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In essence: I don't know and you don't really get to experiment since you only use the dreadnought, uh, never?
Follow up question: Do you ever get Tier 3 parts for the dreadnought? I think I've done all the DLC missions, but so far I only get T2 stuff.
did try the missile launcher. was fun and inflects hobbled witch can be useful but tier 1 was only 1 shot then reload. wasn't a grand amount of damage so felt more utility i suppose.
if you want to burn things=doomglaive
if you want breakin-parts and limbs=lascannon
if you want bigtime AOE=Plasma cannon
if you want to shut up some psychics=Psycannon
I prefer fist or glaive with either lascannon or psycannon. it really depends how you roll out ur squad.
Armour break all is insane, especially with the increase in armoured enemies.
Plus using WP to give it an area effect is very useful.
The Lascannon is useful for Astral Aiming bits off, but overall I find the Melta much more effective.
The reason why this is the superior build is because the tier 2 psycannon and missile launcher ranges match, the biggest problem the dreadnought faces is that *IT CAN'T MOVE AND ATTACK*, meaning unlike normal grey knights, it can't use its melee attack to get close to the enemy all in one action, it has to move THEN attack in melee, meaning one action is wasted and the dreadnought doesn't have ways to recoup actions (stratagems, honour the chapter and executions don't work).
To add insult to injury, you can't calibrate the distance of the dreadnought charge, so you often end up overshooting your target or knocking him back too far to follow up with a melee attack.
So with heavy psycannon and missile launcher you will always be able to take an offensive action since they have the longest ranges instead of wasting one of the precious dreadnought action points to reposition in melee range.
thank you again.
oh wow. i never thought of that.. and now that i read what you said , it makes so much sense.. i'm gonna try it out soon.. theres another insult to injury too.. and thats the +2 ap stratagem not working on dreads and also +1 Ap after doing a executions by one of the knights does not to apply to dread too..
When you come that terminator packs doomglaive is powerful (and when you unlock Tier 2 stuff you have a 9 damage doomglaive) I didn't know melta gun would do AoE with WP, I'll try it.
I can't justify taking the plasma cannon over the meltagun because of the plasma cannons shutdown. And the only use I could find for the psycannon was the AOE silence. I'd rather kill stuff than silence them.
As for the doom glaive, you don't take it for the burning effect. You take it for armor piercing. Nurgle terminators can't get knocked back, so you can use an MP to close with them and reliably get off two hits.
My next playthrough I'll probably try support fire lascannon build. With the techmarine buffing the dreadnoughts damage that's something like 5-7 shots of support fire doing 6ish damage a turn. Sounds good.
it should be a auto ability. when a friendly shoots a bad dude then daddy dread shoots them as well as long as he is in range and has line of site.
But I also like the Doom Glaive and Heavy Psycannon, their damage output is just absurd. I guess I play too much melee Knights to really care about the utility builds on the dread.
Totally agree.
And on top of all that, T2 rocket launcher with related skills is just insane. AOE 5, range 16, and with techmarine's buff it does 7 dmg. Nobody can hide from this thing.
You can blindly shoot enemy patrol, reload, shoot again, then engage in combat, get AP restored, reload, and shoot one more time. Triple volley takes down even spacemarines and plaguebearers. This tactics can turn mission into a joke.
And if you have a reloader servoskull... rockets just never stop raining) With tactics above, imagine 6 of those volleys per turn.
So "use and abuse", as it says.