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You also want the fencers boots from act 3.
This makes it so any time you parry you hit them with a sword and with a pistol shot.
There is also an item i forgot which slot its on now, but it makes it so if you crit with a pistol shot you get an additional free single shot attack each turn.
There is another item agian i forgot its name but it increases your range by BS bonus/2 which on arch militant is hilarious because you cvan shoot across the map with a pistol.
Just stack parry, and obviously go arch militant.
You want Confident aproch + Calm and steady
armsmaster
reckless rush + All out
WIld fire + what ever talent makes it only take 3 stacks vs 4
It gets to the point that my arch militant sword and pistol guy can get like easy 5 attacks a turn.
If you go soldier arch militant, your gonna wanna be all about abusing your pistol as much as you can, obviously. With warrior your gonna want the boots and the auto striking swoard and be all about getting up close and abusing your high parry.
So if you want warrior arch militant i would say proabbly better off with death world? Forge world seems ok, but just, idk something about ti never appealed to me because alot of it seems based off int which a warrior arch militant wont ever use.
Personally, I find Plasma worse, except on Pasqal. Otherwise, Melta is better. Better per shot damage, better AoE, better Pen.
And, as someone said above, I do intend to focus more on melee, with the pistol being there for "fun, or when needed"
THAT SAID! if you use the head peice that gives you range of BS Bonus /2, its quite funny being able to shoot like 12 cells wiht a melta pistol.
Though if you wombo combo a warrior arch militant build with cassia point of curiosity it might work pretty damn good.
But the only one with a 1 Ap AoE option IIRC
Nah melta kinda sucks, its to low of ammo, and to low range to be useful. Plasma is all around better, since its so much more versatile. Yeah the armor pen of melta is great and all, but not being able to apply that to a target because its outta range blows. Plus with plasma the AOE is so useful.
I don't think those work with Flensing faith? THough maybe.
Playing around with Argenta and Ulfar, I'm leaning towards Soldier being the better idea into Arch Militant. Run + Gun is basically a cheaper charge with more flexibility and damage, and if you use it after you shoot your pistol, doesn't even come with a penalty (as the nerf to BS won't affect your sword swings). Grab the gloves that makes it not cause winded, and you can do it every turn/extra turn. Might be a bit less tanky though, but enough dodge chance and you can effectively walk around freely anyway.
Thing is you can't really make a good Sword+Pistol build, got to specialize either in melee or range else you'll be meh at both, and will waste half you characteristics half of the time
I build gunners (dual 1H for short range and 2H for long) around BAL and AGI+PER, low armor high dodge, Soldier+Arch seems the best combo, Assassin can be fun
And melee around WPN and STR+TGH, Warrior+ Vanguard, high armour (Hvy) low dodge, not sure about Assassin there