And now my Third Eye opens. The last piece of lore I'm after is when you badger Azif about Six post-Deep Caverns, after flagging him down in Oculus before the Core City Lab.With the courtesy of some nameless fellow, fortunes of dominating quantity upon him.
Damn, I really miss not taking Survival Instincts. And the thing is, Will and INT and non negotiable; the third stat is up to my choosing. CON means SI and AG means stealth, initiative and mobility, so I chose AG. But now, thinking, it's perfectly possible to have both CON and AG.Psi Damage with criticals is enough on dominating provided you stack it. E.g. craft a headband with bonus damage and bonus criticals, carry a spirit staff, use trance etc. My psychosis wizard was disposing of everything except robots with loc/neural overload. And for robots he had a separate headband and it was psychostatic electricity zapping (without trance, though, as electrokinesis is too costly unlike neural overload). For single targets it was tk proxy combined with tk punch and implosion if needed.
definitely bites me in the ass right now. But I'll do without, eh?This time I didn't even drafted the build - just went on "kek, whatever comes"
With, while the bulk of it's content is in an area-cordoned off from the vanilla map it still adds a lot of non-locational stuff to the rest of the game. Spears, Shotguns, Swords, Temporal Manipulation, Feat Specialization and Veteran-level perks, what it adds to the base game in addition to the new location is well worth it for a first time player.For a first playthrough it's better to play it with or without Expedition expansion?
I'm asking since i own just the base game. Should i just buy Expedtion before playing?
>underrail.com hosting account gets suspended for no apparent reason
>underrail.info hosting account gets suspended for no apparent reason
Neat coincidence, huh. I think I'll just go line my fisherman hat with tinfoil.
hackers?
Hit level 20 with my wizard char on DOM, so I want to make a few comments...
Full PSI is not only viable, but quite OP, nerf notwithstanding. I didn't play wizards before the nerf, but given that the biggest changes were psi-reserves and innervation thingy, I can imagine how it was and it doesn't change much. This time I didn't even drafted the build - just went on "kek, whatever comes", so no, my build is definitely not some well-oiled machine like Sheepherder plays. Right now its 9 AG, 14 WI and 10 INT, rest dumped; main offense is TC and PK, TM lagging behind but I will bring it up to shape; ignored MT. Zero points in offensive and defensive skills, although I use some grenades (don't buy or craft them, only those I find). Good crafting skills.
Char is super squishy, but it doesn't really matter. I was so elated when I was able to finish fights without anyone making a shot at me with my lazor char, but with wizard - it's nothing unusual. Damage output is shit without crits, and even with crits it's not enough; some heavy hitters like Telepucnh do like ~400 mechanical damage, which is quite low. But the amount of tools the game gives you with PSI is fucking ridiculous, nothing else even comes close. There's so much shit you can do, and there are some very powerful combos: e.g., aggro some people, Locus of Control + Premeditation + Bilocation then Force Field - and I can literally just walk away when the doppelganger party is going on and return to collect the spoils later. Innervation kinda limits this feast, but I still innervate spells from three different schools.
As with any build, there are my arch-nemeses. With tank it was doppelgangers; with lazor it was Coil-spiders and with wizard it's those fucking mines and traps. Playing with 3 PER is fucking pain.