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It's good. Justicar has no reason to burn the skill points needed to grab enduring reflexes, as he doesn't have enough innate crit to double up on ruthless precision.
Because his force strike is great, you'll want to spam that with AoE weapons when not trying to stun. Psycannons aren't great when used for single target attacks- they do much better as AoEs, and purgators upgrade that far more. So not much reason to use the ranged line.
I have being toying with Justicar builds myself and just couldn't bring myself to go into that tree and potentially lose a proper melee attack.
Wut? Psychic onslaught doesn’t do stun damage. It explicitly states “no stun” there may be like a single psycanon that does stun during onslaught but I would hardly consider that to be justification.
The real answer is that psycanons do more damage at longer ranges because of their higher base damage. Psychic onslaught can be great for dealing with hoards of small things and there are a decent number of psycanons with a chance to proc effects like purge, or enrage etc and you can apply them in an aoe with it. Psycanons also break cover that they shoot at. As a utility option, doing a 0 damage psycanon shot that destroys the cover the enemy is behind can make the rest of your team more effective at killing that target. Psycanons also by default have low ammo values and the justicar’s reload chance, especially if you are running focus up can basically negate the need to ever reload or allow you to shoot twice and psychic onslaught in the same turn.
Psychic onslaught is also very good a weakening groups to be taken out by other units or to be mass killed by grenades that otherwise wouldn’t have killed and would have knocked enemies back.
I love the psycannon on my Justicar tank/HTC spammer. Does an excellent job of regularly getting him finishing blows on enemies to keep his WP up. I will admit, it's less useful as a WP grenade now that I have my librarian, but it's still fine. I have a upgraded staff which gets him up to 12 armor at the end of every round, so his job is to stand in front, soak up bullets, and give AP to my other units, not do damage when my other units are so, so, so much better at it.
Charge is rarely worth it, but it has its moments--usually either knocking enemies off cliffs or destroying their cover.
Knocking people off cliffs with it is always fun. And I've used it once to just get a bit further for one ap.
The justicar charge skill. Its point is to stun.
But its a discussion of "Crushing Charge" vs "Pyscannon"
And the gist seems to be that they are both good for different reasons.
However it would seem that "Pyscannon" is made good when it has a good chance of proc extra effects, since Justicar can get "extra wargear" slot, makes sense to put "plus chance effect" there. Also I suppose if lucky, Justicar would have the trait that gives +10% proc effect.
Although both routes are nice,
Go with Crushing Charge if you are building a stun focused based party and just use Storm Bolter.
Altogether though, I often just use "For the Chapter" for a constant stream of free AP and then as a side "stun" focus the party to then reap in +1 execution AP party wide.
So for me it seems that Pyscannon is a waste on Justicar.
Probably if I do another build for the party than it might be otherwise.
But right now I do Stun focus across the party and have either an assassin or Interceptor/Librarian perform the execution. This can lead to execution streaks sometimes, especially with AOE stun effects, and Crushing Charge is AOE stun.
I would get both skills, prioritising psycannon access tbh. Crushing Charge I find is often hindered by terrain and it can leave you out of position from the team. It's not a bad skill to pick up, but you don't really need it. On the other hand, having access to a source of ranged AOE that ignores cover is very handy at all times. Also, unlike grenades, they won't be knocked back out of their cluster (so you can follow up with Vortex or Interceptor/Eversor multistrike abilities easily).
Psycannon is also a great way to trigger environmental explosives, as you can target an enemy and usually reach a nearby barrel etc with the AOE. Given that grenades fall off past early game (and Line of Sight to explosive objects is often bugged), I find it handy.
There is also a specific Reaper where taking four psycannons (2x Justicars, 2x Purgators) is very effective. You Astral Aim body parts off him with Purgators, while the Justicars handle Bloomspawn clusters that spring up in the arena as you battle.
I guess if you have psilencers, interceptors or other easy ways to cancel overwatch, you can rely on those.