Author Topic: Feat Priority List (Feedback requested)  (Read 18728 times)

redgoesfastfastfastfast

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Feat Priority List (Feedback requested)
« on: August 07, 2021, 04:40:01 am »
Feats are mostly ordered based on epeli's character builder.

A feat being in a category does not neccesarily mean its only for those types of builds.

Priority dictates how soon you should take it, Priority 1 means as soon as its available, Priority 2 means after Priority 1 feats and so on for the others.

Priority is not a rating for how good the feat is, its a rating for how soon you should take it on builds that will use that specific feat.

If you disagree with anything and have more experience with a certain feat than me (I have 700 hours (now 1000 as of last edit) and have played with ~95% of these) please comment so I can fix its description/priority.

Use CTRL + F if you want to find something specific and don't want to read all of this

While reading this keep in mind that this list is speaking in very general terms and most of the time a feat can't be evaluated in isolation.

Big thanks to Raven on the discord for helping significantly with editing and categorizing

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Category: General Combat Feats

Expertise: Priority 2

Good for builds with many attacks and after some testing not a bad feat for builds that don't crit, lets say your doing 200 damage an attack by endgame and aren't critting, expertise boosts that by 20 which is 10% extra damage and it lasts the whole fight unlike blindsiding.

Opportunist: Priority 1

Very good and reliable damage bonus, depending on your build a solid amount of time you will be attacking stunned or rooted enemies. Does not work on robots

Recklessness: Priority 2

Essential for builds stacking crit chance, such as crossbow and dexterity based melee. The penalty is barely noticeable on the builds its used on, which are often glass cannons.

Sure Step: Priority 2

Very good for close range builds, since you can just spam crawler caltrops everywhere

Versatility: Priority 2

Probably one of the most powerful feats in the game, if used right. There are other more important things early on however, and this doesn't start to shine until mid game.

Survival Instincts: Priority 1

Can make some very powerful builds if used right, also with 9 con your health is equal to a 3 con at 60% so this health penalty isn't as bad as it seems.

Yell: Priority 2

Very good feat especially if you have high evasion or dodge. Even without either you can still lower enemies hit chance to their minimum at high skill.

Vile Weaponry: Priority 3

Pretty decent feat and it also boosts DoT effects, but I would recommend taking taste for blood first if your a melee.

Hypertoxicity: Priority 1

Good on throwing knife maining as well as trapper builds, since you will be doing lots of your damage from poisons. Decent on crossbows in the early to mid game as well.

Uncanny Dodge: Priority 2

Guaranteed dodge is very good, if you have high agi and no points in dodge its worth putting some just for this.

Evasive Maneuvers: Priority 3

Niche feat, its good in some situations but your usually better off moving behind a corner

Blitz: Priority 3

Pretty good if you have other movement point sources like Hit and Run and Fancy Footwork, still decent without.

Ripper: Priority 2

Very good on knife builds for the increased crit damage, and especially good on knife throwers since they have few crit sources.

Critical Power: Priority 1

If your build uses crits and has decent crit multiplier take this ASAP, even with the nerf this is easily one of the strongest feats.

Blindsiding: Priority 3

Good to get if your running out of other damage feats and engage from stealth often.

Brutality: Priority 3

Take this late, its pretty decent especially if you have Death's Grin.

Heavyweight: Priority 3

Pretty good feat if you have high armor penalty, the crit damage bonus from this is pretty insane and basically means your crits will kill nearly anything in one hit. Note that this is useable on some fist builds as well not just hammers and that armor penalty can go beyond 95.

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Category: Utility

Ninja Looter: Priority 4

Only potential use for this is pickpocketing enemy crossbow bolts which makes them unequip their crossbow.

Pack Rathound: Priority 3

Not really neccessary, though if you have low strength and are a build that needs to carry more (trappers) this is fine to take early.

Paranoia: Priority 3

Decent defensive feat, though initiative is not as useful as stealth and manual combat entering the detection boost is always helpful and the stealth enemy damage boost is notable on high perception high damage per shot builds.

Quick Pockets: Priority 2

Good for builds that have many weapons or require swapping them in mid-combat (knife thrower and versatility pistol/melee hybrids). Extra utility slot is excellent as well

Snooping: Priority 4

Completely useless, there are enough perception buffs in the game to see everything even with 3 perception, though you will find the buffs a bit later on, there aren't any important perception checks anyway.

Burglar: Priority 4

More of a convenience feat, also lets you access some unimportant areas and containers while in stealth that would normally aggro a important faction. Not useful at all to be honest.

Doctor: Priority 3

Another convenience feat, note that this does not work with regenerative vest and for some reason bandages.

Trigger Happy: Priority 2

Paranoia is better in pretty much every way, plus this one has a dexterity requirement. Only use on no stealth builds or if you really want high initiative.

Quick Tinkering: Priority 2

Still good after the nerf, being able to block a chokepoint with a bear trap or place a mine in the middle of combat is extremely powerful.

Trap Expert: Priority 3

Good if you want enemies to not avoid your traps, however in the case of mines I find that its usually better for them to detect the trap so you can trigger the trap with a grenade when many enemies are near it.

Salesman: Priority 4

Not useful at all, your better off travelling around and going to other merchants.

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Category: Crafting

Armor Sloping: Priority 2

Very good for builds that want to stay mobile yet relatively tanky.

Clothier: Priority 3

Its alright if you want to really pump stealth as high as it can go, but not worth it otherwise

Gun Nut: Priority 3

Not that good of a feat, there are many better sources of damage. Plus it requires 7 points in intelligence too

Power Management: Priority 2

This increase lets you make very powerful shields, though it does not work for regen vest healing. (It increases the capacity but regen vests always use 10% of capacity each turn)

Skinner: Priority 3

Not bad for a crafting feat, you can get some extra crit chance or evasion from your infused armors and i've heard you can make melee immunity armor more easily with this as well.

Disassemble: Priority 4

Very nice for recycling expensive parts from your previous weapons as well as turning damaged gear back to full easily, can make you very rich as well. Not worth it in my opinion since money is not a problem in this game even on DOMINATING.

Weaponsmith: Priority 2

Decent on machete and important on knife users, you want as much crit chance as possible on knife.

Bowyer: Priority 2

This is a pretty big crit damage increase, take it immediately after priority 1 feats.

Neurology: Priority 3

There are more important feats to take early for psi cost, take this mid game when your running out of other psi reduction or boosting feats.

Practical Physicist: Priority 3

Extra damage is always welcome, but this one is not that good since energy pistols already have ridiculously high critical damage bonus, take this late if at all.

Mad Chemist: Priority 2

Chem Pistol addon effect is already very powerful, boosting it is a very good idea.

Ballistics: Priority 2

9 DT for a whole feat slot. Only good in the early game.


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Category: Mobility

Nimble: Priority 1

Best used with dodge or evasion, also useful for increasing your movement points and stealth if your wearing heavier armor.

Hit and Run: Priority 2

Good for ranged users that can reliably kill things as well as high action point melee users, especially with specialization points

Sprint: Priority 1

Good for builds with high armor penalty or ones that engage from stealth and lack fancy footwork or hit and run. Note that sprint movement point boost ignores armor penalty unlike hit and run and fancy footwork.

Interloper: Priority 3

Its ok for stealthy melee, but in my opinion there are many better feats to take such as Fancy Footwork and Sprint.

Escape Artist: Priority 2

Good feat to take in the midgame, when your doing the Expedition DLC since nets have a minimum 25% chance to hit. Also good if you want to use XAL or are having trouble with Depot A

Fancy Footwork: Priority 2

One of the best feats for melee with many attacks, is ok even on high action point melee if you have contraction and adrenaline

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Category: Tank

Conditioning: Priority 2

Controversial feat, some say its only good for stacking damage reduction with other sources, others say its necessary on all tanks.

Fast Metabolism: Priority 2

Very good feat for regenerative vest users, and not a bad feat for psi builds that can afford it.

Juggernaut: Priority 3

25% health is a pretty big boost but I would prioritize taking fast metabolism and then this if you want to be a tank

Shield Arm: Priority 2

More important than boarding up, since shields already block alot of damage. The block chance increase is pretty big so you should take this relatively early compared to other shield feats if your using shields for defense.

Stoicism: Priority 2

Very good feat if you can afford the requirements, this with canned meat or mushroom brew, conditioning, morphine and aegis can make you temporarily invincible to mechanical damage for three turns while below 35% hp. Note that this also decreases the amount of health you need to survive morphine

Thick Skull: Priority 2

Very good feat if you can afford it, especially good on agile tanks since unlike stun daze still allows you to dodge and evade.

Last Stand: Priority 3

Very good with specialization points, decent otherwise. Take this mid to late game.

Guard: Priority 4

Mediocre feat, if you want to block damage there are many better sources

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Category: Ranged Weapon Feats

Strafe: Priority 2

Important for spearhead sniper users and crossbow builds that want to hit more accurately.

Aimed Shot: Priority 1

Essential for most high damage per shot gun builds, though not nearly as good on crossbow ones. Is a requirement for sharpshooter and snipe

Suppressive Fire: Priority 1

Amazing feat, not only does it lower enemies movement, action points and ranged accuracy it can also proc oppurtunist for bonus damage.

Steadfast Aim: Priority 3

Not worth it on pistols in my opinion, while any extra crit chance is pretty good this requires 2 stat points

Kneecap Shot: Priority 3

Its a nice disable and more importantly it gets the special attack bonus, up to you if you want to take it, there are more important special attacks to get unless your using a shotgun.

Point Shot: Priority 2

Very good special attack on pistol builds, not that good on other gun types however.

Snipe: Priority 1

Not a bad feat for some crossbow builds (Though unnecessary on a standard critical crossbow build). Very good on sniper rifle builds

Ambush: Priority 1

Very good feat even if you don't pump stealth, extra hit and crit chance is amazing. Best used with some throwing so you can reliably trigger ambush with molotovs.

Full Auto: Priority 2

This is at minmum at 25% damage increase, take immediately after more important feats.

Rapid Fire: Priority 1

Very good on pistols and mediocre on other weapons. Low cooldown is amazing as well

Sharpshooter: Priority 3

Pretty good feat, though usually if you crit with a strong pistol crossbow or sniper the enemy is dead. Take this only if you have trouble one shotting enemies or if your on DOMINATING and want to kill bosses easier. Note that this is permanent extra crit damage on firearm pistols.

Execute: Priority 3

Very big damage and can even crit, note that this costs 5 ap more than a normal attack.

Commando: Priority 1

Another free burst for killing a enemy is very powerful, since that burst will likely kill another enemy especially since you can fire the free burst from a stronger gun

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Subcategory: Firearm Pistol

Gunslinger: Priority 1

Essential for firearm pistol users, the initiative boost is really nice as well.

Gun Fu: Priority 1

Very powerful damage feat, lets you have more disable as well since you will have melee skill for dirty kick and pneumatic gloves

Bullet Time: Priority 1

Take and specialize into this asap if your using firearm pistol.

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Subcategory: Energy Pistols

High Technicalities: Priority 2

Big damage boost for energy pistols, this will let you reliably kill almost anyone in one shot with high int.


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Subcategory: Chemical Pistols

Cooked Shot: Priority 1

Very good feat, lets you apply chemical pistol effects to evasive enemies and has a very short cooldown.


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Subcategory: SMG

Spec Ops: Priority 1

Lowering SMG burst cost to 200% is extremely powerful, special grenade (flashbang, chemhaze and stingball) duration lower (and specialization) is extremely powerful as well for builds with grenadier.

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Subcategory: Assault Rifle

Concentrated Fire: Priority 2

This is a massive damage increase, take it early.

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Subcategory: Sniper Rifle

Shooting Spree: Priority 1

Incredibly good on snipers, lets you kill many enemies a turn. Take this and specialize into it ASAP

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Subcategory: Shotgun

Sixth Shell: Priority 1

Gives you a very big damage bonus on shotguns, take as soon as possible.

Leading Shot: Priority 1

Evasion ignoring is very powerful, means you can get by with much lower perception.

Pellet Mayhem: Priority 3

Decent feat since each pellet has its own crit chance.

Barrel Stare: Priority 1

Its 20% damage, what else is there to say?

Perfect Scattering: Priority 4

Completely useless, at most thats 40 extra damage if your using 20p

Fragmented Chaos: Priority 2

More crit damage is good, especially since you will be taking critical power later on.

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Subcategory: Throwing

Grenadier: Priority 1

Throwing grenades is currently very powerful, especially on the lower difficulties where a single grenade will kill a whole group. This feat combined with Limited Temporal Increment, will let you clear many crowds in the first two turns even on DOMINATING difficulty.

Pinning: Priority 2

Good and semi-reliable root and can trigger opportunist, don't use unless your using knife throw often and have high dex.

Fatal Throw: Priority 2

Very good if you have points in throwing and can reliably land throwing knives

Three Pointer: Priority 2

Very good for damage if you have high dex and are pumping throwing, will let you clear crowds with ease even on DOMINATING

Remote Surgeon: Priority 2

This is basically 50% extra damage, take it soon though it won't help much against heavily armored targets

Split Spare: Priority 2

Extra attack on another enemy is useful. Haven't used this one personally


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Subcategory: Crossbow

Marksman: Priority 1

Needed for crossbow users and versatility builds that use special bolts often.

Concussive Shots: Priority 2

Pretty good if you aren't a critical based crossbow user, since if you are most enemies will die in 1 or two shots making the debuff unimportant.

Special Tactics: Priority 2

Free special bolt attack is pretty good, especially since it costs no AP meaning you can fire it from a more powerful crossbow

Deadly Snares: Priority 1

If you can bother with preparing the battlefield with traps beforehand or use versatility acid pistol taking this is probably a good idea.

Elemental Bolts: Priority 1

Very powerful feat, a significant portion of your damage comes from the elemental bolt damage.


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« Last Edit: March 14, 2022, 02:34:36 pm by xnmh »
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

redgoesfastfastfastfast

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Re: Feat Priority List (Feedback requested)
« Reply #1 on: August 07, 2021, 04:40:27 am »
Category: Melee Weapon Feats

Dirty Kick: Priority 1

Almost always take this if you have melee skill, 2 turn stun on males is very powerful since most enemies are male and will trivialize most single enemies. Can do hundreds of damage if your wearing metal boots.

Crippling Strike: Priority 3

Pretty good feat, will lower heavy armor users ap and since they usually wield a heavy weapon their accuracy as well.

Cheap Shots: Priority 2

Extra crit damage and the chance to incapacitate is very good, take this on all melee except sledgehammers. Can cheese single targets semi reliably as well if you have low ap per attack

Expose Weakness: Priority 1

Very good feat, ignoring half resistance is extremely powerful.

Shield Bash: Priority 2

More attacks is nice as is the debuff, this one can do pretty pretty big damage too if you have boarding up stacks.

Bone Breaker: Priority 3

Blunt melee crits will usually kill enemies, but still, any extra damage is nice.

Taste for Blood: Priority 2

Powerful on all melee even sledgehammers, you don't even need blades to trigger it since you can use nail bombs.

Boarding Up: Priority 3

Best to take at around level 18 when enemies are doing more damage

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Subcategory: Fists

Heavy Punch: Priority 2

Its good if you consistently have problems penetrating enemy DT, but in most cases crippling strike is better.

Lightning Punches: Priority 1

Very good feat on characters with at least 8 dexterity and melee skill, should reduce your fist action point cost by at least 25%

Improved Unarmed Combat: Priority 2

Extra damage is extra damage, take this if your using your bare fists. Note that this does not work with combat gloves.

Wrestling: Priority 3

Good reliable debuff that can significantly neuter enemy ranged hit chance, there are better feats to take early for unarmed melee though.

Combo: Priority 2

Very good feat, try to time it with crippling strike or pneumatic gloves for big damage.

Deflection: Priority 3

Good if you really want to stack dodge, since your melee skill is likely higher than your dodge skill.

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Subcategory: Knives

Cut Throat: Priority 3

Mediocre feat due to high AP cost, though its decent for bosses.

Eviscerate: Priority 3

Not as good as it sounds, though you can do some massive damage with this if you bother stacking bleeding wounds on a single target.

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Subcategory: Machetes

Flurry: Priority 1

One of the most powerful feats if you can reliably land your attacks, however try not to stack too many damage bonuses otherwise you will kill enemies too fast making it take longer to get flurry stacks.

Parry: Priority 3

Have not used this, its probably similiar to spear except you pump dex and your block gets better as you get more dex.

Decapitate: Priority 3

Useful on high evasion enemies if you can't disable them somehow, since missing this lets you keep flurry. I personally fonud it unneccesary since as melee you have lots of disable.

Riposte: Priority 3

Not neccessary from my experience, you already have lots of attacks with flurry. Free attack is always good though, take this if you want.

Onslaught: Priority 2

Nice and reliable damage boost, goes well with stacking flurry.

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Subcategory: Spears

Spear Throw: Priority 2

Very powerful long range attack, will usually be doing hundreds of damage by mid-game.

Fend: Priority 3

Not worth it in my opinion, spear guardian already raises block chance to 80%, and you can spec it to get 100%.

Iron Grip: Priority 2

Spear + Shield makes you pretty much immune to melee (Death stalker was doing 0 damage without crits at level 8 ), though you will still have problems with crossbow and gun users.

Impale: Priority 2

Guaranteed crit in big damage high action point weapon is very good, should reliably be doing 150+ damage from the moment you get it. Can reach hundreds later on easily.

Spear Guardian: Priority 1

Take this ASAP if you want to be defensive, will reduce alot of melee damage and specialization can get it to 100% block chance.

Sweep: Priority 2

Off-balance is very good, pairs well with Electro Spear, letting you do the electro adjacent damage many times.

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Subcategory: Hammers

Pummel: Priority 2

Very good feat for hammerers, you can even specialize it to cost 0 action points.

Super Slam: Priority 3

Mediocre feat, especially on higher diffculties where your heatlh gets reduced.


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Category: Psionic

Psychosis: Priority 1

Does what it says in the description, is very good if you want to go the critical psi route. Pairs well with Survival Instincts

Tranquility: Priority 1

Very good feat, best used with 3 CON since you want to stay at full hp and having less hp makes that easier, probably not as powerful as psychosis but way more reliable.

Expanded Psi Capacitance: Priorty 3

Good if you happen to be running out of psi reserves in very long fights, not worth taking otherwise.

Premeditation: Priority 1

Letting you use abillites for 0 AP cost is extremely powerful, especially against creatures that cannot open doors. Take ASAP on non-hybrid psi users.

Meditation: Priority 3

25 extra psi points is very nice, take this as early as you need it.

Psionic Mania: Priority 1

Extremely powerful on hybrids especially Metathermic ones, that 1 guaranteed crit is usually enough to end a fight if you have a damage boosting headband.

Psycho Neural Flexbility: Priority 2

Very useful on hybrids and pure psi builds, take as soon as you have a spare feat

Psycho Neural Optimization: Priority 2

Not as needed as flexibility but any extra psi cost reduction is always good.

Neural Overclocking: Priority 2

Extra crit damage is always good, take this soon especially on Psychosis builds.

Hemopsychosis: Priority 3

I've heard this is good with Last Stand, though i've personally never used it.


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Subcategory: Metathermics

Thermodynamicity: Priority 2

Good for reducing action points cost on builds that use Metathermics alot. Have not personally used, opinions requested.

Pyromaniac: Priority 1

Burn is very powerful, especially since it makes enemies run away in fear. You can very reliably burn enemies using pyrokinetic stream.

Hypothermia: Priority 3

Good for bosses since it will reduce their overall hp, mediocre otherwise.

Cryogenic Induction: Priority 2

Good for high hp enemies, especially on DOMINATING difficulty.

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Subcategory: Thought Control

Cerebral Trauma: Priority 2

Pretty good damage bonus, take early if you use neural overload often.

Mental Subversion: Priority 3

Don't take this until you have no other good options to take, the damage increase is not that big and if you've been pumping your thought control skill you should be reliably landing debuffs already.

Locus of Control: Priority 1

Very powerful feat even with the aoe nerf, should be taken ASAP if you have spare psi slots and enough Will to use it, even if you don't main Thought Control

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Subcategory: Psychokinesis

Corporeal Projection: Priority 2

Very good on high STR builds that use psychokinesis (Hammer wizard and psi monk)

Telekinetic Undulation: Priority 2

Good for disabling crowds, daze is a good debuff and can proc oppurtunist as well. Specialization lets this hit 100% chance to daze which is pretty solid

Force User: Priority 2

Makes your TK Punch do big damage, HP boost makes force field noticeably more useful as well.

Psychostatic Electricity: Priority 2

Any source of crit chance is good, especially good on ranged hybrids with premeditation.


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Subcategory: Temporal Manipulation

Continuum Ripple: Priority 2

Only take this if you intend to use temporal distortion as your main weapon, ignore it otherwise.

Psycho Temporal Acceleration: Priority 2

Very good feat especially with the extra turn of duration.

Future Orientation: Priority 3

Lets you stay in Contraction permanently with liberal use of LTI and the feat that boosts its duration, take this when you've gotten your other important feats.
« Last Edit: August 25, 2021, 12:26:17 pm by xnmh »
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

ShoggothWhisperer

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Re: Feat Priority List (Feedback requested)
« Reply #2 on: August 07, 2021, 05:33:07 am »
I disagree with a couple of these. Here are my opinions on some, listed in no particular order.
Heavyweight-down to priority 4- Hammers already overkill a lot on crits, and you don’t need the crit damage boost from heavyweight, especially if you have to give up mobility to get the effect.
Improved unarmed combat-up to 1- great damage boost and chance to daze, which can let you easily avoid melee attacks by running away.
Cheap Shots-up to 1- You can cheese any single target fight with this feat by stun locking them with incaps, which can let yo take down powerful enemies like the three masters early. The crit damage is also massive for any melee crit build.
Gun Fu-down to priority 3- You need to be in melee range for the feat to apply, and you get a max of 64 extra guns skill at level 30. It bets you more damage more consistently to take blindsiding.
Impale- up to 1-Literally a better aimed shot for spears, what’s not to love?
Barrel state-down to 3- mutually exclusive effect with leading shot that only works at point blank, better to stay out of melee range and use leading shot.
Fatal Throw-up to 1- literally the best throwing knife feat, without spec gets you an additional 3 knives with gloves and 19 dex.
Spec ops-up to 1- 33% less rust cost means 33% more bursts.
Taste for blood-up to 1-50% damage boost that can also be gained from killing enemies in addition to bleeds, best universal melee damage boost.
Blitz-up to 1- main reason anyone puts 10 agi on a build, extra ap for 1 turn is great mp loss is manageable with sprint and other feats.
Concentrated fire-up to 1-best feat in the game behind commando, basically gives you double to triple damage against enemies after your first burst.
Expertise-down to 3- only worth it on SMGs and other weapons with many hits, only applies on non-critical damage so it’s almost useless on crit builds.
Versatility- up to 1- lynchpin in a lot of light gun builds, take as soon as dex melee starts outscaling you base guns skill.
Escape Artist-up to 1- required for any dodge/evasion build or mobility dependent build in expedition, take as soon as you start expedition.
Ballistic-up to 3- excellent feat if you can afford to take it early, and good on tranquility builds that use psi beetle tac vests to more consistently absorb smg and pistol shots.
Skinner-Up to 2- more MP on tabis and extra base damage on leather gloves is always great, but it really shines on leather armor, where it boosts the effects of infused leather. With this feat you can get melee immune sea wyrm armor, heartbreaker armor that trivializes most encounters in DC, and siphoner jumpsuits that can stride without fear through acid puddles and molotov fires.
« Last Edit: August 07, 2021, 06:04:25 am by ShoggothWhisperer »

KnifegaF

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Re: Feat Priority List (Feedback requested)
« Reply #3 on: August 07, 2021, 05:44:49 am »
Commend you for making this list. It’s a video I bounced around making but thought it would be way too much of a pain to do so. Quite a bit I agree with and a fair enough chunk I would change up but I don’t have the energy to go through everything. Awesome list and nothing stood out that outright offended me.

Tytyger

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Re: Feat Priority List (Feedback requested)
« Reply #4 on: August 07, 2021, 04:25:51 pm »
work on your tier list:split it up into tiers or better create tierlist on tiermaker.Also i have impression that you havent played with most feats to form opinion, so i reccomend speedrun game on normal few times with shitty feats

Cassidy

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Re: Feat Priority List (Feedback requested)
« Reply #5 on: August 07, 2021, 04:38:27 pm »
Stoicism: Priority 1

Very good feat if you can afford the requirements, this with canned meat/mushroom brew, conditioning, morphine and aegis can make you temporarily invincible to mechanical damage for three turns while below 35% hp.

For a character with Survival Instincts, Conditioning and Stoicism, is it better to just avoid canned meat/brew within this combination to get mechanical immunity after SI or to put 3 spec points* in SI to increase the threshold to 36% health?

*Traded off from more critical chance spec.

destroyor

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Re: Feat Priority List (Feedback requested)
« Reply #6 on: August 07, 2021, 06:10:06 pm »
You need a giant preface at the very front of this list to stress the fact this list is just speaking in very general terms and most of the time a feat can't be evaluated in isolation. Case in point - conditioning is hot garbage by itself, but it's a very good feat if you combined it w/ other feats, food and gears to stack damage reduction for a very specific type of build.

There are other feats that are also up to personal opinion, case in point -  I considered Barrel Stare and Gun Fu both top tier feats while others disagree:

Quote from: ShoggothWhisperer
Gun Fu-down to priority 3- You need to be in melee range for the feat to apply, and you get a max of 64 extra guns skill at level 30. It bets you more damage more consistently to take blindsiding.

Barrel stare-down to 3- mutually exclusive effect with leading shot that only works at point blank, better to stay out of melee range and use leading shot.

These melee range gun feats are highly effective when you combine them w/ Hit and Run + high MP build. First, Gun-Fu and Blindsiding are not mutually exclusive. Second, let's looking at the extreme side of things: at 16 PER and 160 base Gun skills = 323 effective and 64 extra Gun skills is just slightly below 20% which isn't insignificant so I don't get the hate. Gun-Fu use case are for high DEX max melee skill Versatility (usually un-spec as those spec points are more effective elsewhere) gun build, translation: 210 effective Gun skill, Gun-Fu adding 64 on top meaning a 30% increase, showing good value.

edit: Just dig out my Gun-Fu char build file - it actually add 96 Guns skill (18 DEX, max melee, 3 PER, 70 base Guns = 210 effective Guns skills, 4 spec points on Gun-Fu. Final result is 96/210 = 45% increase. Also note the 4 spec point on Gun-Fu is more effective compare to spec in Versatility)

Barrel Stare, again imho not mutually exclusive w/ Leading Shot but should be treated as an additional angle of attack when using shotgun. There's nothing stopping you from using Leading shot when you are far away and Barrel Stare for max damage whenever you get the chance. It's fine if you don't want this additional angle of attack, but you can't say this feat is low value when it's not.

Improved unarmed combat-up is obviously only good when you are fighting bare fist but it's garbage for every other build. All in all there are just way too much work adding in enough details and explanations to make this type of list useful. I applaud OP for trying tho as no way in hell I'm up for it. :D

« Last Edit: August 07, 2021, 06:37:27 pm by destroyor »

Turbodevil

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Re: Feat Priority List (Feedback requested)
« Reply #7 on: August 08, 2021, 09:45:59 am »
There is no point in rating feats in separation from build, difficulty and stage in the game. Any attempt to do so yields confusing results. Conditioning tier 1... it's worthless on glass cannon, weak when relying on armor, but build enabling when stacking damage reduction, it allows to create low armored tank which is immortal during morphine. Even then, is there a need to take it asap before you get steady supply of morphine and aegis? But then again, it can save some health, but then AGAIN, in early game armor tanks those rathound quite nicely, unless playing on DOMINATING. But then AGAIN, early game is full of psi beetles and acid damage and Conditioning doesn't help against those.

All of these dilemmas cannot be reduced to 'priority 1'.

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Re: Feat Priority List (Feedback requested)
« Reply #8 on: August 08, 2021, 06:44:06 pm »
there still huge arrray of feats which can be appraised not depending on build.And they are appraised in their respective build, but i agree with you
There is no point in rating feats in separation from build, difficulty and stage in the game. Any attempt to do so yields confusing results. Conditioning tier 1... it's worthless on glass cannon, weak when relying on armor, but build enabling when stacking damage reduction, it allows to create low armored tank which is immortal during morphine. Even then, is there a need to take it asap before you get steady supply of morphine and aegis? But then again, it can save some health, but then AGAIN, in early game armor tanks those rathound quite nicely, unless playing on DOMINATING. But then AGAIN, early game is full of psi beetles and acid damage and Conditioning doesn't help against those.

All of these dilemmas cannot be reduced to 'priority 1'.

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Re: Feat Priority List (Feedback requested)
« Reply #9 on: August 20, 2021, 04:22:35 am »
There is no point in rating feats in separation from build, difficulty and stage in the game. Any attempt to do so yields confusing results. Conditioning tier 1... it's worthless on glass cannon, weak when relying on armor, but build enabling when stacking damage reduction, it allows to create low armored tank which is immortal during morphine. Even then, is there a need to take it asap before you get steady supply of morphine and aegis? But then again, it can save some health, but then AGAIN, in early game armor tanks those rathound quite nicely, unless playing on DOMINATING. But then AGAIN, early game is full of psi beetles and acid damage and Conditioning doesn't help against those.

All of these dilemmas cannot be reduced to 'priority 1'.

Added some clarification to main post, also priority dictates how soon you should take a feat on builds that will use it, not how good that certain feat is for every build.
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

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Re: Feat Priority List (Feedback requested)
« Reply #10 on: August 20, 2021, 12:11:46 pm »
Added some clarification to main post, also priority dictates how soon you should take a feat on builds that will use it, not how good that certain feat is for every build.
I could say that Expertise is really useful early on for SMG build - at level 5 you add extra 5 dmg on top of 8-12 5mm (11-16 from skill bonuses) that is extra 30-50% damage, so should be picked up early. Also, it greatly helps when fighting DT on same build, as that extra from Expertise, might be the only damage going through.

I would suggest, instead of rating it by 1-3 priority (which differs depending on the build) to maybe including: Great for [that & that], Average [for that & that] 😄
Otherwise, lots of good points on Feats and good job!

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Re: Feat Priority List (Feedback requested)
« Reply #11 on: August 21, 2021, 03:42:37 am »
Added some clarification to main post, also priority dictates how soon you should take a feat on builds that will use it, not how good that certain feat is for every build.
I could say that Expertise is really useful early on for SMG build - at level 5 you add extra 5 dmg on top of 8-12 5mm (11-16 from skill bonuses) that is extra 30-50% damage, so should be picked up early. Also, it greatly helps when fighting DT on same build, as that extra from Expertise, might be the only damage going through.

I would suggest, instead of rating it by 1-3 priority (which differs depending on the build) to maybe including: Great for [that & that], Average [for that & that] 😄
Otherwise, lots of good points on Feats and good job!

Rating feats for different builds is a very good idea and I will try to do that if I have the time, though I think I might need to make another thread because doing so will likely hit the word limit.

Oh and would anyone mind telling me if I missed something below? Am going to post the basic combat types so I can better separate feats by build.

Pistol
SMG
Assault rifle
Sniper rifle
Shotgun
Energy pistol
Chemical Pistol
Throwing
Crossbow
Unarmed
Leather gloves
Metal gloves
Knife
Machete
Spear
Hammer
Thought Controller
Metathermics
Psychokinesis
Temporal Manipulation
TC Hybrid
PK Hybrid
MT Hybrid
TM Hybrid
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

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Re: Feat Priority List (Feedback requested)
« Reply #12 on: August 21, 2021, 04:51:06 am »
Added some clarification to main post, also priority dictates how soon you should take a feat on builds that will use it, not how good that certain feat is for every build.
I could say that Expertise is really useful early on for SMG build - at level 5 you add extra 5 dmg on top of 8-12 5mm (11-16 from skill bonuses) that is extra 30-50% damage, so should be picked up early. Also, it greatly helps when fighting DT on same build, as that extra from Expertise, might be the only damage going through.

I would suggest, instead of rating it by 1-3 priority (which differs depending on the build) to maybe including: Great for [that & that], Average [for that & that] 😄
Otherwise, lots of good points on Feats and good job!

Rating feats for different builds is a very good idea and I will try to do that if I have the time, though I think I might need to make another thread because doing so will likely hit the word limit.

Oh and would anyone mind telling me if I missed something below? Am going to post the basic combat types so I can better separate feats by build.

Pistol
SMG
Assault rifle
Sniper rifle
Shotgun
Energy pistol
Chemical Pistol
Throwing
Crossbow
Unarmed
Leather gloves
Metal gloves
Knife
Machete
Spear
Hammer
Thought Controller
Metathermics
Psychokinesis
Temporal Manipulation
TC Hybrid
PK Hybrid
MT Hybrid
TM Hybrid
Throwing is usually separated into grenade and throwing knife due to the limited utility slots. Also, you forgot crowbar.

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Re: Feat Priority List (Feedback requested)
« Reply #13 on: August 25, 2021, 12:27:17 pm »
Organized the post, might add a short version with feat icons in the future.
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.

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Re: Feat Priority List (Feedback requested)
« Reply #14 on: March 14, 2022, 01:29:49 pm »
im back guys! have there been any major feat changes? im thinking of updating this. PS. I already read the patch notes.

EDIT: I found this cool thing y'all should look at.

https://tiermaker.com/list/video-games/feats-in-underrail-1263568/1660316

I didn't make it btw
« Last Edit: March 14, 2022, 01:42:25 pm by xnmh »
Im working on maknig a guide for new players on DOMINATING. Help needed. Do not PM me.