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Nahlásit problém s překladem
-they count as physical dmg, concerning buffs to physical dmg (melee tree, enhancers)
-they are special in the sense, that you can use them in melee range (enemy directly nearby you)
=> which is why a melee hybrid (DONT GET THE LAST SKILL) is insanley op. the +3 movement and +1 dmg is not worth it when you can get TWO additional weapons to fire. especially since the physical dmg enhancers (+physical dmg THIS ROUND, unlike sanctums which are per attack) will buff ALL THREE ATTACKS this round. so take two of the enhancers, which cost 1 less cog points with the melee trait and buff all 3 attacks. invest in some other op tech tree instead of the last melee skill, like tech-aux
traveller is really bad. better get tech aux 1 (-2 cog cost) or dominus 1 (+wpn range). actually since flamers are AOE, you do increase the AREA and as such may hit more enemies. so its actually more usefull for aoe than for sniping.
my op team works like this, cycle wait until i get the tech-aux with skill 10, to cast the insane charge all weapons canticle and the +2dmg to all buff, then in mid game max all cognition with the lex-mech, then use the op-flamer guy with axe, and both kinds of flamers and two enhancers and 2 cognitior tentacles to wipe the map in turn 0.
The final explorer skill is great with two copies of the arc scourge.
Aaaand just noticed the dude aboved necroed the thread -_-