我沉迷过的一些配装(暂停更新)

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Warhammer 40,000: 行商浪人
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A couple or more builds i have been obsessing over to make some truly horrifying outcomes. Summary I have beaten the game and am now working on builds for a daring difficulty play through. Additionally there was an update that fixed inspire, and i realized the reason i thought it so underwhelming was because it wasn't working at all... so maybe that part of the build is still good now. Most of these builds (Rogue trader and Argenta) Ended up absolutely stealing the whole show during the broken play through I did complete on normal, as a result a lot of my mentality towards builds design has shifted from be as strong as possible to "What the ♥♥♥♥ is a round?" Because I very rarely from act 2 on had to deal with any round 2 shenanigans. Once I'm done testing there should be additional builds for the following characters, however im delaying this until 1.1 or some other arbitrary update as I want to be able to complete my "for real" play through on daring or similar difficulty, and running into broken quests prevents me from finishing my perfect run. I also suspect some of these builds will be patched away (Such as gigapsyker): Cassia - Officer navigator. A re-tuned "rogue trader" build adapted to her to give as many characteristic buffs and turns as possible, while largely ignoring master tactician since it ended up being significantly less important than I thought during my play through, it will still be used but with less talents and emphasis. Cassia is actually better at this than the MC and my rogue trader build, I will put down specifics soon. Heinrix - I think I've found a combination of Sanctic, Biomancy, Pyromancy, that lets him absolutely stomp enemies while on fire (both him and them), early number crunching says 250+ damage per hit maybe more with the right items. Totally ignores archetypes though. Argenta - I have updated the Argenta build by removing talents that underperformed and subbing in talents to allow her to swap to a melta or flamer in addition to the heavy boltor, Really stoked I didn't have to make a new build for Argenta and was able to fit it in after cutting some useless talents Pasqal - I will fix Pasqal's build (currently I am unsatisfied with it), towards the end of the game I started to see some better uses for exploits, and by taking advantage of perception buffs he should be able to make the bounty hunter abilities much more useful. Rogue Trader build update - Fortress world, Commisar (better than noble possibly), Officer/Master tactician. Previously the master tactician abilities were planned to also buff Argenta, and that does work, but I found that focusing on Argenta meant casting more abilities not waiting for more stacks, after streamlining Argenta a little, this updated version of the build will instead use Lynchpin on Argenta as expected but then use inspire on other party members to bring them up to par with Argenta or allow them to hit a hard to reach enemy argenta cant see. Abelard/Idira - I am not that good at melee at the moment, Heinrix's build above that i have maybe 60% figured out is my best shot so far, and I'm not sure I want two melee characters in the party anyway, so Abelard is kinda meh, but it is fun to have him in the party roleplay wise and i probably need to figure out a better non-psyker melee build. Alternativley having two operatives means more exploits for pasqal to abuse, I just dont personally like Idira (first run, I executed her when she started summoning Demon Theodora "Demondora"?) not sure if shes compatible with my planned iconoclast run as i never saw where her story went... Some of this is up in the air at the moment because I want the entire team to be useful, I'm technically nerfing Argenta with my current plans because I think she will stomp even in daring, so her new build will be seperate from my original. Once ive hammered out the details this will hopefully look more cohesive. Tier 1 Archetypes: 15 ranks, each all have 2 selectable abilities and 5 characteristic bumps EDIT: I have added the characteristics that each archetypes abilities or talents use as well. Keep in mind if you are making a melee build weapon skill will be important even if it doesn't effect any of your talents. Warrior - goes into Assassin, Vanguard, Arch militant Characteristics this archetype uses: Toughness, Agility, Strength, Weapon skill Skills - 5 Talents - 5 Common Talents - 3 Officer - goes into Vanguard, Master Tactician, Grand Strategist Characteristics this archetype uses: Fellowship, Willpower Skills - 4 Talents - 5 Common Talents - 4 Operative - goes into Assassin, Bounty Hunter, Grand Strategist Characteristics this archetype uses: Intelligence, Perception Skills - 5 Talents - 5 Common Talents - 4 Soldier - goes into Bounty Hunter, Master Tactician, Arch militant Characteristics this archetype uses: Ballistic Skill, Agility Skills - 4 Talents - 5 Common Talents - 4 --------------------------------------------------------------------------------------- Tier 2 Archetypes: 20 ranks, All have 3 selectable abilities 4 skills *only 1 talent or ability is effected by this stat Assassin Characteristics this archetype uses: Perception, Intelligence, Agility, Strength* Talents - 7 Common Talents - 4 Characteristic bumps - 6 Vanguard Characteristics this archetype uses: Weapon Skill*, Fellowship, Toughness Talents - 7 Common Talents - 4 Characteristic bumps - 6 Bounty Hunter Characteristics this archetype uses: Ballistic Skill, Perception, Intelligence, Agility Talents - 7 Common Talents - 4 Characteristic bumps - 6 Master Tactician Characteristics this archetype uses: Fellowship, Ballistic Skill Talents - 7 Common Talents - 3 Characteristic bumps - 7 Grand Strategist Characteristics this archetype uses: Intelligence, Fellowship Talents - 7 Common Talents - 3 Characteristic bumps - 8 Grand strategist gets 3 zones that aren't explained unless you take the class here they are: Front line - 4x4 area, all allies in area gain (5+2xINT bonus) armor%, all enemies suffer (5+2xFEL bonus)% more damage Backline - 5x2 area, allies get (5+2xINT) cover efficiency and dodge, they also get (10+2xFEL) dodge reduction Rear - 5x2 area, allies get (5+2xINT) ranged damage, and (5+FEL) over penetration and critical chance Arch-militant Characteristics this archetype uses: Weapon Skill, Agility, Toughness, Strength, Ballistic skill Talents - 7 Common Talents - 4 Characteristic bumps - 8 --------------------------------------------------------------------------------------- Exemplar: 20 ranks Skills - 7 Characteristic bumps - 6 Exemplar Talent - 5 Tier 1 Talent - 5 Tier 2 Talent - 5 Tier 1 or 2 Talent - 2 Common Talent - 3 Tier 1 Abilities - 1 Tier 2 Abilities - 1 Tier 1 or 2 Abilities - 1 Rogue Trader Designed specifically to turn Argenta into the God-empress of mankind. Updated the format of this section because its important to get certain talents in a specific order or you wont be able to get the right characteristics. instead of just listing the parts I have every level listed and what should be taken, its not perfect but this is as far as I'm probably going to optimize this build. also instead of guessing I have cheated to get one character to this level and am stress testing some of the unclear talents. Abilities I find vague and am testing "No respite" It specifically calls out that it triggers when you give AP, does giving a turn count as giving AP? I'm guessing no but if it does this is very good. Tested giving a turn does seem to count. "Ready to serve" Technically as written this ability specifies their, so would give resolve only to allies but it might also give resolve to yourself? unclear. Tested and confirmed to only give allies Resolve. "Firebrand" Exemplar talent similar to no respite do turns count as giving ap? Tested giving a turn does seem to count. Character: Main character build Home world: Imperial world (buff fellowship) Origin: Noble, Servant ability, 0ap, bufs ally so if you buff them with somethign ewlse they get +5 all stats Tier 1 class: Officer 1. Ability: Voice of command - Buff (5+2xFel Bonus) characteristics 2. Skill: Commerce 3. Ability: Bring it down - Give a 2Ap, 0Mp turn to an ally, if they are VoC* they get bonus momentum on kill. 4. Heroic unlock - Gives a full turn. Talent: Focus!** - Grants a buff to BS* and Per* of ally, every time you use an ability on that ally 5. Stat - Fellowship Common Talent: Characteristic training +5 fellowship 6.Talent: lasting Impression Stat: Fellowship 7. Ability: Air of authority - grants a resolve buff to an ally based on your own resolve. Common Talent: Characteristic training +5 agility 8. Talent: Seize the initiative - Extra turn but exclusively for officer buffs, its only a 2ap turn. Skill: Commerce 9. Heroic upgrade (pick whatever they are all decent) 10. Skill: Persuasion Stat: Agility 11. Talent: Inspiring Speech - Causes AoA* to trigger momentum gain based on ally resolve. Stat: Agility 12. Ability: Take Aim - Double range of ally weapon ignore cover for one shot Common Talent: You. do something. - gives 1 ap to ally that you target but only once per turn 13. Talent: Personal Oversight** - +1 resolve per ability used on ally, stacks only if you keep targeting them every turn. Skill: Persuasion 14. Stat: Willpower Common Talent: Ready to serve - Testing as noted above. 15. Final Heroic upgrade (Again whatever you want its all good) ----------------------------------------------------------------------------------------- Tier 2 class: Master Tactician 16. Ability: Tactical advantage - gives stacks when momentum is gained having many stacks is good, but only because you spend them on buffs. Ability: press the advantage, consume stacks to buff yourself, worthless do not use. 17. Abilities: Linchpin - Grants resolve to ally per 5 stacks you have, increases number of stacks gained from momentum, only consumes 1/2 of your stacks to do so. Or 1/4 if you have the talent but that's up ahead. 18. Talent: Hidden advantage - all abilities using stacks act as if you have Fel bonus more of them. 19. Heroic 20. Ap increase - 5 total now Stat: Fellowship 21. Stat: Fellowship Talent: Reliance - Only use 1/4 of stacks for Linchpin 22. Ability: Assign Objective - target foe, if that foe dies before your next turn trigger momentum gain, hence stack gain, also +5 all stats for the ally who did it. 23. Talent: In the hero's footsteps - you get an extra turn when an ally uses a heroic action, only once. Skill: Commerce 24. Stat: agility Common Talent: Characteristic training +5 Willpower 25. Talent: Comfort in conformity - provides healing to party based on momentum gain. 26. Skill: Persuasion Stat: Agility 27. Heroic Upgrade (Pick any) 28. Talent: Against all odds - Begin combat with additional stacks equal to number of enemies 29. Skill: Commerce Stat: Willpower 30. Common talent: Nimble - gives some dodge, I admit Im out of great options for common talents Ability: Inspire - use stacks to add damage to ally, resolve generates momentum, which generates stacks which are turned into damage with this ability. 31. Talent: Unwavering motivation - Improves damage of inspire ability 32. Stat: Willpower Skill: Persuasion 33. Talent: Nerves of steel - increases momentum gain, decreases loss. 34. Stat: willpower Common Talent: It will not die - more wounds, technically these are important as if you die buffs stop coming, but they are a little boring. 35. Heroic Upgrade. Exemplar: 36. Exemplar Talent: Attention! - everytime you grant a turn buff armor dodge and movement. 37. 38. 39. 40. Exemplar Talent: Eager Subordinates - on extra turns allies do +15% damage 41. 42. 43. 44. Exemplar Talent: Firebrand - see above notes as I'm testing this one. 45. 46. 47. 48. 49. 50. Exemplar Talent: Perfection under fire - +5 all stats, double bonus at low health 51. 52. 53. 54. Exemplar Talent: Flagbearer - Buff nearby allies with Damage, other effect suffers from our low toughness. 55. *Abbreviations: BS = Ballistic Skill Per = Perception Fel = Fellowship VoC = Voice of command AoA = Air of authority **Random thought wide range buffs like word of the emperor, shield of the emperor, would trigger these feats so it might not be a bad build to make a psyker officer. Argenta Companion Build (pairs with Rogue Trader build) EDIT: I rebuilt the rogue trader build above, but all the information and screenshots in this section were collected without cheating, when i update the build and stress test it in my cheat save I will change this message and include new numbers. Double edit: Thanks for the comment "Mute" more internet points to you as i totally forgot the entire point of heavy weapons training was just to reduce the STR requirement! Triple Edit: Controlled shot has always been worthless, and I actually already replaced it with concentrated fire. However before I could finish the updated Argenta build below ZeroNumerous beat me to making that point by about 22 hours in their comment, fairs fair, they beat me to it so more imaginary internet points to them! "Yrgen" build "As you command" build? This ones harder to name, either way its paired with the above build but isn't as dependent. Beat the game and came back with a more stream lined recommendation for playstyle: Give them the highest burst Boltor you can, prefer burst over damage in most cases, buff them with as many extra turns as possible even if its only movement turns as they have abilities they can use for 0 ap to give them attacks even on those turns. *Ballistic Skill Origin, Imperial world (buff agility), Adepta Sororitas (basically the priest origin but flavored for her). Soldier: Talents: In order of priority you are limited to 10-12 Soldier talents 1.Rapid Reload - Required for the burst shot single shot rotation required to gain versatile stacks 2.Fired up - every specific instance of damage gives a stacking +1% crit damage, think it stops at 100 though. 3.Unfaltering Fire - Better Rapid fire ability, no damage reduction. 4.Alacrity - the number of shots fired only goes up over time and boosting agility by 1 for every round in a 25 round burst that you fire 3-5 times per turn over 3 turns is insane, just based on what I remember you fire at least 4 times first turn, then 5-6 times in the next turn leading to a peak buff of 225-250 agility, I wish i had used this in my first playthrough and cant believe I discounted it. 5.Swift Slaughter - More frequent "Revel in slaughter", Ability 2 kills instead of 3 6.Tenderise - enemies hit with an area attack take more damage from the next source. 7.Enough bullets for everyone - percentage boost damage on second attack of a turn (which should happen constantly) 8.Point blank - some situational armor pen and deflection ignore with area attacks, scales Integrity - I had camaraderie here before and it is a better boost but I never have my guys stand next to each other due to grenade, area stuns, and burst fire risk. integrity gives a small boost for maintaining max wounds, Argenta is very hard to hit with her agility buffs. You can choose any 2-4 remaining talents from here on, though I didn't reach max level in my play through I also missed out on some content due to bugs so it is likely doable to hit 55. ------------------------ Characteristics: In order of priority Ballistic Skill +10 Agility +10 Willpower +5 Abilities: Run and Gun - attack twice, BS* debuff. eventually the debuff is inconsequential and this becomes a standard "use every turn" ability. Revel In slaughter - Stacking ballistic skill gain per 2-3 kills Rapid Fire - Double rate of fire, -25% damage, can be fixed with a talent. Concentrated fire - bonus damage and dodge reduction for area attacks Choose any - There is no other ability you absolutely need to have or that will effect this builds main mechanic. ----------------------------------------------------------------------------------------------------- Arch-Militant: gets 12-14 total talents if you hit max level Talents: 1. Discipline - A +1 stack for every extra turn, not sure if "bring it down" actually counts. 2. Awaiting orders - Refund rogue trader 1AP once per round. 3. Always ready - start with 2 versatile stacks 4. Critical Versatility - +3% crit damage per stack 5. All out - free reckless rush basically all the time. 6. Close quarters training - can always fire gun but -10 BS* 7. Calm and steady - keep half bonuses from base effect versatility while in confident approach, this boosts accuracy and damage. 8. Heavy gunner - Heavy weapons fire for -1AP, delay getting this if you havent gotten a good heavy Boltor/flamer/melta yet. the only one I saw was at the end of act 1 and was heretic specific. 9. Ingenious - enemies more likely to fail saves against burning. 10. Dependable - +2% armor per stack 11. FlashFire - use wildfire for free faster, even on first turn later on, not necessary however. 12. Contempt for the weak - weakest pick of the talents I list here, requires a teamate to apply a specific debuff and is a pain to keep track of, swap out for whatever if you have a better option. Common: 11 total of these if you max exemplar 1. Characteristic Training: BS*+5 2. Characteristic Training: Agility*+5 3. Characteristic Training: Willpower*+5 (could sub out Willpower for WS and get the arch militant talent that boosts BS off of WS but its only like a 15-20 boost and that war hymn ability slaps with high willpower) 4. Heavy weapon proficiency - Get them a heavy Boltor, you will likely switch between heavy and normal Boltors as the gear quality waffles about a bit but her end game is a heavy Boltor that increases its burst fire by +1 with every kill called "Improved Heavy Boltor" I think it was the cap purchase of one of the merchants but cant remember which. 5. Overpower - gives +BS bonus crit hit and +BS bonusx3 crit damage, for heavy weapons. 6. Breaking point - flat +2 damage +2 ignore deflection 7. Flensing faith - scaling willpower damage/armor pen* boost with flame/melta weapons against psykers/demons 8. melta weapon proficiency Edit: I removed the strength boost as argenta has some stat boosts that are used on a 4th stat so i bumped strength there instead, it was unnecessary once she got her power armor and it was better to use precise boltor rather than the normal heavy boltor, by the time you get the good heavy Boltor you should also have done her companion quest and power armor should be enough. Characteristics: arch militants get 8 bumps so 40 total stats. Ballistic Skill +10 Agility +10 Willpower +10 Perception +5 Strength +5 ------------------------------------------------------------------------------------------- Turn order. around level 25-30 this should start snowballing. It is not necessary to alternate shots after you get reckless rush, since Argenta has multiple turns per round she doubles her stacks with reckless rush, then doubles again, then again and so on. Plus using wildfire lets you build stacks since you will trigger that every turn. burst fire all day long. Note: Burst fire will stop being an effective crowd control on its own using this build. With a ballistic skill of 200 or so it stops spreading and becomes more like a single line attack than a cone/three line attack, I have literally shot between my own comrades and only suffered a two percent chance to hit them. While line attacks are neat its pretty rare enemies will stand in a line for you, but it does happen occasionally. Rapid fire making spread random is actually the best part of the ability and becomes constantly useful to hit multiple enemies. EDIT again: Inspire apparently stacks with each cast... so i guess just alternate between linchpin and inspire. however master tactician buffs are too much work for too little effect, they are good but compared to the focus talent and Argenta's various crit related talents they just cant compete. i stopped using them entirely after a while except when i wanted to proc another "focus" buff. ------------------------------------------------------------------------------------------ Pasqual Haneuman The sexiest companion, Tall dark and metallic, A dry acerbic wit and a deep and intimate knowledge of lore, but most importantly a big F*** off power Axe and a selection of tentacles... err Mechadendrites. Imaginary internet points to "Mute" in the comments for pointing out that I messed up Pasqal by going grand strategist, after hitting lvl32 I have to agree, the grand strategist abilities which I cant swap out with anything mechanicus specific are only ok for him and the heroic is trash without specifically building around it i think. it spreads his build out to much and i usually just ignore them (other than a couple of clutch moments), I am retraining for bounty hunter and am focusing on the synergy between "filtering protocols", and cassia giving him a heroic turn, this lets him fire up to 12 times, theoretically he should be able to fire indefinitely only spending AP when he needs to reload but after testing it seems the game has some kind of hard limit to attacks per turn? Or it might be plasma weapon overheat, their description says they overheat, but there are no Debuffs for it so I'm not sure how the mechanic works. Pasqal has 13 unique origin talents, I want all of them but thats impractical so i will focus on usefull utility and ranged. Specialization is key, Versatility in this game seems like a great way to die or at least not excel, hell even my arch militant argenta the class meant for versatility is pure ranged. Pasqal Haneuman Origin, Forgeworld (Unique mechanicus variant), Techpriest . Operative Talents: 1. Passive learning, Im stuck with this, but its not bad, area of effect analyse enemies at first turn of combat. 2. Uncanny sight, more consistent application of exploits 3. Improved tactics, I prefer flat damage increases before percentages, so I try to use this ability to get a damage bonus, then focus on building exploits for a percentage. this talent just makes it better. 4. Offensive pattern recognition, should be a flat decrease to damage they receive as everyone will have at least one exploit. will synergize with heavy armor which I am getting him this time. 5. Tide of excellence, once tactical knowledge is done, and you start shooting exploited targets this should improve damage, however it doesn't seem to have a buff counter so its hard to track. Common: 1. Characteristic training: Intelligence 2. Characteristic training: Strength 3. Characteristic training: Ballistic skill 4. Pinnacle of weaponry, bonus plasma damage. ------------------------ Characteristics: Intelligence, Ballistic skill (I like him better with mechanicus guns). Strength: only increase strength twice total for all archetypes, and then get the characteristic training for it and pick up heavy armor, heavy armor synergizes well with offensive pattern recognition. though spending characteristic points on strength for a primarily ranged build hurts me. Abilities: Tactical knowledge - try to single out one enemy to give a bunch of stacks to and then strip with this to get a chunk of permanent damage, if you cant single out one enemy their should be enough dudes to target multiple for the 1 exploit each damage boost. Perfect spot - why would he ever need to move? plasma for days! ----------------------------------------------------------------------------------------------------- Bounty Hunter: Bounty hunters abilities work better for Pasqal than grand strategist Talents: 1. Filtering protocols - refund 1 ap after every plasma shot, "hehe... plasma gun go brrrr" 2. Overcharge protocols - more plasma damage. 3. Aiming protocols - more ballistic skill with plasma based off intelligence. 4. Scanner dendrite - perception +10 5. Machine spirit scan protocols - machine spirit is going to get good when argenta has heavy weapons. 6. utility dendrite - +10 tech use, unlike some other RPG's with lockpick esque skills, this game sees a fair number of failures even with 100+ in the skill. 7. Common: 1. Heavy armor. 2. Steel of the forge. 3. Characteristic training: Perception (need to make up for the strength diversion, especially if i plan to make any use of bounty hunter talents) 4. Characteristics: Intelligence, Ballistic skill, perception, make sure strength is at 45 total so you can get heavy armor. ------------------------------------------------------------------------------------------- Turn order, assuming level 30 Heinrix Van Calox The inquisition is all about burning things, so why not himself? This is going to be a very loose section until I get into my second playthrough, however if it works the way I think it does Heinrix will spend his first turn buffing himself and setting himself on fire, then hew will swing with a flaming sword of faith for around 150+ damage? Be warned there will be very few archetype talents, this build leans heavily on Psyker powers, not abilities of archetypes. Primary abilities: There is a lot of these Word of the emperor, Iron Arm, Purge soul, Ignite, Orchestrate flames, Hammer of the emperor, sword of faith, Inflame. WotE is resolve boost. Iron arm is more strength. Purge soul can be useful as a ranged direct damage attack but its really just a pre-req for the rest. Ignite - the plan is to set him on fire with ignite and... Orchestrate flames - ...use this ability to turn it into melee damage, this doesn't murder yourself because of the talent "Body of flames" which also provides some energy damage reduction on the side. built properly I think I can get more passive temporary wounds/regeneration than he will be damaged by this, and can maybe push 40+ fire damage when using... Inflame - ...which is just a boost to all burning debuffs (Argenta has a flamer now so, ~synergy~). Hammer, and Sword from Sanctic also provide a significant damage boost, most likley 40-50 from hammer, and sword will do maybe 30-45 conservatively, If i use one of the officers to buff them this number can go up but im not sure how much, im hoping with gear maybe 200+ damage per hit. Regeneration will be needed at some point to arrest health loss, but in my experience fights Argenta participates in don't last long (I never hit round 2 in act 5 once) so some self damage is fine. Archetypes: Warrior as its his base, then I think I will go arch militant because it gives extra stats, while building this I didn't take ANY archetype talents just Psyker, commons and origin talents, versatile stacks can be helpful I suppose but the focus is to make Heinrix a Psyker first Arch-militant second, Vanguard could also be useful for the resolve boost, but my experience has been if the enemies have time to attack you enough to build those stacks you aren't hitting them hard enough on your first turn, maybe my opinion will change during the daring difficulty playthrough. Pocket napkin math: Assumes Willpower bonus 10, strength 5, Psy rating 10 (assuming gear and buffs from burning & heroic acts is 6 which is what i had on my end game save 3 gear, 3 from buffs) and a starting resolve of 9 Word of the emperor +11 resolve = 20 resolve total Iron arms +50 strength and toughness 51-60 damage ignite/warp burning 60 Perm burning + burn damage as melee bonus damage, and half burn damage to self. Inflame +20 damage to burn (total damage suffered by heinrix is now 50, Reduce by 88% due to body of flames = 6 damage taken form self immolation, but this build has a lot of armor penetration too, so no idea what total damage will be like till I actually whack a Necron with it) Purge soul does 60-75 damage and infiorms sword of faith damage Hammer adds 70 damage once sword of faith is a 60-75 damage force weapon +10 damage from using force weapon psy rating bonus. I also never found a good force weapon for late game so this could be better. 70-85 base 260-275 total damage per melee hit 390-412 damage vs xenos 520-550 vs chaos aligned 650-687 vs demons Random thoughts and notes for later edits Why did i publish this before even one build was done... EDIT: Removed some bad assumptions and things that I have moved to the guide above or discarded. The buff from "eager subordinates" stacks due to all the extra turns as the buff itself lasts for a round so on the second extra turn Argenta had a +30% damage boost from it. instead of the expected 15% Having higher base AP appears to increase the AP available for seize the initiative. EDIT: Probably wrong, seize the initiative was likley triggering the exemplar talent that gives extra ap when you grant an extra turn, this caused me to have more ap because I gave myself an extra turn with seize the initiative, at least I think that's what happened. Pasqal with filtering protocol, a plasma rifle and an officers heroic extra turn will fire until he runs out of ammo every ap spent with single shot is refunded, if you can reduce the reload ap cost he pays with an item or gear you could potentially fire 17 times, reload and fire an additional 17 times, maybe reload again and fire 17 more times. EDIT: Really disappointing this didn't work out, hes limited to about 12 shots, and i am not sure why, maybe overheat? but i cant find any info on what that mechanic does for plasma weapons. Pasqal was still my second highest DPS option, when argenta didnt kill everything he would. Beat game with Argenta and Rogue trader, no cheats on playthrough just when testing initial idea for build. Move move move counts as an extra turn, which i didnt expect i think ill update the build later to take that rather than take aim, it doesn't do much and i usually just end the turn immediately but it triggers all the extra turn effects and only costs 1 ap. using a combination of these abilities i was able to in round one give argenta 2 bring it down turns and a move move move turn and a heroic full turn, while pre triggering both argenta's heroic actions. mousing over her single target attack it says she will do 138 damage. And these are her stats from her various buffs. There is some fall off as voice of command will end but if you keep buffing her the Focus talent will bring her BS skill back up.

我现在打到第四章了,这一章的BUG真的让我头疼,因为杰的同伴任务出了问题,我不得不把她踢出队伍。不过游戏本身还是很棒的,而且阿金塔因为装备的原因变得更强了。 有装备能把她的装填消耗降为0行动点,根据她的 ballistic skill(射击技能)提升射程,每射击一次还会增加射速,这也和射击技能挂钩。这意味着她每次攻击后都能立刻装填,再加上行商浪人(Rogue Trader)的辅助,她一回合能攻击24次以上。现在就算是那些本该不公平的战斗,也撑不过第一个回合。我还给她装备了一件能确保她和行商浪人无论如何都能在回合中先手的物品,这感觉就像开了挂一样,虽然我并没有作弊。等第四章的BUG修复后,我可能得把难度调高一些了。快速射击武器示例:我正在使用精准波尔托步枪,它的基础射速为6,但装备将其提升至9。每次射击后射速都会增加,直到能够在每次连射中打空整个弹匣。由于所有这些攻击都在同一回合内,她可以在每个回合持续施放鲁莽冲锋,以翻倍她的多功能性层数,因此我甚至不需要让她进行交替操作。我不记得大部分这些装备是在哪里获得的,但其中一些是在第三章得到的。部分装备截图:

左侧为当前的重武器和爆能枪,右侧为未来的重型爆能枪(需要再提升5点力量才能装备)

这个是带装备的(不计算临时增益)

阿金塔轻松碾压了最终 boss,简直毫无悬念,一轮就打掉了超过 10000(也可能是 6000?)点生命值。 超强灵能者 这或许是个愚蠢的想法,但我觉得我能在一回合内将灵能等级提升到 25 或更高。 需要使用阿金塔的build,搭配我在一周目结束时拥有的所有高爆发输出装备,这让她的射速达到了约 25。 主角所需的额外装备: 星雾围巾: +2 灵能等级 +(20 + (意志加成×4)) 闪避 饮血法杖: +2 灵能等级 +10 意志 幽灵头盔: 用意志代替敏捷进行闪避判定。 每次闪避“攻击”获得 1 灵能等级,效果持续到下一回合结束。 正常给阿金塔额外回合,但让卡西娅给主角上一些意志 buff,达到 200 意志应该很容易。当主角意志力达到100时,闪避率为330%,加上围巾提供的140%闪避加成,总计470%闪避率。 让艾根塔向敌人开火,直到敌人可以使用终极技能,然后使用士兵的英勇技能,根据射速获得单次射击次数,向主角攻击25次。 主角应该能闪避所有攻击,但为了确保万无一失,需将叛逆者等级最大化。 灵能等级达到25,加上受祝灵能者提供的4点和围巾/法杖提供的4点,总计33点。 33点灵能等级和20点意志力加成意味着: 铁臂技能将提供142点力量和韧性,虚弱技能会对敌人的力量和敏捷造成104点惩罚,鼓舞技能可治疗86点 wounds,再生技能每回合恢复43点 wounds。 预警技能提供109%闪避率,预知技能提供70点属性加成,点燃技能造成185点伤害。心灵尖啸可造成660点伤害。 震撼法杖在游戏后期我有3根,使用闪电弧技能约造成600点伤害,其英雄版则约造成1200点伤害。不过不使用饮血法杖会降低灵能等级。 在这个灵能等级下,其他有趣的装备包括: 进攻之手:可造成3倍灵能等级的额外近战伤害+99点伤害。 warp reflex ring:触发灵能反噬时获得一个拥有16点行动点的额外回合。 这样做的唯一问题是,由于使用英雄技能达成25次攻击,后续回合的效果将无法与之相比,除非能找到对主角进行无限单体攻击的方法。 我曾研究刺客职业,想看看如何突破该职业的限制,结果发现了闪避天赋。如果我这样打造海因里希,让他成为一名刺客,并选择闪避技能,那么意志力加成带来的所有额外闪避值,都会为他的下一次攻击增加致命一击率/每闪避一次攻击提升5%伤害。如果他闪避25次,且拥有300致命一击率,那就能获得1500%的伤害加成。 根据我之前对他的信仰之剑最低伤害攻击的计算,海因里希的灵能者Build能造成4160点伤害,这还没算上25点灵能等级的加成。天啊,我都做了些什么,我得好好算清楚…… 我还没在游戏中测试过,但根据规则描述,结合这个超强灵能者Build和海因里希的帝皇火焰之剑Build,我应该能打出单次12464点伤害。 我还留着第一次通关时的存档,打算重新洗点角色,去试试对付一些 Necrons。嘿……嘿嘿……哈哈哈哈哈哈哈哈。 所以很明显,每一发子弹都算作一次攻击,因此连射会多次触发它,即便阿金塔处于滚雪球状态,命中率也还是0%。不过灵能等级的加成上限是+99,没错,不是+25,而是+99,我有证据! 第一张截图是经过阿金塔大约四个回合的连射后的数据面板,我刚让海因里希在本回合行动,敌人甚至还没轮到行动呢。

帝皇之谕可增加106点决心值 铁臂可增加460点力量与韧性 帝皇之锤可增加666点伤害 由于我可以通过连射触发此效果,所以理论上每回合都能使用,而非我最初以为的只能使用一次。但海因里希的构筑存在一个问题,他无法点燃自身,即便火焰之躯提供了838%的护甲加成,似乎仍有剩余伤害能对海因里希造成2100点创伤。 点燃效果对 necron warrior 造成了23038点伤害,这里有相关截图。

我觉得今天我已经把这游戏玩坏了。过去30分钟里,我像个精神失常的疯子一样咯咯笑个不停。