

STATION PLATFORM UNDERRAIL TRAINER FULL
I ran around with neural flexibility and all four schools innervated for a bit, Shep is full of ♥♥♥♥ outside of full end-game when having advanced psi empathy, full gear focusing on psi, and the like. I don't care who you are, it's now 'designed' to discourage multi-school use, so you pretty much WILL be using the psi gear as a standard if you don't want to run out of psi points with more than two schools innervated. for 32 powers from 4 schools.)Ĭompare choosing the above (two schools) with which of those powers to have ready if you take all four schools to 70.
STATION PLATFORM UNDERRAIL TRAINER PLUS
with at most 9 slots available (12 int plus psi circuit yeah, I've gotten that wrong before cause I assumed the psi circuit was as though from high int. Once you take even two schools to 70 points, that's 16 separate psi powers. Shep doesn't understand the concept of reading. This has the benefit of making most content accessible from early levels if you can figure out a way to get past the challenges, and reap the rewards. Staying alive is more in utilizing your CC and breaking Line of Sight well. Combat is usually quick and dirty in Underrail, so I wouldn't expect to live long on any build except one specialized for survival. Premeditation as early as you can fit in to your build will be fundamental as usual. Getting Cryo-orb ASAP will make life alot easier for taking out groups. It hardly requires much more brainpower to take one more feat, you'll be just fine OP. Also muffled Psi-headband reduction(which you would have always taken). You can very much still easily do busted combos from multiple psi schools, especially since there is a feat "Psycho-neural Flexibility" that makes the increased cost for 3 schools only 10%, and baseline cost with only 2. This guy doesn't know what he's talking about. Not that you can't still do broken combos from multiple schools, but trying to use multiple schools is far more of a headache than on Legacy. Originally posted by gallaghan2000:It is viable, but now fully geared towards focusing on a single school of psi. This set of fire powers makes the Thermodynamics feat a little hard to use effectively turn after turn if you also have Hypothermia, Pyromaniac, cryogenic induction, etc. Pyrokinesis - fireball on a cooldown, Pyrokinetic stream - powerful line based attack that ends your turn so can be hard to kite with (no cooldown), Thermodynamic destabilization - if you can kill an enemy fast enough after using it they will explode (expect to chain it with pyro stream has cooldown), Exothermic Aura - Makes you immune to fire for four turns and surrounds you in fire tiles for the first three (more useful than it might sound, at least for me), has cooldown. Note: I personally find the fire set to be the weaker of the two atm. Also note that secondary effects of the cold subset will nullify secondary effects of the heat subset (so if using thermodynamic destabilization, don't hit that target with a cold power).

You're going to also want to look at the feats that affect psi, because that's where most of the power for any given power will come from. It is viable, but now fully geared towards focusing on a single school of psi. So don't go that way.īasically I have to use the mindset of my recent Age of Decadence playthrough of "If it kills you quickly you 1. Going that way right at the start at level 1 with no gear is very difficult for all builds. > Going North along the train platform is where you will be sent for your 3rd mission. In your first encounter in the Caves area you can take advantage of the fences and gates to kill many of the rathounds while they are stuck on the other side of a fence and can't get at you.


Going North along the train platform is where you will be sent for your 3rd mission. The top of the list says "Train Platform." and the bottom of the list says "Cave Tunnel Exit and Docks". The first quest said to go into the caves. Originally posted by Qiox:Psi is the strongest build without question.
