The only skill he HAS to max are the 3 PSI skills. There is no need to maximize anything else since there is usually a cap after which it becomes pointless, or little benefit, to increase them any further. There is no need for Tailoring if he pumps up Stealth which renders the need to constantly swap gear and not forget about it moot.
The little extra in PSI point regeneration is not really noticable. A pure Stealth/PSI build is all about bursting away and CCing, if that fails you try to reset the fight.
I was obv. talking about maxing effective skills (since I mention 12 different skills), you're being intentionally dense now. Dunno why you even bother responding like this or why you seem to take great personal offense.
You can play pure PSI without stealth,
I found it more comfortable that way and that allows me to spend those points on other stuff. Underrail supports different playstyles, news at 11.
When I needed to stealth (Abram, Protectorate Warehouse and DC pmuch), I equipped stealth gear. Tailoring proxies as stealth for this, while giving you access to better gear and acceptable move speed before you get decent boot springs from the Uni/Oculus.
You don't have to max all 3 PSI skills, you can also get by with just 2 , as sole offense, but that's besides the point.
Here was my build for my hybrid which is a truely skill point starved build:
http://underrail.info.tm/build/?AwG...0CEii1ri95yaAOO9deaUaATnBQALKGGZhUWFJTYoaYMCA
10 skills, of which 4 are maximized, Guns, PSI*2 and Stealth. The rest is at a level where I can do everything. Still some skill points to spare and 3 feats for flexibility.
That's a somewhat unrelated build, it uses guns as a main damage source, with PSI support. It looks solid.
For comparison though, if you craft 3 black cloth pieces with Q140 you get 120 stealth, which is functionally very similar since you don't need to melee range engage(+you have a CFG). Dunno why you would call that build point starved though, it seems very comfortable.
INT at 10 is very valuable if you are going for something like what I mentioned, crafting over stealth, which is actually tight:
http://underrail.info.tm/build/?AwG...IEkKs8sAJwgALKlERR8ESNEok4vJKohieOsHGZJmUpkFA
Pure PSI is unique in that you can easily dump attributes and take all crafting+content skills. You could also conceivably drop one PSI skill for pickpocket and really have everything covered. When the expansion comes I'll prob try a SI variant which forces a drop of INT (unspent into new TM)
http://underrail.info.tm/build/?AwG...6H0gywsiZInQAWKGJpjkYsSDFZIVRoWwUIwKJpqaNwVEA
http://underrail.info.tm/build/?AwG...6H0gywsiZInQAWKGJpjkYsSDFZIVRoWwUIwKJpqaNwVEA
When you have 7 INT dependent skills that one attribute point costs you 50ish skill points.
Oddities from enemies are racked up fast so there is plenty of combat which is pointless.
Oddities are random and you can get fucked by RNG easily, especially on the rarer ones.
Oddity XP system is MORE reliant on killing thrash mobs, because classic XP maxes out earlier, because the fact that they give you XP doesn't matter when you're 25 (which you hit way before oddity).