Okay, so, I tried to recreate Sheepherders Shiv Build - https://www.youtube.com/watch?v=p9IQOO7gGZI&t=363s - with Lockpicking & Hacking & Crafting & Persuasion in mind.
I've put 5 points per Level into Temporal Manipulation and I mainly did that so I can reach Psycho-temporal Acceleration & Future Orientation in time (level 10 & 20) without having to invest much into it. I never truly played PSI before, so do you guys think that investing in it as little as possible is a good idea or should I invest more heavily to make more us out of it?
I did Merchantile mainly because Sheepherder did it and I'm not sure If that's just a Dominination Difficulty thing, or if having better stocks available is actually crucial to the build.
I left Throwing at an effective skill of 35 for most of the build. I mainly did that 'cause leaving it at 30 in the early game has been enough so far. But do you guy's think that I should put more into it early on? (I continue to level Throwing at level 25 again - that's quite late)
Can I ditch Merchantile in favor of Throwing to ensure that my Nets & Stuff hit the target mid. to late game?
My Build has like zero trap skill and no Perception. Is having an Trapper's Belt & Tracking Googles equiped enough to actually spot shit?
And.. what should I wear in my Headslot? 'Cause Goggles don't increase Melee Damage.
Long post I know but I hope you Guys can give me some advice. Maybe tell me ouright if it sucks and doesn't work.
Thanks
Hi Kristin,
I'll give you my 2cts on the Shiv build. I play one myself right now, with a slightly different focus. I'll answer your questions first, then add some of my observations
PSI: Sheepherder is using specific combinations of temporal manipulation to always have acceleration going. This is very useful but only late game. In the beginning taking PTA for instance adds one attack, but taking damage feats early might make more sense. So after Depot A you want Temporal 55 to buy the PSI Speed mentor in Rail Crossing, but PTA could wait as feat.
MErcantile allows you to buy better components when crafting knives. Since you use Shiv which is independent of quality, you could completely ignore it in the beginning. One exception: Blaine (Merc 25 and 45 I think) quite early offers Shiv blueprint and good knife components so this could make things easier. If you use a backup knife with energy edge this makes you good against robots. Energy edges are extremely rare early game, if you find one, awesome!
Throwing: The build is not too skill-points starved (since you would not need to craft much except your critical leather armor quite late), so throwing is a good investment to make your nets stick even with mobile enemies. I would continue putting points into it. Nets are another good shot you have a triggering opportunist and crowd controlling enemies.
Headslot: Not a lot to do in the beginning, maybe Balaclava for stealth, which helps to get close to your targets. Later on maybe in combination with Brutality feat you could use the Death Grin thing. Brutality would give you a bit more crowd control, but late game.
Detection is shit in a PER 3 build, not a lot to be done, meta game knowledge can help.
Now for my experience with a Shiv build with slightly different focus, which takes Fancy Footwork and Damage early.
It starts with stats: 3 10 6 9 3 4 5, you add AGI then WILL, rest in DEX
Feats in order: Recklessness, Survival Instincts, Expertise, Opportunist, Fancy Footwork, Cheap Shots, Ripper, Taste for Blood, Critical Power, Expose Weakness (maybe this one earlier!)
If you spec the build that way, you have very early on enough shiv attacks but here comes the good part: you are extremely agile and already do good shiv damage earlier than in the original build: you tase your enemy, shiv it a lot, then use all the MP you gained to run away and kite them. With so many attacks and Cheap shots, you are also getting an Incap every round, so for most non robot enemies, a shiv can even on low level do a good job, even though it takes you many rounds to kill off the single enemy. Groups are annoying of course. I think the alternative build comes into its own a bit earlier than Sheepherders and it was fun playing it so far.
Sheepherder's dictum however is valid: don't play a shiv build
(it's slow and weak compared to a dex crit brawler or normal knife build even and you need a lot of meta knowledge)
Kidding aside, if you know what you are getting into, it's fun however! For me, mostly the fancy footwork running thing was cool.
(edited to correct starting stats distribution)