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Anyways as I just hinted at Toy Box is your best bet on Nexus Mods for Rogue Trader, among pretty much everything else.
https://www.nexusmods.com/warhammer40kroguetrader/mods/1
As a general advice - don't invest into more than 3 attributes and 3 skills, the game kinda punishes "spread" builds.
A lot of things aren't explained or even listed. Such as Fellowship increasing Resolve. It doesn't say this anywhere. But it does increase resolve. The descriptions and such are a confusing mess.
Just going to blind play through the game. Enjoy the story. Sure I won't do ludicrous damage at the end of the game as some OP builds, but that's not really the point.
Yeah that's definitely a thing in this game. It took me and a lot of others that even played the Beta and watched tons of streams, to get various mechanics and optimal talents figured out.
Hell I just recently started dabbling again in the game due to the latest patch, and had to do it all over again because I haven't retained everything.
It's not too bad to get an idea of where you want to go with your main character after digesting all the info, but it gets a bit overwhelming when you're trying to build everyone in your team especially post Chapter 3 level to level which happen in quick succession.
That said by the time you hit mid Exemplar levels, you will have way more than enough slots to take everything that''s optimal/good and leave behind the sucky talents and abilities. You will have enough in game experience and can likely spare the PF for repec (or just use Toy Box to do partial respecs until you get a handle on the game.
That last advice may be best. Respec with Toy Box and just try different things and talents out and save yourself the regret. Just make sure that when not "cheating" (or badly lol), that you turn on achievements with the Toy Box toggle so you don't miss out on those.
Or if you're up to it, make a faux cheat levelling save to fully map out your build (just make sure when you do this, that the toggle for achievements is off in Toy Box (it's default off I believe), so you don't get level achievements early. :p
The thing you want to get right off the bat is exactly what initial Doctrine/Origin you want to play at character creation. Origin can be key (especially Psyker) and can help unlock certain characteristics for rankup regardless of Doctrine + optimal passive buffs/unique origin talents.
Testing early game may make that a bit easier to get right before you get too far. Assuming you're not half way into the game already. :D
When it comes to characteristics, abilities and skills those can be respecced with in game respec though. It's only your initial Class stuff that can't. There's ways you can level to optimize your characteristic progression if one doctrine or another does or doesn't allow access to a characteristic rankup (like taking all Fellowship rankups with doctrine that has access to it, then with the next doctrine switch to ranking up intelligence or whatever after fellowship is no longer available to rankup. Once you hit Exemplar you can take any characteristic you want.
Edit: I guess I should have refreshed this topic before posting. Anyways mock levelling really does help you understand mechanics and how good things work or don't. A good place to test I found was rushing to Cassia's Navigator station in Chapter 1 with a build, and levelling the char to fight the initial guys there upon first arriving
Or if you have a later save use Toy Box's full respec for your theorycrafting on an existing mid/late game character. Again though I found this a bit cumbersome and buggy months ago. Could be different now.
I watched some videos, but I also don't want to spoil anything. For instance I didn't take "Waking Nightmare" on Cassia, but that ability is very good vs tougher oponents. So I had to wait till I could take it later on. I probably botched up a lot of builds, but that's because I just don't know what is effective.
Not sure what you mean with doctrine...
For my reputation, it's all over the place. I have 15 points in heretical, 15 points in iconoclast and 100 points in dogmatic. I kind of wanted to go the dogmatic way, but sometimes I feel the decisions aren't what I want to do. So I'm just going through the game and play 80% dogmatic I think. I took on the aeldarian lady on my ship, but then later decided she really doesn't fit in with the rest so I kicked her out of the party, plus she's being super disrespectful and eletist. For a race that did away with emotions she's certainly very emotional. Makes no sense to me. Anyway, no dogmatic points for me there. Kind of a shame.
Oops.
My Beta player showing lol.
Doctrine=Archetype (Class). I forgot which one the game uses off the top of my head lol. It used to be Doctrines.
I do the same with Officers sometimes and call them Leaders in posts being their original name.
Oh no you had to be building a Sanctic Melee Psyker (i'm assuming form Blade comment :D ).
I did a lot of testing with that and still have no clue what's best especially with the current changes. I'm just getting lunch ready maybe I can come back with some old post references or something. Or someone else with more knowledge can help. :)
Yep it's a pretty cool sword and it has some ranged capability. I can't comment too much on it's damage potential though as some things have changed and bugs fixed since I tested. Edit: One question I never answered for myself was whether the sword acts like a repetitive Heroic Act. That can be VERY powerful with the right itemization, talents and in-game special/unique rewards from story and colony content. /edit
Also Forgeworld is the way to go. I dabbled and liked Agility based the best with the Leg Implant (whatever it's called). You can get serious Dodge very early game that way and keep it really high so enemies just can't hit you period.
My major problem was trying to decide whether to start with an Officer, Warrior or Soldier. There were pros and cons to all three. Warrior seemed to work the best from a fluidity point of view rather than Officer. I settled on Vanguard I believe myself in both cases (and for my Heinrix in my other playthroughs). I never tested a soldier version though.
The Officer version I was trying to make work was for Fellowship's Resolve boosts and Officer Resolve talent, and making a dual purpose tank/officer for the team supports. It was wonky trying to use the right Officer support abilities in a row, to trigger a certain officer talent that gives you the bonus of the last non-extra turn ability (which you can't use in the chain at all), to yourself. Not to mention the ability bonus I was trying to give to myself wasn't working well in practice (or at all).
I couldn't get it to jive well enough personally.
I gave up on the Sanctic melee build really as it was just a theory crafting exercise born out of a similar topic to this one at the time, and I found the job was better suited to Heinrix (other than he doesn't have Forgeworld so he's a much lesser Agility Tank that way). He makes up for that partially with starting access to Sanctic and Biomancy psyker talents/abilities though. Lastly good melee psyker equipment seems hard to come by. So it might be hard to properly equip yourself and Heinrix if you plan to bringing him along.
It's permanent enough. :D
Once cast it lasts for the duration of the Fight itself (which is all that matters).
There's also Colony unlock reward that gives you a Paradox item to solve from Kiava Gamma (I think, but it may be from Foulstone I can't remember). It's hard if not impossible to break for non-intelligence skill monkey characters (I forget which skill or characteristic it needs to be high sorry lol), that allows you to use your Heroic Act right away without Momentum. That means you would be able to use your Sanctic Sword ability at combat start.