Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Euphytose Mar 12, 2024 @ 2:28am
Crusader: Shield vs 2 hander.
Hey,

Finally started playing co-op with my friend, had a nice 7 hours session yesterday.

I made a Crusader with shield & sword as starting weapons.

I picked up a one handed hammer because I felt like the stuns would be useful.

However, I quickly realized that I wasn't doing any damage whatsoever.

The shield "block" skill is also very clunky to use in my opinion, I guess it's just not for me.

Switched to 2 handed hammer, fun factor went up by a factor of 10.

Now I deal decent damage, can jump around like crazy (I use the jump armour skill), I can debuff enemies, it's just much better.

I'm just wondering if you guys had any tips on shield use, because it really didn't "click" for me.

The fact you need to keep channeling the block means you can't do anything else during that time. But considering I'm new, it's likely me not playing it properly.

So: Do you prefer shield + 1 hander, or 2 hander?

Thank you for your replies!

PS: Also, my friend is playing Psyker.

He's using the fire aura skill, and he uses a sword that allows him to teleport to enemies instantly and constantly.

He's dealing *insane* damage. Purple enemies melt in 2 seconds top, I'm basically just following him most of the time and picking up my loot lol.

Is it normal for Psykers to deal this much damage?

I know it's an out-of-thread question but I really need to know. :D

Thanks again.
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Showing 1-4 of 4 comments
Schalimah Mar 12, 2024 @ 6:41am 
On the topic of shields, the block skill is conceptually nice but in actual game-play, useless.
The other skill is generally more useful.
Suppression shields explosion skill is nice AoE to augment the mostly small or non-existent AoE damage of one-handed melee weapons.
The storm shield offers another movement skill, but it has issues in coop.
It mostly rubberbands you back to where you started.

One-handed and shield builds usually play into shock and heat aura (psalm code doctrine).
Amongst the two-handed melee weapons, the great sword is probably the most played, with its spin2win build.

In regards to your psyker friend, get used to it.
Nothing keeps up with an aether blade and shockwave spamming psyker.
Euphytose Mar 12, 2024 @ 6:47am 
Thank you for your reply!

Edit: What do you think about the armours?

I've been using the jump one exclusively.

Are the others any good? The turret one, and the missile one?

Thanks again. :D
Last edited by Euphytose; Mar 12, 2024 @ 7:47am
Schalimah Mar 12, 2024 @ 9:40am 
Originally posted by Euphytose:
Thank you for your reply!

Edit: What do you think about the armours?
I've been using the jump one exclusively.
Are the others any good? The turret one, and the missile one?
Thanks again. :D
Assault armor is great for mobility.
Demolition armor can melt bosses if you fire it point blank.
It also works with the tripple-shot psalm code doctrine.
Sentinel armor is not worth mentioning except for its visual appeal.
Euphytose Mar 12, 2024 @ 9:44am 
Originally posted by Schalimah:
Originally posted by Euphytose:
Thank you for your reply!

Edit: What do you think about the armours?
I've been using the jump one exclusively.
Are the others any good? The turret one, and the missile one?
Thanks again. :D
Assault armor is great for mobility.
Demolition armor can melt bosses if you fire it point blank.
It also works with the tripple-shot psalm code doctrine.
Sentinel armor is not worth mentioning except for its visual appeal.

Roger, thanks again.

Edit: Sorry for editing again, but, why is the sentry armour so bad? I still haven't used it yet.

I'm now using a missile armour and it indeed does quite a bit of damage when fired point blank against big enemies.

Just wondering why the sentry is considered bad.
Last edited by Euphytose; Mar 13, 2024 @ 2:33am
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Date Posted: Mar 12, 2024 @ 2:28am
Posts: 4