throw a grenade (15AP) and, if you've got a strong enemy causing you trouble,
Entropic Recurrence (5AP, 15 base psi cost) to echo that heavy grenade damage.  From here on out it's just a matter of playing keep away until your TDs / ER ticks wear them down.

Congratulations! You have mastered New Psi!
« Last Edit: September 29, 2020, 04:33:20 pm by TheAverageGortsby »

Faeren

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #7 on: July 25, 2019, 09:19:20 pm »
Any opinions on Thick Skull for high Constitution builds?

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #8 on: July 25, 2019, 09:25:09 pm »
Any opinions on Thick Skull for high Constitution builds?
Never take Thick Skull for a high-CON psi build.  LoC will allow you break out of a stun with no lasting effects, but a Thick Skull trigger will put Daze on you, and LoC will not break daze.


Never take Thick Skull as psi if you are capable of taking LoC.
« Last Edit: July 25, 2019, 09:27:20 pm by TheAverageGortsby »

Alabester

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #9 on: July 26, 2019, 04:35:48 am »
Nice build.

For Begineers, you're not strictly bounded to this build. This is pure psi build.

For example, You can bring psi-monk with this one. Put some point on dex and bring some points to Trap - Quick Tinkering(pretty nerfed, though).

Lightning Punches and AP Reduction from DEX makes a lot of damage to
Lightly-armored ones,and with expose weakness, you can bring down everything. Espacially.. Large Eye thing.

Oh, and LoC and Pneumatics and Combo makes a lot of CCs, so no worry bout that. and..TC Mirror Image thing offers almost 100% defense chance against almost everything(Not AOE).

hilf

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #10 on: July 27, 2019, 09:03:50 am »
Good work!


Fast Metabolism: Always recommneded if you have the Con for it.  The bonus healing is nice no matter what, and since it also increases the healing from Regen Vests, you'll get benefit from it even if you rarely pop healing hypos.  The +33% to psi booster effectiveness is really excellent.  Especially for Psychosis builds, you're going to be running low on psi all the time.  You may see people telling you that Psychosis shouldn't take the feat because you don't get a deeper psi pool, but I have to disagree.  Any time you use a psi booster and get more than 75 psi, you're benefitting from this feat.

With Expedition it's even better for Psychosis builds since there's now a new way of increasing PSI pool that doesn't cost feats or item slot.

spoiler: Philosophy feat

Infiltrator

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #11 on: July 28, 2019, 08:25:53 am »
Thank you for the detailed guide! The reserved post could be used to highlight useful abilities (spells) as I don't see them mentioned elsewhere. What's good and what isn't sort of.

Infiltrator

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #12 on: July 30, 2019, 08:46:35 am »
Also, could one squeeze in a stealth build alongside psi and what do you think it would cost? Some crafting? Less con?

TheAverageGortsby

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #13 on: July 30, 2019, 09:39:40 am »
Also, could one squeeze in a stealth build alongside psi and what do you think it would cost? Some crafting? Less con?
If you keep your crafting fairly high, you can get by with 3 Agi and 60 points invested in Stealth, as long as you're willing to swap out gear.  A stealth set is really light, anyway - about 7, assuming you're wearing a cave hopper stealth overcoat (or rathound regalia), black cloth balaclava and ninja tabis.  Add in a cloaking device and you're going to be able to sneak past nearly everyone.  Later on, if you wear infused hopper leather, it gets even better.  An agility steak plus, maybe, Jumping Bean to move you along a little faster and you can stealth through Emporion Mall on DOMINATING.

Where do you get 60 points? If you're willing to squeeze your crafting skills tightly and give up most of your chemistry, you can pull it all out of crafting without sacrificing a single thing.  All you need to do is always go back home and buff up with Hypercerebrix before you craft really top-tier stuff.

newageofpower

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Re: An Average Explanation of Outstanding Psi Builds
« Reply #14 on: July 31, 2019, 12:21:58 pm »
And as anyone who has been killed by Death Stalkers a thousand friggin times can tell you, Perception isn't a bad place for a few points, either.
Not sure a few points in PER matters, at least on DOMINATING. My 15 PER dominating build (will hit 17 level 26) with almost 400 detection tried exploring the caves across the river from Hathor... And promptly got ganked. I had to put on q150 motion detection goggles to even see the crawlers, and it wasn't reliable.

I think relying on torch spam and traps may be more consistent than 2-3 points into perception, if even a 15 perception score doesn't feel like its enough (without specialized goggles, at least).