Warhammer 40,000: Mechanicus

Warhammer 40,000: Mechanicus

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Marvyn777 May 25, 2024 @ 4:10am
Question about builds
So, I was trying the game again after failing a lot of times, this time with help of a good guide, but I had a doubt.

The guide in question had a short build reccomendation, but it was for the version with the DLC, which I lack, as result I wanted to know, what are the alternatives to the xenarite upgrades for the builds in question?

Like, the ones with xenarites in the guide were

Healer: Xenarite and Enginseer
Meelee; Xenarite and Explorator
Heavy Sniper: Xenarite and Dominus.

I heard Xenarite builds are focused in crits, so, which ones I should put in place of it for said builds?
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Showing 1-4 of 4 comments
the noble May 25, 2024 @ 10:08pm 
the game is not that hard do what you want. But I would say the line that rise cogitation is op
Hazen May 26, 2024 @ 11:20am 
I like Dominus for the HP it gives, and it's a combat focussed class. Lexmechanic is much needed (for cognition points) and the Secutor (1st skill) that gives you the servo-skulls is important.
Reality May 27, 2024 @ 10:23am 
I like first level of Tech-Auxilium on everyone, but most of all on dominus.

I recommend using multiple "gain cognition points" canticles, huge quality of life value.

Explorator - Melee / important for midgame and boss fights where huge shield enemies might show up (because 99% of ranged physical weapons suck)

Secutor - kinda a for fun class, but it's good to have some of your priests with only cheap CP skills

Tech Auxilliam - First point is good for anyone , full build is the class I'd be most tempted to double on.

Lex Mechanic - should have one as 3rd character at the latest.

Engineer - I made one early but you start unlocking class neutral heals just as quickly.

Dominus - obviously the shoot guy.

My playthrough went
Engineer> dominus > secutor > tech auxilium > lex Mechanic > explorator -- so I didn't listen to my own advice.

For me class mixing was generally full in main class + 3rd skill second class for combat characters

or full in main class + 1st skill auxillium for the leftovers.

The game gets lot less stingy with money after the first few boss fights
lyravega May 27, 2024 @ 10:35pm 
Xenarite leg augments has a bug and instead of +20%, they yield +40% critical chance. That aside, it's that Xenarite node that yields +5% critical hit chance for every missing health that makes the builds rather powerful.

The thing is, critical hits bypass armour, and deal maximum damage. For some weapons, this may be considered OP - for example, the Arc weapons that has a damage range of 1-X, a critical mean they'll always deal X damage and negate the unreliability of the damage range.

Tech-Auxilium arm augments yield some critical, but without Xenarite stuff it would be a rather minor boost, though it still could come in handy when dispatching Necrons as any Necron killed with a critical hit will instantly disappear and won't get to revive.

As far as replacements / suggestions go, I'm more of a generalist and instead of highly specializing anyone, I get everyone some of the talents / items that'll be useful in most cases. There's no healer for example; everyone has curatio claws and may heal.

Discipline breakdown:
• Explorator: Melee - focuses on melee combat
• Secutor: Commander - has great tools for troops
• Tech-Auxilium: Support - buffs for the party, free canticles
• Lexmechanic: Enabler - cognition point acquisition
• Enginseer: Healer - healing for the party
• Dominus: Ranged - focuses on ranged combat

Some talents of note that are worth dipping:
• Enhanced Weapons (Dominus I): Great talent for anyone that's not going full Explorator.
• Cognition Freedom (Tech-Auxilium I): Very useful on any build, allows a wider selection of weapons.
• Enhanced Analytics (Lexmechanic I): +1 CP if you have none may come in extremely handy in some cases.
• Servo Skull Attack Protocol (Dominus II): That 1 damage is more than enough to prevent a Necron from rising again.
• Escape (Explorator II): +3m movement is not too shabby, but being able to ignore opportunity attacks makes this talent golden in my opinion.
• Auto-Repair (Enginseer II): +1 HP at the end of a turn do add up to a huge amount over time.
• Angered Spirit (Dominus III / Explorator III): +2 DMG on Machine Spirit attacks might look weak, but there are two of this talent. Very powerful for weapons that require 1 attacks to charge.

Talents I personally avoid:
• Traveler (Explorator V) / Rites of Range (Dominus V): Directly clashes with my generalist approach; I like having swiss army knives.
• Secutor (any): Way too specific, but offers a completely different gameplay; bring 2-3 Secutors and fill the rest with Skitarii for a different experience.

Some item recommendations:
• Infestus Mechadendrite: Useful in preventing a Necron from rising again, or avoiding an opportunity attack or forcing a Necron into a corner.
• Curatio Claws: Even if there's a dedicated healer in the party, healing may be on cooldown, or the healer might not be in a good position.

Some tactical recommendations:
• Line of sight is the key. Necrons have the upper hand here, this is their territory. Use it against them; play hide and seek. Don't hesitate to burn a CP to get behind something to block enemy view.
• Some enemies can be baited, and hit with attacks of opportunity. There's a melee Necron unit that moves at the attacker when it is attacked for example. Or, every Flayed Ones go after the last unit that attacked one of them. Reaction may be utilized like an action against these.
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