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MediantSamuel

Arcane
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Joined
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Messages
628
Location
Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?
 

veevoir

Klytus, I'm bored
Patron
Joined
Jan 15, 2015
Messages
1,797
Location
Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
Does tabi boots recipe have a chance to spawn on SGS?

Check Rail Crossing, Blaine, Core City or someone from SGS should have it.
Thanks. I already got all tailor recipes except that damn thing. :<

I seem to remember getting the Tabi boots recipe from one of the traders in Junkyard. I can't remember 100% but I definitely had it quite early game.

Blaine is almost sure source.
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?
You can't really fall into a "shit build" with psi, because all 3 disciplines are quite powerful and varied; as long as you raise will and raise the disciplines, you'll be okay.

The most important distinction I'd say is stealth vs no stealth. The advantage of a stealth build is that you can scout areas and choose the best place for attack; for a stealthy mage I'd go for tranquility, because you should have no problem starting the combat at full health. I still wouldn't drop constitution too low, but you can afford to raise agility a bit and make use of dodge and evasion. For a a non-sneaking mage I'd go with psychosis/psychic mania and high constitution instead, because with both low dexterity and agility you won't be winning many initiative rolls anyway. Instead of dodge and evasion, I'd rely on armor and shields; you might even consider going higher strength for better armor.

Crafting is useful either way, but don't bother raising intelligence beyond the usual minimum for feats; if you take any, that is. Otherwise I wouldn't bother and leave it at 5 edit: 6 for premeditation (the regeneration bonus isn't worth it). Since you also won't need perception and dexterity, and only really need to raise will, that leaves you a lot of room to play around with other stats. Very useful feats are premeditation, locus of control, tranquility/meditation or psychosis/psionic mania, thermodynamicity. Other feats that are useful (but in my opinion not absolutely necessary) are: force user, pyromaniac, mental subversion, cerebral trauma and neural overclocking. Cryogenic induction, hypothermia, psychostatic electricity - my mage has them, but to be honest I haven't noticed much difference in combat.

As you see, there is some room in playing around (keep will high, don't dump constitution too low and you should be okay). And you can mix psi with other skills. My mage uses grenades, because you don't have to have a high throwing skill for that, and only 6 dexterity is required for the grenadier feat. I'd consider traps for the stealthy mage, even with a low dexterity, because why not? You don't even need quick tinkering, because psi offers enough disabling spells to use in combat, but setting traps before combat might give you an edge in otherwise tough encounters.
 
Last edited:

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,818
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?

I'm no expert and it was probably discussed a lot but I will give it a try.

WILL is no brainer - try to start with 10 on a psi build.
INT also because you need it for crafting the best stuff (7 is enough)

Build 1 - Pure Psi/Ninja
High AGL + Nimble for being able to wear Tactical Vest with Psi Beetle carapace.
You can develop all psi abilities like this. Also you are mother fucking ninja (AGL -> Stealth).
But be careful, you cannot use anything else besides Psi (maybe a few traps, grenades).
Thought Control is supposed to be the apex psi skill but I just don't care - I went with Metathermics. Rolfstomping Depot A.

Build 2 - Psi/Melee
High STR if you want a melee character + Psychokinesis (Force Emission).
You can develop only Psychokinesis and craft uber shit for that.
The thing is, your psi build will become secondary to the melee one because there are too many feats for the melee (so, is more like Melee/Psi).
For extra retardiness use infused pig leather armor which gives you melee bonus :D

Build 3 - Psi/Trapper/Grenadier
6+ DEX if you want to play with traps (Quick Tinkering) or grenades (Grenadier).

Build 4 - Psi/Crossbows/Pistol
High PER for a crossbow guy. Again, there is not much synergy with psi feats so you are on your own.

You already know this but you will not be able to completely develop multiple build paths (ranged, melee and psi) ... unless you give up on crafting completely.

Good luck. Please post your build.

Edit: Ninja'ed by hell bovine
 
Joined
Aug 6, 2008
Messages
7,269
You don't need high str for psi/melee. High dex makes more sense (unless you want sledgehammers, but fists are way better).
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
OK my planned PSI Monk build is this
Starting stats:
S3, D9, A7, C5, P3, W8, I5 and by lvl 25 I will put 2 points into will and 4 into Dex for a total of 10 Will and 13 Dex (with food +1 Dex I can reduce AP cost of punching by 1 more).

Skills: Melee, Dodge, Evasion maxed. Lockpicking and Pickpocket until total lockpick is 130 and Pickpocket probably around 100 or so. Maxed Psychokinesis and maybe maxed Though Control unless later I rarely use it. Maxed Tailoring and Electronics, Biology enough to be able to craft Focus Stim and some into Mechanics to be able to add some metal parts for the Leather gloves (probably not until later). Some points into Throwing when I got extra to spare.

For feats I was thinking:
Expertise
Nimble
Paranoia
Tranquility
Force User
Lightning Punches
Deflection
Cheap Shots
Expose Weakness
Combo
Locus of Control
That is 11 feats. I need to choose 3 more. #1 choice would be Fancy Footwork (also a reason why I have 7 Agi) (or Sprint but I plan to have high movement points due to Infused leather equipment so moving up to first target should be enough to start getting bonuses from Fancy Footwork?!)
Other possible candidates would be Crippling Strike, Dirty Kick, Meditation, Critical Power+Recklessness, Pack Rathound (without this I will only have 130 carry capacity, but since this time I will not need a supply of traps and special bolts it could be OK?? )
I also noticed people take Taste for Blood with Unarmed specialists but I wanted to focus on Leather gloves with Shocking, that is why Tailoring and Electronics would be my choice of crafting (and Electronics + Biology is for Psi headbands).

Any comments?
 
Last edited:

veevoir

Klytus, I'm bored
Patron
Joined
Jan 15, 2015
Messages
1,797
Location
Riding the train, high on cocaine
Shadorwun: Hong Kong BattleTech
>(or Sprint but I plan to have high movement points due to Infused leather equipment so moving up to first target should be enough to start getting bonuses from Fancy Footwork?!)

Note that theorycrafting considering late equipment is fine, but how will you get moving fast *before* access to infused leather?

For me sprint is a must have for light, in-your-face builds. Not dependable on conditions (like Hit&Run), good boost, can be taken on lvl 1
 
Joined
Aug 6, 2008
Messages
7,269
OK my planned PSI Monk build is this
Starting stats:
S3, D9, A7, C5, P3, W8, I5 and by lvl 25 I will put 2 points into will and 4 into Dex for a total of 10 Will and 13 Dex (with food +1 Dex I can reduce AP cost of punching by 1 more).

Skills: Melee, Dodge, Evasion maxed. Lockpicking and Pickpocket until total lockpick is 130 and Pickpocket probably around 100 or so. Maxed Psychokinesis and maybe maxed Though Control unless later I rarely use it. Maxed Tailoring and Electronics, Biology enough to be able to craft Focus Stim and some into Mechanics to be able to add some metal parts for the Leather gloves (probably not until later). Some points into Throwing when I got extra to spare.

For feats I was thinking:
Expertise
Nimble
Paranoia
Tranquility
Force User
Lightning Punches
Deflection
Cheap Shots
Expose Weakness
Combo
Locus of Control
That is 11 feats. I need to choose 3 more. #1 choice would be Fancy Footwork (also a reason why I have 7 Agi) (or Sprint but I plan to have high movement points due to Infused leather equipment so moving up to first target should be enough to start getting bonuses from Fancy Footwork?!)
Other possible candidates would be Crippling Strike, Dirty Kick, Meditation, Critical Power+Recklessness, Pack Rathound (without this I will only have 130 carry capacity, but since this time I will not need a supply of traps and special bolts it could be OK?? )
I also noticed people take Taste for Blood with Unarmed specialists but I wanted to focus on Leather gloves with Shocking, that is why Tailoring and Electronics would be my choice of crafting (and Electronics + Biology is for Psi headbands).

Any comments?
You playing on hard? I would drop con and put them in Dex. And I'd drop will one point and put the two remaining in intelligence for crafting feats.

I think you're going to do most of your damage with fists - and you'll be doing a shitload of it. You'll be able to craft some insane gloves.

Also - you're missing taste for blood and vile weaponry. Drop stuff like tranquility and force user (although I guess tranq is "okay") and just focus on your fist skills. With all of the procs, you want stuff like opportunist, taste for blood, fancy footwork, vile weaponry. Cripp strike and dirty kick are kinda meh - you won't have long enough battles for Crippling strikes that much - dirty kick is nice but you're going to have tasers + all of the procs you'll get from weapons and combo and cheap shots, so it's kind of a luxury, and a well crafted melee/psi build doesn't have a lot of room for luxuries.

I'd also drop paranoia - not necessary. Get something like Skinner and power management - with high dodge/evade your shield is even more important and better utilized, so you'll be hard to hurt with a ~1500 cap shield. Skinner will make your infused leather gear even better - and WAY better at that. You can get infused rathound leather gloves with all sorts of mods (blades for taste for blood + vile weaponry and electroshock for some extra damage (can do the pneumatic hammer if you want)), plus infused siphoner leather tabi boots and infused siphoner leather armor - you'll be tough to hit.

Also - fuck biology. Just better places to put those points.

Edit: And Fancy Footwork is a fucking necessity for a fist build.
 

Declinator

Arbiter
Joined
Apr 1, 2013
Messages
542
My Psi/Melee build at the start was
Str 3
Dex 10
Agi 3
Con 3
Perc 3
Will 8
Int 10
And I raised Dex to 14 and Will to 10 towards the end. I played unarmed melee too so no gloves at all. The lack of Con was never really a big problem. Sometimes some crossbow or grenade one shotted me.
 

MediantSamuel

Arcane
Patron
Joined
Jan 14, 2016
Messages
628
Location
Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?
You can't really fall into a "shit build" with psi, because all 3 disciplines are quite powerful and varied; as long as you raise will and raise the disciplines, you'll be okay.

The most important distinction I'd say is stealth vs no stealth. The advantage of a stealth build is that you can scout areas and choose the best place for attack; for a stealthy mage I'd go for tranquility, because you should have no problem starting the combat at full health. I still wouldn't drop constitution too low, but you can afford to raise agility a bit and make use of dodge and evasion. For a a non-sneaking mage I'd go with psychosis/psychic mania and high constitution instead, because with both low dexterity and agility you won't be winning many initiative rolls anyway. Instead of dodge and evasion, I'd rely on armor and shields; you might even consider going higher strength for better armor.

Crafting is useful either way, but don't bother raising intelligence beyond the usual minimum for feats; if you take any, that is. Otherwise I wouldn't bother and leave it at 5 (the regeneration bonus isn't worth it). Since you also won't need perception and dexterity, and only really need to raise will, that leaves you a lot of room to play around with other stats. Very useful feats are premeditation, locus of control, tranquility/meditation or psychosis/psionic mania, thermodynamicity. Other feats that are useful (but in my opinion not absolutely necessary) are: force user, pyromaniac, mental subversion, cerebral trauma and neural overclocking. Cryogenic induction, hypothermia, psychostatic electricity - my mage has them, but to be honest I haven't noticed much difference in combat.

As you see, there is some room in playing around (keep will high, don't dump constitution too low and you should be okay). And you can mix psi with other skills. My mage uses grenades, because you don't have to have a high throwing skill for that, and only 6 dexterity is required for the grenadier feat. I'd consider traps for the stealthy mage, even with a low dexterity, because why not? You don't even need quick tinkering, because psi offers enough disabling spells to use in combat, but setting traps before combat might give you an edge in otherwise tough encounters.

Excellent suggestions! You too toro (even though I don't know how to "tag" you.)

I'm tempted by the idea of a riot armour wearing pure psi user, I guess it tickles my "battlemage" fantasies.

One question before I go back to theorycrafting, though. Is it possible to attack from stealth with psi and one shot lone enemies like it is as a stealth-crossbow character?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
MasterSmithFandango

I will play on Normal and Classic.
I cannot drop Will because I need to have 10 will by lvl 12 so at lvl 14 I can take Locus of Control (don't have stealth with this build). I don't want to spend feats on crafting, I didn't on my current character and it worked out good (well I did for Energy Shield bonus but it is not really needed).

Also I didn't want to depend on bleeding as it does not work on everyone and Taste for Blood only gives one stack when you kill someone. How do you navigate mines without Paranoia?

Also Force User is because I can use those two "force" Psi powers to better control the battlefield. I was also thinking about getting Cerebral Trauma for some ranged damage and to go through armor at range when going into melee to do Expose Weakness is not a best choice.

Does fist/gloves damage depend on getting critical hits?
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
My Psi/Melee build at the start was
Str 3
Dex 10
Agi 3
Con 3
Perc 3
Will 8
Int 10
And I raised Dex to 14 and Will to 10 towards the end. I played unarmed melee too so no gloves at all. The lack of Con was never really a big problem. Sometimes some crossbow or grenade one shotted me.
Why Int 10?
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Build 4 - Psi/Crossbows/Pistol
High PER for a crossbow guy. Again, there is not much synergy with psi feats so you are on your own.

You already know this but you will not be able to completely develop multiple build paths (ranged, melee and psi) ... unless you give up on crafting completely.

Good luck. Please post your build.

Edit: Ninja'ed by hell bovine
Actually, I think a crossbow/thought control character would work quite well if you go stealth. Locus of control gives you stun immunity and mass disabling spells, stealth gives you scouting and positioning, crossbows give you silent kills. And if you add traps, it just becomes nasty. You don't need to raise will above 10, with high enough skill and with psionic headbands your spells should do reasonably well.
Maybe something like this?
4fvn0h.jpg

Dexterity is for quick tinkering, agility is for interloper, you need one more point in will for locus of control (but this can wait, as you also need 75 thought control) and you can spend the remaining points on perception. With crossbows and traps, you really don't need any other psi feats except for locus. You could consider raising metathermics just enough to get cryostasis (since it offers no save and is only resisted by immune enemies) and psychokinesis for electrokinesis (again, the damage would be pitful, but the stun offers no save, only immunity stops it).

edit: I haven't tested it, but enemies like physically-resistant bladelings should be susceptible to neural overload. And when you want to craft, just eat that tasty junkyard food.
 
Last edited:
Joined
Aug 6, 2008
Messages
7,269
MasterSmithFandango

I will play on Normal and Classic.
I cannot drop Will because I need to have 10 will by lvl 12 so at lvl 14 I can take Locus of Control (don't have stealth with this build). I don't want to spend feats on crafting, I didn't on my current character and it worked out good (well I did for Energy Shield bonus but it is not really needed).

Also I didn't want to depend on bleeding as it does not work on everyone and Taste for Blood only gives one stack when you kill someone. How do you navigate mines without Paranoia?

Also Force User is because I can use those two "force" Psi powers to better control the battlefield. I was also thinking about getting Cerebral Trauma for some ranged damage and to go through armor at range when going into melee to do Expose Weakness is not a best choice.

Does fist/gloves damage depend on getting critical hits?
Your natural detection will be fairly high, but you can always throw a few points in traps to get enough detection.

Locus of control is okay - good skill but at that time you're more of a dedicated psi user than a monk. I'll say this - fists fucking run through shit. Only thing you really have to worry about is sledge users and pummel - but as long as you take them first you're fine. I'm just telling you what worked for me - and fists fist the enemy. And with every piece (other than a psi headband) being leather, skinner is hugely beneficial. 20% bonus to infused ancient rathound gloves? sheeeeeeeeeeeeeeeeeeeeeeit.

But yeah - you do you. You're not going to have any trouble controlling the battlefield. And if you skip out on taste for blood and vile weaponry you're flat missing out. That is an objectively bad build decision. Your biggest priority should be getting your dex ~12 to get as low AP cost on your fist attacks (when paired with taste for blood which will proc way more than you realize - especially when you get one per bleed on the target). But ultimately - you do you.

I'll say this

It took me three turns to take out Tchort without getting touched, killing everything on the screen.
 

MediantSamuel

Arcane
Patron
Joined
Jan 14, 2016
Messages
628
Location
Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?

I'm no expert and it was probably discussed a lot but I will give it a try.

WILL is no brainer - try to start with 10 on a psi build.
INT also because you need it for crafting the best stuff (7 is enough)

Build 1 - Pure Psi/Ninja
High AGL + Nimble for being able to wear Tactical Vest with Psi Beetle carapace.
You can develop all psi abilities like this. Also you are mother fucking ninja (AGL -> Stealth).
But be careful, you cannot use anything else besides Psi (maybe a few traps, grenades).
Thought Control is supposed to be the apex psi skill but I just don't care - I went with Metathermics. Rolfstomping Depot A.

Build 2 - Psi/Melee
High STR if you want a melee character + Psychokinesis (Force Emission).
You can develop only Psychokinesis and craft uber shit for that.
The thing is, your psi build will become secondary to the melee one because there are too many feats for the melee (so, is more like Melee/Psi).
For extra retardiness use infused pig leather armor which gives you melee bonus :D

Build 3 - Psi/Trapper/Grenadier
6+ DEX if you want to play with traps (Quick Tinkering) or grenades (Grenadier).

Build 4 - Psi/Crossbows/Pistol
High PER for a crossbow guy. Again, there is not much synergy with psi feats so you are on your own.

You already know this but you will not be able to completely develop multiple build paths (ranged, melee and psi) ... unless you give up on crafting completely.

Good luck. Please post your build.

Edit: Ninja'ed by hell bovine

Thanks again for your suggestions, toro. I guess I'll quote you to post this. :D

I think I'm going to try out a walking tank psi build, maybe the following:

Starting stats:

Str 5 (Riot armour)
Dex 6 (For Grenadier if I go throwing, slightly worried pure Psi will mean I'll run out of Psi points all the time)
Agi 3
Con 6 (Fast Metabolism + general health?)
Per 3
Will 10
Int 7

I'm planning on putting only enough points into Mechanics, Biology, Tailoring and Electronics in order to craft the items I'm interested in (Psi headband & riot armour mainly.)

I'll be filling each Psi discipline to max every level alongside Evasion & maybe Dodge. Any points that spill over after I'm done with the crafting skills can go into Traps or the like.

Please tell me if I'm retarded or if I can improve the build in whatever way.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,337
MasterSmithFandango

I will play on Normal and Classic.
I cannot drop Will because I need to have 10 will by lvl 12 so at lvl 14 I can take Locus of Control (don't have stealth with this build). I don't want to spend feats on crafting, I didn't on my current character and it worked out good (well I did for Energy Shield bonus but it is not really needed).

Also I didn't want to depend on bleeding as it does not work on everyone and Taste for Blood only gives one stack when you kill someone. How do you navigate mines without Paranoia?

Also Force User is because I can use those two "force" Psi powers to better control the battlefield. I was also thinking about getting Cerebral Trauma for some ranged damage and to go through armor at range when going into melee to do Expose Weakness is not a best choice.

Does fist/gloves damage depend on getting critical hits?
Your natural detection will be fairly high, but you can always throw a few points in traps to get enough detection.

Locus of control is okay - good skill but at that time you're more of a dedicated psi user than a monk. I'll say this - fists fucking run through shit. Only thing you really have to worry about is sledge users and pummel - but as long as you take them first you're fine. I'm just telling you what worked for me - and fists fist the enemy. And with every piece (other than a psi headband) being leather, skinner is hugely beneficial. 20% bonus to infused ancient rathound gloves? sheeeeeeeeeeeeeeeeeeeeeeit.

But yeah - you do you. You're not going to have any trouble controlling the battlefield. And if you skip out on taste for blood and vile weaponry you're flat missing out. That is an objectively bad build decision. Your biggest priority should be getting your dex ~12 to get as low AP cost on your fist attacks (when paired with taste for blood which will proc way more than you realize - especially when you get one per bleed on the target). But ultimately - you do you.

I'll say this

It took me three turns to take out Tchort without getting touched, killing everything on the screen.
Did you use stealth? How did you do Old Junkyard without being able to detect traps?

How did you deal with flashbangs , shock bolts and other stuff that destroys your evasion/dodge and moving with Locus of Control?
 

hell bovine

Arcane
Joined
Sep 9, 2013
Messages
2,711
Location
Secret Level
Lurker turned newfag here, hi.

I got to DC after about thirty or so hours of really enjoying being a stealth-crossbow-trap guy and it basically all fell apart the moment that infamous debuff started ticking.

I'm looking to play through again as a pure psi character but I have no real idea where to start, anybody have any recommendations so I don't fall into a shit build trap?

I'm no expert and it was probably discussed a lot but I will give it a try.

WILL is no brainer - try to start with 10 on a psi build.
INT also because you need it for crafting the best stuff (7 is enough)

Build 1 - Pure Psi/Ninja
High AGL + Nimble for being able to wear Tactical Vest with Psi Beetle carapace.
You can develop all psi abilities like this. Also you are mother fucking ninja (AGL -> Stealth).
But be careful, you cannot use anything else besides Psi (maybe a few traps, grenades).
Thought Control is supposed to be the apex psi skill but I just don't care - I went with Metathermics. Rolfstomping Depot A.

Build 2 - Psi/Melee
High STR if you want a melee character + Psychokinesis (Force Emission).
You can develop only Psychokinesis and craft uber shit for that.
The thing is, your psi build will become secondary to the melee one because there are too many feats for the melee (so, is more like Melee/Psi).
For extra retardiness use infused pig leather armor which gives you melee bonus :D

Build 3 - Psi/Trapper/Grenadier
6+ DEX if you want to play with traps (Quick Tinkering) or grenades (Grenadier).

Build 4 - Psi/Crossbows/Pistol
High PER for a crossbow guy. Again, there is not much synergy with psi feats so you are on your own.

You already know this but you will not be able to completely develop multiple build paths (ranged, melee and psi) ... unless you give up on crafting completely.

Good luck. Please post your build.

Edit: Ninja'ed by hell bovine

Thanks again for your suggestions, toro. I guess I'll quote you to post this. :D

I think I'm going to try out a walking tank psi build, maybe the following:

Starting stats:

Str 5 (Riot armour)
Dex 6 (For Grenadier if I go throwing, slightly worried pure Psi will mean I'll run out of Psi points all the time)
Agi 3
Con 6 (Fast Metabolism + general health?)
Per 3
Will 10
Int 7

I'm planning on putting only enough points into Mechanics, Biology, Tailoring and Electronics in order to craft the items I'm interested in (Psi headband & riot armour mainly.)

I'll be filling each Psi discipline to max every level alongside Evasion & maybe Dodge. Any points that spill over after I'm done with the crafting skills can go into Traps or the like.

Please tell me if I'm retarded or if I can improve the build in whatever way.
You don't need riot armor, a crafted tactical vest plus shield is enough, so you can drop strength to 3 and put those points into constitution. Also, I've made a mistake: you want at least 6 intelligence (not 5) as a psi mage for the premeditation feat, and 7 intelligence only if you plan on taking crafting feats. Grenades are absolutely a good idea for a psi mage, because the best of them: cocktails, emp an flashbangs you can just buy. That would leave you with:
Str 3 (consider pack rat, because grenades weight a lot)
Dex 6 (grenadier; throwing you don't need much, about 60 should be enough for grenades)
Agi 3
Con 8 (fast metabolism or doctor, but not both)
Per 3
Will 10 (all upgrades go here)
Int 7

edit: e.g. tranquility/meditation and neurology (requires 7 intelligence and some biology) would give your mage 140 psi points altogether
 

Coyote

Arcane
Joined
Jan 15, 2009
Messages
1,149
That's because of the spikes. Infused pig leather gives you health/fortitude/carrying capacity depending on what you use it in.

How exactly does enemy trap detection work? The skill description says that "the higher your skill is the harder your traps are to spot and disarm", but if a certain type of trap shows 100% detection difficulty when you mouse over it in the inventory, does boosting the skill further actually give you any benefit with it, or do only tougher types of traps benefit?

Edit: Did some testing, see the results here.
 
Last edited:

MediantSamuel

Arcane
Patron
Joined
Jan 14, 2016
Messages
628
Location
Institute of Tchort
Codex 2016 - The Age of Grimoire Make the Codex Great Again! A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire
You don't need riot armor, a crafted tactical vest plus shield is enough, so you can drop strength to 3 and put those points into constitution. Also, I've made a mistake: you want at least 6 intelligence (not 5) as a psi mage for the premeditation feat, and 7 intelligence only if you plan on taking crafting feats. Grenades are absolutely a good idea for a psi mage, because the best of them: cocktails, emp an flashbangs you can just buy. That would leave you with:
Str 3 (consider pack rat, because grenades weight a lot)
Dex 6 (grenadier; throwing you don't need much, about 60 should be enough for grenades)
Agi 3
Con 8 (fast metabolism or doctor, but not both)
Per 3
Will 10 (all upgrades go here)
Int 7

edit: e.g. tranquility/meditation and neurology (requires 7 intelligence and some biology) would give your mage 140 psi points altogether

Thanks again for your suggestions.

I played a few hours last night and I'm reasonably happy with the build; just finished GMS with only the sentry bots being the most problematic. After my previous attempts at Throwing with a 0 Throwing character, actually being able to land grenades where I want them is incredibly satisfying.

I'm slightly worried I made a mistake picking Psychosis however, one Pyrokinesis and I have to spend the next two or so turns playing "here we go round the mulberry bush" while I wait for my precious superior being essence to recharge.

Does it simply get easier the more levels I attain?
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
You don't need riot armor, a crafted tactical vest plus shield is enough, so you can drop strength to 3 and put those points into constitution. Also, I've made a mistake: you want at least 6 intelligence (not 5) as a psi mage for the premeditation feat, and 7 intelligence only if you plan on taking crafting feats. Grenades are absolutely a good idea for a psi mage, because the best of them: cocktails, emp an flashbangs you can just buy. That would leave you with:
Str 3 (consider pack rat, because grenades weight a lot)
Dex 6 (grenadier; throwing you don't need much, about 60 should be enough for grenades)
Agi 3
Con 8 (fast metabolism or doctor, but not both)
Per 3
Will 10 (all upgrades go here)
Int 7

edit: e.g. tranquility/meditation and neurology (requires 7 intelligence and some biology) would give your mage 140 psi points altogether

Thanks again for your suggestions.

I played a few hours last night and I'm reasonably happy with the build; just finished GMS with only the sentry bots being the most problematic. After my previous attempts at Throwing with a 0 Throwing character, actually being able to land grenades where I want them is incredibly satisfying.

I'm slightly worried I made a mistake picking Psychosis however, one Pyrokinesis and I have to spend the next two or so turns playing "here we go round the mulberry bush" while I wait for my precious superior being essence to recharge.

Does it simply get easier the more levels I attain?

As a PSI user with Psychosis I can recommend heavily relying on Premeditation for the most expensive spells. Furthermore you should get into Biology and Electronic skills and maybe even Tailoring to make armor which reduces cost by around 20%. There is also a feat which increases PSI gain from 75 to 100 from PSI boosters.
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,818
You don't need riot armor, a crafted tactical vest plus shield is enough, so you can drop strength to 3 and put those points into constitution. Also, I've made a mistake: you want at least 6 intelligence (not 5) as a psi mage for the premeditation feat, and 7 intelligence only if you plan on taking crafting feats. Grenades are absolutely a good idea for a psi mage, because the best of them: cocktails, emp an flashbangs you can just buy. That would leave you with:
Str 3 (consider pack rat, because grenades weight a lot)
Dex 6 (grenadier; throwing you don't need much, about 60 should be enough for grenades)
Agi 3
Con 8 (fast metabolism or doctor, but not both)
Per 3
Will 10 (all upgrades go here)
Int 7

edit: e.g. tranquility/meditation and neurology (requires 7 intelligence and some biology) would give your mage 140 psi points altogether

Thanks again for your suggestions.

I played a few hours last night and I'm reasonably happy with the build; just finished GMS with only the sentry bots being the most problematic. After my previous attempts at Throwing with a 0 Throwing character, actually being able to land grenades where I want them is incredibly satisfying.

I'm slightly worried I made a mistake picking Psychosis however, one Pyrokinesis and I have to spend the next two or so turns playing "here we go round the mulberry bush" while I wait for my precious superior being essence to recharge.

Does it simply get easier the more levels I attain?

hell bovine suggestions are better. You don't need Riot armour (because is shit anyway ... this is one of the crafting system flaws).

High AGI: Tactical Vest + Psi Beetle carapace (but they have min 30 armor penalty) + Nimble. Need Mechanics and some Biology.
Low AGI: Leather armor (Tailoring) -> Infused Leather armor (Mechanics) in the late game (which might be the best armor in the game !?).

So, for pure psi I would probably go with:

Str 3
Dex 7
Agi 7
Con 3
Per 3
Will 10
Int 7

In fact, for my build I went with:

Str 3
Dex 4
Agi 7
Con 3
Per 3
Will 10
Int 10

Intelligence affects 5 crafting skills and Hacking. I'm a crafting whore therefore I need it.
However I'm not sure is worth the effort because the design requires a psi mage to invest in Biology and all the shit needed to craft drugs like Trance and so on. But I don't do drugs and I don't have time for whale fishing :D
So, except Biology, the only specific things you can actually craft for a psi build are: Psi headband + Psi Beetle/Tactical Vest which means that you only need Electronics, Mechanics and some Biology (very low - 15 perhaps !?).
You could consider investing in Tailoring as well if you might want to switch to Leather armor in the late game.

But for as-intended full psi build then go with Biology, craft all the fucking combat drugs and go berserk :)

* As a remark: You decision for 6 Dex was good because without it ... my playthrough is somewhat boring: I can only spam spells and I cannot properly throw a fucking grenade. But it's too late to change now.
 

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