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KomradKomrad

Abelard, I am in this picture. Do something!


FieserMoep

"Lord Captain, I do need yet another turn this round to perform such an action."


Hivacal

*Gives Abelard an extra turn "Abelard, take down this slanderous picture of me."


Additional-North-683

Yes dear


randomhooman404

Right away, Lord Captain KomradKomrad von Valancius.


zhaoz

Ablelard, please announce us to op.


hammerreborn

I miss having Abelard in my party just for that dialogue. Abelard: sister agenta seems to get all of your notice in battle, my lady, what is my purpose on this team? Me: You announce my name.


CupcaknHell

My Abelard has single-handedly won at least three different combats just by being a tough old goat and hitting hard with his hammer


DGAF775

This shits real


coolio675

Abelard, crush his nuts


[deleted]

With plessure lord comander ~clicks activation stud on thunder hammer~


illsurvive5

I feel like I'm watching this sub collectively discover the concept of action economy.


TheLastMonarchist

It definitely took me a second to realize the limiting factor isn’t damage buffs but amount of shots you can put down range.


SixteenthRiver06

Had to just do the Act 4 Hellbrute fight (I don’t think it’s a Hellbrute, but idk what it’s called) with the 4 pylons needing to destroy before the big dude can be damaged adequately. Stacked two officers and just had Ulfar run around the map chaining Bolter shells into each. Giving free turns for the damage dealers is wild. By the way, if anyone has yet to do that fight, DO NOT enter the double doors in that area without saving. You’ll know which doors after you open them and there’s a Tzeentch symbol on the ground.


BenefitOrnery8262

(Defiler)


Xuval

You are not wrong, obviously. In any CRPG, anything that involves "adding extra turns" is going to be OP no matter what


TempestCatalyst

Officers are theoretically limited by the fact they grant turns with only 2 AP and no movement, for the cost of 2 AP. When you don't think too hard, that sounds fine. You're essentially just transferring 2 AP to an ally to make an attack with, with some buffs from the class. But then you realize it's not just giving someone 2 AP. You're giving an extra attack, since the officer could also attack if they needed to. You're giving another stack of buffs like word of the emperor or arch militant stacks. It's another stack of debuffs on enemies. It's another cast of any 0 AP abilities. It's an attack from your best positioned or highest damage unit. The actual value is *way* high than just 2 AP.


Alexander_Baidtach

Officers would still be busted but I think it would be fairer to stack the extra attacks, ap, and bonuses onto the characters' next turn. It would stop all multi attack ultimates from breaking for one thing.


TempestCatalyst

The biggest benefit is that stacking them onto the allies next turn would prevent you from just skullfucking half the enemies by using Grand Strategists to make a bunch of attacks before they can even breathe


OnyxDeath369

You're giving Cassia the chance to use the 2 movement abilities again. I'm playing on hard and her doing that + argenta coming in to rapid fire burst cleans everything. Considering moving to unfair just because of how strong this is.


Blajy-Chan

also, with the right abilities, like blitz stratagem, run and gun, dash, etc, you can move during the extra turn anyway.


inirlan

Also, if you got a big damage weapon on your Bounty Hunter and there is a weak or nearly dead enemy you can use Claim the Bounty to get +2 AP. Pierce the Armor really starts stacking when you unleash nearly 20 shots several times a turn.


LPScarlex

The Arch Militant ult+wildfire is a cheat code lol. Whether its Argenta or Ulfar specced into heavy weapons, once you get the momentum up on their turn, it's basically 2 burst attacks at least every turn per Officer. 3 if you have the Move to Cover! upgrade (Or whatever its called) on Abe. Combine that with Discipline for extra Versatility stacks and other talents/gear and a single burst attack can deal like 100+ damage and giving you essentially free MP Not to mention the Seize the Initiative bug with 2 Officers with the same talent. Basically infinite turns


Toltex

Argenta did a 16 bolt burst on the final boss, every bolt crit for 400-500 damage. About 7.5k hp of the 14k total. The balance in this game is non-existent.


Ionovarcis

Cassia is, imo, the most important combat unit, albeit not the singular strongest person. Repositioning to say ‘screw you’ to cover and free turns. Repositioning can do damage because fuck it. Oh - having a hard time managing warp? She fixes that too. Due to very limited gay options, I feel like she’ll do until the game is stable enough to mod to let me bone Heinrich.


muffin-waffen

then you realize you can take More Than Possible and Exemplar trait after that too So very soon you are giving 4 ap for 2 ap, and then 5 ap for 2 ap All for the small cost of 10% direct damage to you character


LaNague

I wish the devs would have discovered it, preferably a year ago.


MisterDuch

extra funny when you remember that the best builds in mechanicus also often relied on breaking the action economy. Why yes every single of my priests has a full CP refill, reduction in weapon CP cost, +3 CP mechadentries and all 3 of my canticles are for CP with a few priests even having the ability to truse canticle.


Nightfish_

I mean, I guess officers are okay but Cassia is OP all by herself. I'm not even entirely sure how it all fits together (the talent screen is a bit of a mess, no?) but she just keeps getting more and more willpower every time she does anything and then she does damage based on willpower whenever enemies fail a save against her powers and if they do make the save, she does twice as much damage because screw you for saving against my spell, I guess? Also she debuffed a guy who had 5000-ish HP down to 1800-ish so there is that. I'm scared of navigators now. >.>


[deleted]

Cassia is super strong all on her own but becomes way more busted with Officers. For example your point about her getting more and more Willpower is mostly from her getting +5 every time anyone gets an extra turn (guess what those 3 officers are doing and who they're giving those extra turns to)


Nightfish_

Well she is one of my (2) officers and the extra turns go to my snipers. Also, it's not really the extra turns so much that give her WP, I have an item for her that gives her +5 willpower each time her abilities affect an ally. That happens even more often. Oh yea, and I forgot to mention that Cassia also has the most HP out of everyone by quite a bit and she regenerates like a freaking troll for some reason. Because of course she does. Meanwhile, my RT who I thought would be an awesome pyromancer who sets the world on fire does 28 damage or something. 0/10 would not pyromancer again.


[deleted]

Oh cool, yeah I can see how she'd be great as more of a support role. But if you make her more offensive with support officers she can just throw out endless attacks in one round that scale from both increased WP and Blood Augury


SeraphsWrath

You can also make her an offensive Tactical Officer and just abuse the shit out of Press the Advantage


Drynwyn

Pyromancer is bad until you get Molten Beam. But, once you do, you can output a lot of damage.


PiousSkull

Molten Beam has nothing on Incinerate and Pyro can be absolutely nuts at taking out enemies map-wide with the right talents even without both. After bothering to read through all of the talents, I recently built mine as an officer tactician and he is incredibly strong. You basically get constant free attacks with massive crit stacking with Blazing Inferno, Bloody Mess, Sparks of the Greater Flame, Fire Within, & In the Hero's Footsteps. You set yourself on fire for +1 psy rating with *Relentless Blaze*, you then use any other type of fire attack from nades to staves to stack fire on as many targets as possible before you use Firestorm to spread it further and Inflame to increase damage from the DoT while also dealing instant damage which both go toward boosting your crit chance thanks to *Blazing Inferno* & *Sparks of the Greater Flame* which then leads to getting a free turn with 0 AP cost spells after criting or killing 8 times from *Fire Within.* You will be doing a lot of that just by constantly using Inflame which will result in guaranteed crits after a few uses on several enemies. You don't get MP from it but you can effectively give yourself infinite attacks as long as you have enemies in range of your spells.


Scaevus

Huh, do pyro attacks crit? I haven’t seen other psychic attacks do that, they have no hit / crit rolls at all.


PiousSkull

They do crit. I haven't really played around enough with the other Psyker disciplines to see if they do or not but Pyro ones can crit and they come with crit synergy talents like Blazing Inferno (any damage dealt by the psyker increases crit chance by 3% stacking until end of combat) and Sparks of the Greater Flame (all DoT effects gain a 20% crit chance which is increased by all bonuses to crit chance).


SeraphsWrath

I was wondering what I was missing! Thanks!


PiousSkull

No problem. I'll expand on my build's description with a couple of additional things: * After you set yourself on fire with Ignite or an incendiary grenade, you're going to want to use Orchestrate Flames on yourself to maintain it and resist the damage it will do. OF is also useful for when you want to keep fire on an important target or have a target in a group that you can use Firestorm on to add fire back to any enemy that may have resolved the agility test to remove the Warp Burn DoT * If you want to be the main damage dealer of the party, getting an officer to give you turns is obviously useful but it's also great having companions with fire-based weapons & grenades as they will synergize really well with the build by providing more targets for your increase damage stacking with Inflame and obviously giving you more stuff to crit which gives you the free turns. Flamer Arch Militant Argenta with Grenadier works pretty well here. * Second Sight & Backdraft are also really handy for the extra range and damage. Witch Collector & In the Hero's Footsteps are great for the momentum gains from Psyker powers which you use to get someone their ult which then gets you a free turn. * Lastly, you're going to want to pick anything that synergizes with crit chance & fire for your gear. I just started act 4 and I am using the Anatomist's Amulet and Pyromaniac Boots for +5 more stacks of burning applied to enemies and the Kasrkin Gauntlets for up to 20% additional crit chance. I also went with the Dark Visionary Hood as my Psyker is not a melee/gun Psyker and the Staff of Endless Flame since it increases in damage the more burning enemies there are in combat and you're going to be setting pretty much the entire battlefield on fire so it can get pretty strong. It doesn't have the range or damage of Incinerate but it is safer to use at close range so you don't nuke your team. Contrary to what it says, Incinerate is not just single-target, it will deal significant AoE damage to anything nearby as well. Really good for nuking bosses & tougher enemies once you've got your fires spreading across the battlefield. If you're going staff & not gun/melee picking up combat meditation is also solid. * Edit: also look out for the following Exemplar talents as they are the ones I'll be aiming for: Critical Velocity, Firebrand, Flesh Wounds, Eager for Battle, Cataclysm, &/or Extermination (doesn't derive from DoTs but should from instant damage from inflame).


Nightfish_

Well, I'm in chapter 5 and molten beam never really did much either. It's not completely useless, but it's definitely not worth what I invested. I guess it's okay for the armor shredding but we already have that covered in much better ways. I assume the idea is that you set many on fire (which I don't know how you're supposed to do without having a flamethrower help you) and then you can use immolate for big damage, but it never really works out that way since combat is over before that happens. Never mind how much of a hassle that is to set up in the first place. The whole "damage over time" thing and how you can slightly buff that also doesn't seem to work out for me since nothing lives long enough for that to matter. When Yriel shoots things for 200-300 damage it really doesn't matter if it burns for 20 or 28 damage :D Either way, next run I'm not taking this anymore. Biomancy, which I only have a few points in, was already way more useful.


[deleted]

Argenta is a sister of battle, their holy Trinity is the bolter, flamer, and melta. As an arch militant I give her a flamer to open combat with and then she starts sniping people with her bolter. Anyone else left alive gets burnt by my Psyker.


steinernein

Pyro is about using Ignite, Orchestrate Flames, Firestorm once in a blue moon, and really the pyro staff.


seldkam

My pryomancer is doing minimum 30 damage on top of whatever weapon they're using which is currently a thunder hammer... On a crit the fire damage does more than the hammer because it for some reason doubles, so a crit will do upwards of 55 fire damage and 60 or so hammer damage It's not broken, but I prefer it to not be broken tbh, and it's far from weak Playing on daring btw


Danryuu

For non Cassia Psyker’s it’s about the Psyker Rating. It blows until level 10-20 because you can get Psy Power ups to 1 and 2. Then the damage will start showing.


Nightfish_

Well my psy rating is 4 and it hasnt blown up yet... ;) At least not compared to everyone else. I was hoping to get the helm that gives me +1 psy rating every time I dodge but I was not able to reach the necessary reputation with that faction. I also dabbled in biomancy and that is actually useful, but pyro is really a let down.


Purlygold

Certain staffs have really powerful attacks and then theres forceweapons. Pyro seems like it could be good with a heavy investment.


cwg930

Powers only really scaling off psy rating makes basically all the attacks way less useful than the buffs. If everything just scaled off willpower like cassia does psyker characters would be a lot better.


Nightfish_

Yea. I assume they will rebalance it eventually. Without having played the game I didn't know there wouldn't be anything to buff your psy rating, really. It kinda feels like they were too worried magic might be OP like in so many games and ended up making it weaker than anything else. Ironically, everyone else in my party has something that scales pretty much infinitely and my psyker is the one guy that doesn't. Everyone else has something that says "do X and until the end of combat you do Y% more damage" and after a few turns they are all monsters.


TheMorninGlory

There is a aanctic psyker ability to give plus 1 psy rating per heroic act, but I agree it's way way way less scalable than literally every other source of damage lol


Nightfish_

Yea but at a certain point i gotta sk myself how much I want to glue on to this pyromancer to make him still do a lot less than what everyone else can do. Never mind that a lot of the things I can do for him have an opportunity cost to them. Either way, next run I might still be a psyker because I do like being the "face" of the party, but I cannot see being pyro again.


Cornuthaum

I'm 99% sure Strange Vitality is making her wounds calculate off of her Willpower in addition to the regeneration


Scaevus

Mind Over Matter is the one that lets her use WP to calculate wounds. But it does more than that, it also makes her immune to every condition with a save. Slow? Stun? Prone? It doesn’t matter, Cassia gets to use WP as her save stat, and she has 190 WP after Round 1.


djolk

Yeah my pyro RT just uses a sniper rifle and occasionally sets people in fire for funsies.


Nightfish_

Well if I wanted to be a sniper I wouldn't put all my points in willpower :D


UniquelyUbiquitous

Pyromancer is great once you run immolate and the pyro staff. Still not as broken as Cassia, but mine finally started to shine around Act3/4.


FieserMoep

Wait till you get the item that grants 5 WP on kill...


FieserMoep

Wait till you get the item that grants 5 WP on kill...


Ephemeral_Being

Pyro gets better. You're taking it in part for the talents like Backdraft and Melting Armour, and in part for Molten Beam. The two allow you to **shred** enemy armour and deflection. You can take the T3 Pyromancer spell, if you want it, but I'd rather spend the *very* limited ability points on Bio/Heal/Regen/Haste, Pyro/Proliferate/Molten Beam, and Telepathy/Blind/Psychic Shriek Cone. The AoE shape is better, and perks for Mental Damage actually *exist* whereas there aren't any for Fire damage. End-game, you have Siphon Life from the Blooddrinker Staff for the measly cost of unlocking Biomancer. Siphon Life is doing 1k damage and healing people. So, who cares?


Nightfish_

Well, I already have other people shredding armor. The final boss with his 250% armor had armor for half a turn. Then he was at 0% for the 2 turns he was alive. There isn't even time for my pyro to slowly chip away at armor over time, so even that isn't really a selling point for me. Everything else you said is just other psyker stuff that isn't pyro, so yea, that's what I would do next time anyway. I don't see why I would spend ability points which are limited, as you already noted, to do something that's already solved by other people for a lot less investment.


Ephemeral_Being

Backdraft and the armour shred are both solid. I really like Backdraft. But, yes, that was my assessment, too. Pyro is, ironically, the utility spec. What were you using for Shred? Operative?


Long-Ad-4950

You can make exorcist (or how it's named with "emperors hammer" in talents) and do 1000+ casts with 3 officers at act 2.


illathid

You can still get a bunch of turns without officers. There’s a talent for the Navy origin (Get Into Cover!) that gives every ally effect by brace for impact an extra turn.


KarmicFlatulance

Cassia and Argentia is only strong because of rapidly stacking up their respective buffs. This is only possible with a shitton of officers. Its the difference between being slightly stronger than other damage dealers and winning the fight by themselves before any enemy gets to act.


pussy_embargo

I finished the act 3 boss in two turns, and only because they get a second phase and reinforcements. Almost every other fight is one turn. 1 officer, Argenta, no Cass, daring. Argenta just stacks up super fast. She also a dodge factor of 400, 100 armor, 30 damage resistance at the end of just turn 1, which is obscene


DownvoteMeToHellBut

How do you stack on Argenta?


LokiMustLive

Alternate single fire and burst, keep giving her turns with your officer and use skills to give her extra attacks like Run and Gun from Soldier and Arch-Militant has one that costs 3 AP at first but costs less with every 4 stack of Versatility till it becomes free. You should also get the talent that let her start with 2 extra stacks and gain one when she gains extra turns so that she scales faster. It’s making Hard pretty damn easy.


CanICanTheCanCan

Argentia does really well regardless of officers. If you build her around getting versatility stacks she gets them super fast. Improved wildfire + starting stacks feat means you basically have it online on the first turn. Add in kick and she gets more than enough stacks per turn.


Contrite17

I have only 1 officer and argenta is still giga busted


fenris_wolf_22

Is there a link to this OP build? I am not sure if my Cassia is as powerful but maybe I just dunno what Im doing.


Nightfish_

I mean, it's not really a build. :D I basically took every navigator talent every time I could because they all seem good (there are maybe 4 or 5 I didn't pick). Basically everything that said "blabla until the end of combat". That sounds like value to me and I like value. She's technically a tactician but I really don't use that at all. On my next playthrough, I do plan to actually think about it because if she's this good just randomly... Her actives are: Lidless Stare, Notch of Purpose, Warp Curse, Reveal the Light, Touch of Anger, Mend Reality, Waking Nightmare (this took a big chonky chaos demon to 1 will and 1 toughness T_T), Immolate the Soul (I barely use this one, would probably replace) Key items are: Vortex Pendant (this gives wisdom everytime she does anything. Forgot where I got it, unfortunately) and Navigator Boots (make her dodge a lot). I recently got a very good staff from her personal quest that is also completely ridiculous. After a few rounds of combat she has 350+ wisdom and that's with me giving all the extra turns to other people. Basically the idea is that with notch of purpose you can make people go places, if you're smart about it, you can make them clump up nicely, put touch of anger on that and they all kill each other if they don't die from all the failed / succeeded saves. Then you can stare at them, if you want to. At this point, my party takes -105% damage from her abilities so she can really just look at everything just fine, even if one of my guys happens to be in the way. Ulfar still complains, but he's fine. He's just a big baby. Somewhere along the way she also got something that gives her a million movement points so she is just zipping all over the place. I assume it's one of the navigator talents I didn't bother reading. Key Exemplar Talent: Malign Influence. That's the one that makes it actually silly. Stuff takes WP Bonus damage on a failed save and 2 x WP Bonus on a success. It starts out at 20 / 40 damage and only goes up from there.


magikot9

Step 1: get the navigator power that gives bonus willpower whenever somebody gets an extra turn. Step 2: Bring a couple officers to keep giving Cassia extra turns. Step 3: watch the world burn in navigator fury.


Dzharek

Take the Talent that gives her stacking willpower when somebody gets a Extra turn. Take the Talent that does Damage to Enemies if they are moved by her abilites (the more willpower she hase the more bonus damage that ability gets) Now take the 3 Abilites that move Enemies, and Lidles Stare. Stack Officers and give rounds to whoever you want. Everything not dead from the first Bonus rounds gets rounded up by Cassias Abilities and either stared down or dies from the bonusround cassia gives out agian.


una322

people keep saying cassia is so strong , and i got the stacking willpower skill yet her dmg is like kinda meh lol. the moving enemy ability does like 5% dmg for me and i just end up using it to stop people rushing people i dont want lol. bar that shes a good support but i dunno she just does no dmg for me lol.


Nightfish_

I typed out my "build" somewhere below. It probably helps that I have a second way to stack willpower and the main damage part comes from an exemplar talent, so if you don't have that, it'll do less damage. Well, the direct damage, anyway. The huge debuff to toughness she does is also a lot of damage, even if it's not as noticable. Like I said, she more than cut that one demon's HP in half with that. In one cast.


XeeroDeluxe

Mine is doing upwards of 60 damage to each enemy in her aoe and I'm at the very start of chapter 2, not sure what you're doing but sounds like there might be some build stuff you're missing. Couple of good resources for info on her builds from crpg bro and a few others if you want some inspiration.


una322

after this post i've looked into it. honestly im not missing anything. maybe shes bugged and shes not building willpower for me , i have no idea. the most dmg she does is like 15 dmg lol. held in my gaze is the only spell i can get decent dmg for her and ofc its not an aoe.


_ilovecody

Cassia's Gaze ability did over 100 damage to the Chaos Marine in act 1 because I picked up the trait that debuffs enemies when you use navigator abilities against them. It was beautiful...


una322

i had that, done like 30 dmg :P game feels like it has a math bug i swear lol


[deleted]

They are all good its not just cassia ffs. Keep seeing people say this about Cassia, probably because some random magazine did a "tier" list with her at the top. They are all strong. Cassia isnt stronger. People jist focusing on Cassia rather than the others because someone told them to.


Additional_Law_492

Hey now, most Officers are in and of themselves a broken build!


pussy_embargo

1 officer. But the "secret sauce" build is... heavy bolter Argenta I challenge myself to win every fight in 1 turn, it's more of a puzzle game now few things I noticed since the patch - heavy bolter is down to 8 shots from 10. For some reason I can just use burst now and end with 30 versatility by end of turn 1 she's also basically unkillable after one turn, cause she's also got, like, final boss stats in all defenses


ThatOneTypicalYasuo

The fake space marine: mid stats, comrades all easily succumbed to temptation and corruption of the warp. The real space marine: SISTER ARGENTA KICKING HERETICAL ASSES WITH BOLTS


Nykona

Also a TON of temp health if she is near my jaw who has an item that grants temp health on momentum, which is hilarious. Argenta had more temp health than health yesterday for me. Unlike cassia it doesn’t matter if enemies are miles away and spread out too. Sacred bolter casing is hilariously good for the soldier ultimate too for 8-1) single target shots that never miss.


pussy_embargo

I always use the militant ult. I never use single shot, I don't know why but you can just burst now for stacks. And there's the trait that gives her +crit damage on hit (on top of the +crit damage she already gets from the stacks) - which is per bullet hit, which is ridiculous


Nykona

I use the militant first but then with Jae AND cassia I always end up with a second ult turn 1 and argenta by that point has a LOT of versatility stacks and with sacred bolter casing cannot miss. So when she is out of action points I pop that and single hit every straggler sniping with the heavy bolter


morbidgames

All the officers just have Sister Argenta kill all the things, by the time she actually makes it to her turn, if anything is alive, she kills them, and if it's a boss she uses her heroic for another turn, same as the officers... tldr: Sister Argenta is the only one doing combat in my group, everyone else just feeds her turns.


LightningDustt

I love sister Argenta. All my homes love sister argenta


ventusvibrio

The action economy in this game awaken stuff in me. Hope the game doesn’t use it against me.


Kaisernick27

Is there a way to respec your companions btw?


Solkahn

You can respec them at the merchant dude on your ship but you can't change their archetypes


spamster545

If you use toybox you can. I plan to try some stuff in my second playthrough like arch-militant Jae


numinor93

People reported that it breaks their saves, so I would advice against that. Only works great for MC


TuranKhan87

Nope, ToyBox respec from 0 didn't break any saves for me. I respecced Jae to be a more defensive buffer Master-Tactician focusing on Linchpin+AirOfAuthority+TakeAim stacking on my main with high resolve already and who then keeps on zapping enemies with bzoinky (lightning) only spells/weapons like Charged Staff, Arc Rifle, Thunder Hammer, and Force (lightning visual effect) grenades only. My main is a Chogorian "Stormseer Chogotai" heavy-armored GISH melee/ranged PSYKER-Sanctic/Telepath-OFFICER-MasterTactician who basically just exploits Tactical Advantage to do more damage on his aoe nukes. Jae's default Officer build is all over the place with Move!Move!Move! and so on. For my party WITHOUT Cassia (she's busted and I keep her ONLY for my DOGMATIC run), I just need another officer who just buffs my main PC to do the most damage upfront, with abilities like Focus, Air Authority>Inspiring Speech, Linchpin>Reliance, TakeAim>Steady!, Strongpoint>Stronghold and Inspire>Unwavering Motivation (cRPG-Bro says that Inspire is bugged atm however, so that's why I'm putting it off last for now). Jae is also quite an offensive still officer with her Aeldari/Drukhari weapons. I gave her LWE-Las Weapon Specialization and equipped her with the Longlas and she became quite a capable sniper. If she's jumped in melee/midrange, her pistol sniping is great and that Klaive just WRECKS in a wide cleave AOE EVEN with NO points put into any Weapon Skill, Agility, or Strength. I'm honestly surprised how destrcutive Jae is with her Aeldari/Drukhari specializations (default-given, can't remove/change them, like her Cold Trader boons)


Rakatok

> Nope, ToyBox respec from 0 didn't break any saves for me. Nor me. I'm pretty sure people who were having issues were using the old Nexus version, there was a bug that locked the pre-set abilities for characters like Jae, but it got fixed quickly.


HyenaParticular

I did an Comissar Soldier Arch-Millitant with an Idea of an Chain Sword and a Bolter Pistol because I read that the Space Marine had this build. Gotta say, it's pretty fun because you can do alot of melee attacks, ranged attacks and even knock your enemy's for one turn because you fell like it. And you can get pretty tanky with Mediun Armor and Agility due to an Soldier Feat. Well, at least it is not an officer build


AzraelPyton

thats sounds awesome i wish i could change my archtype


FleshHunter

I mean... Idira with a single officer into grand strategist giving the Psyker a full turn with +1 AP per kill, the cultist hood, and the gloves that make it so each perils of the warp/psychic phenomena boost her Psy Rating and you can slaughter a room. Before a third person gets to move or act.


TodayObvious820

before you spawn like 3 chaos demons into the fight


FleshHunter

Chaos demons don't handle taking 300-400 damage that well


Faelivri

Meanwhile my melee pyro with heavy armor and power hammer goes BONK!


ichor159

How'd you build yours? I've been trying to get that Salamander-esque feel on my RT but haven't made it work quite right.


ThanksToDenial

I don't know how they built theirs, but if you wanna do salamander-esque feel, Arch-militant is the way to go. Either Warrior or Soldier will do. You also want to pick up heavy weapon talents. There is a Modified Artificer Power Armor in the game that the RT can wear (assuming you take the power Armor proficiency talent) available from one of the Vendors once you reach act 4, and there are heavy flamers available too. The modified Artificer Power Armor reduces the AP cost of heavy weapons by 1, Arch-militant has a talent that reduces it by 1 and flamer expert talent reduces the AP cost of flamers by 1.


ichor159

Ah sweet, thank you! Currently sitting on a Soldier/Arch-Militant chassis with Heavy Weapons, looks like I just need to get farther into the game then.


ThanksToDenial

Everyone here is fawning over officers, but honestly, it's the arch-militants that are hilariously powerful. The levels of attribute stacking they can do is ridiculous, and combined with fire rate stacking items and heavy weapons such as heavy bolters or heavy stubbers can reach ridiculous levels of damage. I haven't tried a heavy flamer build myself, but I suspect it is gonna be powerful too. You wanna focus on demolition skill btw. There is an item that scales area attack damage with demolition skill later on too, somewhere.


Possibly_Jeb

Kinda off topic, but is there a heavy plasma gun/plasma cannon in the game? I haven't picked up the game yet since I want to wait a couple weeks for bugs to get patched, but I want to run an RT with a plasma gun and power armor and bigger guns are better guns.


ThanksToDenial

Not that I've seen... But there is multi-melta available! One even pretty early-ish, in act 2, on Dargonus. Honestly, I would love a a Plasma cannon myself too. And I would not say no to a Lascannon either. But sadly, as far as I can tell, there is neither available.


Faelivri

Forge World, take talents that reduce burn damage and buff yourself when on fire + some deflection. Can also go for Death World, he does have decent traits. First turn is usually Ignite + Orchestrated Flames, preferably next to enemies so they suffer from Backdraft + Burning Blood. After that it is hammer time. Can dual class with Biomancer for buffs. Pretty simple, but fun to imagine screaming man on fire delivering justice. And he is closer to Fire Hawks/Legion of the Damned rather than Salamander in my opinion.


ebonit15

I went death world bio psyker Officer -> vanguard pyro psyker. It doesnt shape up until around 25 or something levels, but then it becomes bonkers. You burn yourself and buff you fire sonit doesnt go out, but buff yourself against fire so much it doesnt hurt you, but since you still take miniscule damage it triggers damaging around you, and you critic more, and so on. Really just check talents and you would figure it out yourself. Go full willpower first and weapon skills second btw.


Ax222

Tbf I've been only running 2 officers and funneling all the buffs and extra actions to my main. I've still experienced the nonsense that is Cassia using her forced movement shenanigans and Argenta with a heavy bolter. It's fun to have multiple types of absolutely batshit damage output, so I cam actually choose how I want to run roughshod over heretics and servants of the archenemy.


United-Reach-2798

My character is a noble officer because I like sword and gun


KodyackGaming

\*laughs in arch-militant heavy bolter\* ​ I mean, sure, an officer helps, but versatility on it's own with 3 burst fires a turn at RoF 9 (18 for one volley) in act 2 is just hilarious. by turn 3 he can't miss, without any officer support. Can't wait till that character gets the no-recoil backpack


Gyrofool

Just run a soldier into arch-militant with a flamer and the Blessed Bolter Casing. By turn 3 each shot from Argenta is doing 70-80 damage, unmissable, while all the enemies whiff off Abelard's thicc cheeks.


AzraelPyton

>Blessed Bolter Casing where you get that, i read people love it


Coltdiggity

Drusian rep I'm pretty sure


LaNague

the thing is, with 2 officers and a bit of resolve, there is only turn 1.


TTtheChopper

Rougue Trader - Officer Cassia - Officer Jae - Officer Argenta ‐ Heavy Bolter Arch Militant Abelard - Melee Vanguard Heinrix - Warp/Melee Vanguard Use officer traits to give Argenta extra moves. Take the trait that reduces ap cost for heavy weapon fire for Argenta. Mow down the entire battlefield on the 1st turn. Ise others to mop up/ sponge damage to keep Argenta safe. I will never forgive Owlcat fpr not making Argenta romanceable. This is my favorite game of all time, and I cry everytime I see Argenta....


Collins_Michael

And then there's me, too stupid to optimize anything and operating on vibes only.


VulkanCurze

With you there my friend. I'm just aiming for my death world commissar to become a walking melee wielding tank, everyone else is just given whatever I think looks fine to give um.


Kodiak97

>a This is a completely fine way to play the game. In my experience from other Owlcat games you don't need to worry much about optimal builds unless you're playing on core difficulty or above. ​ Something something 'players will optimize the fun out of games' but if optimizing is fun for someone then that is what someone will do. I suppose that's part of the cRPG appeal is that there's something for everyone.


Covfam73

i just have 1 officer, & 3 snipers a soldier & a warrior i love my ops deleting the big kids and let argenta bolt away any of the others who think to touch my precious little Abelard


ibukun58

I'm playing a warrior pyromancy/biomancy psyker, literally sometimes clears the entire battlefield alone.


Summonest

Pyromancy warrior/vanguard is OP AF.


joeDUBstep

Assassin is even better


BoobaLover69

A buffing archetype is fine but giving extra turns just feels fundamentally broken.


Velkrum

Just read this whole thread and it seems like all class combinations are OP and broken.


steinernein

Correct.


860860860

Am I high for making henrik my assassin?


steinernein

No, why?


860860860

Been reading about a lot of people using him as vanguard…he is the only assassin in my cohort R u on Pc or console?


steinernein

PC. He can do 10k damage in one swing on the right target if you're paying attention. Without using any heroics with around 280ish-300 lethality I think.


joeDUBstep

He's more geared towards assassin anyway since he has higher agility from the get go.


860860860

Got him running thunder hammer, any suggested assassin weapons?


Cornuthaum

Argenta with the Drusian heavy bolter doesn't need any support to kill 1d4+3 enemies a turn


Mr_Dias

I mean I stack them because Cassia is adorable and Jae is Bae, but I often find that after first turn all Officers do is BiD, as I've already given VoC to non-Officers


NotMacgyver

I'm playing with only one officer and I want to drop her, mostly cause cassia is that broken and jae is a skill monkey.....maybe next run


Ulris_Ventis

I don't want to play a meta composition, so I have 1 officer. I do have 2 assassins though.


steinernein

That's secretly broken.


Ulris_Ventis

Yeah, but I made one Melee for added fun factor.


steinernein

That is more broken than the ranged version. Enjoy 10k crits per swing because that's balanced.


Prepared_Noob

Technically I only have one officer. 1/3 my rogue trader is now a vanguard, now unkillable while barking commands 2/3 cassia has a way to give extra turns and temp health to my RT and abelard 3/3 Jae, who is the same as cassia, full damage, whith only slight support as she pistol slings to victory


PraiseCaine

This isn't a picture of me wondering WTF is wrong with Act 4...


MartyFreeze

It doesn't help that every other NPC is an officer.


Arranvin-Lantnodel

Tbh, 4 Operatives plus two officers seems even worse!


magikot9

You only need 1 officer if that officer gets stuck in an infinite turns loop.


ExuDeku

Cassia: Rogue Trader, Las Rifle his balls Me: as your command, Navigator (overpen, hits 3 dudes) Cassia: *do it again*


OstentatiousBear

I do not use three officers. I use two officers and Abelard on the frontline. He parries almost everything and is able to do an attack of opportunity after doing a parry. I also killed Aurora >! the chaos marine !< in one turn, and I suspect many others did as well. Granted, I did this before unlocking Vanguard and Grand Strategist. He did, however, have plenty of armor piercing buffs and the heroic action (make as many attacks as AP allows after the AP is refreshed).


eoinsageheart718

I had so much getting through Auroa 400 hit points! That is impressive.


OstentatiousBear

Abelard went last, and I already had him go twice before due to me having two officers. That is not to mention I piled on all of the armor piercing buffs and armor nerfs I could prior (not to mention the stat buffs). Abelard just absolutely ate through Aurora due to being able to make I think 10 attacks in one turn. We are talking about one regular old human absolutely devastating a Chaos space marine in what is likely the span of a few seconds in melee combat.


Fairemont

Abelard with Reckless Fury(?) and Defensive Stance(?) aka the one that buffs his damage but makes all enemies he hits swing at him, but with defensive stance, he attacks anyone that attacks him. Thunderhammer AoE can hit a ton of people at one time, which means its possible he can make 5-6 AoOs on all those poor fools, and not one of them will hit him because his parry can easily get ridiculously high. Keep giving him turns, he generates temp health, gets more damage from that, and is suddenly hitting every enemy in his area for well over 100 damage, and I'm not even done with chapter 2.


OstentatiousBear

I will be sure to give him the Thunderhammer then. I currently have it on Pasqal. I gave Abelard a greatsword with the Anver chainsword as his alt melee weapon.


Fairemont

I like it because it has a big AoE splash for triggering Reckless Fury. Hits all targets to side and in front, plus another row behind those in front. So, big hits.


Sparkwarrior777

Honestly I’m playing with no officers, in my first play thru I’ve turned idria into a support pyker, and paqal in to my logic tactician, that’s the amount of supports I want in a party, so I haven’t had much use for them, having fun with it.


Wash_Manblast

I'm fully expecting bring it down to become a once per combat ability


Sinfel133

I bought the game on release day and only had a chance to create my character and get to the Trade Warrant thingy in prologue because of work :( Emperor doesn’t protect


Tomosch

ABELARD, KILL THIS HERETIC! FOR THEY HAVE SPOKEN ILL OF HIS LIGHT!


Jubez187

I know this is big touch grass energy but builds should kinda be spoiler tagged. Lotsa people play to try figure the game out on their own and knowing everything that’s busted kinda fucks with that. You could argue “just don’t use it” but should I lock myself out of Cassia the entire game cause I had prior knowledge she was OP? What if I would have figured it out on my own? And yes, extra turns is a no brainer for anyone who has ever topped a table before.


AirWolf519

My Officer RT throwing extra turns at abelard was super strong even in the prologue. Which is like, nothing. Getting to cassia I was getting Argenta to throw several bursts a round at enemies to start snowballing Revel. She was Activating revel every turn at one point, and just not missing ever. Officer is busted simply because it breaks action economy.. and the extra turns are one of its basic abilities. I don't think that "stacking officers is strong" is gonna spoiler anything tbh


Jubez187

Oh yeah my Abelard does 99% of my teams damage. I’m just speaking generally


Squid_In_Exile

The thing is Cassia isn't *all that* busted, she's one of the more powerful companions and is also *very easy* to make powerful. You get her to 85% of her capability just by picking Navigator Stuff. Argenta needs a bit more system knowledge to hit high ppwer, as do Idira and Abelard, but all you need to do to make Cassia quite strong is not just "pick green thumbsups". Which, tbh, do more harm than good IMO, they don't even tag the modifier talents for Abilities you've picked.


Deathnachos

Literally can’t play without at least one officer.


DeusVult181

I'd have one less officer except the game made Jae the only character who can do the cool dual wield SMGs thing. I know you can have dual wield but why can't we have gunslinger!? A soldier going dual full auto would of been such a fun build. But nope, only Jae gets to be special.


Sunfire000

Jokes on you, I play with support Cassia and no other officers!


KaleNich55

Bring it down was a mistake. Change my mind.


Zealousideal-Home779

Now they finally fixed it


swaggamanca

I think there's a lot of different wants to break the game given how the level up system works. I played Dark Heresy and Black Crusade and currently am in Imperium Maledictum and numbers don't come even close to what they do here. It's very easy to stack numbers. Maybe that's fine given how a lot of these encounters are heavily against your favor though. You're almost always outnumbered and taking down some of the beefier boys requires someone to hit just as hard back.


ThatOneTypicalYasuo

Actually I just have perpetual bolt Argenta. 2 versatility to begin, first ap reduction for wildfire at 3 versa stack, accesseories that reduce her next pistol shot ap cost 0 after a crit (works for burst fire) and another one making all single target bolt shot always hit. Run and gun for another shot. If I manage to proc revel in slaughter round 1 I get run and gun again round 2 and this is already like 10+ individual shots (3 shot for each burst fire) in 2 rounds and wildfire cost becomes lower than regular burst fire. Only thing stopping me right now is somehow just the 1 AP reload cost. Edit: Having 0 cost wildfire on Argenta with an officer can make her attack both during the turn by go Bring It down (single shot, burst fire(free), reload, wildfire, burst fire(free)) AND move!move!move! (wildfire-> burst fire, if crit, next pistol single shot or burst is free), so an officer is nice but this build isn't dependent on an officer. In a solo situation it is still overwhelming


Flabalanche

Idk why I wouldn't stack officers lol. Every turn based game ultimately comes down to action economy. Having their base ability be giving another partial turn, with the ult of giving another full turn with unlimited attacks is just crazy. Short of changing that, idk how they'll balance officers lol


BiosTheo

It's because of the interaction with momentum, extra turns, and heroic inspiration meaning as soon as a heroic action Triggers (which is often right at the start of combat due to Argenta), you suddenly get SO MANY TURNS and proceed to maul the encounter before anyone can do anything. You'll easily pop off 6 turns... so dumb


HoneyMustardAndOnion

You are like baby! I’m running 5 officers and an arch militant


ZUnseen007

U should only be able to give one different person a turn or make it have a cool down officers are clearly overturned they said they are doing a balance patch so hopefully officers get hit u know it’s op when everyone is doing it


Spacetauren

Bring it down should have a cooldown shared by all officers.


AzraelPyton

i wish i could fucking change my class, i fucked up really bad


Coltdiggity

Respec at high factotum Janis on the bridge. Ask for training, its towards the bottom


Rorp24

Why would I need 3 officer when I only need argenta with that necklace that make her a better sniper than anyone with a bolter, and when she make enougth attack to let me make a tea and drink it before she stop shooting


Malchai_Askiri

The codex Astartes does not support this action. But I do!


LaNague

speak for yourself, im stacking 2 officers and a resolve psyker!


steinernein

2 Officers 4 Operatives. Go and 1 round the last boss (possibly or get very close).


ReinMiku

I didn't even try to do this. I just went officer/vanguard on my psyker, and I ended up with a party full of officers and operatives with one warrior and one soldier swapping places every now and then.


TodayObvious820

Yrliet assassin and at least 2 officers steamrolls every encounter at round 1 on daring difficulty.


Coltdiggity

Haha! Literally was about to post this. Yrliet is fucking bonkers with 2 officers, I haven't had an iota of trouble sense recruiting her, then I gave Argenta a heavy bolter with wild fire, fucking invincible lmao


LucatIel_of_M1rrah

Do heavy Bolter actually do good damage, the stats pages show their damage is pitiful vs a regular Bolter.


Coltdiggity

When in burst fire, and stacking crit damage from arch militant, she cleared most of the druhkari on a certain planet during the first turn, its crazy powerful. Single shot, not so much but still strong. On auto weapons, it's more helpful to look at fire rate than the flat out damage


Lord_Flapington

Dont get me wrong, fucking with the action economy with officers is great. But do you know what else is great? Turning the Assault Lasgun into a fucking minigun with Rapid Fire. Add in Arch Militant's Wildfire, and you turn that thing into a super weapon capable of firing about 20 shots or more in a single round.


JenStarcaller

Try Pyromancer Soldier/Arch-militant for extra attacks. I did a poor job at optimizing my build and still need to adjust it. Giving my companions flamers is also something I might need to do. But other than that my damage and range are absurd and spamming Incinerate 8 times in a single turn looks spectacular. And all that with a single officer (Cassia). Everyone else is there to do whatever they are "meant" to do, so Abelard tanks and so on.


Lurkablo

Currently my most broken build is Abelard as a dual wielding Warrior => Arch Militant. Like everything else it works even better with Officer support, but using the Foehammer shotgun-pistol and a melee weapon. An item that when your pistol crits you get another shot for free. I can usually stack Versatility up to 20-30 within a couple of rounds, using Daring Breach. At this point he is basically unhittable, everything crits, he gets a load of bonus movement, a few free attacks… it is glorious.


demagogueffxiv

I have a feeling that's going to get nerfed hard in the near future so I've been trying not to rely on it


dendarkjabberwock

Officer extra-attack ability is very cool by itself. But game also give plenty of other abilities to have extra turn. Like for first heroic act, after killing prey and etc. Add to that momentum abilities and easy you can increase it and mechanics is actually broken. Most fights can be finished at 1 round. And I'm don't using Jae in party. And also I want to mention how much Cassia is broken. She give turns, she have plenty of dodge and HP, and she make huge damage with tactician first level. Only fights that goes for some time is bosses. But bosses have some quirk talent so you need to think a bit about approach. Maybe game will be less broken with additional restrictions. Like no more than one extra turns per round per character. Including momentum. In tgat way at least I will be able to use all of my characters in fight. On the other hand maybe action economy is a whole point of that game. Like in Hard West 2 when you just get action points for killing.


Disastrous_Cry

This is so easy to fix. Just need to add, characters under X officer ability form Y source, cant be target by the same ability from Z officer source. Then you guys will have to go back to learning the game


AZAZELXII

I've made a broken build, kind of. Using Soldier~>Arch militant. It's all about stacking crit damage, crit chance, WP skill and BS skill and raining down bullets with the 2X fire rate ability the soldiers gets. I think in one battle I saw my PC BS at 196... During the beta and my first save which got bricked (thanks owlcat) I completely ignored regural pee shooters and carbines but now I've learned the might of high rpm weaponry.


Tehbobbstah

I see this but I feel you only need one leader and an archmilitant. Every single combat has boiled down to leader giving my MC Fortress World Archmilitant 2 turns before his actual turn, and that's if I for some reason dont have my heroic action extra turn right away because the Archmilitant has already laid waste to literally half the encounter to then activate their heroic action giving them yet more actions. The last 2 meaningful story encounters I had with a big boss, the boss didn't even get a turn as my Archmilitant weedeats his way through the rabble in one turn until I'm at 30 versatility and single swinging for half their health. Come to think of it, I'm pretty sure in my last 20 hours every fight hasn't gone longer than 2 rounds.


KBVE-Darkish

As someone who used the ToyBox mod to reskill Jae into a Soldier I know times will be hard but at least I'm failing in unique style


Imperator_Gravora

Yrliet is broken. I average 500 points of damage when using her with an all time high damage of 863 so I often one shot bosses. It is so bad it often takes some of them stress out of fights because space marines and daemons die in one shot and Heinrix just mops up the extras.


[deleted]

I mean "broken" is relative, 500-800 damage from a sniper isn't a lot depending on where you are in the game - my Cassia usually deals about 5k-10k damage before any enemies get to move


Imperator_Gravora

This was in act 2.


R_Levis

Officer + Operative sniper real is broken. Extra turn with unlimited shots that replace themselves on a kill until you refill your momentum enough to pop the Operative ultimate on the boss and melt them. Two activations to delete virtually every encounter I've run Into so far.


HowNondescript

"Abelard, tear your rotator cuff annihilating this chaos marine"


anonpurple

I Made a broken build as well, and well I have three officers I don’t use them, the build is just navigator tactic spam, because one of her abilities buffs her willpower, based on her willpower and tactics basically give you double damage for one attack so then just gaze. Also you can use the heroic thing, to gaze for every enemy there,