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no matter how hard i try i can't never get a non psy melee to march the dps of agentra bolter burst.
Pyro is mostly used for Orchestrate flames self-burn, adds a ton of fire damage on your melee (or "melee") attacks.
Lategame Heinrix casually be hitting for 2k direct damage and another 3k fire damage when he gets going.
You're not really gonna match a buffed up burst build on single target, but you can still get a ton of free slashes that kill most regular enemies plus single target damage in the thousands. Melee does work a lot better with psykers tho. For big damage try to maximize dodge & lethality and use killing edge on an opening.
But if you're not into Officer cheese, you can build a Warrior Vanguard to be able to grab the attention of a lot of mobs with Taunt, in quite the old MMO style, and be mobile enough to get into a good position for that, and tanky enough to take their "alpha strike" (even if you might need to heal a bit after their initial attacks), and if you position right then the rest of the team can mop them up (either Cassia if positioned right, or Argenta, or both). The Warrior's own Thunder Hammer (and later similar) AoEs are not to be sniffed at either, and they can easily finish off a little group that's already had much of its health chipped away.
If the enemy is too close, you cannot Charge, and therefore you do not get as many attacks per turn as Soldier, on average, specially after a Taunt, and you are already surrounded, so there is nowhere to effeciently Charge to.
If the enemy is close you get Slash (multiple uses of it per turn), or you can just take a few steps back and Charge again. Run and Gun is also "conditional", to use it you can't be Winded.
Taunt is mostly useless since best builds kill enemies before they get a single turn. Gets a bit better on Exemplar Assassin with Malign Influence as an AoE nuke that stacks lethality and vulnerability and doesn't count as an attack.
Charge should simply cross all enemies and attack them for one time.
Yes you can. You just need to take couple steps away and you can charge your target every turn.
So potentially you can get more attacks in than soldier on average.
With that said, my warrior character has walloped an enemy team before in the mid game. But since I have two snipers and Argenta burst, I don't really need my melee dude dunking on guys, more so keeping some of them distracted.
Lmao
For the simple reason why even have a sword on a warrior if all battles is going to be a hide and seek.
Turn 1, boss spray 12 shots into the warrior who instantly dies.
Turn 2 cassia gets her turn.
By the end of the game, if you reached this far and can't survive without a warrior, I don't believe they're honest.
Saying that Charge is a waste of 2 AP if you don't get the attack is wrong, and hypocritical unless you're also going to say that Run and Gun is a waste of 1 AP if you don't get the attack. You aren't saying that, though, because you're assuming that you are going to get the attack from Run and Gun no matter what, because you're using a ranged weapon as a soldier but pretending that somehow it is a melee build.
Soldier is definitely a better route for a ranged character than a Warrior; that isn't in debate.
Then Cassia doesn't get a turn.
But that's talking about a Warrior as a tank. If you want to say Tanks are pointless that's something different. You didn't say tanks were pointless, you said solders are better warriors.
If you were trying to say "having a warrior on your team is a wasted opportunity to have a solder instead", that's not what you actually said.