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Only real use I found for 1 hand + gun, was letting you use the shotgun pistol to knock back (collision damage) + charge. A little extra damage in the early game for Abelard, but falls off hard later in the game.
That's the only combos I know of, but there may be more. There is a lot of quirky items in the game that might make some other funky setups possible.
For real?! That's sick! I have gotten that weapon every play-through, but never realized it was one handed. Going to play with that on my next run. Thanks, dude!
That sounds pretty cool. I was just beginning to see Xeno gear when I started over. As a Dogmatic though, I had ended the special character.. Purge all heretics, mutants, and xenos!
Thank you both for the replies
I would like to experiment with more melee next run though. So far it just seemed far inferior to guns. And both Heinrix and Abelardso for spend an entire turn buffing before they can attack...if they get a turn to begin with. so I haven gotten almost no attack in outside of the beginning.
I used it for several battles myself before noticing the description said it was single handed and did a major double take because that weapon is clearly intended for two hands.
Oh, also regarding the reason for using two single handed weapons... I didn't find it very useful with normal characters, but with Kibellah it lets her apply a disgusting amount of bleed/poison on enemies when she does a blade dance.
I am still relatively early in the game though, so perhaps it changes.
On what dificulty are you playing? On Unfair, melee users tend to miss semi-regularly (dodge) unless buffed/enemy debuffed, because investing in perception is ineffective and only agi doesn't work so well.
As for bolters - the heavy bolter build needs several soldier, common and arch-millitant traits to start getting in gear, plus some items. I have noticed usually around lvl 26-28 is when it starts shining. And then when 1st lvl Exemplar hits, if you guess the right trait...
With the heavy bolter, Argenta can do vile things.
First she uses the ability that doubles her rate of fire. Then she activates the ability that makes every hit on an enemy do extra status effects like knock downs and stuns.
Then opens fire and empties 16 rounds into the enemy's face at point blank range because I have the ability that lets her use guns in melee range. While laughing maniacally.
Her heroic ability as arch militant lets her do two attacks per turn, every turn after using it. I can get yet another attack off by using rapid fire.
Sometimes that means she's firing over 30 heavy bolter rounds per turn. For enemies resistant to that I have a melta weapon or heavy flamer. I really need to find a better heavy bolter.
Argenta is fine on her own, but she REALLY likes buffs.
Last time I checked she clocked in a something like 214 BS, so she could essentially not miss and had 100% crit rate. Then between the backpack that adds firerate and the soldier ability she has 12 base shots I believe, doubled to 24, all crits. Followed by 12 more guaranteed hits across what feels like the entire map if she has line of sight.
Though I reckon a lot of her utility comes from having a grand strategist.
It buffs damage by a lot, which makes her mow down everything in sight.
And there are not enough talents slots in the game for all the stuff she benefits from....
This new play through I am using more ranged, and seeing if I can get it off better. I just got The Bladedancer companion again, which prompted this question.