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Αναφορά προβλήματος μετάφρασης
you are crying but in truth Psyker are more than fine and they work with a lot of archetype, they are also the only real flexible origin... how many other origin can pretend to have a pool of like 20 spells, and 30+ skills ? none
it's like saying CAN WE TALK ABOUT ASTRA MILITARUM BEING USELESS on its own ?
like dude, any "origin" is worthless without archetypes to support it... don't be so dense.
if anything the psyker brings way more than other origins just because it scales in power throughout the game, and keep bringing perks/skills if you want to, nothing forces you to pick them tho. just picking a decent buff, some passive and psy rating is more than enough on its own.
you will find lot of items scaling on your PsyPower for various stat buff. and considering the way Sanctic can scale it's Psypower (+1 per people doing ultimate) ... any bonus granted by those items is absolutely bonkers.
there are armor giving 3xpsy% dodge rating, with 10 (in fight) you are at +30% flat dodge, for an item you picked in act 1, with a normal build you should be around 50-60% with almost no investment into agility. if you are a Diviner, you would scale your dodge (and that of your allies) by 3xpsy rating on top of that.
there is an heavy armor you unlock through rep that can give you +1 psy rating everytime a psy anomaly occurs... so if you play lot of psyker it will happen often. and you can scale well beyond psy 15 in longer fights
there's unsanctioned gloves, giving you +1 psy rating when you trigger a warp effect
there is a book incresing chances to trigger warp effect.
but to get back to your statement, Psyker is an Origin, not many origin even remotely scale the way psyker does, or provide anywhere near as much flexibility.
Taken on their own, no origin is even remotely good, they ALL depends on synergies provided by picking 2 archetypes.
i already play 3 psyker, and even when the bar is full it doesnt trigger all that often to be honest, and like i said, considering some items give +1 psy rating per trigger i wont mind.
Idira basically gains +2 psy rating per trigger right now. and +1 when anyone ultimate.
she regularly end up at 10-15 power rating in some fights.
when i get the Ascencion level i can become an unsanctioned psyker too... then i'll be the one getting all those advantages.
I'm not talking about trash fights, but most of the set fights so far where I need warp abilities start out mostly full for whatever reasons.
Yeah, I know about talents to reduce perils blah de dah, but chain using warp abilities in tough fights tend to summon adds for me, or my psykers pull out guns and do NON psyker stuff.
Tough luck if there is an enemy psyker, better kill it quick cuz you know it's going to run up perils.
I swear the deamon spawns from my own psykers have done more damage to me then the regular enemies.
honestly, i was afraid at first too, when i summoned random ♥♥♥♥ in early fights, only played 2 psyker back then, then you gain in power and you realize that those warp anomalie and spawn dont do much when you can one shot them 2-3 turn in any fights. (and that is playing on hard difficulty) you really dont care, you spam your psyker skills on heinrix/idira/my and dont give a F about the veil bar at all.
sometimes just idira randomely get one shot, but it's rare, probably happened like 2-3 times up until act 3.
to remedy that i gave her an item i found that basically auto resurrect her on her next turn if no one kills her on the ground, and i have someone else alive.
I"m not talking about psyker as an origin.
Make it come with huge penalties for the rituals of binding. I don't care.
I'm talking about psyker abilities like Ignite, Molten Beam, Regeneration and so on.
And this abilities which you need to pick like any navigator ability.
That is what I wanna to talk but I say "omg, this ability deals less damage than other abilities and lacks any visual effect," and all that comes is " if you stack 65461568514654681466846165 debuffs in the enemy you can kill them with that ability"
When it is not the point. My point is that in Dark Heresy TT game and in lore, Psykers can do a lot of cool stuff, in game, they can't.
I would trade ALL psyker abilities in this game for half of the TT versions of only Telekynesis. Hell, a accurate force bolt from TT, the most basic ability would be better than all abilities combined.
Aren't abilities which you pick in the trees like anyone else, if you are disarmed which will happen in act 3 , you can't use them. If you are a pure biomancer and the unique offensive ability from you comes from a staff, you are screwed in that part.
You miss out on xp and loot if you do btw,: some battles have reinforcements that won't show up if you finish off everything too early.
How do you stack resolve from Word of the Emperor so fast btw, doesn't the cooldown prevent that?
Less screwed than if you're a soldier built around a specific gun. You still have other powers to fall back on. Weaponry is part of your build/kit.
That is all that I want to make changes in psyker. I'm not talking about Origins, archetypes or anything like that. I'm criticizing the fact that pyros have only "ignite" and a worthles fire storm. That biomancers lack any offensive spell. That there is no telekynesis in the game.
lot of setup and careful building of character.
- lower first-skill use veil generation
- higher resolve when under 10 veil (really only important to get stack rolling fast)
- some other higher resolve from the leader/tactician (forgot)
- The word of the emperor is 1+psy rating, so at my level psy 3-4 it's 4-5 resolves from
me/idira/henrix when they play. yes... 3 Sanctic psyker.
i play with 3 leaders, (me/Jae/cassia), I give free turns to my psyker, to get all the defensive buffs + an extra word from the emperor with the free 2AP it gives.
Basically at the end of turn 1 (end of act 2).
3 extra turn given to psykers + 3 psyker normal turn = 6*4-5 resolve given to the whole team so 24-30 + their own base. which means usually above 30-35 by turn one.
and as you guessed i picked the Critical rate increased by +resolve%, so turn 1 ... at least 25% crit, turn 2, 50%+ ... so on.
turn 2, is where the fun begins.
either i already have Ultimate up just from playing them or the first kill will give me enough to trigger.
so kill whatever with whoever was available at turn start, get ultimate, use that just to trigger the perk on my 3 psykers giving them +1 psy rating.
and use the "give free turn" from me/cassia/Jae to whoever is best suited to deal damage. my Tacticians provide free damage boost, free repositioning, and more more extra turn.
- Resolve : increases amount of archetype ressource you generate as a Tactician per turn (including Extra ones).
- gave tactician Inspire (+1 flat damage per 10 stacks consumed)
- your base skill as Tactician is consume up to 99 stacks, +4% damage per stack used, lose 50% of total ressource, so ... +396% damage on your psyker skills for free until battle ends from here. so get your own stack to 99 FIRST, then give damage to whoever.
and meanwhile, all sanctic psyker also gain raw power from resolve... better tanking spell, better heal, better damage. so you double-dip on stupid damage output.
well we dont have that, but Psychic blade exists in Sanctic, and it's very strong, albeit an ultimate skill, and you have a Deflection perk into Sanctic (same idea as what a force field does)
you did not read the spell list and description of the origin did you ?
you have Domination (makes a target use all MP to move towards you) and you have mind rapture (mind control to attack an ally, AND takes psychic scream damage on top) into Mental specialization. Cassia has a spell called terrify i think. not psyker tho
yeah we dont have that either.
although the Lightning staff is what bio-lightning would do.... so again. seems like you picked psyker at lvl1, read what you HAD on your bar, not what the description shows you get PER specialization and the future skills you unlock, and then proceed to cry about how bad psyker is at level 1.
i'd agree that pyro is not super fun compared to say ... mental, way easier to damage and aoe as Mental (on top of better contro/cc/debuff)
Sanctic has a very strong double scaling single target skill, and if you play melee, a very cool 2 hander psychic weapon later.
Biomancer and diviner are really relegated to buffer specializations, so they are decent "off spec" to pick, for support, not for a main damage dealer, but you can still do really good damage with a staff on them.
Thanks for the great overview & explanation!
i dont think it matters that much lol. i'm lvl 30 end of act 2, beginning act 3. and if i'm stomping on everything does it really matter if i get 10% more xp ? i think not.
but then i feel like my team is pretty much min maxed right now (for Companion only and no respec)
wish i could respec my Origin choice of pyro psyker.. it's literally the only thing i do not like about my build.
Part of the problem is all the skills scale with a multiplier off the psy rating.
So, Ignite for example is supposed to be 5 + 5 x Psy rating damage, but because 5 x 0 = 0, you just do a measly 5 damage, or whatever.
So, that little pea shooter does more damage than warp immolation. It does seem a bit of an oversight.