1.4.9 Improved Psyshot Guide for both campaigns
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Re: 1.4.9 Improved Psyshot Guide for both campaigns
And, according to above, if I'm playing on Insane I should avoid Cloaking Device? Is that a general "stealth doesn't work on Insane"? Would a PES trigger make it viable or not?
The main point was to stack Antimagic Shield with Automated Cloak Tesselation and Molten Iron Blood to see whether I could make someone durable enough to try Insane with, so it doesn't kill the character concept for me if Stealth doesn't work, but having yet another tool in the box to get away and reset cooldowns would be very welcome, and if I'm already unlocking the category for ACT it seems worth a try.
The main point was to stack Antimagic Shield with Automated Cloak Tesselation and Molten Iron Blood to see whether I could make someone durable enough to try Insane with, so it doesn't kill the character concept for me if Stealth doesn't work, but having yet another tool in the box to get away and reset cooldowns would be very welcome, and if I'm already unlocking the category for ACT it seems worth a try.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
I'm not actually sure if Cloaking Device is useful on Insane or not. I just don't like things I can't rely on and stealth is one of those things. At least on Rogue, Stealth feels much weaker than it should be just by looking at the numbers. Sometimes it works great, sometimes enemies see through it at 5/5. If you're unlocking the category anyway, it can't hurt to float a few points in and see for yourself.
If you go Cornac, the damage reduction stacking build you have in mind should work though you will have to forego either Fungus or your fifth Inscription slot for it.
If you go Cornac, the damage reduction stacking build you have in mind should work though you will have to forego either Fungus or your fifth Inscription slot for it.
My wiki page, which contains a guide and resource compilation and class tier list.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
Just won my first insane game with an Antimagic Fungus Psyshot. Thanks for the help from the guide.
For what it's worth, I think in retrospect I would have been better off speccing Metalstar as you suggest. I ended up putting the second point in Inhale Vapours to make up for lacking Steamstar - the steam generation jumps from 8 to 20 with a single point, which can be handy. If I dropped a point each from Inhale Vapors, Instant Channeling, Mind Injector, and Forced Gestalt I probably would not have noticed the losses but been able to afford 3/1/1 in Metalstar. Still, worked as it was.
https://te4.org/characters/4806/tome/b1 ... 501a3a07a4
For what it's worth, I think in retrospect I would have been better off speccing Metalstar as you suggest. I ended up putting the second point in Inhale Vapours to make up for lacking Steamstar - the steam generation jumps from 8 to 20 with a single point, which can be handy. If I dropped a point each from Inhale Vapors, Instant Channeling, Mind Injector, and Forced Gestalt I probably would not have noticed the losses but been able to afford 3/1/1 in Metalstar. Still, worked as it was.
https://te4.org/characters/4806/tome/b1 ... 501a3a07a4
Re: 1.4.9 Improved Psyshot Guide for both campaigns
I've won insane rl twice (cornac then thalore...yeek will be next
) with antimagic fungus psyshot and roughly following this build set up. Both could clear orc pride vaults and ambushes purposely not attacking, just passing turns/rotating defenses letting mechanical arms kill everything while almost nothing could budge my health bar. It was absolutely silly, my snoozemancer had nothing on these guys.
The only difference between cornac and thalore in practice is no nightmare/inner demons for thalore, the final fight just took noticeably longer with thalore without it.

The only difference between cornac and thalore in practice is no nightmare/inner demons for thalore, the final fight just took noticeably longer with thalore without it.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
Did dual-mindstar Psyshot, also I could safely use them only on last level of mine with farportal. More details in my thread.
Also not sure if psybladed mindstars work with Mech Arms.
https://te4.org/characters/35987/tome/4 ... 46e1e151b4
Arms do work.
Also not sure if psybladed mindstars work with Mech Arms.
https://te4.org/characters/35987/tome/4 ... 46e1e151b4
Arms do work.
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English isn't my native language.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
Drem take Psyshot's superb control to a whole new level. With 5/1/1/5 (or 4/1/1/5 if you're really, really careful to always time Frenzy 2 turns before From Below ends) you can always have up either From Below it Devours or Solidify Air. You can also drop your first Solidify Air right as From Below ends, which means that there will be a gap in the air next to one of your opponents - this is helpful for making sure there's room for an Inner Demon to spawn next to your opponent so they can have a nice chat while you're resting. Frenzy also works with tinkers that give you activated talents, so after From Below clumps your opponents together for you, you can double up on Toxic Cannister right below you lock them in together. Really, really strong, I would say easily the strongest Psyshot race, though currently not eligible for Antimagic.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
I agree about drem, though I just won Insane RL with a krog psyshot myself. Psyshot is just so damn nuts its gonna win almost no matter what. I wore the ring that summons the horror that constantly harasses you for the free prodigy and the horror (The One That Hunts is the name?) couldn't damage me at all...that was mid-dredfell. (picked mental tyranny for lulz--so I had that superpower and PES)Snarvid wrote:Drem take Psyshot's superb control to a whole new level. With 5/1/1/5 (or 4/1/1/5 if you're really, really careful to always time Frenzy 2 turns before From Below ends) you can always have up either From Below it Devours or Solidify Air. You can also drop your first Solidify Air right as From Below ends, which means that there will be a gap in the air next to one of your opponents - this is helpful for making sure there's room for an Inner Demon to spawn next to your opponent so they can have a nice chat while you're resting. Frenzy also works with tinkers that give you activated talents, so after From Below clumps your opponents together for you, you can double up on Toxic Cannister right below you lock them in together. Really, really strong, I would say easily the strongest Psyshot race, though currently not eligible for Antimagic.
Certain classes using that ring (Writhing Ring of the Hunter) will get bonkers with 3 prodigies.
And then you look at classes like wyrmics with no damage mitigation at all...
Re: 1.4.9 Improved Psyshot Guide for both campaigns
When did you unlock Avoidance for your character, if you did? It would seem like Krog would really benefit from setting Drake Infused Blood to physical and grabbing Resolve and AM shield, that plus ACT/Molten Iron Blood/Mechanical Arms should give you really broad spectrum defenses to everything (slightly lower v. mind damage), and seems nice to get stun resist to 100% with just Tinkers and passives.
If you’re running PES and Superpower, ICCTW might also be a good third Prodigy to consider.
If you’re running PES and Superpower, ICCTW might also be a good third Prodigy to consider.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
Yeah, I probably would have gotten more mileage out of ICCTW, Mental Tyranny has more of a Doomed/Madness synergy to it and Psyshot really just gains a small bit of damage out of it. I just didnt have points spent in armor training and generics were tight, it was my first Krog and I put more into the racials than I should have trying them out. It was a lot more of "oooo new toy, how does it work?" than any kind of planning on the free prodigy lol, I've just now gotten back into the game since last fall maybe.Snarvid wrote:When did you unlock Avoidance for your character, if you did? It would seem like Krog would really benefit from setting Drake Infused Blood to physical and grabbing Resolve and AM shield, that plus ACT/Molten Iron Blood/Mechanical Arms should give you really broad spectrum defenses to everything (slightly lower v. mind damage), and seems nice to get stun resist to 100% with just Tinkers and passives.
If you’re running PES and Superpower, ICCTW might also be a good third Prodigy to consider.
I did Avoidance but it was the last thing I unlocked and I set DIB to physical...got absolutely shafted for the longest time on steam generators and took forever to get one able support everything (I think you need one with more than +14 steam to run all the sustains). I ran medical/medical/steam generator/movement infusion. Its probably just me but I always like having a movement infusion on deck despite everything else available...dat saftey blanket.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
I’m with bpat on this one, use your first cat point to run dual Steam Generators until you get a good one. I don’t much care for Metalstar, but if you float points there and use Vaporous Step you’ve got a lot of space control, but if you can’t turn on your awesome sustains you’re missing out on core Psyshotness. I get the safety net thing, I just don’t feel like I miss it as a Psyshot because I love their teleport and space control so much (also, if you’re lucky, scoring Rocket Boots early will CYA).
I 100% endorse the “try it and see” approach for new content. I haven’t played with Krogs really at all, but my theorycraft guess is their ideal racial investment is same as Ogre’s, 1/5/1/1. Which is either a cute coincidence or DG trying to tell us something of subtle mystic importance...
I might have to modify my "Drem are easily the best" statement, depending on Krog. Starting with Antimagic is really good (it's pretty easy to afford 5 Resolve and 1 Antimagic shield before level 10, and that's a huge durability upgrade in T1), as is Wrath of the Wilds/Vaporous Step for a free action stun/teleport combo. Drem will almost certainly be the best mid-game on if they are allowed to learn Antimagic, but Krog have a really strong start and currently Drem can't learn AM.
I 100% endorse the “try it and see” approach for new content. I haven’t played with Krogs really at all, but my theorycraft guess is their ideal racial investment is same as Ogre’s, 1/5/1/1. Which is either a cute coincidence or DG trying to tell us something of subtle mystic importance...
I might have to modify my "Drem are easily the best" statement, depending on Krog. Starting with Antimagic is really good (it's pretty easy to afford 5 Resolve and 1 Antimagic shield before level 10, and that's a huge durability upgrade in T1), as is Wrath of the Wilds/Vaporous Step for a free action stun/teleport combo. Drem will almost certainly be the best mid-game on if they are allowed to learn Antimagic, but Krog have a really strong start and currently Drem can't learn AM.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
1/5/1/1 for sure. There may be a case for 1/5/1+/1 but that’s likely a waste of generics on psyshot at least.
Ignoring my self imposed inefficiency with infusions, it’s still probably best to wait on avoidance til 36.
Ignoring my self imposed inefficiency with infusions, it’s still probably best to wait on avoidance til 36.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
I'm currently trying Avoidance at 10 and it's pretty fun. Every additional level of the Steam Power talent is worth something like 5 flat DR at this point in the game, and walking around at level 19 with 24 flat DR and another 37 points of Antimagic shield lets me ignore the damage output of most non-uniques. I'm planning Inscription 20, Dread 36, Nightmare @ Wyrm, and rushing East a little (skipping Temporal, Spellblaze, Ancient Elven, and any random popup dungeons).
https://te4.org/characters/217488/tome/ ... adca9f623f
Oops, died. TIL: Can't leave Godfeaster once entered.
https://te4.org/characters/217488/tome/ ... adca9f623f
Oops, died. TIL: Can't leave Godfeaster once entered.
Re: 1.4.9 Improved Psyshot Guide for both campaigns
My recent experience in EoR tells me, that Improved Gestalt and Instant Channeling are much more valuable then guide suggest.
Also, main damage comes from mindstar attack - if your character not Ogre with Shotgonne - with Black Tree Seed I saw 4 K per strike, with Tendrile Eruption and both crits.
Also, main damage comes from mindstar attack - if your character not Ogre with Shotgonne - with Black Tree Seed I saw 4 K per strike, with Tendrile Eruption and both crits.
English isn't my native language.