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번역 관련 문제 보고
With regards to Orchestrate flames - there's a lot of weird stuff going on there, and some on-hit effects double proc with or without it, e.g. the pendant that adds warp damage in melee always procs twice in the same way Orchestrate flame does. I do know it benefits from damage buffs on its own, even sword of faith affects it, that's how you get to crazy damages. However it's hard to tell what's a bug and what isn't there. As I already said I do think it's very good and probably the best Pyro power in its niche.
I haven't tried to go all out with Inflame yet, maybe you can get some build going, but the damage just seems too low and setup too heavy to make it competitive. I'll try to experiment with some builds and gear and see how far I can take it tho.
Iginte, Firestorm and Incinerate just feel worse than Telepathy and the generic chain lighting staff a lot of the time (I've run Telepathy/Pyro on idira for a time). 1 AP is only nice if you oneshot with it, which needs a lot of damage stacking, generally it's easier to oneshot things with Shiek and overkill them for a bunch to kill a 2nd target with pain channelling and likewise good lighting staves do way more damage than Firestorm. But if you're up against really low health mobs it can be decent for AP economy, sure. In practice I feel like I've used telepathy and chain lighting a lot more (with firestorm you also have to account that you need to set it up so that you actually have burning targets in the first place). Incinerate in my experience is outscaled by Telepathy that scales like PR * WP bonus and even Sanctic that scales like PR * Resolve / X, whereas Pyro scales like 10 * PR + WP bonus, so kind of linear versus almost quadratic scaling since you can scale both stats in the first 2 cases. Pyro staff is also better since it can crit and multiplies flat damage bonuses by the number of projectiles.
I've ran a similar build to that guide before that was even published (as an Assassin though). 9k is a bit of an overkill on it though, practically you'll finish all fights earlier than you can scale to that kind of a number, but 4k+ per hit you can see sometimes and it ignores any armor or dodge. It's one of the best damage dealers for sure but there are others on a similar level.
My main issues with Telepathy is that the powers between Psychic Shriek and Psychic Assault are rather underwhelming so levels when you take these don't feel good. And a few other things like Mind Siege and Pain Chanelling bugs. But I do think it's one of the better disciplines overall which is reflected in my rating.
AM Heinrix is great both as a tank and as a damage dealer. Unlike Vanguard your mechanics allow you to buff up proactively rather than reactively, which is a massive advantage. Cautious approach also gives status effects immunity, which a "tank" Vanguard lacks. Though tbh I've skipped it, you get enough defense from other sources and all out offense is better anyway.
The whole concept of Vanguard is backwards imo, it's a tank that needs to be hit to get better at tanking. But to be able to take hits you want to be tanky already. If Vanguard had alternative ways of stacking unyielding beacon it would be a lot better, but the only way is getting hit. You can abuse aoos for it sometimes but it's still weak and gimmicky.
One interesting Vanguard mechanic that works upfront is temp hp stacking, and you can get something going with it if you combo it with Malpian Shroud, however Vanguards lack crit and damage % boosts to truly take it to competitive levels of damage. It can be competitive in early act 2 since you don't need much to get it to work tho, but it falls off pretty fast later.
Overall I do think Vanguard is the worst and conceptually pointless archetype. A proper tank archetype would need to have more passive defense buffs as well as either an ability to passively taunt enemies by positioning next to them or some way to win initiative rolls, cause tanks that go last don't do their job. Of course you could have an officer grant them a turn but then you might as well grant it to your dps and remove the problem at the source rather than trying to tank it. Tank/CC archetypes need high initiative (or somehow being able to do their job passively by positioning and just being there), and CC characters like Cassia, support Pascal Build or suport psyker officers can get it via Grand Strategist but Vanguard tanks are out of luck.
On paper rating something by how good it "feels" sounds good but it's actually not really very practical. First of all, "feelings" are relative so what feels good/bad to you may not be the same to others - As an example, I personally don't find much of an issue with Divination but I do agree that Sanctic seems pretty good all around. Secondly, Psykers aren't an insta-win in 40k so it does kinda make sense that they can do fantastical things but are ultimately still "human" (we'll use that word somewhat loosely) and subject to many of the common causes of mortal downfall (Ambushes, critical trauma, ageing, vice, etc...) so the fact that the powers just add spice to the system makes them all seem valuable to me because ONLY Psykers can do those things and they are naturally limited in what disciplines they can learn/how far into those trees they can get at the expense of their other abilities - A case of utility vs specialization and how far you want/should commit to give you the support you want
That's not necessarily something you can feel out, that's more the thing you'd need empirical data to get a measure of how much exactly it's benefiting you taking into account some potentially niche situations
All our opinions are subjective. Furthermore I don't expect any of the disciplines or powers to be ridiculously OP or anything, but I do want most of them (or, ideally, all of them) to be useful at least in a certain niche build context or even generally useful. At the moment, a lot of them aren't. The disciplines that are more "useable" get higher rating, the disciplines that are less (where you only get 1 or 2 pickable powers) get lower rating, if that makes sense.
Thanks OP.
The thing is this feels a bit more confusing for builds than Pathfinder games, like I mean man that was DENSE quite possibly the crunchiest, most aut character thing I ever seen and I loved the granular stuff despite I probably spent more time on character leveling screens than anywhere. This is way more simple, but I've had to reload a bunch of times to try picking certain skills especially some of the psyker ones to try and see what unlocks.
My experience so far has been that DoT is not completely useless, in fact a lot of my builds in games for some reason often ends with if I can't do high DpS then I do ♥♥♥♥♥♥♥♥♥ of DoT. In retrospect I don't know why I do this, since the safer, less stupider option is to systematically pick guys off and concentrate fire to lower your damage, but then I can't always do that. Also, placement matters and LoS so you can't always just take a dude out in one turn.
Prior to level 10, flamethrowers is so damn OP. I don't even bother using bolters on Argenta now. It does super high damage that a lot of the time by the time their next turn is up they burned to death anyway...and also because killing it all with fire seems a definite Dogmatic thing to do. Which is quite funny considering I'm literalyl doing the same with Idira, they can hate each other all they want while being more like each other. Pyro options are extremely potent if you just want a classic wizard/sorcerer type build, unless you're going for some Bard-lite or Priest type build but the healers seem fairly weak imo.
I'm trying to figure out if there's a way of optimizing some of my officer builds to doing lots of buffs with extra AP and extra stats for the extra turns I gave party members, also trying to figure out how to get Cassia and maybe some others doing stacks of lots of debuff and damage when I use AoE as I'm only just now unlocking lots of AoE type strikes on characters.
What else helps with giving more AP?
So to new players just keep this in mind with psyker builds, it's not so much like missing on a 83% chance in XCOM, it's more like you roll a natural 1 in DnD and that 83% chance becomes you shooting yourself in the eye and dropping a grenade at your own feet.
there is 5/5 one and that is telekinesis but it is unable in its current state, its staff is the best too, it damages enemy and pull them toward the center. however againt it is unable at current.
I tried such build on him in 1 of my unfair Iconoclast runs. It's somewhat weird, but works. Especially if your party stacks armor with frontline/combat locus & tactical knowledge. Sanctic staff, Eyes of Joyeuse helmet. FEL/WILL stats, some STR for the heavy armor proficiency so he can be good tank too. And since Assassin & AM gain nothing from this, I chose Vanguard for the +resolve if/when he gets poked. Pure psyker/common traits.