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Justicars are OK if you build them sort of like tanks to soak damage.
Interceptor works like melee DPS so paired with the Justicar works fine.
Purgator with psilencer is great for mowing down groups of trash or tearing armour apart.
Apothecary to keep people alive and can be built to strip seeds in melee freeing the DPS to kill stuff.
Purifier feels like a cheap knock off Justicar but not had him long.
Librarian could be great but by the time I get him a level 2 character is dead weight.
Chaplain was dead weight from the get go since he was level 1.
Not had a paladin yet
- Mass group teleport, which greatly speeds up map traverse and getting your heavy hitters into the fight. Before this, you need to use the Gate of Infinity strategem, which is limited in use.
- Excellent stun ability with Psychic Scream (which was restored to a small AoE, thank the Emperor)
- Smite which can potentially hit for 4 damage at any range, and doesn't care about cover. Can be Warp Charged to bypass armour
- A massive AOE blast that is great for wiping out eyeball spawners on Bloom Spawn missions (if you leave the eyeballs, they will spawn Plaguewalkers. You don't want that).
Other than that, every other class has its place. Purgators work well with grenades, but Purifiers can do all the same things, except even better. I use Purgators a bit like snipers with Psilencers, but don't count too much on Disruption Shot to break Overwatch against Plague Marines, as some of them may have some resistances to debuffs. Purifiers get more grenade ammo and damage (as well as an extra grenade slot). If you really like them apples, you can bring both stun and frag grenades on your Purifier. Purifiers are technically built around flamers, but if you don't have a good flamer, they are still good with psicannons and psilencers.
Interceptors are excellent early on, but once you get Librarians, they aren't quite as necessary.
Apothecaries fall off a bit by the late game, in my opinion. Ironically, they heal more effectively with servo skulls than with their Narthecium. Don't get the upgrade that allows them to use biomancy at any range, as this is bugged and will only apply unupgraded versions of biomancies.
Justicars are useful from start to end--Fortress and Honour the Chapter are very handy skills.
I don't have much to say about Paladins. They make good tanks, but I don't see much much utility for them that a Justicar cannot fill.
Chaplains are very helpful for stun and execution-heavy compositions. Litany of Hate will make executions more effective, and it apparently stacks if you have multiple Chaplains running that litany at once.
My personal take is the complete opposite of yours, brother! Level 1 and level 2 recruits are actually better, because at least they don't come with a ton of wasted points on random skills that you don't want (e.g. a level 4 Interceptor with a fully filled out Psilencer tree
Equipping the newbies with Tier 2 or 3 armour and weapons will help them pull their weight alongside the vets.
Interceptors with teleport focus or Purgators routinely do the most damage for me. Pair an Interceptor with the "ally shooting" auto skill with your Purgator of either Psilencer or Psycannon flavor and mulch stuff. I teleport in the Interceptor, open with "Sanctified Killzone" then start dumping shots, and melee cleanup.
Justicars are the best buffers, while Apothecaries can have interesting use traits. I have one with a maxed heal and a Terminator Armor set that lets me burn HP for WP; basically giving me infinite casting since it's 3WP for a heal, but it heals 9HP, for a net total of +6 HP.
Paladins are just tanks, but Smite and the Ancients blast spell are both where to be with them.
My next mission has a Librarian award, so I can finally mess with one.
Apothecary: The weakest class by far imho. Preventing damage is usually better than healing. The healing ability special to the Apothecary is inferior to Medical Servo Skulls that anyone can use (if you even need them). Apart from getting extra slot and charges on servo skulls, and a sometimes handy slow/root psionic ability, this class has nothing interesting to offer unfortunately.
Purgator: Ranged powerhouse with some extra utility, one of the most consistent class throughout my entire playthrough. Liked the variant with Psilencer the most.
Justicar: The Chapter ability is really useful, as you can spend one AP to give another guy 2-3 AP. That costs quite some Willpower though, so if you want to use Chapter then you will not have that many AP and WP left on your Justicar himself. For that reason I like to invest in ranged instead of melee on him and the armor buff. With a Psycannon and some crit gear he can dish out some decent damage too.
Interceptor: Seemed the strongest in the early game, but I find them slightly less exciting later on (still decent), though that might be just playstyle related, I am sure you can make him shine with a team more built around him even later on.
Librarian: Really good. Gate of Infinity (I know there is a Stratagem for that but Librarian can give you multiple uses) is insane and can enable all your other troops. Vortex is also really powerful, and can be tanky like the Justicar. Not too strong on weapons though.
Chaplain: Can be very powerful if you build your team around him, with extra ranged crit chance or overall crit dmg. Can be very tanky as well. Not the biggest damage dealer himself though, although I got a really good Chaplain specific melee weapon at the end of the game.
Purifier: If you get some good gear on him with a good Flamethrower, he can be insanely powerful.
Purgator - strong all game, psycannon and psilencer both viable, don't bother with flamer.
Interceptor - strong early game, late game needs some support to make viable (shield transfer to keep them alive).
Purifier - mid-late game available only, strong with flamer only (flame of purity can 1=2 hit most enemies), don't bother with melee.
Justicar - very middle of the pack, it's melee AOE is strong move, can get a psycannon on them too.
Librarian - great support/control skills, teleport, shields, warp cancel, AOE stun. The main issue with these guys is getting enough kills to level up.
Chaplain - it's Ok, but Librarian is better IMO and I can really only afford one support. Does have melee AOE though. Same level up issue as Librarian.
Paladin - completely outclassed in melee by the Justicar and Interceptor, the AOE defend has very limited uses.
Apothecary -Has heal but outclassed once you get Medical Servo Skulls, does have guaranteed seed extraction skill outclassed once you get seed extraction Servo Skulls, so basically use at the start of the game, worthless mid-late game. Also hard to level up due to lack of kills.
Interceptor - melee DPS class. Invest all you can into crit chance and crit damage. With the help of justicar he can dish out a lot of pain. Requires little more thinking when it comes to his positioning.
Purgator - range DPS class. He can disable body parts from range, requires line of sight to deal damage. Can be built into a grenadier.
Apothecary - either a healer, CC debuffer, bleed specialist, or biomancy support. My least favourite class, his skill tree is poorly designed in my opinion. Has access to a very good skill which simply strips enemies of movement.
Paladin - no idea what this class should be. He is not a tank, more like close range DPS without mobility skill to get close which means that he needs Librarian in the team.
Purifier - close range DPS with a flamethrower. Perfect grenadier, good area of effect weapon
Chaplain - team has to be built around the chaplain. He can either support you range DPS, surviveability or AP gain (which was nerfed quite hard with stun changes made by the developer). He can also serve as a tank becuase he has more armor points and has the same ability with aggro pulling
Librarian - best utility class in the game. Teleport ability allows you to out-manuver your enemies. He has a very good area of effect damage ability or he han help your team by giving other knights a lot of armor.
The apothecary is really weak if you spec him as a healer. So dont spec him as a healer. The heal is a side bonus thats built in to his melee weapon.
I never played with a Chaplain or Paladin. I got each from quest rewards late in the game and didn't see anything there that would make me want to replace my core units. Apothecary is terrible. No reason to ever take one over any of the other classes, that I have played. I am still blown away they got three direct nerfs.
Most versatile: Justicar. Can be decent at everything, often in one build. I personally don't love Warp Charged Honor the Chapter because it costs too much IMO but the regular version with +1 AP is solid still. I like to get Terminator and Psycannon with them and also the melee trees. Anchored trait on Terminator armor + decent Psycannon and you have a Purgator-light ranged capability on a unit that does a bunch of other stuff.
Most powerful: Gear dependent but Crit Interceptor and Grenade Purifier would be my choices. +50% focus item on Interceptor and you are getting 1AP back on every Teleport and 1 back on 70-75% of your melee attacks and all of your Hammerhands. Combine with the armor that is +1 AP and you can burn down almost anything with 1 turn of 1 unit. Grenade purifier with the +grenade armor is sick. 2 types of grenades with 4 ammo each that you can throw just about anywhere on the screen you can see. Krak+Frag 2 AP for 5-6 bodies. Downside is the armor is random and you aren't guaranteed to ever get a Krak (much less a T3) or a T2/T3 Frag. You are still likely to get something worth carrying though like the stun grenade or the crazed one. All the other grenades suck IMO.
Most gameplay changing: Librarian. Added two things for me, stun/execute possibilities with Psychic Scream. Before this, enemies have to little health on Merciful or Standard and too high of a stun counter on Ruthless. Infinity Gate, Warp Charge edition. Trivializes Bloomspawn and Spreader missions, makes every other mission easier.
Best Ranged: Purgator. With abilities and gear you can snipe stuff all over the place. Astral aim is easy to get very early (at level 1 or after any promotion) and can effectively take things out of the fight by disabling their ranged webs or even help you fight(crazed). I love using it early game on the annoying suppressing cultists. I will go grenade spec with one (pre Purifier) because they are pretty handy even if you don't have the grenade armor or kraks (T1 kraks should be available at the start of the game IMO.
Has absolutely insane AP economy, combine him with justicar with honor of the chapter.
This is my mortarion kill squad for legendary, duplicated for defending outside also..
Librarian stuns mortarion 9 in one turn, Justicar feeds AP/WP and provides armour to the Interceptor, Purgator puts down 5 AP every turn (6 on any crit) without the need for a battery and has enough ammo for it.
Justicar - Melee: Charge breaks overwatch and piles stun can get enough shielding to just stand around the map most of the time. Ranged: Not as good but can tank up or hide behind cover, give free APs to others and generally play 'captain'. All round good crits and hammerhand allows you to use an effective melee attack if needed. Gave mine a good Storm bolter and carries a cool warding stave for awesome points.
Interceptor - melee: Yeah the teleport is good. Ranged: Support fire from your whole squad is cool. Specially when they can teleport and have a heavy gun.
Apothecary - Melee: My first pick. Gets his skill to automatically harvest seeds, then starts down the servo skull path and switching his narc for a healing skull so he can carry a good melee weapon. Gets terminator armour.
Ranged - Biomancies are OP. Better as support I dont get a lot out of his bleed, but has been useful to tap an enemy with a lot of armor to start to whittle them down. keeps the Narc.
Purgator: Obviously a largely ranged class and psilencer is awesome but my favourite is actually a dude with a storm bolter/Astral Aim/10ish WP. Every turn is a definate enemy crippled or better, his ammo basically never runs out and his basic psybolt penetrates armour.