Hello,
This is the Versatile Spear Juggernaut.
A pretty relaxed build to play. Sometimes it's just good not to worry about dying.
The build sports 664 HP after Psi.
And two setups in terms of protection.
My personal favorite was the first one. 40 + movement points at base before Psi always takes the cake for me. But there are a number of caveats here.
I couldn't get a decent Super Steel helmet on - I was using a Steel one - which is 20 % armour penalty. It was the only decent quality metal plate I could get my hands on for that spot.
The main armour is the most important thing.
I pretty much rushed the Reef Glider and used the build's tankiness and spear block ability to go through all the spiders and Strongman/Handmaiden in order to get it as soon as I could. To gain entry to Expedition I just defeated the Beast which was made quite easy with poisoned caltrops and Gas 'nades. That's also important as it opens the Super Steel furnace. Used the looted Hypercerebrix pill from the hospital to buff Mercantile to 100 and get 30 k for the Glider. Put all the money I had together and I managed to make 12 Super Steel plates. And while the majority of them were kinda trash, 4 were good enough. A base 150 + quality with 3 140 + quality to make very a decent main armour. Together with Armour Sloping and it's two specialized points, of course.
For the boots I just used the best Tungsten I could find. There wasn't a lot of difference in armour penalty in this case, so the heaviest is generally best.
These are the feats:
And these are the specialization points:
The skills points are as follows:
The Psi:
Main weapons of choice was the Tungsten Spear because of it's critical damage.
Pretty much every Impale was a dead enemy. It even one shot Magnar after stacking Gas 'nade procs. It's blocking ability together with the heavy armour and a double low shield emitter was soaking everything except for sledges and spear crits. And those did not do much, either. There was only the occasional Grand Slam from the natives, but that was about it. Sniper crits were nothing as well. The highest I ever saw was against one pirate sniper for 60 without Morphine and helmet on. Every other sniper dealt 30-40 damage per Aimed Shot.
For ranged weapons I went with a Tactical Vindicator:
And a scoped 9mm AR with W2C:
Leading Shot with specialization on was very helpful. I went for the Tactical Vindicator because of it's critical damage bonus and I was using goggles for critical chance. The type of ammo I used the most was the Hopper Shot, only occasionally swapping for 12p/6p. The Vindicator's high spread really starts performing awkwardly the lower the pellet count you go for. 20p on the other hand was very consistent and I can say that this combination is excellent against all types of wildlife and lightly armoured enemies, one shotting almost everything along the way. I used Thermodynamic Destabilization a few times and it was quite ok. I guess if you want to use it more often, it's fine, although I didn't find enemies clumping up together all that much. There was another cool combo, though. Freeze, entangle with a net, Impale then Entropic Recurrence. That one was against bosses/arena enemies but you have to be careful not to have any electricity in the spear because Entropic Recurrence will trigger for the shock proc rather than the Impale crit. The 9mm AR was for Dreadnoughts and Naga Protectors and it was doing a good enough job at it with Focus Stim on. I took Expose Weakness at 30 and only to use it against the last boss, but it didn't land in the fight. Still got two spear crits for about 800 each, so it was ok in the end. Took out the Thought Control tentacle before anything else, and the fight was quite easy. I even fought the Faceless after that which was pretty much the hardest encounter in the whole game, having to retreat from the area and then come back.
All in all - a very chill build to play.