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Second, my typical loadout is;
Adamantium Weave (Extra armor is always good considering how much Armor pen exists)
Entropic Locum
Concealed Weapon (Yes, It does something. 25% attacks on each weapon)
Sightless Helm
Endurance Implant
The last one is either Zoat Hide or recovery package depending on what I'm fighting. If I need the Tank commander constantly on the front, recovery. If I have enough units to allow it to retreat safely to heal, Zoat.
Omniscope was another one i felt like mentioning but forgot too.
Is that +1 accuracy going to make much of a difference or is something else better to just slap on there and try and keep some tech marines nearby to keep blessing him?
(unless they stack haha)
But ahh so going above 10 armour still helps negate the armour piercing then? Good to know.
Accuracy in this is essentially a multiplier for damage, not a % to hit, without going into the actual stats.
Going over 100% accuracy continues to raise damage. So if you wanted an Omni go for it. I personally like the endurance for a lot of utility reasons, given how the buffs from the Tank Commander buff everything in six hexes around him.
So being able to move just that little bit further, or run just a bit farther away can make a difference. Of course if you're banking everything into defense/offence, that's your call.
But because I worded it weirdly. All items do not stack unless they're consumable (You can carry six recovery packages or Jokaero digital weapons and use all of them), but if something gives a passive only one works.
Items of the same effects will stack (Armpla and Adamantium Weave will give plus 3 armor)
Basically all heroes should get the Zoat-Hide Jerkin. It is debatable on the tough guys like the Tank Commander, but even there the extra regeneration is useful. They get low, you pop out of the immediate fight (preferably next to a repair guy or into an outpost) and skip two turns and they can go right back into it. For the squishier guys it is almost mandatory to grab those three extra HP, and for the "low HP but still tough" guys like the SM Captain the extra HP result in a huge amount of effective HP.
The others already mentioned the Concealed Weapon which is basically good on any Hero that is dealing relevant damage to begin with. It is perfect for the Tank Commander or any monstrous characters.
Extra movement, extra armor pen, extra accuracy and extra armor (both) are useful on almost all heroes.
Digital Weapons are very powerful and a huge boon to all the heroes that have trouble dealing good damage but like to be somewhat near the frontlines (like the Commissar or most Eldar Heroes).
The new anti-overwatch item is really good on those heroes that really can not afford to take hits before they can act, like the Librarian or Primaris Psyker.
The hardest heroes to find six items for are usually the pure squishy support units like the Spiritseer, Ethereal or whats-the-name-of-the-prayer-gal-again. Those usually just get the Jerkin and some armor items and possibly the utility stuff. If you happen to stumble upon influence surplus early, you might even grab the item that gives influence since it pays for itself pretty quickly.