Chaotic_Heretic
Arcane
So underrail systems are fun to play with, though the crafting procs my OCD...
I finally landed up with a psionic/melee hybrid that pulverizes shit once it gets its thing going after 100+ hours of playing.
Starting Stats:
3 Str/10 Dex/ 7 Agi/ 3 Con/ 3 Per/ 8 Wil/ 6 Int
At levelups:
+2 Will (by level 14 for Locus of Control); +4 Dex
SkillsHighest to lowest priority)
Melee/Psychokinesis/Thought Control - MAX at every level
Mechanics/ electronics / Tailoring
Hacking/Throwing
Lockpicking/Chemistry/biology
Oh also 40 Dodge is required by Fancy Footwork so squeeze that in too.
Feats (in no particular order):
Nimble, Sprint, Recklessness, Lightning Punch, Cheap Shot, Expose Weaknes, Premediation, Combo, Locus of Control, Critical Power, grenadier, Force User , Fancy Footwork, Escape Artist.
Equipment:
Weapon: Reinforced Leather Gloves reinforced
Weapon 2: Renforced Electric Leather Gloves
Armor (Body): PSI Carparace Tactical vest
Armor (Head): Motion Tracking Night Vision Googles / PSI headbands
Belt: Utility belt/Doctor's Belt
Boots: Tabi Boots (of Infused Cave Hopper Leather for the reduced Sprint Cooldown)
Shield: An Efficient Shield.
Utilities: Taser / EMP Grenade / Flashbang + whatever
I like playing unarmed/with gloves so this is my personal Hand to hand wrecker. This is the non-stealth build I personally enjoyed playing the most.
Playstyle is keep shield on and use electrokinesis/Force Punch/ Taser / Flashbang /Frighten/ mental breakdown for CC. Enemies with shield/ robots are softened nicely with a EMP grenade.
Then move/sprint to a scrub and use fists to punch them into meat paste with Force Emission on. If it has high mechanical damage threshsold, use Expose Weakness and switch to electrified gloves before gibbing them. 14 Dex + lightning Punches + Tabi Boots = 4 AP punch with leather gloves. That is a max of 12 punches per turn. 17 punches with an adrenaline shot.
Lightning Punches only works with less than 25% encumbrance. hence Nimble is essential for the PSI carparace Armor
If you need to block line of sight so as not to get mobbed/ use psi packs/ refresh cooldowns use Force Field! with Force user it lasts 4 turns enough to get ready for a second round. You could change Force user with another perk like Three pointer for grenade crits, which si also an excellent option with your high dex, but Telekinetic Punch damage is halved and so is force field duration.
Sprint/Fancy Footwork/ Escape Artist takes care of all mobility issues. hence the 7 Agi.
10 Will/6 Int is for Premediation and Locus of Control. premediation = 1 free PsI ability every 5th turn an Locus of Control is the best feat ever.
Cheap Shot/ Combo/ Critical Power / Recklessness give quite a bit of additional damage to the punches.
Grenadier reduces the cooldown of the most useful grenades so there is that.
Initially till you get Force emission (lv5) its a bitch playing and i resorted to combat knifes and throwing knives (ab)using Line of Sight to deal with 1 enemy at a time. After that its time to go unarmed with spiked boots till you get lightning punches and craft/loot a decent pair of electrified gloves.
One major downside is that a 3 con non-stealth melee char is quite squishy until you get a shield so you will have to be careful and utilize grenades smartly.
Another variant is dump agility and get 10 will at start with 7 int. This will allow you to get a couple of cool crafting feats like power management and clothier/skinner. With clothier/Skinner a good quality raw material Tabi boots will add quite a bit of movement points and your shield will be a lot more powerful and allow you to reach 16 Dex...but that still sacrifices a lot of mobility and utility fo escape artist (FUCK YOU BOLA NETS).
So whats your take on this build? Fellf ree to post your own builds here or improve the one I posted.
I finally landed up with a psionic/melee hybrid that pulverizes shit once it gets its thing going after 100+ hours of playing.
Starting Stats:
3 Str/10 Dex/ 7 Agi/ 3 Con/ 3 Per/ 8 Wil/ 6 Int
At levelups:
+2 Will (by level 14 for Locus of Control); +4 Dex
SkillsHighest to lowest priority)
Melee/Psychokinesis/Thought Control - MAX at every level
Mechanics/ electronics / Tailoring
Hacking/Throwing
Lockpicking/Chemistry/biology
Oh also 40 Dodge is required by Fancy Footwork so squeeze that in too.
Feats (in no particular order):
Nimble, Sprint, Recklessness, Lightning Punch, Cheap Shot, Expose Weaknes, Premediation, Combo, Locus of Control, Critical Power, grenadier, Force User , Fancy Footwork, Escape Artist.
Equipment:
Weapon: Reinforced Leather Gloves reinforced
Weapon 2: Renforced Electric Leather Gloves
Armor (Body): PSI Carparace Tactical vest
Armor (Head): Motion Tracking Night Vision Googles / PSI headbands
Belt: Utility belt/Doctor's Belt
Boots: Tabi Boots (of Infused Cave Hopper Leather for the reduced Sprint Cooldown)
Shield: An Efficient Shield.
Utilities: Taser / EMP Grenade / Flashbang + whatever
I like playing unarmed/with gloves so this is my personal Hand to hand wrecker. This is the non-stealth build I personally enjoyed playing the most.
Playstyle is keep shield on and use electrokinesis/Force Punch/ Taser / Flashbang /Frighten/ mental breakdown for CC. Enemies with shield/ robots are softened nicely with a EMP grenade.
Then move/sprint to a scrub and use fists to punch them into meat paste with Force Emission on. If it has high mechanical damage threshsold, use Expose Weakness and switch to electrified gloves before gibbing them. 14 Dex + lightning Punches + Tabi Boots = 4 AP punch with leather gloves. That is a max of 12 punches per turn. 17 punches with an adrenaline shot.
Lightning Punches only works with less than 25% encumbrance. hence Nimble is essential for the PSI carparace Armor
If you need to block line of sight so as not to get mobbed/ use psi packs/ refresh cooldowns use Force Field! with Force user it lasts 4 turns enough to get ready for a second round. You could change Force user with another perk like Three pointer for grenade crits, which si also an excellent option with your high dex, but Telekinetic Punch damage is halved and so is force field duration.
Sprint/Fancy Footwork/ Escape Artist takes care of all mobility issues. hence the 7 Agi.
10 Will/6 Int is for Premediation and Locus of Control. premediation = 1 free PsI ability every 5th turn an Locus of Control is the best feat ever.
Cheap Shot/ Combo/ Critical Power / Recklessness give quite a bit of additional damage to the punches.
Grenadier reduces the cooldown of the most useful grenades so there is that.
Initially till you get Force emission (lv5) its a bitch playing and i resorted to combat knifes and throwing knives (ab)using Line of Sight to deal with 1 enemy at a time. After that its time to go unarmed with spiked boots till you get lightning punches and craft/loot a decent pair of electrified gloves.
One major downside is that a 3 con non-stealth melee char is quite squishy until you get a shield so you will have to be careful and utilize grenades smartly.
Another variant is dump agility and get 10 will at start with 7 int. This will allow you to get a couple of cool crafting feats like power management and clothier/skinner. With clothier/Skinner a good quality raw material Tabi boots will add quite a bit of movement points and your shield will be a lot more powerful and allow you to reach 16 Dex...but that still sacrifices a lot of mobility and utility fo escape artist (FUCK YOU BOLA NETS).
So whats your take on this build? Fellf ree to post your own builds here or improve the one I posted.