Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Solid weapon expert is again - for any weapon that has solid as a clas - like shotguns, stub revolvers, heavy stubbers, autoguns, etc.
While Im bugging you, can you tell me what the little gold cross logo means, that exists nest some of the weapons names?
Ideally I try to charge into battle with the sword and kill someone with that. On my next turn I shoot someone with the plasma pistol to build versatility. I don't want to use the rifle for that because if someone engages me in melee I won't be able to parry. The rifle is really just there for situations when I know I won't get into melee, at least not before my next turn. If the combat set-up just doesn't allow for me to get into melee I can let off an overcharge shot and usually kill or knock a few enemies prone.
This setup works especially well for a character that starts as a warrior because they're less disadvantaged by having their ballistic skill undeveloped, since the scenarios in which you're shooting make it very easy to hit.
carnage and watchers from above with fencer's boots. Carnage hits harder than any other weapon, watchers guarentees parries and ripostes.
Ancient Force sword and bloody pact. Force sword on a psyker will hit harder than two handed and bloody pact can give infinite AP on certain builds.
Glimmersteel blade tag team to do 20k+ hits.
Blackhaze to spread toxin on kill swith glimmersteel where it hurts procs to do over 20k+
Tearing Vengence as a 1h does more than any 2h. You can freely use another offhand like the heretic sword which gives its benefits to tearing vegence.
Hekatarii blade of bloodthirsts will out damage any 2h and you can pair it with djin blade of yremeryss to proc on blade dancer.
There is kibellah's twin katanas which proc more damage above and below 50% than any 2h.
dual weild just is stronger
Tried to capture as best I could, this is not all shots and she is far from fully buffed.
Burst fire[gyazo.com] . Had to reload to get it, but the first time around that one busrt got all but 1 enemy. There is only the boss left and one trash. and Argentas turn has only just begun.
And the best par?
This is lore accurate. Sisters of battle have dedicated heavy weapons squads called Retributors. And at least in the good old days, they slapped hard on the taletop.
I have a similar setup to hidestsugu.
But honestly, I think the one thing that makes it work is simply BS ( and flat hit chance).
Stack that as high as you can get it and ignore the hit chances the game tells you.
They're completely bogus, I am routinely hitting targets with 0% hit chance indicated.
Now, I will mention that, for me, a lot of that is from my grand strategist (which is really strong imo).
That being my RT, but they add a TON of flat damage.
But most importantly they add upwards of 30 BS from voice of command and focus....each
And voice of command stacks with the lasting impression buff once you use the officer super. ( +half the voice of command buff permanently)
Focus also makes it so Argenta gets a lot of dodge reduction.
The RT also gives her a lot of extra momentum and resolve, which is REALLY important because it makes it so Argenta can use Mastery of fire on the extra turn from Bring it down.
Which gets her so much momentum that once Argenta is done?.. I have enough momentum to use the Officer super to give her ANOTHER turn.
So beween "bring it down" (which is honestly busted) with some officer talents for movement with extra AP on bring it down, plus the extra turn.
She is effectively having 2 Full turns that are super buffed
Gear Argenta:
- there is indeed the gunslinger helmet.
With the buffed rate of fire of 24 at the moment that is 48% damage.
- The Tactical backpack for the extra fire rate. There is not much that buffs this, but even 1 is a big buff.
- The Recoil gloves are mandatory. Anything that reduces recoil is.
- And I use the boots of caligae of Keefe because Argenta instantly gets to use her super.
I'm not sure how exactly but wihtout fail, one burst, sometimes even just with 1 target, will get momentum to 175+.
I won't got over the talents but some things to be aware of:
- Revel in slaughter stacks (the talent is a trap because you kill more than 3 per turn but you can only use it once a turn)
- Fully buffed, I am sitting at over 200 BS so anything with a BS bonus gets crazy.
- So for argenta just focus first on anything that gives BS over anything else, because that buffs damn near EVERYTHING she has.
- Then rate of fire and eventually crit damage. Crit chance is honestly irrelevant with how high her BS goes since BS over 100 turns into crit chance.
- Also nice to get more armour pen, and yes Bolter expertise works for that.
Her (extra) turns usually go something like:
- Rapid fire
- Burst into whatever the largest line of enemies you can get is, or high profile target.
- Fire mastery (aka 2 more AP due to boots)
- revel in slaughter
- 12 "sniper" shots at whatever has the lowest HP in order to kill the most stuff
- Hymn if I'm not back to 200 momentum by now (usually by this time I have not had the need to move even 1 cell)
- pass the turn, only to get another free turn and repeat the whole thing essentially
I won't get the 12 free shots but this turn has unlimited attacks so I can rapid fire twice.
- if there is still anything alive? I probably also have enough momentum to use the other super and get another rapid fire along with 2 more AP because of the boots.
aka, ANOTHER rapid fire.
All of that happens on the grand strategists first turn which, being a grand strategist, is ALWAYS the first turn.
dark eldar/eldar weapons are solid projectile unless it specifically says flame/melta/las etc ect (i think) because the hive world talent you can pick that reduces recoil by -5 works on them
Wait, really? It usually says Exotic so I assumed they don't count as solid projectiles.
So do needle pistol rounds also count as solid?