Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Understand that in this game, Psalm doctrine is greater than weapon affixes greater than what the weapon skill can do. Also 30% weapon damage can be converted into Heat. So you don’t really need to be too hung up on what that 1 slot of weapon power or skill can do.
In case of the hierophant, this is not really the case. We get a couple of new off-hand weapons, which cannot really be swapped for other types (e.g. 2-handers) and the 1-handers that have been in the game since its launch do not offer much of a choice in terms of their abilities, as mentioned. None of them have been adjusted for the new class and no new main hand weapons have been added.
For some reason, the design of the new class seems to have stopped short of giving us gear options for diverse builds. If there is only one viable or interesting weapon option, something has failed during the class design process.
End of story.
That is just how it is ment to be played.
The variety is mostly in how you equip and spec your retinue members.
If you want to deal the damage, your only option is auramancer, preferably with aether blade.
You need:
- One form of enrage token generation
- Enchant: While in enrage state enemies in 5 meters are shocked
- Enchant: +X% damage per enrage token but attacks consume an additional token
- Psalm code doctrine: inflicting shock causes an explosion
- Psalm code doctrine: heat aura
You have a complete skill bar dedicated to issue orders as a Hierophant.
Spend more time on that than shooting your gun.
Yeah, sure, it's designed to go with 4 specific units, while with TA you can go "full power" yourself and just, I dunno, take couple of fire turrets to keep enemies away. when there is to many of them but the only way you can actually do any actual command with them is target pointing with a second skill of specific weapon, which means -1 summon slots.
There is many stupid options, like getting for "ultimate tank" which kinda useless because you can just rapidly use turret or arachnid spawn to get max extra shield and just not getting shot ever. The options are here just for you to enjoy if you want five arachnids, 5 turrets (for example 2 fire with pushback, 2 of your favourite longer ranges, 1 healing turret to keep turrets alive on higher difficulties), two Castellans with towers or arachnids for support (and probably needing to get all that deploy cost and reserve cost reductions as well as class resource increases on lower levels) or a mix of all of this because TA is only really strong when it's properly utilises it's summons. And variance (or lack of it) after deciding on build early on dictated not only by perks, but also by need to farm shards to upgrade your summons.
Hierophans is straight up "companions managment". Don't like it? Don't play it. Play TA. But you can switch your builds pretty cheaply.
You can very easily go heat damage with the heat skill tree + criticals + the channeled spell hierophant has to stack up heat vulnerability on big targets though. This also synergizes well with most of the other damaging spells. I'm loving an enchant I found on an archeotech item which reduces all enemy heat resistance by 50%. It's probably not BiS, but I still like the idea.