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Get the "Be Smart" talent so all your fellowship checks use intellect instead. Then focus on raising willpower and intellect and completely ignore fellowship.
With 4 AP he can use ignite and orchestrate flames, plus bring it down in the same turn. Works really well. I'm eventually going to get molten beam.
I'm thinking I'll make him a Master Tactician for his next class, and abuse the last volley desperate measure. It has a penalty that reduces your fellowship for the rest of the battle, but I don't use that at all. So the only penalty is a 1 turn ballistic skill penalty to everyone who makes the bonus attack.
If I ever find a two-handed chainsword I might have her use that, if it's a damage upgrade.
I always end up building Argenta into a vanguard whose crit chance, crit damage, and rate of fire increases with every attack (with a heavy bolter of course) because it's ridiculous. By the end of the game she can kill almost anything in one burst, and the final boss in very few.
Honestly it is better to focus fellowship. There are no major items or talents for increasing int. There is for fellowship however.
Speaking of ignite and orchestrate. The new force swords help make a psyker blade dancer really fun. Sure end game isn't as strong as warrior executioner as bio pyro. Still has some whacky options with the 12 new swords.
I am very biased as I just like throwing pyromancy onto everything. Even the passives melting armour and fire within are enough to make a lot of builds far stronger. I made a heavy gunner Argenta build but went with artificer armour to make burst fires cost 1 ap but going fortress world it was shredding and generating a lot of additional attacks.
Still tinkering with some of the 1.3 changes and typing it all up https://steamcommunity.com/sharedfiles/filedetails/?id=3399032797
Warrior/Assassin/PSY Bio/Pyro/Sanct
Happy Gaming.
Relies on a bug with Bounty Hunter's Expert Finesse and Perfect Timing. You continually shoot between turns until everything is dead... your team included.
amazing x