Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
learn to sprint slide with Autogun everywhere into close combat, switching to Eviscerator in melee (Eviscerator has quite poor sprint efficiency)
Eviscerator melee for group:
heavy light light
blockattack light
practice block canceling in psykhanium to get it down. can block cancel first light attack to spam its overhead as well
literally whatever you like best, heresy you can carry with literally anything. Even up to auric you can carry lobbies with anything. its a question of skill in this game.
heresy is a difficulty full of people learning (yourself included) so don't focus so much on the wins or losses and focus on improving so you can keep moving up in difficulties, as you do you'll find people are more and more skilled at the game
The only way you are going to be able to carry anything is by playing with people who aren't good. Practice makes perfect and if you are constantly in lobbies with people who are all amazing, you will not be learning anything - experience is the best teacher which means getting in there and experiencing your teammates getting owned while you figure out the best course of action is a must. I personally enjoy dropping down to to regular mission selection if I see a hi shock that is t4+ just to group with people who are obviously new to give myself a real test.
will try that
You're halfway through the map. Your team has struggled thus far. None of them seem concerned with preventing wipes or being quad-incapacitated. Should you be more aggressive and eliminate threats to prevent this?
No. They're already aggressive enough. Watch their backs, take stock of enemy flow, what is coming from where, try to mitigate their blindspots. If they act like one direction steamrollers let'em do it, and clean up/support things they will most likely damage/incap them.
On runs like that I'm always happy if I rolled Pysker that round as opposed to say something like Veteran. Bubble shield for protection against ranged, and most people tend to stay in it when I drop it, so I can kind of pick where I want us to hold it down for a bit and clear waves.
I think it's Class/Build 30%, Strategy/Decisions 70%, at least at Higher difficulties.
Executioner stance vet with a long range weapon and psyker with brainburster should be best at it. Most of the dealings with mobs should be left to your teammates and as long as they are not complete potatos it should be doable.
Majority of the left tree with the additional two toughness damage reduction perks that are along the side branches.
Bully boy mk1 club or shield - I prefer the club for the extra damage output, but shield gives you breathing room when 5 gunners open up on you and your team is taking a break
Ripper or rumbler for mid to close range specials - I the rumbler for the joy of being able to bonk a round into an enemy's face and the stun it can have on monstrosities but feel that the ripper is a little more versatile
Rock for long range specials/gunner and mutants
As long as you have enemies to hit with your heavy swings, you're pretty much invincible and can soak up a few hits if you need to switch to ranged for a trapper or flamer.
Charge is good for closing distance with gunners.
Main challenge is holding yourself back. It is easy to charge a ranged group, then get engaged by another ranged group, charge them, then again and again and suddenly realise that your team is two rooms back checking for crafting materials under the couch cushions.
So I can post my most successful post-patch builds, but there's so many ways to build and so many ways people prefer to play. These work for me with my skills and doing what I find fun, they might not be what you're looking for. In most games I always play support roles and go for utility / tactical skills when I have the opportunity, so naturally those are what I preferred in DT too. That said, I have over 1.5k hours on T5+ across 2 psykers and each of the other 3 so at least for me these are all capable of carrying to a pretty great degree.
Anyway, these are the strongest overall builds I've played since the patch:
- Psyker (great support and dmg build) - Voidstrike (peks: crit & unyielding, blessings: Warp Flurry & Transfer Peril), Deimos / Illisi with whatever as long as it has Deflector. Talents: Quietitude & Battle Meditation and the top right 2 crit talents to Assail w/ Ethereal Shards, crit aura & talents, bubble, Warp Siphon through Inner Tranquility to Psychic Vampire. With the bug in place as long as you have even a single Warp Charge stack on, the bubble will recharge instantly upon use.
- Psyker (hard carry build, supports team through overwhelming AoE & CC and rending if you pick that blessing) - Trauma (perks: unyielding & flak, blessings: Warp Nexus/Rending Shockwave & Warp Flurry), Deimos Force Sword (perks/blessings whatever you like, but take at least Deflector to block ranged). Talents: All icon passives from top section except for the top 2 right crits. Brain Rupture w/ Kinetic Flayer, Psykinetic's Aura to Kinetic Presence, One with the Warp, Venting Shriek with Creeping Flames. Finally pick both Kinetic Deflection and Warp Rider, and again Warp Siphon same as before.
- Zealot (extreme support, melee / sniper build) - Eviscerator (perks: crit & whatever (I have unarmored), blessings: Shred & Rampage/Savage Sweep) or Chainsword (crit & whatever, Shred & Savage Sweep), and Agripinaa shotgun (maniacs & flak, whatever blessings). Talents: Top right row up to Enduring Faith, top left row through Vicious Offering to Stunstorm nade. Then pick the right path down to Beacon of Purity, and Chorus with the left talent. On Bottom row pick Sustained Assault on right, Faithful Frenzy in the middle, and on the left go all the way down to Righteous Warrior following the right hand path.
- Vet (all-rounder support build) - Chainsword (crit & whatever, Rampage & Savage Sweep), Plasma (unyielding & carapace, blessings Gets Hot and whatever). Talents: Longshot, Right path through Krak nade to Grenade Tinkerer, then on left side right path to Survivalist, then Demolition Stockpile, and left path to Infiltrate w/ Low Profile & Overwatch. Then on bottom right lane go through right, left, right to Trench Fighter Drill, and on middle lane pick Superiority Complex and Bring it Down.
- Oggy (tank / smash) - Shield (flak & whatever (I have unyielding), Skullcrusher & Thunderstrike (although post-patch Taunt on Stagger and/or Brutal Momentum might be better but I don't have them)), Grenade Gauntlet (maniac & unyielding, Pinpointing Target & whatever). Talents: From top row all 3 heavy talents from the left, then through bottom row from center to right to Bombs Away. From there right and to Loyal Protector with Just Getting Started & Big Lungs. Then go left through both Crunch and Batter to Bonebreaker's Aura. On last row, go down left lane following the right path down to Heavy Hitter w/ Just Getting Started & Brutish Momentum. On middle lane pick 1 talent on left side, and the 2 on right.
And that's that. Got way longer than I thought but, well, these are by far the strongest builds I've discovered so far for each class. There are many more that draw close but whenever I get frustrated with the influx of new people and just failing the missions every time, these are what I go back to, to very nearly insure that the mission is going to be successful. :>As long as you keep an eye on the Warp Charges and keep refreshing the bubble, your team can hold on against virtually anything virtually indefinitely no matter where you are. Voidstrike takes care of everything else. Don't even bother using Assail for 99% of the situations, I only have the pierce talent for it since I barely ever use it so the faster recovery is useless.
This is a modified version of what I found to easily be the strongest clutch/carry build pre-patch, which back then was not even nearly matched by anything else at all. Post-patch BB is barely worth using but the Kinetic Flayer passive is a good bonus. You'll just be spamming Trauma and venting it with the ult. Remember to vent in the general direction of the biggest enemy mass, with at least over 80% peril, since at that point you get the full 6-stack Soulblaze, which is enough to kill all trash and get around 50% hp average off of specials in a large area.
Note that both staves and builds above but especially Trauma takes a lot of getting used to. You need to be able to dodge & slide while charging, to know to prioritize the right targets, learn the breakpoints of how much charge you need to stagger, topple or kill each enemy, and how to instantly target at, above or below stairs, behind corners, through enemies where you can't even see the blast zone so you just have to feel it etc. As a psyker in general you need to learn to abuse every tool you have. Force Sword push is extremely wide and effective and can give you a lot of room, the push attack can topple anyting aside from muties and monsters, they also have infinite dodge you can use to reposition while blocking whatever direction ranged fire is coming from. Quelling can be tapped while sliding or held while dodging, you need to do that always when you have the slightest break to maintain your peril. And there's a trick where you can spam fire + quell + fire to increase your primary rate of fire to 2-5x normal depending on how well you do it, but it's tricky, will feel cumbersome for a long time, and needs a very specific timing to pull off right. There's more, but I don't want to do another novel here.
This absolutely destroy everything in melee, and the Agripinaa Shotty with good stats you'll only want to use with a special round loaded in, where it will kill any special with 1 headshot, ragers with 2, and topple the heavies. You want to be in the center of the action, keep an eye on your allies toughness and anticipate the enemy for when you need Chorus. The main idea is to support your allies through your powerful melee presence, stagger, toughness regen and anti-corruption aura. Chorus can push enemies down to fall into their deaths and it can be used to stagger monstrosities and mutants, or even protect your team against snipers so it's an extremely potent support ability.
This is a melee build first and foremost, so unusual for avet. You just want to spam those heavies and cleave through everything. The Plasma headshots lets you take down 3 of almost anything from any range before overheating, and Krak nades support with that. The biggest thing about this is that it has no glaring weaknesses outside of overheating and ammo and can handle any enemy on its own, while bringing that Stealth. The Stealth with Low Profile's 90% threat reduction gives you a virtual stealth that lasts 16 seconds. Outside of very rare exceptions, that's how long you have in total to do whatever you want. With the Stealth you can ofc just disengage and reset when you're being overwhelmed, but try not to get into those situations. Instead, save it for rezzing teammates from any situation, or easily soloing objectives like decrypting or carrying power cells even solo across the map from your team. This is extremely fun to play and despite the prejudices people have about stealth, this build is all about carrying and bringing value to the team.
This is one of the most fun builds since the patch. While you're using a shield, it's actually all about massive AoE damage and control with massive bleeds, while spamming taunt liberally as the constant staggers recharge the ult very quickly. But there's a surprising tactical layer to it too. With these talents blocking ranged attacks makes them aggro you, and outside of specials makes run into melee instead. Take full advantage of that, even briefly going in front of your teammates being shot at to force the enemies to focus on you instead (briefly, because you don't wanna stand in your team's way and block their shots). You don't really use stamina at all outside of blocking, so because push has great range and AoE and also aggros everything and you have loads of stamina, don't be afraid to spam it liberally in melee. Try to keep all the heads red so they leave your team alone and target you. While I just said you can block fire by going between them and your teammate, try to spend as much time as you can on the sides of hallways instead of the middle to make sure your team has a clear LoS on the enemy.
As for that damage, there are tricks to the shield: The heavy attack has 2 chains, where the first one does around 2x more damage than the second. Try to spam heavy + tap block + heavy, instead of just heavy + heavy to massively boost your overall damage while aiming for headshot height as you do for both maximum damage as well as guaranteeing stagger against elites. Note that the shield consumes double stamina while sprinting, so get a feel for switching to ranged when you do. The shield's push+attack is also unique in that it does massive headshot damage so you can use that to quickly put down key targets while also staggering & taunting everything else in that direction. Since the stagger itself triggers damage bonuses, the shield push attack is a vital part of its arsenal. As for the shield's special attack, note that its infinite protection activates much faster than its animation completes, so you can use it reactively to block sniper shots or heavy attacks from crushers & bosses. What is also less known about the special is that while it only blocks ranged from around ~135 degrees in front of you, it blocks melee attacks from all directions (or at least, very very close). So you can use it quite liberally even if there are enemies behind you.
Besides that, the Grenade Gauntlet can 1-shot almost everything with Pinpointing Target and headshots given near max stats. Pinpointing Target is also different from Surgical in that it does not lose all its stacks when you fire, but only around half of them. So you can charge it up, fire, wait for ~1 second, fire again and keep doing this for the max +40% power every time. For stats you want Blast Damage, Penetration and Ammo beyond anything else, as the Blast Radius does little more than knockback and the melee doesn't matter (even the special attack doesn't seem to use it). The GG's special attack is also extremely effective against bosses.
I don't even know where to begin here.... :D