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I always take Cassia. She's just too good whatever you do with her. A Mary Sue and if you do end up playing Psyker, she has the best means to reduce the Veil Degradation bar. Her Navigator powers are basically like Psyker powers but affect the veil in the opposite manner in many cases. Cassia can be a front line tank and AoE death dealer/debuffer with her Stare powers (at the same time). A great build, but feels funny having your NAVIGATOR TANK EVERYTHING... Kind of risky story wise ain't it?? lol. She can be a really good Officer/Grand Strategist too in combination with her Navigator powers (that's the way I play her).
Argenta is just a power house. Also a Ministorum Priest as a Sister of Battle. I haven't checked if they gave her a special Origin though in the new streamer pre release versions. The background Origin makes her very good at generating Momentum for specials, which means she's great for focusing Officer extra turns on so she uses more Heroic Acts. In this case she can easily within Two Rounds, take like 4-6 turns + Heroic Act. Especially with two officers in the group. These turns are devastating with a suped up Bolter + all the buffs.
I liked Pascal as my direct spike damage, mass debuffer guy. He's also a good skill monkey and he's great in that he gets to use heavy weapons like Plasma Gun + Heavy two handed tech axe together. Easy AoE ranged armour penetrating damage with Plasma then run up and AoE sweep two hexes in front (or was it a circle?), or cut one enemies head off clean with Assassin powers. He's also good for spreading Mass Clues. Mass Clues you can trigger all at once with your AoE Plasma + AoE Axe.
I'm also not removing the option of choosing another origin like navy officer, i speculate that there may be some changes in how some origins act in the full release compared to the beta.
I had a vague idea of how a mid range navy officer could buff both the back line and front line with its abilities if you position yourself right, also i do not plan on using the navy officer companion, leaving a convenient navy officer sized whole in my team.
I could post the build, but I don't want to be embarrassed if things don't work the way I think they do! Again it's like 1-2 TLDR posts long with personal notes etc. lol.
Navy Officer does have its great ups, but I do leave that to Abelard. I really like him in the Party RP wise. I did great on Core Difficulty (highest in beta but we now have higher ones). That was with a gimped 2nd archetype for my MC and Cassia, which will have Grand Strategist which basically allows you to use 2-3, 0 AP Stratagems per turn with the right Talents and can fill similar functions as Navy Officer. Also Sanctic powers would probably go well on Heinrix as a second Psyker school too if you don't want it for your MC. My Beta party was pretty much the following and will be on release:
- 99% of the time Abelard was in the team, as a heavy tank that didn't have full compliment of Navy Officer talents in the Beta. He was the best tank. I probably could only do better with Cassia as Navigator Tank.
- Heinrix dodge/support tank with psyker support/dmg. Just another body to keep things off backline and most importantly, Argenta. I tended to switch out Heinrix for another character when story demanded it. Like i hinted above he will become a Vanguard Biomancy/Sanctic psyker tank likely. This way he can provide another Word bubble in addition to my backline Sanctic.
- Pascal as skill monkey, damage spiker boss finisher as an Assassin/Operative whatever it was. Clue spreader. I would swap out for Idira who fills a similar role when she was better suited for the occasion.
- Cassia Leader/Vanguard (because Vanguard was only Officer option) turned Officer/GStrat/Navigator at release. Mostly taking Navigator powers. She also destroys Veil Degradation with some of her abilities, keeping it easily at 0ish for a Psyker heavy party.
- Argenta always as main DPS wiping out armies and bosses with infinite turns of holy purging might. Nuff said. :p :P
- MC as an Officer, GStrat, Sanctic along with Cassia to enable Argenta's smiting powa!
Will probably advance into Master Tactician and start advancing and provide momentum for my party.
Party will probably be Argenta, Cassia, Abelard, Pasqual and Ulfar, probably would BLAM Idira and Jae but we will see.
GLORY TO THE EMPEROR!
I see hollow prayers to the Emperor and heretical hypocrisy at the same time! PROOF:
Yeah you can't hide the truth! YOU TURNCOAT!
I completely forgot about Ulfar actually lol. We get him in the Beta so late that he's in the game with lackluster gear for like 5 seconds. :D
Ulfar for my main tank.
Heinrix for melee damage, a front liner so to speak.
Cassia as a grand strategist (I hear good things about having her be one).
Yrliet as a rear based sniper, and having a xenos is interesting.
Pasqal as i just really like my tech priests, i can decide how i want him to be later.
As i like diversity, if i decide to go psyker, i will swap out Heinrix for Argenta.
She's Voidborn Homeworld at least in the beta. This gives her access to "Be Smart" and "Contagious Luck" talents. Be Smart allows a Voidborn to use their Intelligence instead of Fellowship for abilities. So all the times an Officer or GStart ability mentions Fellowship, it will calculate with INT. So Cassia can now focus on only INT/WILL.
On top of that conversion talent from Voidborn, she also has a talent Mind Over Matter that calculates Wounds from Willpower instead of Toughness and all resistances are based off Willpower if it's higher than base characteristic used. In addition to that she has another Navigator Talent that calculates Dodge with Perception instead of Agility. Nutty as not only do these talents make her a great tank, but also a very tanky support character). I can't stress enough how OP Cassia is at almost any role.
Contagious Luck won't effect Strategems I believe a Dev said, but it does work on Officer and other buff abilities. Basically when you use an ability that targets an ally, it buffs your allies with an allied version of Voidborn's Fortune feature for one turn. Buffed ally rerolls a failed Attack, Dodge, Parry, Characteristic Check, or Skill Check at a 20% chance of success. Also an enemy is forced to reroll a successful Attack, Dodge, or Parry against ally with 20% chance of failure. In both cases, reroll cannot be above initial chance of the inital roll. So if first chance was 5% then the reroll can only be 5% max not 20%.
Contagious Luck is one of the things I want to take on my MC Sanctic Psyker. if I can buff a whole bunch of Worded party members/Allies all over the map with Word based Powers (Light, Hammer and Shield of the Emperor). They will all gain things like Contagious Luck, "Focus!," Inspire courage etc etc all at once for like 1-2 AP in addition to the power used.
Anyways back to Cassia and a good point for GStrats overall: In addition to the 0 AP and 1 AP refund Strategem usage, there's a GStrat talent called Supporting Zone. It allows Officer abilities to be used from any range, on any ally within a GStrat combat zone that had a Stratagem used on it by that Officer/GStrat. So you could have Cassia or any Officer/GStrat on one side of a map, use a strategem on a GStart zone on the other side, then start using Officer abilities on allies within it. I'm guessing this includes Voice of Command too, so essentially you gain infinite ranged Voice of Command too which allows your VoCed ally to leave that combat zone on the other side of the map and can still be hit with officer buffs from all officers. Combine this with the Officer Talent Lasting Impressions which makes VoC linger around longer. Then abuse repositioning zones and use strategems to recast VoC on distant allies yet again.
Anyway, Khorne and Nurgle are like the bro-est Chaos Gods anyway.
Aside from that, probably just replacing Heinrix with my own Rogue Trader. Team selection kind of limited since I'm going to pretend the space wolf and dark eldar don't exist and either boot them or kill them off the first chance I get.
Here's a Psyker video showing a good amount if not all psyker abilities/talents if you haven't seen it:
https://www.youtube.com/watch?v=D5a7a-SJmOU&t=1352s
On the companions *Spoilers*: Space Wolf you can leave/kill right off the bat to rot in his cage or kill him as a threat since he's basically 90% feral when you find him. The Dark Eldar is very killable and probably the way to go as he's the main Dark Eldar antagonist for Chapter 2 and he's a evil jackass. He gets his by screwing up so much he gets thrown into the pits to fight where you can either finish him off in arena battles or recruit him in release.
I've already seen that video, but thanks anyway, maybe others haven't seen it. I think it was either him or Mort, but one of them in their general impression of the near-release build they got access to said pysker was still kinda rough and seemed to be missing stuff (i.e. some spells were wrong text and icon, some seemingly possibly missing, etc) and how there was still no reactivity aside from a little more early on. I think it went up to Psy rating 4 and maybe not even complete ratings lists (I hope not, the current list is miserably horrible and 90% buffs/debuffs), but release is supposedly going to be higher ratings too so there' are spells we haven't seen.
So yeah... Besides, they themselves said they weren't originally planning on adding Psyker and it felt kinda jammed in the last minute from what I tasted during beta, but it's all I'm interested in playing as so I'm hoping it's at least a little filled out.
Good to know about the two characters, the dark eldar might make sense for a heretical run if you think you can keep homeboy's hunger for blood and cruelty sated, though I didn't realize it was him, I'm pretty sure I played that far (skipped a lot of story stuff to save for release) but if that's the case I doubly don't want him.
As for the space wolf, shouldn't have been in the game to begin with so I will definitely always leave him in the cage.
Yeah there does seem to be some minor polish missing, but again I do think it's almost if not a complete list. I say that because after planning my character out fully, I don't see much more space for yet another set of Psyker abilities/talents. Also there's only two tiers of actual Archetype content, with Tier 3 Exemplar being basically "bonus levels" to pick up what you couldn't afford earlier.
The typo Psyker description was for Sword of Faith, a Sanctic Psyker ability. This was a good thing for me because it gave some better info for Word of the Emperor lol. I'm actually hoping Sword of Faith is not that good because I don't have space for it lol. Although I am going to make Heinrix a Biomancy/Sanctic Psyker so he may be better for taking it.
Remember that Psy Rating level goes up with Veil Degradation (I think. At least from what I remember). There's also talents that increase it as well. One very notable one being Sanctic's Psalms of Heroes (duplicated in video as a choice so another bug lol). It adds +1 Psy Rating every time an ally uses a Heroic Act until the end of combat. This is honestly a huge buff especially in an Officer heavy, Momentum crazy Squad. I know from my own play through that by the end of Chapter 2 my Squad was using 4-6ish Heroic Acts per hard battle. So this talent by itself can double your Psy Rating. It's also a good way to ramp up higher Psy Rating early.
The other thing to remember is that their version was "Feature Complete," but not the actual final version. Much like how the Beta was an older version of the game than what they were working on at the time.
At the time of the beta I had to load a save game to check who the Dark Eldar was... I thought he was a female in Chaper 2 for some reason lol. So in Chapter 3 I was like "Who is this dude his portrait looks familiar? Oooh he's THAT Dark Eldar! ...And it looks like he's gonna be a companion too for release... That i'm not sure even my Benevolentia character can forgive."
The Space Wolf is out of place just from a power perspective, but he's honestly a refreshing character once you make him "lucid." He like many Space Wolves are Old School Imperium. In addition he comes across as a Barbarian character rather than some OP super Paladin. It was quite jarring and surprising "trying" to talk with him initially.
I think you're misunderstanding how psy rating works, it's basically your spellcaster level and improves older spells while allowing you access to better ones.
Oh I know (I think :p ) how it works, but I just think the amount of new spells... oops Psy Powers hehe, is going to be limited to what we have now or saw in the above video. I would be pleasantly surprised if there were more abilities since Psyker overall has waaay more than any other Origin already. In addition to the fact you can pick up the other Psy schools along the way too and multiclass with them. It wouldn't make much sense for Psykers to have 100+ talents and abilities and everyone else including actual Archetypes have only 10-20ish max...
For those that don't know, Psy Rating's main purpose is really for formula calculations within Psy abilities and talents. Example: "Imaginary Psy Attack" does "X" damage equal to 10 + (5 x Psy Rating). Psy Rating being how high your Psy level is of course. So attacking with this Psy power with Psy Rating 0 (what a Sanctioned Psyker starts out with), would do 10 + (5 x 0) = 10 damage. With Psy Rating 4 it would be 10 + (5 x 4) = 30 Damage.
The power of that Psalms of the Emperor Sanctic talent I mentioned, is that you can get some huge power spikes with your Psy Rating beyond your base Psy Rating level, without risking higher Veil Degradation or too much upfront investment into Psy Rating talents (that are level gated).
Using my made up Psy attack again: Instead of taking Psy Level 1 at around level 10 due to the level requirement, I picked up Psalms instead without any level requirement. In some long battle my allies used their Heroic Acts 6 times overall. Because our party overall used six Heroic Acts by this point, my Psyker's Psy level went from 0 to 6 during the fight. By the end that means my attack was then doing 10 + (5 x 10) = 60 damage as pposed to the initial 10 damage at the beginning. 600% more damage with very little opportunity cost or talent investment. Just allies using their Heroic Acts. Also, this could easily be taken at super early levels (I wouldn't but you could).
Now I can't remember if Psy abilities are gated by school proficiency and Psy Rating Level, or school proficiency and ability gating (like having to take the first Biomancy heal in order to access the regeneration ability or whatever). If it's based on proficiency and psy rating than yeah, taking Psy Rating 1 ASAP to unlock a much needed "T2" Psy ability, would likely take priority over Psalms.
I mean outside of the Forge-world background I guess, having some kickass metal arms that add +1 str ain't bad.