Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Pyromancy hasn't changed all that much...
...or am I missing something? They increased the damage of ignite, but the numbers were never the big problem there, or? The biggest problem with pyromancy was and kinda still is that you have to ignite an enemy first to follow up with your other skills.

And for some reason the action to set an enemy ablaze for dot is a main action, so if you wanna use your fire tornado, you need 2 actions. That is a lot of damaged veil and investment to set enemies on fire, something they could easily get rid of unless you have another skill for that.

Most pyromancy skills do require that you use other pyromancy first, so it's kinda not even a good side power to have... or do I miss something big here?

Have you made any good experiences with pyromancy by now?
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You're going about it wrong. You're not supposed to set the ENEMY on fire. You set YOURSELF on fire, then run around bashing people over the head with a force sword, dealing additional fire damage. :p
Azira a écrit :
You're going about it wrong. You're not supposed to set the ENEMY on fire. You set YOURSELF on fire, then run around bashing people over the head with a force sword, dealing additional fire damage. :p
yup, it gets pretty crazy, Mix it with Dogmatic... Also you get greater psy rating earlier, therefore bumping the dmg among other things.
I mean, I guess that is one way to go about it, but what about all the other skills? They said they wanna reduce the dependency on flame weapons in the early game, but how did that change with the patch?
stax 29 juin 2024 à 10h58 
What changed is that ignite itself is pretty brutal now. No more setting myself on fire without a second thought just to increase my psy rating, now you actually need some talents that reduce fire damage or your pyromancer will off himself, orchestrate and all :)
Dernière modification de stax; 29 juin 2024 à 13h05
Yes, take Body of Flames and up your own armor as much as you can. It also benefits from higher psy levels being available earlier now.
Death World has a talent that reduces fire damage - I also have found myself at half health after Ignite sometimes so there is a world for assistant pyro or flamer users who could set You on fire first and save 1 AP of Igniting yourself.

For Team members setting you on fire you need to have low dodge - wearying heavy armor could do it. They could introduce some friendly fire talent for flamers - like do half damage but 100% hit and set on fire
Set yourself on fire, run around casting Firestorm ON YOURSELF - if you target yourself it does not deal damage to you (even though tooltip shows damage).

2 actions can be acquired by being Soldier (Run and Gun), giving yourself Officer's turn (2 AP is enough to Ignite + Orchestrate flames).

Later on you add Fire Within which adds free attack every 8 crits or kills (its half bugged, hard to track stacks, but sometimes it gives you 2-3 actions in a row).

Arch-militant now stacks versatility from psychic powers (ignite - single attack, firestorm - aoe, fire staff attack - burst -> alternate between them).

Soldier's heroic action allows you to shoot fire staff twice, arch-militant's heroic act adds free attack. (don't use pyro staff heroic action - its bugged and even if it wouldn't be its weaker than other 2)

Other classes can work, but soldier seems to be the most comfy because of easy-ish access to double attack, I feel like you want to grab all pyro powers and you don't have much space for class abilities.

Psychic Barrage talents adds your BS bonus to pyro staff barrage (from 6 cells or farther) - TO EACH PROJECTILE, its busted.

Also take Melting armor - its bugged but it works most of the time, and since Operative's expose weakness is bugged there are not that many ways to reduce armor effectively anyways.
Dernière modification de Kpblca MblLLlb; 1 juil. 2024 à 8h14
Hmm, running around using yourself as target for the firestorm sounds a tad risky... And letting your team ignite you also sounds a bit like a waste, unless there are also enemies caught in it. but I haven't tried that out myself yet, so maybe it is a valid strategy.

Compared to biomancy or telepathy I found pyromancy rather cumbersome. I liked the firestaff, but the skills... I found them all rather underwhelming, compared to fire magic from other games.

Like, just let me throw a huge fireball with massive splash onto the enemy that knocks them onto their asses, or channel directly fire through your hands to turn yourself into a massive flamethrower that gets stronger the more often you use that skill!
Firestaff sadly uses your ballistic skill - I have it equipped for WP bonus and maybe heroic act. Warrior has also second attack - charge increasing your mobility quite a lot and letting you do with charge talent that gives you WP dodge:
move, do something
charge, do something
move again, do something
There are early boots what reduce charge to 1AP and you can charge every turn when soldier can run and gun with cooldown.
I was perplexed about firestorm early on and took Sanctic powers instead after Orcestrate flames to get another cheap psy power.
Firestorm I guess I will pick up later
PR2, some operative exploits and molten beam hits for 150-200. its fine damage but it still lacks big aoe.
Funnily enough this is actual spell in rpg, inferno, just a radial aoe around target.
Dernière modification de Voodoo; 1 juil. 2024 à 17h42
Yeah, the molten beam's armor reduction was actually fixed. There were other quality of life stuff, like damage on ignite, but that armor reduction really let me take some pressure off the folk using Exploit weakness's debuffs.

In regards to the reluctance to set yourself on fire... there's advancements to give yourself extra resistance to fire damage. Have Cassia drop temp HP on you whenever you're running low, and you won't hit your actual HP
Dernière modification de erandomone; 1 juil. 2024 à 19h23
I think a more important thing about pyro. It's more effective 99% of the time to kill things outright than slowly or even moderately burn them.
There is new trinket available in Chapter 1 what supports archetype as well. Just found it, they added it much earlier before latest patch, need high veil degradation with it so

Firestorm can def do more damage then Lidless in Chapter 1 for sure. Would be nice to have some talents with it what would debuff single targets on fire.
Azira a écrit :
You're going about it wrong. You're not supposed to set the ENEMY on fire. You set YOURSELF on fire, then run around bashing people over the head with a force sword, dealing additional fire damage. :p
No, they're not... The devs explicitly said they increased the damage because it was meant to be the DPS/nuker Psyker discipline.
Dernière modification de revan1229; 2 juil. 2024 à 3h49
Odzianna a écrit :
Like, just let me throw a huge fireball with massive splash onto the enemy that knocks them onto their asses, or channel directly fire through your hands to turn yourself into a massive flamethrower that gets stronger the more often you use that skill!
This! Why all the burning gimmicks? Just let me nuke stuff to ash.

Comparing Firestorm in this game to Firestorm in Pathfinder is just sad.
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Posté le 29 juin 2024 à 9h35
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