Ol' Willy
Arcane
Yes, please. I need a point of comparison for my own Full Metal Jacket build.
Yes, please. I need a point of comparison for my own Full Metal Jacket build.
If you do play a burst weapon build, I recommend taking Opportunist together with Suppressive Fire. The MP decrease from Suppressive Fire procs Opportunist for a nice +15% damage bonus.Yes, please. I need a point of comparison for my own Full Metal Jacket build.
Also, I found speccing Commando to be absolutely mandatory: a measly cost of three spec points allows to restore 9 AP. That allowed me to make two bursts and reload/throw grenade/use chem.If you do play a burst weapon build, I recommend taking Opportunist together with Suppressive Fire. The MP decrease from Suppressive Fire procs Opportunist for a nice +15% damage bonus.
Speccing into Concentrated Fire might also be a good idea, which is afaik a "Increase damage taken" damage modifier - multiplicative with most other multipliers.
25 is a cap in vanilla hence this surge. Was unpleasantly suprized too but then I've found plenty oddities in expedition, so don't worry much. Although in order to actually hit the cup it still requires autistic approach to exploration, was a bit too much for me.But at 25, it suddenly changes to 60 Oddity XP. What?!
I always get Temporal Manipulation for Psycho-temporal Contraction, Limited Temporal Increment and Stasis. Contraction is an extra 20 AP and 30 MP, LTI for decreasing CD and stasis is allows for some cool offensives maneuvers and basically doubles my alpha strike round. After Force Field was changed, Stasis is now the most powerful defensive psi ability. Plus it enables neat interactions with feats like Blindsiding, like if I have 10 AP left and premeditation, I can enter and leave stealth, enabling Blindsiding, then use Stasis with Premeditation. After Stasis runs out I'll have +15% damage bonus for that turn.Sheepherder do you use PSI in all your builds?
Jumping beans are easy to craft: a part from psi beetles, locust, burrowers, crabs etc. + blue eel, makes 3 jumping bean pills.He's got 4 psi abilities on his hotbar, old man!
I do have to laugh, though, 29 Jumping Bean? I am level 25 still and haven't crafted... a single item except grenades. I wish I had, honestly, but I keep 'waiting for the perfect part.' I don't want to make an energy shield, for example, while one part is <150 quality. And I don't really want to increase Biology for meds yet because I barely if ever use them. I'll have them for the final dungeon, and that should be enough, fingers crossed.
Speaking of which, which infused leather should I be wearing? I've been wearing the rathound regalia for the entire game because carry capacity is king, plus ninja tabi.
But maybe I should upgrade them to infused boots + leather?
Cave Hopper chest / boots, rathound leather chest (if it works with throwing knives / grenades), pig boots/chest, siphoner boots, bison chest all seem useful and viable to me.
Do you think it'd be worth it for me to go from 60 TM to 75 to pick up Stasis? I haven't needed it yet but it might be an extra cooldown reduction option for the lategame.
Right now my biggest struggle with the game is 'boredom.' I've explored everything except the waterways and expedition and the final dungeon. And I look forward to expedition! But the waterways are really kind of bland and boring and it's hard to explore them without getting tired fast. Oddity really was a mistake in hindsight. Usually I like to explore for the heck of it but the idea of killing yet another 25 goliath beetles with a few grenades just isn't that exciting.
Is it really that good? I'm planning on dipping my toes into PSI by investing into Temporal Manipulation on a Stealth-Crossbow Build once I wrap up my AR Commando. The AP & MP spells are clearly useful and the damage rewind spells are ery particular, is Stasis worth the investment?Stasis is my psi waifu. 70 TM for stasis is worth it.
Is it. For two turns you are immune to damage and most status effects (except for Expose Weakness, nets and acidic entanglement, maybe something else). All while your CDs run down, psi regenerates and buffs do not expire. Stealthed enemies will expose themselves attacking you, snipers will waste their Aimed Shots and burst weapon enemies will kill their melee friends. It's great to use coming out of stealth, as after Stasis ends you start with full MP. For glass cannon builds it basically prolongs the alpha strike turn.Is it really that good? I'm planning on dipping my toes into PSI by investing into Temporal Manipulation on a Stealth-Crossbow Build once I wrap up my AR Commando. The AP & MP spells are clearly useful and the damage rewind spells are ery particular, is Stasis worth the investment?Stasis is my psi waifu. 70 TM for stasis is worth it.