psigunner advanced
Posted: Sat Oct 23, 2021 9:35 pm
I present the following to you for your consideration.
- Steamtech/Psytech Gunnery: psyshot adds the mindstar attack on to every steamgun shot you make. This counts as a melee attack, and it gets whatever advantages you may have stacked on our melee attack.
- Telekinetic Grasp/Beyond the Flesh with a steamgun is going to trigger a shoot action off of that steamgun for every shot (bow, sling, or steamgun) you fire with your mainhand weapons. It also does not care about whether the weapon is one-handed or two-handed. Delightfully, it turns steamguns from a dex/cunning weapon into a weapon where cunning is very nearly the only stat that matters. (Str still contributes to physpower, which does add.) It also gives you access to midwielding gems, which can be really handy for emp-boosting your stats so you can qualify for skills and gear that might require, say, dex. Admittedly, this can get expensive in bullets.
- Finer Energy Manipulations is a nice, efficient little tree for gaining TK grasp and Beyond the Flash with. It gives you the unlock, it gives you a nice heal that comes packaged with physical cure, and it cranks the numbers up.
- Steamtech/Artillery offers a sustain that, if you have the steam income to pay for it, will happily fire off two half-powered steamgun shoot actions every turn at enemies within 6
So, with the core set here, you get two autofiring rockets per turn (as long as there's two hostile targets within 6 to fire at). Each of them carries two half-power steamgun shots (one per steamgun) as fire damage and two half-power mindstar hits. Each of those hits counts as a standard ranged/melee hit, and will take advantage of anything appropriate you might stack on it. No bullets are expended, and the individual shots don't cost any steam above and beyond the base upkeep cost. Also, rockets are party-friendly. Dex is entirely unnecessary (other than temporarily, to grab the appropriate skills and equip the gear).
Then there's the smorgasboard of things you could add on.
- If you happen to acquire the Tinkerer's twinblaster, you get two shots from hand per shoot action... which means two shots from Beyond the Flesh as well, so now your rockets are firing *4* bullets (and mindstar hits) each. The twinblaster only has a range of 4, but the rockets don't care. Rockets still don't cost bullets.
- If you happen to get one of those silly two-handed multihitting unique steamguns for your mindwield slot, then it'll happily add that to the rocket effects as well (with associated mindstar hits)... and if you have the twinblaster, it'll do it *twice*. Rockets *still* don't cost bullets. Similarly, if you get another one of those low-level steamguns with really short range... well, the range on the rockets is 6 no matter what you do.
- If you grab Chemistry and Physics (which you should), then it looks like shell effects also trigger once per shot, and they pay for the entire bullet cost of the shoot action.
Now, if you look at this, and you decide that your enemies simply are not melting fast enough, there's still more you can do. Some is... more useful than others.
- Flexible Combat: I'm not saying that it's *necessarily* as much raw damage as some of the other options, but it does work off of your projected mindstar hits. More to the point, with the rockets and at least one shot-enhancing unique steamgun, you're putting out a *lot* of attacks... which translates to a lot of chances to trigger those "15% chance of" effects or whatever, and some of those can have a really interesting impact on the flow of battle. If you have a mage-based enemy that you really, really hate, then Spellhunt Remnants will happily do terrible things to their resource pools... and do it while you're busy doing other things.
- I suspect that some of the Arcane Blade shenanigans might be entertaining Dual-wield does cut down the chance of triggering Arcane Combat by 50%, and it would only apply to the mindstar hits, but you're still potentially putting out quite a lot of attacks per round to trigger it with. I've not investigated it myself, because... well, mostly I can't play a Cunning/Will primary character and *not* want to go antimagic.
- Similarly, I suppose that you could do some wacky things with Demon Seeds? I've heard that three-weapon demon seed builds can get kind if silly with their on-hit effects, and this one can get a flatly ridiculous number of on-hit effects.
- Psionic/Projection *wants* to be good for this, but the damage is just too anemic.
- Cursed/Punishments is basically three dead skills and then a capstone that could be highly entertaining. I've not tried it myself, but if you set your mindstar to mind damage, then you're potentially dealing a *lot* of little chips worth of mind damage... which means a lot of chances to spread the Madness. Your mindpower is going to be pretty solid too (especially if you do decide to go with Superpower and pushing Strength
- Cunning/Poison kind of wants to be good? It's in your favorite stat, it's an on-hit that runs off of both melee and ranged...there's a lot to like there. Not sure it is, though. It caps out on the damage stacking pretty quickly, and things tend to die fast enough that you don't get many ticks. Cunning/Scoundrel has similar issues. Still, as a way to do things like prevent enemy healing (or provide some healing of your own) it might work. I've actually invested int his tree, but it's a bit hard to see how much benefit it's having.
/*****************/
Random notes:
- This one is weak for the first few levels. You cant' get artillery until 10, you don't start with shoot, and you won't want to invest in dex enough to get artillery or your mastery skill (or equip your gear) honestly.
- By the midlevels, you're doing things like running through dungeons and just watching stuff die around you, or melting half of the monsters in a pit with a single use of your shell tinker, and the only real danger is that it's *really* easy to get overconfident and let your guard down, and you still have an upper range of 6, which means that you can most certainly die from stuff that stays out of that range and hits you hard. You're also kind of weak to having your sustains dropped, and disarm can be a problem until you get Iron Grip.
- Generics are a lot tighter than class skills. Once you get artillery to 5/5/0/0, and get Psytech Gunnery to 5/0/0/0... your core skills are done. You don't actually need any other class skills to boost your attack power. Honestly, figuring out "What the heck do I do with the rest of my class skills, anyway?" is a significant part of the build.
posting now because darnit, I already lost the post once and I don't want to lose it again.
- Steamtech/Psytech Gunnery: psyshot adds the mindstar attack on to every steamgun shot you make. This counts as a melee attack, and it gets whatever advantages you may have stacked on our melee attack.
- Telekinetic Grasp/Beyond the Flesh with a steamgun is going to trigger a shoot action off of that steamgun for every shot (bow, sling, or steamgun) you fire with your mainhand weapons. It also does not care about whether the weapon is one-handed or two-handed. Delightfully, it turns steamguns from a dex/cunning weapon into a weapon where cunning is very nearly the only stat that matters. (Str still contributes to physpower, which does add.) It also gives you access to midwielding gems, which can be really handy for emp-boosting your stats so you can qualify for skills and gear that might require, say, dex. Admittedly, this can get expensive in bullets.
- Finer Energy Manipulations is a nice, efficient little tree for gaining TK grasp and Beyond the Flash with. It gives you the unlock, it gives you a nice heal that comes packaged with physical cure, and it cranks the numbers up.
- Steamtech/Artillery offers a sustain that, if you have the steam income to pay for it, will happily fire off two half-powered steamgun shoot actions every turn at enemies within 6
So, with the core set here, you get two autofiring rockets per turn (as long as there's two hostile targets within 6 to fire at). Each of them carries two half-power steamgun shots (one per steamgun) as fire damage and two half-power mindstar hits. Each of those hits counts as a standard ranged/melee hit, and will take advantage of anything appropriate you might stack on it. No bullets are expended, and the individual shots don't cost any steam above and beyond the base upkeep cost. Also, rockets are party-friendly. Dex is entirely unnecessary (other than temporarily, to grab the appropriate skills and equip the gear).
Then there's the smorgasboard of things you could add on.
- If you happen to acquire the Tinkerer's twinblaster, you get two shots from hand per shoot action... which means two shots from Beyond the Flesh as well, so now your rockets are firing *4* bullets (and mindstar hits) each. The twinblaster only has a range of 4, but the rockets don't care. Rockets still don't cost bullets.
- If you happen to get one of those silly two-handed multihitting unique steamguns for your mindwield slot, then it'll happily add that to the rocket effects as well (with associated mindstar hits)... and if you have the twinblaster, it'll do it *twice*. Rockets *still* don't cost bullets. Similarly, if you get another one of those low-level steamguns with really short range... well, the range on the rockets is 6 no matter what you do.
- If you grab Chemistry and Physics (which you should), then it looks like shell effects also trigger once per shot, and they pay for the entire bullet cost of the shoot action.
Now, if you look at this, and you decide that your enemies simply are not melting fast enough, there's still more you can do. Some is... more useful than others.
- Flexible Combat: I'm not saying that it's *necessarily* as much raw damage as some of the other options, but it does work off of your projected mindstar hits. More to the point, with the rockets and at least one shot-enhancing unique steamgun, you're putting out a *lot* of attacks... which translates to a lot of chances to trigger those "15% chance of" effects or whatever, and some of those can have a really interesting impact on the flow of battle. If you have a mage-based enemy that you really, really hate, then Spellhunt Remnants will happily do terrible things to their resource pools... and do it while you're busy doing other things.
- I suspect that some of the Arcane Blade shenanigans might be entertaining Dual-wield does cut down the chance of triggering Arcane Combat by 50%, and it would only apply to the mindstar hits, but you're still potentially putting out quite a lot of attacks per round to trigger it with. I've not investigated it myself, because... well, mostly I can't play a Cunning/Will primary character and *not* want to go antimagic.
- Similarly, I suppose that you could do some wacky things with Demon Seeds? I've heard that three-weapon demon seed builds can get kind if silly with their on-hit effects, and this one can get a flatly ridiculous number of on-hit effects.
- Psionic/Projection *wants* to be good for this, but the damage is just too anemic.
- Cursed/Punishments is basically three dead skills and then a capstone that could be highly entertaining. I've not tried it myself, but if you set your mindstar to mind damage, then you're potentially dealing a *lot* of little chips worth of mind damage... which means a lot of chances to spread the Madness. Your mindpower is going to be pretty solid too (especially if you do decide to go with Superpower and pushing Strength
- Cunning/Poison kind of wants to be good? It's in your favorite stat, it's an on-hit that runs off of both melee and ranged...there's a lot to like there. Not sure it is, though. It caps out on the damage stacking pretty quickly, and things tend to die fast enough that you don't get many ticks. Cunning/Scoundrel has similar issues. Still, as a way to do things like prevent enemy healing (or provide some healing of your own) it might work. I've actually invested int his tree, but it's a bit hard to see how much benefit it's having.
/*****************/
Random notes:
- This one is weak for the first few levels. You cant' get artillery until 10, you don't start with shoot, and you won't want to invest in dex enough to get artillery or your mastery skill (or equip your gear) honestly.
- By the midlevels, you're doing things like running through dungeons and just watching stuff die around you, or melting half of the monsters in a pit with a single use of your shell tinker, and the only real danger is that it's *really* easy to get overconfident and let your guard down, and you still have an upper range of 6, which means that you can most certainly die from stuff that stays out of that range and hits you hard. You're also kind of weak to having your sustains dropped, and disarm can be a problem until you get Iron Grip.
- Generics are a lot tighter than class skills. Once you get artillery to 5/5/0/0, and get Psytech Gunnery to 5/0/0/0... your core skills are done. You don't actually need any other class skills to boost your attack power. Honestly, figuring out "What the heck do I do with the rest of my class skills, anyway?" is a significant part of the build.
posting now because darnit, I already lost the post once and I don't want to lose it again.