Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

View Stats:
Swatti Oct 29, 2024 @ 7:36am
Marine armor skills "a bit meh"
Help me love these...

The shoulder missiles are seemingly quite "fun" but not all that powerfull. Boost-jumping might come in handy for melee but i prefer my char ranged and the turret dies too fast.
I use the perk that lets you use focus for nades, couple of those do more damage then the rockets and take less focus, and i gain focus in combat/kills.

I wish there was a way to trade armor skill for something like a passive boost or there were more skill-types to choose from.

Any tips?
< >
Showing 1-3 of 3 comments
TNTrigger Oct 29, 2024 @ 8:30pm 
Yeah, there's "Self-Mortification" perk which gives you 0,75% damage increase per focus point missing up to 75% damage increase when it's zero, so you could theoretically run around with like ~50% damage increase most of the time in exchange for dumping focus on an occasional crowd/elite. I tried it with rocket armor but it doesn't seem to make much of a difference and i can't unload it completely as there's always few points short of a salvo remaining (might look into that focus regen-disabling perk later), but i'm currently running non-meta build with a explosion plasma and laser pistols, so there's that. There's also "Protection Ultima" which adds 7% of your max focus to damage reduction but disables armor skills entirely, and "Close Quarters Gunnery" (+25-75% damage the closer you are) which made jetpack rather useful back when i had assault armor and a heavy flamer/twin melta combo - just slam into a crowd, burn everything at point-blank range, and add some AoE blasts for good measure.
Last edited by TNTrigger; Oct 29, 2024 @ 8:42pm
Schalimah Oct 30, 2024 @ 4:30am 
The turret is F-tier, no question about it.

The missile salvo can be very useful for killing big enemies on high difficulty.
The skill works with the tripple shot psalm code doctrine and if you add the armor relic enchant for additional missiles, you gain an absoloute boss melting ability.
Just be sure to fire it point blank.

The jump pack becomes useful once you get into speed clearing missions.
It just gets you faster from A to B and you can shortcut on some maps by jumping over gaps.
In some cases you can even jump over trigger zones for certain events, preventing a door to close on you, for example.
kschang77 Oct 31, 2024 @ 12:53am 
Turret is pretty useless. Use Assault jump, and get something that replenishes your HP when you jump. Add it to 2 x the psalm doctrine that takes +50% damage taken from suppression, not from shield. With both of them, you'll take "almost" no damage (except critical hits and such). Add Perk of St. Victorious (take at most 30% damage at once), and some long range weapons (I find grav gun's "B" fire, which I call the "warp hole grenade", to be a lot of fun) and you have yourself an interesting combo.

Personally, I'd use the turret as a dropable battering ram. Doesn't do a lot of damage, but it's fun. :)
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Oct 29, 2024 @ 7:36am
Posts: 3