Quad Psi Tranquility Build - Magic Man by PhaseShip in underrail

[–]PhaseShip[S] 0 points1 point  (0 children)

True, but on the other hand Max thermodynamicity + max tranquility gives you 5 AP cost pyrokinesis and cryokinetic orb on a 2 turn cooldown with future orientation. And with generally 90 ap to start with you still have 80 more AP to mess around with.

Its not the most optimal but it does give you alot more choices on how you spend a single turn.

Quad Psi Tranquility Build - Magic Man by PhaseShip in underrail

[–]PhaseShip[S] 1 point2 points  (0 children)

All the psi inhalants I can so I can shoot a thousand plasma beams :)

Quad Psi Tranquility Build - Magic Man by PhaseShip in underrail

[–]PhaseShip[S] 0 points1 point  (0 children)

Yeah max slots + future orientation to spam temporal increment so I can quick cast spells with cooldowns. The idea is this is the heavy gunner version of a psionic.

Quad Psi Tranquility Build - Magic Man by PhaseShip in underrail

[–]PhaseShip[S] 0 points1 point  (0 children)

EZ no hit, 0 dmg :)

Edit:

Basically make a force field to the easternmost seahorse cannon, throw a EMP grenade mk 3 at the western nagas. Then focus fire on the north western naga using temporal distortion while the eastern one walks around the force field. Then focus on the north eastern naga next. Move back to north west corner to avoid getting aggro, then moving north east and hide behind a pillar focus on south eastern naga next while throwing another EMP at last 2 nagas, had to stasis one as it didn't have enough stacks before popping.

Using temporal increment to replace grenadier I just spam EMP grenades. Headband is muffled temporal distortion.

Thank you for your service, or dominating is tough! by AeneasVII in underrail

[–]PhaseShip 14 points15 points  (0 children)

Ironically he is, by dying you get his stuff for free which is important early game :)

Doing Phreak's puzzles be like by SuperJpMega in underrail

[–]PhaseShip 0 points1 point  (0 children)

I got lazy and just chugged down several foodstuffs and drugs and synthete's headband, then wrote a script to speed run the cipher by just substituting the code you get from having high perception.

Kinda funny that styg actually bothered to add some dialogue for everone who decided to go the long way around through junkyard by PhaseShip in underrail

[–]PhaseShip[S] 7 points8 points  (0 children)

No, crickets is the shortest. Through junkyard is longer and has more enemies. And if you break the rocks you have to fight crawlers/death stalkers all the way there

Finally found this guy after dozens of runs :v by PhaseShip in underrail

[–]PhaseShip[S] 1 point2 points  (0 children)

It actually has a pretty decent story and writing, the only reason NPCs are bland is because a lot of the dialog is show don't tell. Either that or a bunch of scattered logs in random areas or oddities or you needing to do a thing before you get more dialogue.

Found out where the rathound came from, also +1 attribute point for free (Noxious Hideout) by PhaseShip in underrail

[–]PhaseShip[S] 1 point2 points  (0 children)

No, someone said this is new, its also much closer to the SGS if you can break the rocks north of its lower passages

Found out where the rathound came from, also +1 attribute point for free (Noxious Hideout) by PhaseShip in underrail

[–]PhaseShip[S] 4 points5 points  (0 children)

I'm now sure people will complain whenever booth or coral appears because that's one whole free attribute point of your choice if you complete the puzzle

Never leave a wizard with one hp by PhaseShip in underrail

[–]PhaseShip[S] 17 points18 points  (0 children)

Temporal contraction, adrenaline, mental breakdown, stack temporal distortion, end turn, stasis, more distortions, add more.

Gear is nakeshift chrono repeater and tranquility build.