Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
for heinrix i also made him assassin but he less effectif
But I am also not min-maxing and am using just what is for fun for me/works for my playstle. Therefor I am not sure if it actually is an "optimal" build or if it would be fun for you.
Idira I usually throw out really fast. So I can't say anything about her build.
Focus on perception, balistics, maybe intellect
Lore to max warp (other stats up to u)
Idira has low INT which is unfortunate because operative needs that. I have specced her into Assassin just for Elusive Shadow for extra survivability. added Biomancy for extra healing buffs and Warp Speed. Main stats are Willpower and Perception with additional INT and AGI as possible.
Thankfully psyker is attached to character origin. A crime lord character will probably be a more optimized sniper/assassin but Idira can be at least 90% as effective and comes with interesting dialogue and RP options.
the key combo lies in keep your distance and dance macabre, high dodge and high MP
warrior Defensive manoufers and cautious disengage let him disengage at lower mp cost, so you just need to in and out single opponent to trigger KYD
Danse macabre will make opponent make less damage to you if they hit you, make sure they dont, and while under danse macabre use Elusive shadow and keep moving in and out from opponent to trigger KYD
learn Telepathy, because there 2 talent in there that we need Weak Hearts and Mental Breach, Mental Breach will make sure we will trigger KYD more often and Weak Hearts combined with Deterioration and edge of dawn is 30% more damage
thats our KYD set up
next damage, take Deadly calculation because it will trigger biophysical distortion, sanguine syphon, imminent demise , and lethality heightens. (Aftershok apply to all of the above but its a bug)
for skill damage take morbid pirouette, this will let danse macabre to deal and trigger said above talent
focus is agility then willpower. TGH and WP if able
take bloodrinker staff and any leftover +PR equipment your party doesn't use
and equip battle scarred cape to mitigate self bleed, you might want to learn regen as your exemplar skills if you dont want or already have warp speed
end result is many prone bleeding envenomed poisoned opponent in your wake
Idira in the other hand, had SK and HoT is work properly there should be shenanigans can be done with Precognition
edit : actualy scrath that, with prey scanner you should be able to trigger SK and precogniton many times, with that much higher chance to self combust kekW
Main bounty hunter
Iridia given free extra turn
Every time
You kill an enemy
And since the game is a buggy mess
Magic is not considered an attack.
You get a free turn in which you not supposed to be able to attack and the enemies are meant to be considered immune to damage.
Henrix is a cleric
The cleric dies in combat it can not heal anyone. Give the sword to Iridia if you wish
That's what every loyal servant of the God Emperor should do with heretical witches.
For Idira I recommend you go into Psychic Assault as early as you can. There are also debuffs on resistance and buffs on damage, plus it stacks with analyse enemy mechanics, allowing her attacks deal 100+ damage per attack (and I'm in act 2, playing on Daring). I chose her to be Bounty Hunter because of the following:
1. Savour the Kill allows her to get an extra turn whenever a prey is killed. Even though she can't attack, she can still use her abilities (including damaging ones, which is probably a bug)
2. Withdraw allows her to autododge a melee attack which is a nice safety feature
3. Ensnare the Prey is a very strong ability and a good defensive option. The fact that there is no save roll for the prey is crazy
I like Idira a lot and she can dispatch dozens of enemies completely on her own, effectively stunlocking them, and defensive options she gets from BH allows her to get greedy
For Heinrix I tried making him into Assassin but again he needs a lot of stats to be able to do all that and ends up being inferior at everything, so I scratched that and respecced him into arch-militant instead. As many people pointed out, he is primarily a buffer, I like Warp Speed ability and my next will be mass healing one. Taking Adrenaline Surge talent allows you to pump crazy amount of buffs on turn 1, making heal spell effectively free, etc. I chose Arch-Militant because of Wildfire ability which I planned to combine with lightning-zapping staff to make two attacks per turn, plus that archetype has the best heroic act in the game imo, with a free attack until end of combat. The problem with Heinrix is that he doesn't get close to Idira in terms of damage so even multiple attacks from him are not that devastating. Also I thought that alternating his sword with psy attacks would generate versatility stacks but it apparently does not... So his contribution is usually to give bonus to resolve and +AP to Argenta, so she could pop her heroic faster and go off :) After than he can take care of some regular enemies so that they don't harass the main team.
The psy kaboom build starts getting viable in act 2 though, don't try it in act 1 unless you don't mind reloading a bunch.
Core parts of the build is her Warp Conduit Gloves and maxing peril ASAP by casting as many powers per turn as possible (easy by spamming major powers through Finest Hour). Once she gets going she basically gets +1 psy rating every time she casts anything (because she triggers either perils or psy phenomena every time) and once in act 3 and get warp reflex ring you also start getting extra turns whenever you cast anything so she becomes semi-infinite (I don't think you can trigger a bonus turn from a bonus turn so it's not a true infinite however Idira gets enough bonus turns so that you never have to worry about an enemy or your other characters ever getting a turn). As long as you popped finest hour on her with death prevention upgrade you don't really care about blowing yourself up either, though I think even temp hp gain from the gloves might prevent that cause the self explosion might be coded as getting damaged by your current hp amount but her hp amount goes up before the damage is delivered. At least I tested her on later levels and for some reason she never kills herself anymore, just is left with a sliver or hp.
I think when optimised she's legitimately the most powerful/unhinged character if you learn turning her weaknesses into strengths. Has more synergy with a Heretic run since you'll get even more psy phenomena, AP and more momentum, but powerful regardless. All her archetype choices are good, Assassin will deal the most straight up damage, but BH can cheese even more free turns from Savour the Kill (which due to a bug/feature(?) still allows you to use damaging psy powers) and GS allows to go first, but is probably better relegated to some officer that sets her turn up.