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Speccing into heat damage won't do anything for your constructs.
btw as a quick edit, dont forget the age of any guide the tech priest overhaul changed a great deal of the tech priest. it isn't same class that it was a year ago. it is but it isn't alot of its skill trees changed in my opinion for the better. what was awesome year ago could be less awesome today.
In case you missed the changes:
Tech adept changes
Reworked level up rewards and starting perks for all 3 subclasses. Subclass restricted perks from the other 2 specializations are available for everyone at lvl 80 and lvl 90
Starting gear and available constructs were also adjusted for the classes. Unlock progression through leveling up is also reworked, if you have existing characters between lvl 1-40 you might encounter a situation where you can no longer use a given item you were using
Construct Modules
Construct weapons and and module slots are now unlocked through leveling up, instead of through passives
Constructs modules are available from the start and can be equipped
New behavior
Construct weapons can now be upgraded using Tech-Fragments. Tech-Fragments can drop from any enemy, roughly in the same pace as XP can be acquired
Construct weapons no longer drop, any existing weapons have been converted to crafting materials, exiting Tech adept's construct weapons are upgraded to the hero's current level, newly created character's weapons start on the level they are unlocked
Construct weapons can now be leveled up to lvl 150, massively increasing their power but this comes with exorbitant costs
The game is balanced around having lvl 100-110 weapons for the endgame, but if you want an extreme grind and being able to beat the hardest possible levels, you can keep farming it
Construct equipment screen was reworked to accomodate the changes
Passive skill trees
With the removal of unlock talents, some skill trees became rather empty, so a complete overhaul was needed
About 60 new nodes were added, adding a lot of synergy and specialization options
The progress through the skill trees was revamped (you only need to put a certain amount of points anywhere on the tree to be able to unlock the keystone passive), the tree's layout is now branching out instead of concentric
Existing skill trees will be reset
Constructs
Practically, all constructs were overhauled in one way or another. Their innate Damage Reduction scaling was removed, their built in damage reduction (Kataphron, Kastelan) was removed as well. For these nerfs they were compensated in the Passives, on the Modules, in Attributes and enchants. Overall, their defences can be considerably better than they were
All constructs are now have 80% Resistance to Persistent effects (multiplicative with existing defences) and are ignored by traps, meaning they won't blow you up when crossing mines
The way Construct Base Damage was calculated was quite complex, hence we simplified that by a lot. This rework along with the other changes makes it really hard to actually give numbers for the following list, however, you can see everything in-game with updated tooltips that give you all the information you might need. Also please note, whenever "kit" is mentioned it includes their skills, their behavior and build options and synergies
Psiloi Vivisector
Their kit was tuned towards "horde" gameplay instead of "explode" build. They have a lof of options that can considerably increase their suvivability, their damage output was drastically increased (partially due to some fixed bugs)
Psiloi Combustor
Their kit was tuned towards ranged horde behavior, they are the glasscannon option of any Tech Adept build. Their damage was increased by about 200-400% (not counting the weapon modules) and they gained exclusive options for survival
Turrets (in general)
The most drastic change is the way they arrive. Instead of slowly falling, they now impact the ground, knocking back and knocking down enemies
Support turrets
Voltagheist, Alpha and Beta turrets are now an essential part of any Tech Adept build. Their bonuses were increased by about 500-1000%, several bugs fixed (especially with the Healer turret). Any one of the three turret effects can drastically change the way you play because they give massive bonuses. A support Tech-Adept can come handy in Co-Op from now on
Tarantula turrets
They are much more responsive and have many modifiers and synergies that they lacked previously. If used with support turrets, some might even replicate a miniature STEEHL REHN maneuver
Kataphron Vanguard
New Skill: Taunt. Using Taunt which aggros enemy units, this construct essentially saves you and the rest of your army from destruction. Its kit is really versatile though most of it is focused on its survival
Both its skills are now AoE, the Heavy Battle Servitor (Charge) and Canticles of the Omnissiah (AoE shock) were considerably buffed, so the area damage this construct can deliver is quite impactful now
Kataphron Destroyer
Now uses both its weapons simultaneously so it's truly deserving of its name. Its survivability was increased, while it cannot serve as a frontline unit, it will at least won't get killed by stray bullets. Its weapons received a lot of new tags and its damage output is possibly the highest amongst all constructs now
Kastelan
It's a jack of all trades, master of none situation. Building for Kastelan is easy, straightforward, but not the most effective in any regard. It gained a lot through synergies with other effects its active was changed to give attack speed instead of healing so it is worth using constantly. Attack speed actually reduces the duration of the "death" of the Kastelan, so with its own skill and a support turret it is possible to reduce the 20 seconds "downtime" to just a few seconds.
Tech Adept weapons
Voltaic Axe Beta
Voltaic strike: Now counts and works as a Melee skill. Gained Chain tag
Strike: Gained Cone effect (AoE) tag
Arc Rifle
Channeled shot: Damage Reduced to 0.6 from 1.08
Now increases Construct damage by 50% up from 25%
Short Burst: Gained a 1.5 metres aoe effect and its damage increased from 0.3 to 0.6
Omnissian Axe Alpha
Strike: Attack Speed was reduced by 20%, its damage increased from 1.37 to 1.6
Omnissian Axe Beta
Strike: Attack Speed was reduced by 20%
Voltaic Axe Alpha
Strike: Gained a small cone effect (AoE) and a Heat Vulnerability tag
Voltaic Axe Beta
Strike: Gained Chain (AoE) tag
Perks
Tech Adept Exclusive:
Various perks have been moved around from and into being Heroic deed unlocks. (Previously <->Currently)
Siphoned Vigour <->Mind Impulse Sync
Emanatus Field <->Archeotech Constructs
Synod of the Machine ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥ bonus increased from 25% to 75%
Mechasapient
: Also increases the number of Psiloi Combustors by 1.
Defensor Augmentics
: Now affects all constructs AND the Tech Adept
Electro Scourge
: All Constructs are affected, movement speed increased from 1 to 2% and also increases the attack speed by 2% per construct
Omniscent Constructs
: Damage Bonus increased from 30% to 66%
Defensor Augmentics
: Now affects both the Tech Adept and Constructs while giving 0.25 Damage reduction per percentage of reserve up from 0.15
Emanatus Field
: Now gives 2 Supreme All Resist instead of 1 Damage reduction for every Construct in a 10 meters aura up from 5 meters
Infoslave Protocols
: No longer deducts the construct affected from the total number of constructs
Mind Impulse Sync
: Now transfers 100% Melee Damage Bonus to Constructs up from 30%
Noospheric targeting
: Now gives 40% Ranged Damage Bonus up from 20%
Syphoned Vigour
: Duration increased to 15 from 5 sec. Damage Bonus increased to 10% from 5 per stack
Parasitic Bio Link
: Now heals 1% on Construct hit taken instead of 0.1%
"This kit is based on the new turret-arrive mechanism – this does AoE damage, slows/knocks down, and receive bonuses from any character affix with physical or AoE bonus. Combining its effect with the new unlockable passive ability “Inextinguishable Promethium” (which gives Tarantula Flamer’s attack a Flee tag) grants you the tools to keep all enemies under constant crowd control."
So you are saying this is not true?
Sorry but that is not what he is saying
"Important note: The impact damage of the turret arrive is calculated from the TA's own stats, including the character's AoE dmg bonus and the character's physical dmg bonus as well, so we're going to try to increase these two stats as much as possible."
and:
"Passives:
All the Tarantula-related passives on the right side of the Construct Specialization tree. On the Construct Ability tree you need to have Inextinguishable Promethium. I picked all points on the Area Effects passive tree, and the right side of the Construct Offense tree. Pick at least 6 points for Cooldown reduction on the Movement tree (including Cerebral feedback)
Support tree’s “Invigoratng Faith” is a must for every TA build in my opinion.
Basically these are the main pillars you can build towards when developing your character if you would like to use this AoE-smash/heavy cc playstyle. It’s viable on 10+ difficulty missions, fun to play and is quite safe."
edited my original but i'll re edit and paste here:
For turret drop aoe could be effecting it but i don't see any purpose using it unless you plan on using just turrets because man in aoe tree takes alot to max it just not sure it would actually justify its use just for turret spawning. On the other hand way you said above you was asking if it effected constructs thats how I took it (what the thread is about) you left out a great deal of context.
Your quote: "What about the Area Effects Tree? The new Tech Adept Build in the guides section recommends maxing it out. "
You left context out entirely. So yes I say its wrong for constructs themselves because thats what this topic is about and based on what you asked me in the vague missing context original question yes it is wrong.
Like the good ol' bible says sometimes best to prove all things to yourself. Good advice so test and see if it effects it. If it does great if it don't reset skill tree try something else. Am I wrong? You tell me.
My reply was only lengthy because I added the tech adept changes without that was pretty darn short lol.
If you sure of it why are you here asking the question? I think you are bit skeptical yourself why ask?
Anyways, take care happy gaming!
I mean personally sounds like a short term build maybe the guy and yourself likes it.
i just could come up with something way more useful skill point wise. turrets dont move I kill shxt so quickly my flux wouldn't keep up with all the dropping of turrets lol. I'm pretty late game decked out pretty hardcore for my level. Just my opinion don't take it in an insulting way just how I feel. i dont see purpose behind wasting that many skill points just for a the turret aoe drop effect. i could see a use for it here in there, just not for long term end game build. That's where I'm looking at it from I'll probably be level 90 before this night is out.
What sort of build are you running if you don't mind my asking?