I actually think Skip should be number one because it's extremely versatile. Use it to attack, save, and is just cost effective. But neuroquake is great too, especially endgame.
Skip really is an amazing ability no doubt. I chose neuroquake mainly due to the massive value per 1 cast but you could easily argue skip accrues more value over time than a few neuroquakes. It's definitely one of my most debatable lists to date
Neuroquake can let you launch a raid on enemy factions every 5 days and wipe out entire towns and camps, including empire camps. The only people safe are those who are psychically deaf, and even they have to deal with their berserk friends.
Skip is so fucking underrated. You can pull priority targets like enemy pawn with doomsday rocket launcher, move your melee pawns directly into enemy's face, get out of hairy situations, and even can teleport downed pawns from the frontline. Anyways good video.
Skip is so useful. And if you have a jump pack with an invisibility caster, hoo boy, Neuro quake, for me, if the final tool to use to win the game. Board your self in doors and when the massive enemy army is about to break in, slap them all at once. Berserk pulse, is the best skill hands down. Always usefull in any situation, you can just hoard physic insanity Lance's to win the game, but this skill is like 10 of them at once.
A tier list to argue against!?! Perfect! Of course it depends on your play style but I'd take neuroquake of off the list entirely, move everything up a tier, put Berserk in at #5. Berserk+skip is super useful. Especially now that pen animals are hard to move it takes a lot of prep to use neuroquake on your home tile. I use it primarily for taking our enemy bases, but even then you have to get lucky with the tile in order for it to work well. Considering the relationship damage, coma, and mood debuff I'd far rather use an animal pulsar and mop up the remains, assuming there's wildlife. Also think stun needs an honorable mention as it's the cast that keeps on giving. It doesn't last long, but a maxed out caster can spam it pretty much indefinitely and it's great clinch cast when you just need time to get out.
I would add stun to the list, level 1 power cheap to spam and makes target unable to attack or move. Its basically a emp for organics. I like to have this on mele pawns or have caster in the back line with guns
If im playing tribal on a cold map i wont comolain if i get solar pinhole drop five of them in your barracks qnd never worry about heating during winter again just remember to recast every 5 days. Its alsio great to use while digging out a mountain base no need to cut trees for torches
I've just decided to grab 10+ mods to make Royalty psycasts NEARLY as good as Rimworld of Magic abilities, and I'm about to start a game where I seriously use them. This tier list came up in my recommended right in the nick of time. 👍 👌
Neuroquake is a lot more powerful than beserk pulse but you pay for it. If anything, its fairly niche because its only a panic button while skip and BP will be used every raid. The game would be harder without them than without NQ. Because of this, I'd place it lower on the list if it even made it. Also Word of Inspiration easily takes the 5th spot from Vertigo Pulse. VP is good and often underrated, but WoI is fantastic.
I definitely overlooked all the utility casts like word of inspiration. Had a very strong bias towards combat ones for this list and I may rectify this in the future and make a 5 best utility cast list. I can completely understand your point about berserk pulse and skip, as you probably get much more value out of them over time than neuroquake. I was ranking more on a power scale than a value scale for this list but those are valid points
To me WoI feels like Lucy and football; I'm Charlie Brown. In fact when it actually worked twice in a row for the creativity inspiration I wanted I was so shocked I checked the release notes to see if it had been changed. Unless I've got someone with no combat casts and a lot of time on their hands (as was the case in the above example), I rarely both with it.
@@ichifish ideally you'd use the limitations to increase the chance to get the inspiration you want, but honestly it's not a huge deal if you roll the others. Most are actually very good when exploited and they make decent consolation prizes. The cost can be significant but that's where kill focused persona weapons come into play. With them you can keep a perpetual mill of inspirations, killing small game to refresh focus every time an inspiration ends or is used up. This let's you passively grind out legendaries instead of having to hope you get a lucky roll.
@@DSlyde Yeah, those are good points but I find that nine times out of ten I'd rather have an extra combat-ready pawn than roll the dice on getting an inspiration I can't remove like trade or recruitment. If you've got a great pawn, like a crafter with no other skills, might be worth it more.
@@OneHunchMan I'm relatively new to the game. My steam hours for rimworld says 1k on steam....I just leave the game on lol. Everything you have done has helped
Super glad some people are finding the videos useful, also the support means a lot! I find myself guilty of leaving rimworld on as well. When I used to get bored of a playthrough, I would just leave it on and see how it eventually fell apart 🙃
I think word of inspiration should be in the list. It allows useful things happen, such as good statue or instant trumbo tame. It is useful not only outside the fight, because shoot frenzy exists. The only drawback that inspiration is random and cost 80% of psy power meter.
Woi is amazing if you have productuon specialists who already turn out masterworks on a daily basis use those woi to get legendary guns for all your pawns, pair this with faction keader work drive + wake uo and you can outfit your military very quickly
If you combine it with transport pods and the shuttle permit, you can send a caravan out to either far away faction bases to look for rare arcogenes and then back, or send a small group to the landed ship and then get the rest there with a farskip.
Only just started playing a few weeks ago, just got royalty a few days ago. Good to know what I have to look forward to lol Right now I have psy level 1 and word of truth, which can be fun but it's nothing time and social skill doesn't do
@@OneHunchMan yeah I just recently got someone to psylink 4. Sadly I got her and my 3 best fighters all geared up with my best stuff. Them and a group of janissaries met their end to some mechanoids so I didn't get to really use any of it except chaos skip once to get a melee unit away.
The list shows mainly offensive powers however I would like to mention a more "value" power (as we call it in card games). Far skip is so usefulll that its hard to live without it. Caravans become mostly obsolete especially when doing quests (they are still usefull for trading however even in this situation they can be replaced by transport shuttles). You just send your death squad to the quest site. Absolutly destroy anyone or anything that was there. Tell your colonists to pick up anything valuable (if you want prisoners then you tell your pawns to carry them) and just teleport back to your colony. Easy 3rd place in the tier list for me.
the 5 best psycasts in my opinion would be berserker pulse, invis, neuroquake, smokescreen and skip in this order with waterskip as a honorable mention. depending on base design and equippment skip rises up the rank of smoke
I'm okay and not okay with this top 5. In term of pure damage/fighting capability it's okay i guess. But psycasts are way more than that. The word of love and word of inspiration psycasts are way too powerful to not be in the top of the psycasts you want. Two pawn happy together will never have a mental break where the latter allow you to farm legendaries if you ever got a production specialist. Otherwise it's masterwork farming. And then, the king of them all : skip. Skip is just the king of all psycasts. Allow you to move around enemies, pawn. Save downed pawn... You can even skip objets on the floor. And did you happen to skip away components from a siege raid ? The result is quite funny when they can't build anything because there's no building material there. Skip shells in the middle of a raid so you blow up everyone with a safe shot... This psycast has way too much utility.
I definitely overlooked the utility casts for this list with a strong bias towards combat. One of my most subjective lists by far and I'm sure I will get many disagreements but this is a very valid point. Maybe I will do another list with utility casts in the future to rectify that. I do agree with Skip being a monster ability but didn't know that about skipping raid components, I'll have to try that out sometime. Thanks for the feedback!
Litterally make a small caravan with 1 person, full silver and food, make them go to the crashed ship on the other side of the planet, then farskip everyone to that guy, win the game.
@@OneHunchMan yep if you steal a siege's component's they will just wander around til they starve the trick is getting there before they start building. Dont try stealing their ammo or steal as they will just get more podded in. I think stealing their barrels works too but i dont know if a pawn can carry more than 1 away like they can with components
@@davidalexandrepoulin you know i tricked the crashed ship quest, i built a base in drop pod range and sent one pawn to start the ship after i built my defenses. Then when attacked i rotated in 3 different 10 man teams using drop pods and farskip all the raids were calculated at 50k wealth but i dropped in 100k worth of defence. I was bored and did this on a save i had already beaten legit juat to see if it worked
i’ve seen so many rimworld videos and only yesterday got it on console as i don’t own a good pc and somehow i’ve only heard of this NOW? ima have to invest in the royalty DLC in the future💀
I think that skip should be 1st and virtigo pulse be 2nd. this would be because of the ease of accessibility for either ability. Although Invisibility is cool n' all, id debate that word of love or inspiration would be even more powerful. Master works and legendarys on command is fantastic and word of love could make the difference between having 2 people catatonic before a fight or not. i would put Neruoquake in 4th and berserk pulse in 5th due to the fact that they require level 6 to get
In terms of overall impact on the game, you probably are spot on with reversing the order of the higher level casts. I generally find by the time you get to vertigo pulse and skip, you are pretty close to power leveling to 6 but it still could easily be a year + depending on the start. I had stun as number 5 originally exactly for that reason, you get it so early and its spamable nature makes it immensely useful early game.
Never underestimate the value of Wallraise, Stun, Water skip, and Beckon. Especially Wallraise; overall many more applications than something like Neuroquake. I'd say a better video would be "top 5 most useless psycasts": both the Chaos skips for the dice roll, Chunk Skip for being a worse wallraise, Manhunter pulse for its short duration and range, and Blinding Pulse for doing effectively nothing.
I actually really like manhunting pulse for lazy hunting. 7 Deer on the edge of the map? Manhunting pulse delivers them right to your doorstep. And everyone gets some shooting xp.
@@ashleyn.9166 yep wallrasie is great i purposely make hallways 2 wide i. Certain areas of my base (killbox entrance) you can use it to stop or slow pursuit as you fall back to a secondary killbox thr best use i foud was trapping raiders once they entered my oven
Skipsheild is useful to have in a retreat scenario drop it down paise the game and assign colonists to rescue anyone downed and have casters in the back dropping Skipsheilds as you retreat keeps you from losing anothet pawn to a Lancer or sniper.
I actually think Skip should be number one because it's extremely versatile. Use it to attack, save, and is just cost effective. But neuroquake is great too, especially endgame.
Skip really is an amazing ability no doubt. I chose neuroquake mainly due to the massive value per 1 cast but you could easily argue skip accrues more value over time than a few neuroquakes. It's definitely one of my most debatable lists to date
Ye skip is my fav, and also Word of inspiration for that juicy legendary miniguns
Neuroquake can let you launch a raid on enemy factions every 5 days and wipe out entire towns and camps, including empire camps. The only people safe are those who are psychically deaf, and even they have to deal with their berserk friends.
Skip is so fucking underrated. You can pull priority targets like enemy pawn with doomsday rocket launcher, move your melee pawns directly into enemy's face, get out of hairy situations, and even can teleport downed pawns from the frontline.
Anyways good video.
Skip is so useful. And if you have a jump pack with an invisibility caster, hoo boy,
Neuro quake, for me, if the final tool to use to win the game.
Board your self in doors and when the massive enemy army is about to break in, slap them all at once.
Berserk pulse, is the best skill hands down. Always usefull in any situation, you can just hoard physic insanity Lance's to win the game, but this skill is like 10 of them at once.
A tier list to argue against!?! Perfect!
Of course it depends on your play style but I'd take neuroquake of off the list entirely, move everything up a tier, put Berserk in at #5. Berserk+skip is super useful. Especially now that pen animals are hard to move it takes a lot of prep to use neuroquake on your home tile. I use it primarily for taking our enemy bases, but even then you have to get lucky with the tile in order for it to work well. Considering the relationship damage, coma, and mood debuff I'd far rather use an animal pulsar and mop up the remains, assuming there's wildlife.
Also think stun needs an honorable mention as it's the cast that keeps on giving. It doesn't last long, but a maxed out caster can spam it pretty much indefinitely and it's great clinch cast when you just need time to get out.
Definitely agree with stun, just the fact you can get it so early means it accrues some serious value of the course of a game
Me watching this knowing full well i dont have royalty: "hmmm yess informative video"
And here I am with ship chunk. I teleport rocks.
all fear the rock teleporter
I would add stun to the list, level 1 power cheap to spam and makes target unable to attack or move. Its basically a emp for organics. I like to have this on mele pawns or have caster in the back line with guns
Stun can be pretty nuts
If im playing tribal on a cold map i wont comolain if i get solar pinhole drop five of them in your barracks qnd never worry about heating during winter again just remember to recast every 5 days. Its alsio great to use while digging out a mountain base no need to cut trees for torches
far skip you missed, that skill with drop pot allow you to do any thing on the world map within the drop range in seconds
I've just decided to grab 10+ mods to make Royalty psycasts NEARLY as good as Rimworld of Magic abilities, and I'm about to start a game where I seriously use them. This tier list came up in my recommended right in the nick of time. 👍 👌
Try out Tribal start if you never have, its really easy to scale up your powers with Anima Tree's
Neuroquake is a lot more powerful than beserk pulse but you pay for it. If anything, its fairly niche because its only a panic button while skip and BP will be used every raid. The game would be harder without them than without NQ. Because of this, I'd place it lower on the list if it even made it.
Also Word of Inspiration easily takes the 5th spot from Vertigo Pulse. VP is good and often underrated, but WoI is fantastic.
I definitely overlooked all the utility casts like word of inspiration. Had a very strong bias towards combat ones for this list and I may rectify this in the future and make a 5 best utility cast list. I can completely understand your point about berserk pulse and skip, as you probably get much more value out of them over time than neuroquake. I was ranking more on a power scale than a value scale for this list but those are valid points
@@OneHunchMan Utility casts would be a good video. I don't think you need to rank them so much as talk about how to use them.
To me WoI feels like Lucy and football; I'm Charlie Brown. In fact when it actually worked twice in a row for the creativity inspiration I wanted I was so shocked I checked the release notes to see if it had been changed. Unless I've got someone with no combat casts and a lot of time on their hands (as was the case in the above example), I rarely both with it.
@@ichifish ideally you'd use the limitations to increase the chance to get the inspiration you want, but honestly it's not a huge deal if you roll the others. Most are actually very good when exploited and they make decent consolation prizes.
The cost can be significant but that's where kill focused persona weapons come into play. With them you can keep a perpetual mill of inspirations, killing small game to refresh focus every time an inspiration ends or is used up. This let's you passively grind out legendaries instead of having to hope you get a lucky roll.
@@DSlyde Yeah, those are good points but I find that nine times out of ten I'd rather have an extra combat-ready pawn than roll the dice on getting an inspiration I can't remove like trade or recruitment. If you've got a great pawn, like a crafter with no other skills, might be worth it more.
As always. Awesome.
Thanks Paul
@@OneHunchMan I'm relatively new to the game. My steam hours for rimworld says 1k on steam....I just leave the game on lol. Everything you have done has helped
Super glad some people are finding the videos useful, also the support means a lot! I find myself guilty of leaving rimworld on as well. When I used to get bored of a playthrough, I would just leave it on and see how it eventually fell apart 🙃
Psi synergizes _really_ well with Melee.
I think word of inspiration should be in the list. It allows useful things happen, such as good statue or instant trumbo tame. It is useful not only outside the fight, because shoot frenzy exists. The only drawback that inspiration is random and cost 80% of psy power meter.
Definitely a strong utility cast
Woi is amazing if you have productuon specialists who already turn out masterworks on a daily basis use those woi to get legendary guns for all your pawns, pair this with faction keader work drive + wake uo and you can outfit your military very quickly
I tend to do a lot of carvaning in the mid game so getting one or two pawns with farskip makes trading with other factions a breeze
If you combine it with transport pods and the shuttle permit, you can send a caravan out to either far away faction bases to look for rare arcogenes and then back, or send a small group to the landed ship and then get the rest there with a farskip.
Only just started playing a few weeks ago, just got royalty a few days ago. Good to know what I have to look forward to lol
Right now I have psy level 1 and word of truth, which can be fun but it's nothing time and social skill doesn't do
The powers start to get pretty nuts for sure
@@OneHunchMan yeah I just recently got someone to psylink 4. Sadly I got her and my 3 best fighters all geared up with my best stuff. Them and a group of janissaries met their end to some mechanoids so I didn't get to really use any of it except chaos skip once to get a melee unit away.
The list shows mainly offensive powers however I would like to mention a more "value" power (as we call it in card games). Far skip is so usefulll that its hard to live without it. Caravans become mostly obsolete especially when doing quests (they are still usefull for trading however even in this situation they can be replaced by transport shuttles). You just send your death squad to the quest site. Absolutly destroy anyone or anything that was there. Tell your colonists to pick up anything valuable (if you want prisoners then you tell your pawns to carry them) and just teleport back to your colony. Easy 3rd place in the tier list for me.
the 5 best psycasts in my opinion would be berserker pulse, invis, neuroquake, smokescreen and skip in this order with waterskip as a honorable mention. depending on base design and equippment skip rises up the rank of smoke
I'm on a solo rich start with an 80 percent psy sensitivity person on Xbox and I found vertigo pulse from my second trader
Another top notch vid
Another top notch comment 🙏
I'm okay and not okay with this top 5. In term of pure damage/fighting capability it's okay i guess.
But psycasts are way more than that. The word of love and word of inspiration psycasts are way too powerful to not be in the top of the psycasts you want. Two pawn happy together will never have a mental break where the latter allow you to farm legendaries if you ever got a production specialist. Otherwise it's masterwork farming.
And then, the king of them all : skip. Skip is just the king of all psycasts.
Allow you to move around enemies, pawn. Save downed pawn... You can even skip objets on the floor. And did you happen to skip away components from a siege raid ? The result is quite funny when they can't build anything because there's no building material there. Skip shells in the middle of a raid so you blow up everyone with a safe shot...
This psycast has way too much utility.
I definitely overlooked the utility casts for this list with a strong bias towards combat. One of my most subjective lists by far and I'm sure I will get many disagreements but this is a very valid point. Maybe I will do another list with utility casts in the future to rectify that. I do agree with Skip being a monster ability but didn't know that about skipping raid components, I'll have to try that out sometime. Thanks for the feedback!
dont forget farskip that thing just open up a fucking wormhole to the other side of the planet
Litterally make a small caravan with 1 person, full silver and food, make them go to the crashed ship on the other side of the planet, then farskip everyone to that guy, win the game.
@@OneHunchMan yep if you steal a siege's component's they will just wander around til they starve the trick is getting there before they start building. Dont try stealing their ammo or steal as they will just get more podded in. I think stealing their barrels works too but i dont know if a pawn can carry more than 1 away like they can with components
@@davidalexandrepoulin you know i tricked the crashed ship quest, i built a base in drop pod range and sent one pawn to start the ship after i built my defenses. Then when attacked i rotated in 3 different 10 man teams using drop pods and farskip all the raids were calculated at 50k wealth but i dropped in 100k worth of defence. I was bored and did this on a save i had already beaten legit juat to see if it worked
i’ve seen so many rimworld videos and only yesterday got it on console as i don’t own a good pc and somehow i’ve only heard of this NOW? ima have to invest in the royalty DLC in the future💀
The powers are definitely pretty sick
Thanks for this!
sick profile pik
I think that skip should be 1st and virtigo pulse be 2nd. this would be because of the ease of accessibility for either ability. Although Invisibility is cool n' all, id debate that word of love or inspiration would be even more powerful. Master works and legendarys on command is fantastic and word of love could make the difference between having 2 people catatonic before a fight or not. i would put Neruoquake in 4th and berserk pulse in 5th due to the fact that they require level 6 to get
In terms of overall impact on the game, you probably are spot on with reversing the order of the higher level casts. I generally find by the time you get to vertigo pulse and skip, you are pretty close to power leveling to 6 but it still could easily be a year + depending on the start. I had stun as number 5 originally exactly for that reason, you get it so early and its spamable nature makes it immensely useful early game.
great vids
I like Focus but I never get it, and I’ve never gotten quake either
Make top 5 utility psycasts
Please
I have seen a few mentions regarding them, so I'll look more into it!
Only neuroquake makes Royalty worth purchasing.
Good video but too combat focused, I admit I'm new and don't know all the powers but some non combat ones would be nice
Never underestimate the value of Wallraise, Stun, Water skip, and Beckon. Especially Wallraise; overall many more applications than something like Neuroquake.
I'd say a better video would be "top 5 most useless psycasts": both the Chaos skips for the dice roll, Chunk Skip for being a worse wallraise, Manhunter pulse for its short duration and range, and Blinding Pulse for doing effectively nothing.
Lmao completely agree with some of your top 5 useless casts. Tried chaos skip once since it sounded cool. Nope, bad RNG can just make things 10X worse
I actually really like manhunting pulse for lazy hunting. 7 Deer on the edge of the map? Manhunting pulse delivers them right to your doorstep. And everyone gets some shooting xp.
I have save scammed to avoid chunk skip I hate it that much.
@@ashleyn.9166 yep wallrasie is great i purposely make hallways 2 wide i. Certain areas of my base (killbox entrance) you can use it to stop or slow pursuit as you fall back to a secondary killbox thr best use i foud was trapping raiders once they entered my oven
Skipsheild is useful to have in a retreat scenario drop it down paise the game and assign colonists to rescue anyone downed and have casters in the back dropping Skipsheilds as you retreat keeps you from losing anothet pawn to a Lancer or sniper.
Nuero quake reminds me of one piece