Is this the worst possible build since the psionics Nerf and addition of the not-Vancian system? A sub-optimal challenge build, or is it?
https://underrail.info/build/?HgMDAwkDEAkAAAAAAADCoEJQAABITgpGR8KgwqDCoEwxAERiDissJCrCvsK9ZhohwoRfZSdQwrfDh8Kdwq5sV8KH4qOJCuKrpQHisLkE378"Decks":
- Fragile mob buster: Methathermics and Temporal Manipulation
- Tough mob buster: Thought Control, MT and TM
- Luddite Lunatic: Psychokinesis, MT and TM
- Organic Boss Domination: TC and TM
- Robotic Boss Domination: PK and TM
- Ready for anything: All schools
The basic idea is to switch between such "decks" of optimal innervated abilities and take the psi bong according to the situation and even with 4 schools innervated to, for example, handle areas packing simultaneously large mobs, tough foes resistant to methathermics damage sources best defeated through TC and robots, crit often enough through fully specialized Psychosis, Survival Instincts+1 and mid to late game Psionic Mania(preferably with convenient 44% health just before activating it) to hopefully have the same damage per psi point ratio of a more specialist tranquility psi build during most of the game and of course hemopsychosis ASAP, which will be given all spec points too.
No room for situational psi abilities, but 6 slots should be more than enough to make the most of having everything available that is the best option for fighting the threats from each encounter. TM stops at 166 effective because that is where temporal contraction has the lowest odds of reverting to slow and there isn't much of a point to get it farther. Precognition bonus to dodge chances at max TM is kind of useless here and it doesn't look like there are useful enough TM abilities to justify occupying one out of six slots shared with up to 4 schools that gain from more than 166 TM.
I have no idea if the Expedition feats in the build link acquired outside of level ups are doable to be acquired by the same character.
It is very important to switch psi abilities and take inhalant according to the situation, chemistry should go to at least 10 ASAP for the sake of crafting the same to reduce expenses. You can get away even with the penalty from innervating the best from all 4 schools at once if you do it right and the encounter about to be faced justifies doing so, because as long as health is < 30%, this has over 50% critical chance for a very flexible if psi points expensive arsenal, so what could go wrong?
I dipped into this character up to level 5 in early game at Hard and the experience was very fun, not hard at all so far despite all the increases to psi cost from multi-school innervation, it's all about picking the right schools and skills for any given point. I am wondering about starting the game again with this build and dare to try it in Dominating like the writing of a Lunatic poetry. Maybe it could wipe Depot A regardless of being less-than-optimal in the "I'm no quaker about Nerfs" way, at least on Hard.
In general metathermics will be almost always desirable for reliable AOE damage as this is all about being pure psi "challenge", no grenades allowed, and TM is mostly a escape option as PTC gives more movement to get away from danger, because psi points will usually be a greater bottleneck than AP. Sometimes only those two schools, MT and TM, will have innervated skills making for very efficient casting, but other times, when the situation makes it wise, skills from 3 schools or even all of them will be innervated.
Crafted equipment will have three major priorities: increase psi crit chance first, then crit damage and lastly reduce psi points cost. Psi beetle carapace enhanced ballistic overcoat will be choice as armor. No weapons except for the jackknife as a tool. Only combat utilities will be vanishing powder and other stuff that doesn't require any skill at throwing to work and doesn't really deal any direct or significant damage.
Once hemopsychosis is in, then it becomes dead simple: start at full health, use it, then consume health to cast abilities that don't have crits or deal damage directly until health drops below 30%, for example the Nerfed but still strong LOC + enrage, then back off if there is anything not dead, incapacitated or enraged, end turn and finish any stragglers with a very high critical chance next turn.
I considered the Last Stand feat too but ultimately it doesn't look that great because resetting health to 100% again in turn 2 cuts off Survival Instincts and Hemopsychosis CD means it couldn't benefit from it that much. Neurology and PTA are pretty much afterthought feats, the latter isn't so useful as psi points will bottleneck first than AP more often than not, but there was nothing else worth it, advanced psi empathy reduces health by 15%, so unless it also reduces the health cost of hemopsychosis by 20%, it's definitively not worth for this build, and even if it does, 15% is a lot to lose when you play most of the game at less than 30% health, specially late game.