Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Neoz Dec 20, 2023 @ 1:26am
plasma, melta and flame weapons need a buff
In my experience, these weapon types are pretty sub par compared to the others. I always find myself asking. Why use this when I could use a burst or sniper weapon
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Showing 46-60 of 96 comments
Neoz Dec 20, 2023 @ 7:49am 
One shot, one kill.
Khloros Dec 20, 2023 @ 7:56am 
Eh, i have pretty good time with my MC arch militant with plasma and a sword.
Granted he is also equiped with double plasma pistols in his second slot as well so he just alternates between bursting, single shot, line shot, so that way im stacking 2 versatility a shot, once you ramp them up to like 16 stacks of vers, you can start poping people with plasma for like 100+ damage from a single shot which on an arch militant is pretty damn good.
corisai Dec 20, 2023 @ 8:00am 
Originally posted by Khloros:
once you ramp them up to like 16 stacks of vers, you can start poping people with plasma for like 100+ damage from a single shot which on an arch militant is pretty damn good.
You're joking, right? Assassin, for example, could do 250+ hits in Act2 since turn 1 without any kind of building up stacks.

If your Arch-Militant is mostly melee one and this is secondary damage for him - it's a bit different. But as main source of damage ... O_O
JimmysTheBestCop Dec 20, 2023 @ 8:01am 
Pasqal with a plasma in a sniper build is basically exactly the same. If you go operative assassin. Basically no difference. He suppose to be your plasma guy like Argenta is bolter girl.

In my experience if you want to go AoE you have to go master tactician for 4% dmg per stack.

I think mast tact from turn 1 with no ally buffs on them can out dmg arch militant.

Arch militant doesn't have a lot of stacks to like turn 2 or 3. Master tact's can have hundreds on their first turn.

Crime lord master tact for even more dmg
Khloros Dec 20, 2023 @ 8:03am 
Originally posted by corisai:
Originally posted by Khloros:
once you ramp them up to like 16 stacks of vers, you can start poping people with plasma for like 100+ damage from a single shot which on an arch militant is pretty damn good.
You're joking, right? Assassin, for example, could do 250+ hits in Act2 since turn 1 without any kind of building up stacks.

If your Arch-Militant is mostly melee one and this is secondary damage for him - it's a bit different. But as main source of damage ... O_O
Yeah thats his secondary pistol thats hitting for like 100, garunteed crits.
So he will get to shot that pistol like 3 times a round if not more, and i have the item that gives you increased ranged by BS Bonus/2 so eventually my arch militant has a range of like 20 on his pistol.
jonoliveira12 Dec 20, 2023 @ 8:05am 
Originally posted by JimmysTheBestCop:
Pasqal with a plasma in a sniper build is basically exactly the same. If you go operative assassin. Basically no difference. He suppose to be your plasma guy like Argenta is bolter girl.

In my experience if you want to go AoE you have to go master tactician for 4% dmg per stack.

I think mast tact from turn 1 with no ally buffs on them can out dmg arch militant.

Arch militant doesn't have a lot of stacks to like turn 2 or 3. Master tact's can have hundreds on their first turn.

Crime lord master tact for even more dmg
I actually went Assassin for Pasqal. Even without the Master Tact buff (my MC has that) the Plasma Rifle I gave Pasq still goes through everything real quick.

Master Tact is definitely a self buffer, and gets a few skills with even no AP or MP usage.
Orchestrated Firestorm is also a huge nuke against anything big.
Neoz Dec 20, 2023 @ 8:06am 
Master tactician is a great archetype. But it's much more of a slow burn imo. Not to mention you rely on your members to stack your primary resource.
Mack Dec 20, 2023 @ 8:09am 
Meltas are garbage. They made them a crap flamer instead of a single heavy beam weapon, there's also not (as far as I've found) items to assist.

A full pyro build is okay. I made a character (based on that old 40k comic character The Redeemer). He's level 36, just finished Act 3. He's got various things that improve him:
* Heavy Flamer (and a sword + hand flamer)
* Arsonist' Bracers (+3 damage from flamers)
* Pack of Reagents (+2 burning damages)
* Pyromaniac Boots (can't suffer burning from walking on fire, and +3 burning stacks if on fire)

Talents & Skills that are useful are Rack & Ruin, Concentrated Fire, Flame Weapon Prof & Flame Weapon Expert, Flensing Faith, Heavy Weapon Prof etc
Last edited by Mack; Dec 20, 2023 @ 8:19am
Neoz Dec 20, 2023 @ 8:11am 
Hope he is a Pyro/bio psyker to round it out. Fire/burning from flamers counts as burning for Pyro abilities.
Last edited by Neoz; Dec 20, 2023 @ 8:12am
Draken Dec 20, 2023 @ 8:26am 
Originally posted by Khloros:
Eh, i have pretty good time with my MC arch militant with plasma and a sword.
Granted he is also equiped with double plasma pistols in his second slot as well so he just alternates between bursting, single shot, line shot, so that way im stacking 2 versatility a shot, once you ramp them up to like 16 stacks of vers, you can start poping people with plasma for like 100+ damage from a single shot which on an arch militant is pretty damn good.

How do you stack 2 versatility a shot?
I though it was always 1 versatility each time you use a different kind of attack.
Xerkics Dec 20, 2023 @ 8:33am 
Originally posted by Mack:
Meltas are garbage. They made them a crap flamer instead of a single heavy beam weapon, there's also not (as far as I've found) items to assist.

A full pyro build is okay. I made a character (based on that old 40k comic character The Redeemer). He's level 36, just finished Act 3. He's got various things that improve him:
* Heavy Flamer (and a sword + hand flamer)
* Arsonist' Bracers (+3 damage from flamers)
* Pack of Reagents (+2 burning damages)
* Pyromaniac Boots (can't suffer burning from walking on fire, and +3 burning stacks if on fire)

Talents & Skills that are useful are Rack & Ruin, Concentrated Fire, Flame Weapon Prof & Flame Weapon Expert, Flensing Faith, Heavy Weapon Prof etc


Does pack of reagents make much difference ? I got a cloak where I do 15% more dmg if I took dmg this round
Khloros Dec 20, 2023 @ 8:38am 
Originally posted by Draken:
Originally posted by Khloros:
Eh, i have pretty good time with my MC arch militant with plasma and a sword.
Granted he is also equiped with double plasma pistols in his second slot as well so he just alternates between bursting, single shot, line shot, so that way im stacking 2 versatility a shot, once you ramp them up to like 16 stacks of vers, you can start poping people with plasma for like 100+ damage from a single shot which on an arch militant is pretty damn good.

How do you stack 2 versatility a shot?
I though it was always 1 versatility each time you use a different kind of attack.
IDK if its a bug, but probably is, if you use a weapon that has a burst or a area attack and hit 2 people with it, it gives you 2 stacks per shot.
So if you are rocking 2 plasma pistols you can hit things with a line shot, get 2 stacks, hit 2 with a burst and get 2 more stacks. by that point you should crit and i got the item that gives me a free single shot if i crit which as an arch militant is ez as hell so.
Carl Hamilton Dec 20, 2023 @ 8:38am 
Originally posted by rorek55:
In my experience, these weapon types are pretty sub par compared to the others. I always find myself asking. Why use this when I could use a burst or sniper weapon

I did 300 damage with a hand flamer in 1 turn at level 22 on Agenta. Purging heretics with fire is among the most effective things in this entire game imo.
TaKo Dec 20, 2023 @ 8:50am 
Originally posted by .//slayer:
You probably won't use burst fire in a situation when your frontliners are surrounded by enemies

there are multiple ways to ensure your frontliners dodge the burst

Originally posted by Carl Hamilton:
I did 300 damage with a hand flamer in 1 turn at level 22 on Agenta. Purging heretics with fire is among the most effective things in this entire game imo.

you could have done considerably, and i mean CONSIDERABLY more with a burst attack due the sheer number of hits burst attacks can put out
Last edited by TaKo; Dec 20, 2023 @ 8:54am
Mack Dec 20, 2023 @ 9:03am 
Originally posted by Xerkics:
Originally posted by Mack:
Meltas are garbage. They made them a crap flamer instead of a single heavy beam weapon, there's also not (as far as I've found) items to assist.

A full pyro build is okay. I made a character (based on that old 40k comic character The Redeemer). He's level 36, just finished Act 3. He's got various things that improve him:
* Heavy Flamer (and a sword + hand flamer)
* Arsonist' Bracers (+3 damage from flamers)
* Pack of Reagents (+2 burning damages)
* Pyromaniac Boots (can't suffer burning from walking on fire, and +3 burning stacks if on fire)

Talents & Skills that are useful are Rack & Ruin, Concentrated Fire, Flame Weapon Prof & Flame Weapon Expert, Flensing Faith, Heavy Weapon Prof etc

Does pack of reagents make much difference ? I got a cloak where I do 15% more dmg if I took dmg this round
I have a cloak that does 15% damage but only to enemies that did damage to him. That's only about 3 damage. If it were a straight 15% I might use it.

I'll say the build isn't one of my strongest. I have four always picks, my PC, then Argenta, Cassia, I need Abelard because he's a very tanky melee character with a lot of speed. I usually take Pascal as a 2nd tank/melee + tech skills, and that leaves the final slot with my Flame Redeemer, Yrliet and Heinrix as my last choice.

He does look cool as hell with his sunglasses and his radiant heavy chestplate.
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Date Posted: Dec 20, 2023 @ 1:26am
Posts: 96