Not even jelly. AoE crits from shockbolts are just too damn good. They're light weight tooAlso its silent. You will be sniping with dem spears with numbers that make snipers/xbowmen jelly
With TC builds i carried most of my run using LoC enrage, fun but feels very cheesy
I played a Psycho Tincan with 8 strength and max melee. No stealth. Much harder to play especially early and I struggled with the right order of feats since Juggernaut, Conditioning and Stocism are needed for this build but their effectiveness is related to your health pool. Still was fun seeing lesser enemies like Rathounds trying to gnaw at my metal arse helplessly while I smashed their teeth in with my Power Fist not wasting any PSI points on them.Been playing a Survival Instincts + Psychosis build.
Hemopsychosis is really good, especially combined with Last Stand. I was worried these feats would be good in theory, but not in practice. I was wrong.
The attribute distribution is rough, needing 10 Will, 9 CON, and 6 INT. I consider Grenadier one of the strongest feats in the game, but having 6 Dex means dumping Agility. It's kind of okay, since there's so many bonuses to stealth, but it does hurt early on and Sprint is very missed.
This is also my first proper playthrough since the psi overhaul. I'm finding that Thought Control has taken a back seat to the other schools. It's still powerful, but very situational. For the most part, I'd rather have LTE for more Cryokinetic Orbs or Pscyho-temporal Contraction to put out 3 Electrokinesis per turn when combined with an adrenaline shot. Speaking of...
I thought some of the Temporal Manipulation abilities (namely LTE and Contraction) would be too costly to fit in to a Psychosis build, since boosters are weaker there's multi-school penalties. They actually feel super important, and can be used just fine with Hemopsychosis.
I've put my specialization points into Psychosis, but I think that was a mistake. It feels way more important to shorten the CD on Hemopsychosis, Premeditation, and Psionic Mania.
The build is still super fragile. High CON means nothing without good armor too. I suppose it's possible to wear metal armor with Rathound Barbeque and the Power Fist, at the cost of losing Grenadier or not maximizing Will to get 6 STR, but that would also require investing into mechanics with a build that's already spread thin on skill points. It would also mean being bad at stealth, and although you could technically carry two armors, I try not to abuse the game mechanics too much.
Currently in the Black Sea, and psi crabs are the toughest enemies I've encountered for this build, since none of the AoE / multi-target psi abilities have the right damage type. I chose Praetorian Security for a change of pace, but Coretech would have obviously been better, and MK III plasma grenades would probably be really helpful right now.
I played a Psycho Tincan with 8 strength and max melee. No stealth. Much harder to play especially early and I struggled with the right order of feats since Juggernaut, Conditioning and Stocism are needed for this build but their effectiveness is related to your health pool. Still was fun seeing lesser enemies like Rathounds trying to gnaw at my metal arse helplessly while I smashed their teeth in with my Power Fist not wasting any PSI points on them.Been playing a Survival Instincts + Psychosis build.
Hemopsychosis is really good, especially combined with Last Stand. I was worried these feats would be good in theory, but not in practice. I was wrong.
The attribute distribution is rough, needing 10 Will, 9 CON, and 6 INT. I consider Grenadier one of the strongest feats in the game, but having 6 Dex means dumping Agility. It's kind of okay, since there's so many bonuses to stealth, but it does hurt early on and Sprint is very missed.
This is also my first proper playthrough since the psi overhaul. I'm finding that Thought Control has taken a back seat to the other schools. It's still powerful, but very situational. For the most part, I'd rather have LTE for more Cryokinetic Orbs or Pscyho-temporal Contraction to put out 3 Electrokinesis per turn when combined with an adrenaline shot. Speaking of...
I thought some of the Temporal Manipulation abilities (namely LTE and Contraction) would be too costly to fit in to a Psychosis build, since boosters are weaker there's multi-school penalties. They actually feel super important, and can be used just fine with Hemopsychosis.
I've put my specialization points into Psychosis, but I think that was a mistake. It feels way more important to shorten the CD on Hemopsychosis, Premeditation, and Psionic Mania.
The build is still super fragile. High CON means nothing without good armor too. I suppose it's possible to wear metal armor with Rathound Barbeque and the Power Fist, at the cost of losing Grenadier or not maximizing Will to get 6 STR, but that would also require investing into mechanics with a build that's already spread thin on skill points. It would also mean being bad at stealth, and although you could technically carry two armors, I try not to abuse the game mechanics too much.
Currently in the Black Sea, and psi crabs are the toughest enemies I've encountered for this build, since none of the AoE / multi-target psi abilities have the right damage type. I chose Praetorian Security for a change of pace, but Coretech would have obviously been better, and MK III plasma grenades would probably be really helpful right now.
Some1 made a video about this type of build. Pretty cool if you can get it to this level:
As a general question, how high do you think a builds primary combat attribute needs to be? Or rather, at what point is it better to increase some other attribute instead?
I'm doing just fine with 14 Will in my current playthrough (feels like more than enough), and looks like the bloodpsican build in the video has just 11 Will (speaking of, what was nerfed?).
Any one have experience with guns / xbows in the 10-14 PER range or STR / Dex melee with similar values? I imagine 10 provides enough damage per hit, so beyond that the question is how much is needed for good enough precision (and with light weapons, AP). I wouldn't be shocked if only throwing and Dex melee builds actually benefit much from having the primary attribute be above 13.
As a general question, how high do you think a builds primary combat attribute needs to be? Or rather, at what point is it better to increase some other attribute instead?
I'm doing just fine with 14 Will in my current playthrough (feels like more than enough), and looks like the bloodpsican build in the video has just 11 Will (speaking of, what was nerfed?).
Any one have experience with guns / xbows in the 10-14 PER range or STR / Dex melee with similar values? I imagine 10 provides enough damage per hit, so beyond that the question is how much is needed for good enough precision (and with light weapons, AP). I wouldn't be shocked if only throwing and Dex melee builds actually benefit much from having the primary attribute be above 13.
Even with max Melee and 18 STR/DEX you won't have max THC vs free enemies.
I guess, the question is what else is there to pump?
Most builds can just dump CON/PER to 3 and have enough points to go around. PSI is a bit tight on attributes since the changes.
how long was that encounter in real time?Managed to get this done just in time. Merry Christmas!
Managed to get this done just in time. Merry Christmas!
A bit over 22 minutes.how long was that encounter in real time?Managed to get this done just in time. Merry Christmas!
Managed to get this done just in time. Merry Christmas!
Absolute legend. Haters will say it was fake.
9 per? for which feat? Can you share what you got so far?also took 9 per and 70 firearms skill for the feats.
He could go for 10 PER to grab sharpshooter, but 3 PER max DEX is much superior for versatility builds9 per? for which feat? Can you share what you got so far?also took 9 per and 70 firearms skill for the feats.
In general if you got versatility and max dex, your melee should outperform firearm skill. I have this in my archives https://underrail.info/build/?GAMQC...ABLwqMXHSYGEwsRw5HDkksSwp4aR8KF4rWuBOK9hAXfvw
at what lvl should i start taking versatility? im at lvl 14 atm and it doesnt make a difference.9 per? for which feat? Can you share what you got so far?also took 9 per and 70 firearms skill for the feats.
In general if you got versatility and max dex, your melee should outperform firearm skill. I have this in my archives https://underrail.info/build/?GAMQC...ABLwqMXHSYGEwsRw5HDkksSwp4aR8KF4rWuBOK9hAXfvw