1.4.9 Improved Psyshot Guide for both campaigns

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bpat
Uruivellas
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1.4.9 Improved Psyshot Guide for both campaigns

#1 Post by bpat »

My old guide was severely lacking so now that I've beaten Insane on both campaigns, I decided to make a new and improved version! Insane winner links: AoA, EoR

Races
AoA: Thalore is good because Nature's Pride helps buy time between Vaporous Step and Solidify Air cooldowns and Wrath of the Woods is great with resist all stacking. Ogre's Grizzly Constitution is ridiculous with Medical Injectors but otherwise has no synergy. No other races have any notable synergy so the standard ranking applies.
EoR: Yeti and Orc are both alright. Don't go Whitehoof since you don't move often without a speed boost and you want an Infusion late.

Stats
Early get just enough Dex, Wil, and Cun for talent unlocks, then Str > Cun > Wil > Dex. Try not to get Dex above 28 or so or you risk not having enough points to max Wil.

Category points
AoA: Inscription slot -> Dread -> Inscription slot -> Nightmare
EoR: Inscription slot -> Dread -> Avoidance or Nightmare

Inscriptions
Early you'll want two Medical Injectors and two Steam Generators because it's expensive to keep up both Molten Iron Blood and Mechanical Arms. Later go down to one Steam Generator. Good Inscriptions for the remaining slots are Movement Infusion for reload and kiting, Heroism Infusion for not dying and boosting damage and powers for status application, Phase Door Rune and Wild Infusion for resistance stacking, and Primal Infusion for affinity stacking.

Prodigies
Always take Pain Enhancement System at level 30 because you want to do a lot of weapon damage with non-Str weapons. For your other slot, Superpower is optimal because it's like PES but worse, which is still better than everything else. If you really don't like Superpower for whatever reason, you can go Dex over Wil and take Vital Shot but it's definitely not recommended. If you want a defensive prodigy, Draconic Body should be the best one since you don't really need Spine of the World or Draconic Will. No other prodigy is worth mentioning on this class, seriously just take PES and Superpower.

Tinkers
Belt: Fungal Web for sustained healing. Backup: Thunder Grenade for AoE stun.
Body: Ablative Armour for crit reduction and armour, Backup: Spike Attachment for armour, Second Skin for status resistances, or Crystal Plating for damage.
Cloak: Grounding Strap for stun resistance. Backup: doesn't matter they there aren't any other good options.
Feet: Rocket Boots for movement. Backup: Moss Tread for kiting melee enemies.
Hands: Fatal Attractor for taunt summon. Backup: any other summon or Itching Powder.
Head: Headlamp for accuracy or Focus Lens for sight radius.
Lite: White Light Emitter to boost damage of Crystal Edge if you're willing to spend the generic point. Otherwise don't bother with this slot.
Ammo: Saw Shell for raw damage, Explosive Shell for AoE damage, Hook Shell for mobility, or Corrosive Shell for armour reduction.
Weapon-steamgun: Acid Groove for damage and armour reduction. Backup: Crystal Edge for damage and crit mult, Winterchill edge for slow, or Viral Injector for stat reduction. Steamguns sadly do not benefit from Razor Edge or Silver Filigree.
Weapon-mindstar: Crystal Edge for damage and crit mult, Silver Filigree for demons, undead, and horrors. Backup: Winterchill Edge for slow, Thunderclap Coating for knockback, or Viral Injector for stat reduction.

Class Categories

Psytech Gunnery: 5/1/1/0 early and core, more points in Blunt Shot and 1/5 Vacuum Shot luxury.

Psyshot active does lots of damage but being mind damage is often a downside unless you get Nexus of the Way or other big mind damage boosters. Use this on cooldown because it gives you a net gain of psi. Note that your mindstar hits apply melee procs.

Boiling shot is great early with Condensate, float points in early but make sure you can refund. It's really expensive in terms of steam and psi so don't use this at all in long fights unless you need the AoE.

Blunt Shot is an AoE stun and AoE stuns are good. I find putting more than 1/5 point in it unnecessary because you rarely care if someone is stunned for 4 turns or 8 because of the rest of your talents, but it is a good sink for excess points. Stun tests steampower against physical save.

Vacuum Shot is pointless aside from the damage, but it does pretty nice damage with a low cooldown and cost. Usually not worth the psi and steam though.

Thoughts of Iron: 3/1/3/1 early, 5/1/3/1 core, 5/5 Mind Injection luxury

Molten Iron Blood is your most important defensive talent, keep it on once you have the steam to. This gives 23% resist all which stacks very nicely with Thick Skin, Steam Powered Helm, Pain Suppression Salve, Wrath of the Woods, and many other sources of resist all.

Mind Drones is okay if you’re disarmed or something and don't need the psi. Rarely worth a turn otherwise since the talent fail chance is so low, even at 5/5.

Psionic Mirror is a great cleanse that sends conditions to enemies. Sometimes it’s best to wait for them to use more debuffs before using this talent, like waiting for Burning Hex after being hit by Pacification Hex.

Mind Injection is great. You don’t care about the modifiers as much early but it’s worth maxing later.

Mechstar: 1/1/1/0 early, 3/3/1/0 core, everything but Steamstar luxury

Metalstar isn’t flashy but it gets enemies out of your face pretty well. It doesn’t work well against enemies with good physical save though. 3/5 is a good radius breakpoint. Both statuses test steampower against physical save.

Bloodstar is a bit of damage and healing. Not much to say here but it’s better than it looks and it really shines against groups of enemies. 3/5 is a good duration breakpoint. I'm pretty sure this cannot be saved against.

Steamstar is good for steam early, decent for damage late. No reason to get more than 1/5 in it.

Deathstar would be good if your shoot talents were good, which they aren’t. It’s not bad but not essential either.

Gestalt: 1/1/0/0 early and core, everything luxury (but Gestalt and Forced Gestalt are probably best)

Gestalt is basically required to keep your psi up, and it gives some mindpower and steampower as a nice bonus. 3/5 usually keeps you from running out of psi, but you don't really need it until late if you aren't wasteful.

Improved Gestalt gives a weak shield every few turns. It’s not great but it’s free so can’t really complain. Note that this overwrites other damage shields for some reason so avoid Shielding Runes with this class.

Instant Channeling turns your steam into psi and a shield, and funny enough the psi is usually more important than the shield. However, if you invest heavily in both this and Improved Gestalt, you get a very large shield (855 damage at 5/5 both talents and 100 mindpower) on a low cooldown.

Forced Gestalt is essential for getting statuses to stick on enemies with very high saves, like Elandar and Argoniel. As such, this talent is much better in AoA than EoR, and I would highly recommend maxing it before the final battle in AoA in order to get Inner Demons to stick.

Action at a Distance: 1/2/0/0 early and core, 4/5 Solidify Air and maybe Superconduction luxury

Condensate enables Boiling Shot, which is a combo that will carry you through the early game. It also enables Blunt Shot against stun resistant enemies, provided you can beat their physical save with both steampower and mindpower since this talent tests mindpower and Blunt Shot tests steampower against physical save.

Solidify Air is this class’s Stone Wall. Use to give yourself some breathing room or to isolate a single target. 2/5 is really good for 6 turns, and the next two points add one turn each so they're worth taking late.

Superconduction reduces mental save by a decent amount, but you have to beat physical save to even apply it so it won't save you if your mindpower is really bad.

Negative Biofeedback sucks and even if it didn’t, you don’t have the psi to use it.

Psionic Fog: 1/1/0/0 early and core, Psionic Fog luxury and Uncertainty Principle luxury.

Vaporous Step is an instant teleport therefore it is amazing. Only reason to precast it is to play around brainlock since you aren't in it for the damage, so don't bother. This applies the wet debuff in an area around where you move from so comboing it with Blunt Shot or Boiling Shot is good.

Inhale Vapors adds a heal to Vaporous Step. It’s fine at 1/5.

Psionic Fog is pretty much an AoE DoT version of Superconduction with a weaker debuff, making it usually better overall.

Uncertainty Principle would be great if not dependent on using Psionic Fog. It's not the worst talent ever but it really isn't that good either.

Avoidance (locked): 5/0/0/0 core, 4/5 Cloak Gesture, 3/5 Embedded Restoration Systems, and maybe Cloaking Device luxury

Automated Cloak Tessellation is great because the flat damage reduction applies after damage resistances.

Cloak Gesture is good if used with Arcane Eye or similar. Could probably help make Lucid Shot actually work.

Embedded Restoration Systems is alright if using Cloak Gesture, but it may cost too much steam for too little benefit.

I haven't tried Cloaking Device since stealth is unreliable but could potentially be worth some spare points.

Nightmare (locked): 1/5/0/0 core, Waking Nightmare and Nightmare luxury

Nightmare is only good for prepping Inner Demons and Waking Nightmare and for buying time to escape.

Inner Demons slays bosses. It's great if you have the mindpower to get it to stick, which is why Forced Gestalt is so good late.

Waking Nightmare is unreliable but at high mindpower and talent levels it procs rather often.

Night Terror doesn’t do much since any significant damage will wake up your target immediately.

Dread (locked): 3/1/0/0 early, 5/1/1/2 core, Mechanical Arms, Lucid Shot, and No Hope luxury

Mechanical Arms does little damage until late but it makes you take less damage and also enables Lucid Shot. It makes you a proc machine though because it applies all melee procs. The harassed debuff counts as a fear for Lucid Shot.

Lucid Shot supposedly makes enemies kill each other, but I've never actually seen it happen. Maybe it would work with Cloak Gesture but I never tried it. At least the damage is very high and the cost is low enough that this talent is worth using even without the debuff.

Psy Worm isn’t good because it does low damage and Gestalt and Instant Channeling are better for psi management

No Hope is great for keeping you alive and enabling Lucid Shot, but good luck getting it to stick on high difficulties. Forced Gestalt is huge here for the same reason it's so great with Inner Demons. Beware the massive psi cost. This counts as a fear for Lucid Shot, so don't Lucid Shot people you use No Hope on because No Hope is the better debuff.

Generic Categories

Physics: 4/2/1/0 for Crystal Edge and Fatal Attractor, more for Steam Powered Armour if playing EoR, 2/5 Electricity if you want White Light Emitter

Chemistry: 5/1/2/5 for Unstoppable Force Salve and Ablative Armour, more for Life Support Vest, 2/5 Chemistry if you want Itching Powder

In EoR, take 4/5 Theraputics instead if you get Brass Goggles.

Steam Power is great, it most notably boosts Automated Cloak Tessellation and the chance for Blunt Shot and Metalstar to apply statuses.

Engineering: 0/0/0/0 core, Last Engineer Standing luxury

Emergency Steam Purge owns early but scales poorly. Make sure you can refund fully if you use it early.

Innovation sucks.

Supercharge Tinkers is worse than Steam Power, and what’s even going to crit?

Last Engineer Standing gives nice miscellaneous boosts, most notably the crit damage reduction. You probably need this if going Vital Shot.

Combat Training: 5/1/0/0/0 core, more in Armour Training and Combat Accuracy as needed

Mindstar Mastery: 5/0/0/0 core because Psiblades boost the damage without having the sustain on. Don't turn on the sustain though.

Blacksmith (locked): never unlock, Craftsman’s Eye would be luxury if it wasn’t locked.

Survival (locked): never unlock unless you really know what you’re doing, Charm Mastery would be core for experienced players if it wasn’t locked.

EoR Yeti Tissue Rewards

Change the order as you see fit
1) Psiblades (5/0/0/0)
2) Conditioning (1/5/0/0)
3) Dream Walk
4) Chant of Fortress

Gameplay
Keep high resist all up at all times with items, Pain Suppression Salve, Wild Infusion, Phase Door Rune, Wrath of the Woods, etc. When you hit or come close to the resistance cap, you will heal for more damage than you take with affinity from Salves. Fun ways to abuse this are to use Fiery Salve when burned and Water Salve when diseased. Space out your uses of Solidify Air, Vaporous Step, and other mobility talents and items (and Stone Wall if you get Wrap of Stone) to keep enemies from attacking you for as long as possible. Be mindful of your psi, since No Hope and Nightmare talents burn your psi pool very quickly. Combo Vaporous Step with Blunt Shot then Boiling Shot for an AoE disable and damage. Hold onto extra quivers for a immediate full reload, and use Movement Infusion, Rocket Boots, or similar to quickly reload ammo.

Itemization
Items that are universally good are all good as always. Tarrasca is already one of the best possible armours but it's even better on Psyshot since it stacks with your resist all and your affinities benefit greatly from this combo. Eternity's Counter is really good on offense mode with Tarassca or defense mode otherwise, though sadly I had to use a Perfect Strike pick in that slot instead because of accuracy issues in High Peak :(. Thoughtcaster is a ridiculously good artifact steamgun, and Nexus of the Way is the ideal Mindstar because of the summon. Resist all is your number one priority stat, so items like Steam Powered Helm are better than usual. You need 50% stun resistance from items since Grounding Strap gives you the other 50%. Otherwise, good stats to prioritize are armour, maximum life, healing mod, physical and mind damage, accuracy (as needed), mindpower, physical crit chance, crit mod, and melee status procs, especially gloom, amnesia, and slow.
Last edited by bpat on Mon Jul 02, 2018 1:03 am, edited 3 times in total.
My wiki page, which contains a guide and resource compilation and class tier list.

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#2 Post by dadito »

Is it worth it to use one of the escorts to unlock the tinker zone?

bpat
Uruivellas
Posts: 787
Joined: Sun May 19, 2013 1:58 am

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#3 Post by bpat »

Surprisingly I found I didn't need to since I got all the schematics I needed. I think there were one or two I didn't get throughout the entire game. Water Salve eluded me for a while but I got it as my free one for 5/5 Theraputics. It's not a bad choice though since it can make up for bad luck with schematic drops, YMMV.
My wiki page, which contains a guide and resource compilation and class tier list.

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#4 Post by dadito »

Also, it might be worth it to unlock mindstar mastery on the main campaign, since the mastery on the psiblades talent works even without the sustain active

Hempel123
Cornac
Posts: 44
Joined: Sun Jan 20, 2013 9:06 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#5 Post by Hempel123 »

great guide!

Frumple
Sher'Tul Godslayer
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#6 Post by Frumple »

For what it's worth, the other synergy for ogres is being able to use the two-handed steamguns and still offhand the mindstar. Mostly would mean the shotgun, but if you happen to not find thoughtcaster the two-handers might... be there, at least, and possibly better than whatever one handers you have at the time.

Also fairly sure all of the ogre's racial CD reductions work just fine with injectors... which is honestly kinda' weird, because checking the code it doesn't seem to be intending to do that. Last time I tested it it was working, though. Definitely reduced CD. Which it... looks like it shouldn't be doing? Lemme' re-test this real quick, I've got to have a couple ogres laying around with tinker access...

... and they both very much do. Might not be the most amazing thing in the world, but most of your salves functionally having sub-10* turn CD is... not bad, heh. In practice you'd probably be able to manage having unstoppable force and/or pain suppressor on... always, so long as you're hitting something. And still be able to use the rest, potentially triggering fungal web all the while. Doesn't work on the mind injection, sadly :P

Would definitely note vis a vis tinkers that any shell but the AoE ones (flare and explosive, specifically) are basically utter shite until you get something that increases projectile speed... and kinda' iffy even then. Most of them don't hit intervening targets (just double checked with a latest-version psyshot, actually, just to be sure, and it's still happening), so probably better than 75% of the time when you fire at something that's not directly adjacent, it will move (usually forward) while the shot's in the air, and you will have just wasted a turn, a CD, and some steam. Faster shots'll make it less likely but it'll still happen often enough to be frustrating. Explosive shot pretty much never has that problem, since even when the center hit misses the outer edges will clip whatever you shot at. Flare shell does the same thing, but it deals less damage. Larger radius and blind, though, which is nice.

It's probably a bug, tbh (the targeting line suggests it's going to hit stuff it passes through), but bug or not it's a thing and a thing that makes pretty much everything ammo tinker wise except explosive or flare, and maybe hook, just kinda' junk. So... probably stick with the AoE shells, at least until someone gets around to fixing it. That said, after they do, add toxic to the list of ones that are particularly attractive. The blight damage is arguably relevant but the global slow that's not using the slow debuff (i.e. it'll stack with on-melee slows or whatev') is very much hella' nice.

As for the tinker cave in AoA, I'd probably recommend it m'self just to have access to mostly-guaranteed steam generators. Game can be kinda' stingy with the things, and if you hit the tinker escort early you may want to open the shop up just to upgrade your generator(s) and tide you over until you find really good ones. Rub schematic wise is that while the status cleanse salves (and steamgun/saw, for what that's worth) are guaranteed, you probably don't want to actually make any until tier 3 or 5, particularly if you're having trouble scrounging up the monster part ingredients (ritch stingers, really). So you've got a good long while to find 'em before the shop's really attractive on that front. The sure generator or two (and possibly injectors, but eh) is almost always going to be at least as nice as the escort's other options, though.

*For an example, I just tested a 64% cd mod one on a frost salve (25 turn CD by default). With 5/5 writ large active, 1/5 scar, 35-45% crit chance on three different attacks (dual wield+psi-weapon) and default combat/global speed, while hitting a training dummy it took 5 turns from salve activation 'till the injector was ready for another use.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#7 Post by ster »

salves have 100% uptime anyway but medical injectors get a lot from stats

shame you don't find good medical injectors in aoa

e: psyshot really wants powers don't use the 2H steamguns
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#8 Post by Frumple »

... unless you call good injectors ones that beat the >200% effective/<60% cd ones, I'm pretty sure you find good injectors in AoA just fine. And by pretty sure I mean entirely certain because most of my tinker runs ends up throwing the things out by the time I start taking the prides or whatev' 'cause I'm full up, heh.

And the 2h thing really just depends on what you end up getting. Sometimes it's a damage/effectiveness boost, sometimes the penalty's enough it's a net loss. Having the option can be nice if steamgun generation is being weird that run.

bpat
Uruivellas
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#9 Post by bpat »

There is no way that Ogrewielding as a Psyshot is worth it considering it kills your mindpower and with it your chances of applying Inner Demons. Also Writ Large only properly reduces cooldowns of Injectors when at least one is off cooldown because of the way Salve cooldowns are coded.
My wiki page, which contains a guide and resource compilation and class tier list.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#10 Post by ster »

bpat wrote:There is no way that Ogrewielding as a Psyshot is worth it considering it kills your mindpower and with it your chances of applying Inner Demons. Also Writ Large only properly reduces cooldowns of Injectors when at least one is off cooldown because of the way Salve cooldowns are coded.
(which means just never use mind injection on psyshot so your normal salves can CD basically)
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

GlassGo
Uruivellas
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#11 Post by GlassGo »

So, I'm too lazy to write my own guide and create separate topic, so I'll post it here if you don't mind (and you can't anyway :) ).

So, first goes a link.
http://te4.org/characters/35987/tome/36 ... e5ed3cf6a8

Main difference is - my char is Ogre, super-duper race among the races.

So, Ogre have much more advantages than just resist all of Thalore.
Ogre Wrath which is useful early on for survival, can - if enemy somehow deflected your "wrath" amass crit power, which is useful.
Grisly Constitution is best thing ever - you can use two handers, also your infusions could give you 40% more than usual.
Not sure if it affects Med Injectors efficicency, my best MI has 358% efficicncy and 51% cooldown - if yes, then it is even better.
And Writ Large, that allow you to use Heroic all the time you are in battle for reasonable amoutn of turns, if you have 2 Heroic Infusion - it is very long time. Also - it WAS free inscription slot before, sadly now it is not.

So, you essentially need PES, and I decided to play it safely, so I took Spine of the World - if you think you don't need it, feel free to take something else, I would take in that case ICCtW, but I don't think +25 attribute points worth it.

So, I destributed points like that - maxed Str, Dex and Cun, the rest I don't need.
I didn't used Nightmare tree obviously.

With Writ Large and 2 HI you can cycle through 5 times or even more, I got around 150 Str, and 300 Dex, 300 Cun that way, with - 3 K HP, but usually fight is over long before that.

Today I would allocate skill points a little different then it is in charsheet now.
Lucid Shot is a junk, and possibly I didn't take No Hope because someone in chat said it has difficulties to apply it, or something.
Mind Drones is a junk too, mostly because they are rarely hit target, if you want them to hit, you need launch them from melee. Anyway I took it as desperate move against last bosses.
Psytech Gunnery - only 5/1/1(2) I have 4 floating points in Boiling Shot.

I made a mistake in Geshtalt tree - Improved Geshtalt interfere with shield that The Untouchable can produce. It is better to be switchable.
I got Engineering 1/5/1/5 dunno, I like Innovation.
Also, if you are lucky you don't need to put many points in Physics and Chemistry - Brass Goggles, and I have amulet +0.2 Physics, so it is possible to find same for Chemistry.
I'm not sure, but there is some cloak that add something to some skill, but not sure it is craft skills.

I would put excessive points in Cloak Gesture and Embedded Restoration System I think, and Mind Injection 5/5.
If No Hope actally works, than I'll spent somethig on it.
Inhale Vapours actually worth investment, you know, when you run, those additional 80 HP and more steam can be important, at least at early stages.

And of course Shotgonne - 2h-weapon that deal 10 K of damage per shot (actually it shots 4 bullet at once but anyway).

This character is already half year old, just in case. :wink:
English isn't my native language.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: 1.4.9 Improved Psyshot Guide for both campaigns

#12 Post by ster »

Yes, to no one's surprise Ogre is the best race for any class that wants to use 2h + offhand. (though the long arm is the only good 2h gun).
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

GlassGo
Uruivellas
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#13 Post by GlassGo »

Long Arm? Never saw it.
English isn't my native language.

Snarvid
Spiderkin
Posts: 592
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#14 Post by Snarvid »

In my current Nightmare Embers run I'm getting a surprising amount of mileage out of Toxic Canister + Solidify Air. The poison clouds stack from what I can tell, and you can seal your enemies in spaces where they have nothing to do but sit and wait breathing in poison while your cooldowns tick down. Was also my go-to for kicking open vault doors - precast Vapourous Step, kick in door, 'port away, throw Toxic Canister into the open doorway, wait a turn, drop a Condensate to burn away whoever was banging on the Canister, and then when the first opponent peeked out the door hit them with a Solidify Air.

Other thoughts:
- Both Condensate and Superconduction can be fired through your Canister/Inner Demons and are party-friendly AoEs.
- I found Psionic Fog annoying because its duration was a hindrance more than a benefit - takes surprisingly little damage to wake people up from Nightmare, much rather have Superconduction's heavier debuff that won't ruin Nightmare's fear immunity bypass. Superconduction's fire resistance reduction is also an obvious combo into Boiling Shot to squeeze out a little more damage.
- I quite like Thunderclap coating on Mindstar - the bonus AoE damage is fine, but the knockback applied to Mechanical Arms can often punch melee attackers back into your preferred range.

Looking forward to a Stealth Antimagic Cornac run with Dread, Avoidance, and Nightmare. Cornac almost pays for Nightmare 1/5 all by itself, and I never seem to get around to playing a Stealth character, so this will be my first try.

bpat
Uruivellas
Posts: 787
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Re: 1.4.9 Improved Psyshot Guide for both campaigns

#15 Post by bpat »

That's a really good point about Toxic Canister that I hadn't considered. The damage is certainly good if you can trap someone with it with Solidify Air.

Notable changes for 1.5 are PES nerf, Superpower buff, Antimagic buff, and Cornac buff. PES and Superpower are still the best prodigies, in that order. Maxing Wil before Cun may be better with buffed Superpower. Cornac with Antimagic could be good with 5/4/5/1-5, skipping Fungus, and going Inscription slot -> Inscription slot -> Dread -> Nightmare -> Avoidance with your category points. Antimagic Thalore, Dwarf, or Halfling could also work but I don't think it would be as good as Cornac as Antimagic wants at least 15 generic points.
My wiki page, which contains a guide and resource compilation and class tier list.

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