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What I learned playing on higher difficulties it becomes more important to guarentee your hit and your dodge than it is to do 1 or 2 more damage on a single hit. So it is better not to invest heavily into strength or willpower. There are ways to use your weapon score and ballistic score on your psyker powers and buffs only scale with psy rating so you can buff your physical and mental stats to massively up your damage that way.
This is a great point so having the right party member builds to support is very useful as well to cover skill checks so keep that in mind as you make your compositions.
For a detailed guide on pyromancer I wrote this up https://steamcommunity.com/sharedfiles/filedetails/?id=3308327575
I havnt done a pure range variant yet as you would end up competing for gear with other members that are very gear reliant and I wanted them in my party, but ill probably get around to it eventually.
Basically all you have to do is to pick everything that effectively increases Molten Beam damage. Psy rating, Willpower, Bonuses to Psy powers, Biomancy (lategame for that one certain staff) etc. Also psy powers can't crit generally.
I played soldier into arch-militant.
On normal difficulty, you can play with everything you want regarding pyromancy (pyrostaff is bugged tho). Also keep in mind that you have 3 free respec for each companion and your character of course.
One thing I can recommend to new players especially, is to have one or even two dedicated 'tanks' with taunting scream (warrior's ability). It will not 'break' the game, but will make your experience a lot smoother.
Act 1 and Act 2 you do want to Toughness focused warriors such as Abelard, your RT or Heinrix to get through the act 1 boss but by mid Act 2 that play style will actually cause you to stack up injuries and traumas causing you to have to sit through multiple loading screens to return to the ship to recover as all your companions will be getting pummeled.
Build your warriors into Arch-Militant then you get cautious approach if you are really worried about giving the enemy turns which is better tanking than vanguard can offer as it adds dodge and hp gating. High dodge is more imporant as armour is very easy to gain via tactical knowledge on operators.
You want to win encounters not drag them out. My advice is regarding 1.2 version of the game on unfair and unfair+ sliders mod.
Do you all consider your alignment when creating builds? I don't know if you actually gain anything with having high alignmant ranks (Would be cool though). Oh and I forgot to mention I want to be mostly ranged :D
Ive not really spotted much benefit to the heretic path yet but ive only been playing a month :D