Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Kreed Dec 26, 2022 @ 9:07pm
Tech adept build help
TLDR below

hey what builds are you guys using for season, i was using vivsectors and doing decent, but holy crap i played multi player with an assassin and i couldn't even see the mobs before they were obliterated with their spin to win, im over here killing one small hoard while they dive face first into a harbinger soloing the whole screen.... alot of the seasons items seem to lean heavily toward melee, oneshotting stuff or ME killing things with my weapons to give my constucts damage but like how do i do that unless im solo playing content on my level or lower... anybody have a build they can suggest for me?

i understand that at higher difficulties im not gonna be blasting through maps but cmon, im so damn slow compared to every other class at killing its not even fun to play online unless i go off on my own, all i do is clean up stragglers.

currently im using lvl 90 bleed vivisectors, im level 95 atm. i wanted to use combusters but their AI is sooooooo bad, 50% of the time they are aiming at a slightly raised hill blocking their shots. maybe i wasnt controlling them right? whats the best construct construct set up? also, is synod of the machine passive god wortth building around?

maybe its because im not keeping my constructs at my exact level? but if thats the case im being punished for experimenting with other constructs :C

anyways, the emperor protects and all that.

TLDR anybody have any tech adept build ideas? its my first season and i made it to 95 but my build cant do anything too high above my current level.
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Showing 1-15 of 15 comments
Bilateralrope Dec 26, 2022 @ 9:43pm 
I used this build.

The bad news is that Tech-adepts can't respec weapon fragments. So you'll probably need to make a new character to run it.
Plebeian Kilo Dec 27, 2022 @ 2:08pm 
I've been playing mechanicus and have been thinking about giving tech adept another run. Any good summoning builds out there?
Bilateralrope Dec 27, 2022 @ 8:46pm 
The problem with the builds that summon masses of minions is that the ranged minions will just keep shooting at a target in range. Even when there is indestructible cover in the way. So you need to have AOE on your ranged minions.

There is a build that keeps resummoning the cheap melee minions that explode on death. However, last I heard, that can crash co-op games.
Last edited by Bilateralrope; Dec 27, 2022 @ 9:29pm
Plebeian Kilo Dec 27, 2022 @ 11:54pm 
Are kastelan robots or kataphron builds not very viable?
Urscumug  [developer] Dec 28, 2022 @ 1:09am 
I've made these guides a while ago for the TA, people seemed to like the Tarantula specialist more, but the Necromechanic Skirmisher is also ok.

https://steamcommunity.com/sharedfiles/filedetails/?id=2539998219

I'm not sure if these builds can be developed to do lvl 120+ missions, but at +10 difficulty they worked fine and were fun to play :)
Last edited by Urscumug; Dec 28, 2022 @ 2:32am
Bilateralrope Dec 28, 2022 @ 2:21am 
Originally posted by Plebeian Kilo:
Are kastelan robots or kataphron builds not very viable?
The destroyer can work. Use the build I linked.

As for the robots, maybe. But, when they get one-shotted, which will happen to any minions at high level, you're in for a long wait before they reactivate.
Last edited by Bilateralrope; Dec 28, 2022 @ 2:21am
Plebeian Kilo Dec 28, 2022 @ 9:25am 
Sad, if all of the minions they’re the only ones that appeal to me. I’d love to mess around and experiment, but the non refundable tech points puts a bit of a wrench in that.
Bilateralrope Dec 28, 2022 @ 10:30am 
Yes, the weapon fragments are a major annoyance.

You might be able to assemble a robot build that works most of the time. If you can get the rogue psyker to reliably target you instead of your minions, you can keep them alive. From memory, you'll be limited to 3 of them without some data reserve reduction.
Athos42 Dec 28, 2022 @ 12:49pm 
The non-refundable tech fragments solely kill the fun out of the class. I have one at Level 100, skilled on Cataphron Destroyers, and could not even keep my construct weapons all on level even though I only leveled two of the four available for them. Trying new weapons or even new constructs? Doesn't work, because their weapons are hopelessly underleveled. There is no way to refund them either.

Because of this, Tech Adept is the only class I will never ever level a second one, the grind is MUCH to big. Before they introduced the tech fragments, the Tech Adept was such a funny and versatile class; I had a built that kind of worked with every construct but excelled in none, but it gave me the chance to play with a fresh combo of constructs and weapons every day.
Last edited by Athos42; Dec 28, 2022 @ 12:52pm
Vivianite Dec 28, 2022 @ 1:26pm 
Im heavy into Kastelan, robot with fist and flamer, vanguard with power axe for taunt, and destroyer with grav cannon+phosphor blaster. also with a tarantula rocket turret and the superior damage reduction+resistance station (Gamma). notably in passives: grab the grav crush is an AoE, all applicable abilities including explode, 0.3% damage boost per reserved flux, 25% damage bonus on AoE against champs, bosses, and villans

radical perk for super fast flux regen, 66% for 20 sec when summoned, 0.25% damage reduction per 1% reserved flux

finding a purity seal that gives energy shield per point of flux spent is amazingly good. have at least 5 in bionics for a similar effect. otherwise exclusively use alpha equipment and technomartyr equipment for max construct slots. doesn't matter what you use weapon wise pick ya faves

then just summon ya bois and spam your turret/station to aoe slam to upkeep your energy shield, they can face tank almost anything 1~5+ levels with tarot buffs long enough for you to have their cooldown come off.
Last edited by Vivianite; Dec 28, 2022 @ 1:50pm
SalbikTheRunt Jan 11, 2023 @ 4:43pm 
Back from a long hiatus myself and really enjoying the Tech Adept this time around.

I'm by no means an expert or a hardcore player. I've never been the type to rush the objective and ignore everything else. I tend to do a full clear regardless of the objectives just because that's part of what I enjoy.

That being said, this was my first seasonal character. I bumped the campaign difficulty up to +5 almost immediately, and was doing +8 when I started playing around with the Kataphron Destroyers. Once I found a setup I liked and had all of the construct equipment slots unlocked, I ended up doing +10 for the rest of the main campaign and all of the DLC. I currently just hit lvl 90 and while I might not be the fastest killer, I can clear a 105 map solo in 5-10 minutes depending on the Terrot Card rolls and map size, rarely need to use the innoculator, and die even less frequently.

I'm currently running 3x Kataphron Destroyers, each with a Phosphor Blaster and a Grav-Cannon. I liked the Psiloi Combustors with Lasguns initially, but they have a really bad habit of shooting at enemies that are behind railings, hills, etc. that they can't actually hit. The Destroyers seem to stand taller and shoot over the railings and often times through the indestructible objects. Both their Phosphor blaster and Grav-Cannon (with the skill) are AoE which helps with the hoard mobs. Early in the campaign I was running 2x Offensor Modules and a Forcefield Module, but once I got their damage reduction and resistances up some and started getting larger % health on the Endurance Modules, I swapped the shields out for more HP. I tend to shoot for unique Offensor Modules with % damage per debuff, chance to poison/bleed/shock, and % damage to enemies with burn/poison/bleed/shock.

My 4th slot is a support turret with an Alpha Turret equipped. This makes both myself and the other constructs fiarly tanky as it heals 50% of the targets health every second. I tend to drop this at the edge of the enemies agro radius so it pulls agro. It has no problems keeping itself healed to full health and tanking lots of damage with 50k health and 25k per second healing as long as your other constructs stay back. If they pull agro, and in particular if the enemy has lots of AoE DPS, it has trouble keeping all of them healed and they start dieing off, but even then I haven't had them die faster than they come off of cooldown.

I use a Plasma Caliver Beta so that I can keep all of the Destroyers focusing down the same target; the beam skill is a targeting skill that forces all of your constructs to attack your target and adds an extra 50% damage for them.

If you have any questions, feel free to ask. I planned on uploading a video, but can't get ShadowPlay to work with Inquisitor Martyr; as soon as I start a recording, it immediately stops. Works fine in other games and on my desktop, so I'm not sure what the issue is.
Athos42 Jan 12, 2023 @ 2:42pm 
Four Cataphron Destroyers with Phosphor Blaster and Grav Cannon plus one Cataphron Vanguard as tank work very well. I don't know if it is gamebreaking, but good enough for playing +13 missions. Just avoid mission with "enemies ignore first 200 damage", they take FOREVER to complete.
Last edited by Athos42; Jan 12, 2023 @ 2:49pm
Kreed Jan 18, 2023 @ 2:21am 
Originally posted by Urscumug:
I've made these guides a while ago for the TA, people seemed to like the Tarantula specialist more, but the Necromechanic Skirmisher is also ok.

https://steamcommunity.com/sharedfiles/filedetails/?id=2539998219

I'm not sure if these builds can be developed to do lvl 120+ missions, but at +10 difficulty they worked fine and were fun to play :)

whats the aoe skill tree for? the right click on the beta axe?
Last edited by Kreed; Jan 18, 2023 @ 2:21am
Urscumug  [developer] Jan 18, 2023 @ 2:38am 
Originally posted by Grimm Kreed:
Originally posted by Urscumug:
I've made these guides a while ago for the TA, people seemed to like the Tarantula specialist more, but the Necromechanic Skirmisher is also ok.

https://steamcommunity.com/sharedfiles/filedetails/?id=2539998219

I'm not sure if these builds can be developed to do lvl 120+ missions, but at +10 difficulty they worked fine and were fun to play :)

whats the aoe skill tree for? the right click on the beta axe?


As the guide states at the section "important notes": All AoE dmg bonuses of the TA character (not the constructs) are applied to the smash damage of the turret arrive, thereby creating a low cd, high cc AoE spell with scaling dmg.
The Tarantula Specialist build's main damage source is this scaling damage, the character works like a caster-summoner hybrid this way.
Kreed Jan 18, 2023 @ 1:09pm 
ah thats pretty cool, i understand now i missed that part, i always assumed the arrive part of the summon was construct damage and not affected by the TA's stats
Last edited by Kreed; Jan 18, 2023 @ 1:11pm
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Date Posted: Dec 26, 2022 @ 9:07pm
Posts: 15