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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.
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.
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 :)
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.
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.
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.
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.
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.
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.