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
He is going assassin instead of executioner as follow up, adjust as need be.
Basic idea:
Bloodoffering (take damage, mark target who can no longer dodge or parry your next attack and if you kill it you get 1 ap and your attack back) paired with the unassuming "gain 3 mp when inflicting self damage" turns you into a chaff shredder.
Executioner / Assassin do the heavy lifting for beefy targets, pick what ever you like more, they are both solid - though the executioner benefits more from a team that can inflict multiple damaging debuffs, like a pyro dancer or something along those lines.
Forge World - Great for Pyro Bladedancer with bonus Fire/Energy damage Deflection which is best self burning defence (but keep in mind Carnival of Misery upgrade I from Executioner may bypass this mitigation because it makes burning ignore Deflection along with Toxin), Locomotion System granting +[AGI bonus/2] MP and +[2xAGI bonus]% dodge. A huge deal for Bladedancer.
Voidborn - Chance to reroll various failed rolls with Fortune, can build a skill monkey Bladedancer/Executioner that can qualify for the Paradox Solved item, allowing use of Executioner's Carnival of Misery (with Upgrade 1 and III this would be encounter wide Bleed, Burning and Toxin on all enemies that doesn't go away unless removed on turn 1), or for Death Waltz (for all the bonuses to everything Blade Dance, wepaon damage + possibly more Deaths from above) on turn one for free.
In addition Voidborn gets Jinx when in good health including out of combat, increasing ALL CHANCES (rolls) in the game by 10% for anyone, friend or foe, within 3 cells. That's your dodge, skill checks, crit chance, chances to hit, possibly Initiative etc etc etc. which overall is a net positive, but can also buff enemies being a hassle in some situations (it usually works out to at least neutral yourself in melee vs. melee (actually better for you when you have such high defences that you can't be hit, so the added crit chance etc on enemies doesn't matter), bad when enemy is within 3 cells but attacks an ally outside of 3 cells.
Those are the best Home Worlds for Bladedancer.
For Origins Sanctioned Psyker best Origin as it is for 90% of all Archetypes. Bio/Pyro, Bio/Sanctic are likely best.
Then Bladedancer/Execution almost always. just too much damage (although Bladedancer Arch-militant has way more mobility and still great damage.
For not being an expert that's it in a nutshell. :D
Huge DoT damage scaling along with weapon damage scaling, and the ability to instantly cause damage, CC, self buff with those DoTs via non-attack abilities that can act like secondary attacks.
For OP and others interested in some Psyker/Bladedancer discussion/theorycrafting:
https://steamcommunity.com/app/2186680/discussions/0/4840896974229182869/
A topic about best build for Sword of Faith that I kind of hijacked for the beginning on my Sanctic/Bio/voidborn Bladedancer/Execution build. The build is there along with some discussion around it. More importantly later on I went into detail about my testing yestderday around scaling damage and exploiting Carnival of Misery with Blade Dancer to possibly fix Mobility issues (by DoTing everyone on the map lol).
https://steamcommunity.com/app/2186680/discussions/0/4840896594183811997/
Earlier thread with more encompassing discussion (but older by a few days when we were still getting our heads around the Archetype). Just ignore stuff around Orchestrate Flames giving your melee weapons DoT (mostly said by me due to my ignorance going into discussion). It's more of a weapon enchantment that does energy damage based off Burning damage, but doesn't cause Burning for DoT. I posted a mini level 1-16 build there too for Pyro (I haven't updated it though since thenunlike Sanctic/Bio 1-17) along with other peoples great ideas.
I used to play a Warrior/ Sanct-Bio-Pyro-Sanct/Assassin and that was a blast with lots of synergy so that is what I am used to playing with.
It's that mobility issue. :p :P
Warriors and/or Arch Militant second Archetype are able to get around combat encounters easily, but Bladedancers not so much.
But when they are in melee range watch the hell out enemies. For example on Act 1 with a Sanctic Psyker Bladedancer/Executioner aurora was easy street compared to before.
Firstly Shield of the Emperor and GS first turns/combat zones from GS Cassia, Plasma Pascal and Debuffer Idira. My team wasn't getting one shotted by him on unfair. Also the buff from Iron Arm allowed my Bladedancer and Heinrix to resist his Kicks even without Toughness investment.
Secondly with Noble Sword from the Prison Planet I believe (which you can get around the 2 AP cost with Blade Dance) + Wrath of Saint Drusus DLC Sword, I was able to hit him easily and make mince meat out of him by the beginning of Round 3 (before he gets a turn and destroys the first shuttle, bringing him down from like 50% health left to 0 with normal turn + Officer turn on my MC).
Bladedancer was able to own him so much because of Sword debuffs (+party debuffs on Aurora) + Blade Dance/Death From above abilities + Where it Hurts from Executioner (which I didn't know Executioner got as a default ability at level 16 lol OP. Anyways).
When I had the opportunity to hit him with a full alpha strike this is what I would do to maximize damage:
- Use Death From Above to hit first and apply instance of Bleeds/Bio distortion Toxin. This will cause Scouring Strikes and Forced Repentance default executioner talents to activate for more instance/DoT power level.
-Then I would use off-hand swipe with Drusus sword to apply some more bleed/toxin power/instance (I would use main but because it was a Noble Sword, cost too much AP).
- Then use Where it Hurts. Where it Hurts usually only applies x3 existing DoT instances immediately, but with Blade Dance being a Melee Burst attack, I believe it applies x2 instances per hit of the burst. So at least x6 existing DoT instances on enemy being immediately applied for their damage. That's the bare minimum because I have the Talent that allows extra Blade Dance attacks from parries and of course Blade Dance doing 2 + Agility Bonus/2 attacks. The down side is that you lose Forced Repentance and the Dots after using Where it hurts, but we don't have time for them to apply damage anyways! We need Shuttles!!
- A long story short and i'm not 100% sure how it works concretely anyways, but all of the above allowed my MC to do around 120ish damage to Aurora using that combo per turn with a full attack regiment. Rest of the team did about 20-30% of his health. My Blade Dancer did 70%ish.