|
Post by fusei on Jul 4, 2018 13:12:25 GMT -5
Lance also need a dedicated crit build and crit buff(s) (fortify position / calling shots) to unleash it's full potential.
As all other hydra builds, scorching order is pretty sweet too (negative res = bonus damage).
|
|
|
Post by fusei on Jul 4, 2018 10:30:16 GMT -5
No worries next game aye
|
|
|
Post by fusei on Jul 4, 2018 8:25:42 GMT -5
I recently started playing a crit sword and shield build and it became one of my fav. Do note that you need specifics team comp to make it work and a minimum level of 22 (not for the first playthrough).
Attributes : 8ish Fortitude, 8-10 Willpower, 16 Focus (priority). The rest will depends of the difficulty you're playing, higher difficulties might require you to put more points in willpower to manage the heat. Strength in combination with Focus is nice too, but you shouldn't have points to spare unless you're 32.
Skills : max Tactics/Warrior (that order), leftovers in evade.
Equipment (core): Tact-whisper (+9% crit), Specialist Pilote Kit (+4dmg +8%crit) and Arcum Blade (solid and cheap). For shields keep in mind that you won't have much gear level to allocate. So it'll probably Knight's Shield or War/Thunder Shield if you have reach the auto-block cap (more on this later). As far as armor goes try to start with the Commander's Leviathan (48 armor, 84% deflec) or a heavier one if you are more of the slow approach type.
Talents : You've got two options the first one rely on your team to reach acceptable crit rate level the second one is more self sufficient (level 25+ required). First option : Max Warrior's Wrath (buff +6% crit among other things) and I picked Blade Wave (melee AoE ) but to say the truth no talents are really mandatory for this build. Combat stats : self buffed 39% crit ( Second option : Max WW, 1 BW and at least 6 (bigger AoE) Fire Commander (crit vulnerability debuff, 9 heat cost!). Combat stats : self buffed + ennemy debuffed 55-67% crit chance. However beware of the massive heat cost of this build.
Team notable buffs : Fortify Position (Engineer, +22% crit +10% auto-block -mp +armor), Calling Shots (Soldier, +11% crit), Rallying Charge (Soldier +dmg +mp -armor), Battlefield Enhancers (Paladin +56dmg) and Warding Fire (Paladin +auto-block if cap not reached). As you may have noticed FP and RC work really well together, offsetting eachothers drawbacks.
Team 1 limited swap options/req points : Engineer with max FP, Soldier with maxed CS and 4 RC. Team 2 more swap options and more req points : Engineer with max FP, Soldier with max CS, Soldier with max RC and Paladin with max BE. Keep in mind that these are just some rough guidelines, you'll have to build your team according to the mission. Not mentioned, but obviously any other crit build unit will performed very well here (crit soldiers, snipers). Do not play too defensively with these teams, clearly not build for that.
Also If you are not accustomed about playing team that rely heavily on buffs I can give you a bit of advice. First, you don't want to deploy many templars 6ish tops. Second, keep your req point to purchase Commander's Deployment (refresh buffs, whole team, 350 rp) when buffing would make you loose too much momentum or if you're already at high heat. Third, well time is money, plan your moves don't waste turns or you might need to spend rp refreshing buffs for nothing. Four, time your buffing session. Sometime you might have a few turns before making contact with the ennemy.
It won't be really helpfull for your first playthrough, but might be fun trying later on. Really I just like this Captain a lot, deadly but not a squishy as a crit pistol cap. Quite balanced and fun to play. Have fun!
|
|
|
Post by fusei on Jul 4, 2018 6:56:31 GMT -5
Bump.
I'd love to have the option to convert RP to XP. Could it be thinkable to allow it when you've completed the tech tree? Would be welcome, grinding to max level becomes a lil' bit tedious after a while.
|
|
|
Post by fusei on Jul 4, 2018 6:23:40 GMT -5
Keep in mind that you'll have only 6 staggering blows charge at level 1 compared to 14 when maxed. SW is a more offensive option than righteous embrace for hammerdin because you'll want to put some points into focus to take advantage of that crit chance (less in fortitude/willpower). Also you'll want to have some points in tactics (max it actually) meaning, with warrior being a must, no medic before new game+++ playthrough. It means no war machine which is VERY handy for a hammerdin believe me. On the other hand, it allows you to get warding fire or inspiration (if you really wanna go aggro). With WF the hammerdin will bring a nice defensive buff to the team however, might struggle holding his/her ground if you start becoming unlucky on auto-block procs. Also to take into consideration, SW is a lot more reliable than RE,as the latter needs very specific conditions to be worth something. Can work out in an apropriate team as a buffer and damage dealer that might need bit of a hand every now and then. Melee, permadeath and auto-block as the only mean of defense... hum don't like the sound of that
|
|
|
Post by fusei on Jul 4, 2018 5:55:33 GMT -5
Also do note that max rallying charge and max fortify position work really well together. They offset eachother biggest drawback : -armor and -mp (-dodge isn't a biggy, this ain't no HoS!) while providing a BIG damage boost and still +1mp. Paired with paladin's battle enhancer it's my go to go "gonna hurt" team comp.
Lastly Pyroginer works well with fortify position because of their +20% crit from the relic flamer.
|
|
|
Post by fusei on Jul 4, 2018 4:40:19 GMT -5
I really love the idea of free respec to better suit the mission however I find myself respecing a lot, to the point where it becomes a lil' bit tedious.
Would help to have the option to save preset builds (attributes,talents and equip).
|
|
|
Post by fusei on Jul 3, 2018 3:59:40 GMT -5
Not sure I agree.
The way I see battleforce is that any unit has a potential use, sometime a niche.
As you said a wrathadin will face strong competition from other crit build notably sniper especially on very open areas. However on narrow ones where you might have a very limited fov (not using a scanner for example), a wrathadin will be much safer than sniper and might not need as much support. Just an example, now of course 9/10 times you'll want another dps still, has a niche use.
On the other hand I really think you should give the hammerdin a chance. Don't go 10 war machine and you'll be fine with the move penalty. If you're really on a rush you'll probably be using rallying charge anyway. The damage potential and self sufficiency of this unit shouldn't be overlooked. Although this unit can also fail miserably if used in the wrong conditions.
To sum it up I just want to say that dps pala will never be your go to go damage dealer, but they still have some niche uses (mostly due to the higher cost). You can overlook them entirely but to me having more choice is never a bad thing.
Edit : Dps paladin sure aren't a priority req tree wise, don't try to get them on the 1st playthrough.
|
|
|
Post by fusei on Jul 2, 2018 12:16:35 GMT -5
Gotcha cheers.
|
|
|
Post by fusei on Jul 2, 2018 10:03:54 GMT -5
Let's say you use denounce does the target suffer from the denounce crippling effect for the denounce attack itself or only for subsequent ones?
|
|
|
Post by fusei on Jul 2, 2018 9:27:00 GMT -5
Depends of the mission I guess. Some you'll hardly ever get hit while other well... As for the req tree, I would get pal on the first playthrough everyday (can wait though), you only need few nodes to have a very potent support (280 req points for max battlefield enhancer). Agreed corytrese, paladins a good for playing long and slow. Their offence is weak but their heals and defence make them invaluable in long missions. You can fight all the way to the heat cap on a whole team spamming battlefield enhancers. However the high SP cost and lack of powerful attacks, especially ranged and 1ap options and aoe if you run a shield makes them lacklustre in offence or quick missions. Both the hammerdin and a wrathadin (shalun wrath) can pack quite a punch. The former incredible damage comes from righteous embrace buffS and the big badass hammers. Given a few level of war machine the hammerdin becomes quite sturdy. The idea is that without a shield you'll get hit anyway so try to mitigate as much as pos. High fortitude, armor, deflec and medic. You'll still want some warrior for accuracy and willpower for heat damage. Downsides will be the limited amount of righteous embrace and staggering blow (aoe) and high req cost. However this unit trully shines on short missions with a lot of critters or missions with a lot of req point (for refill). The wrathadin is more of a glasscannon or an autoblock tank if you're lucky. Might need cover from other melee units. This unit damage potential comes from crit dmg, pairing focus with strength for absurd numbers. Downsides are relatively low crit chance for a crit build (16 tactics + 9 tact whisper + 25 shalun wrath = 50% or 53% with recoil harness), you might need crit buffs from team for more reliability (no crit = shit dmg, really) and a high cost again. A unit very handy against narvidians or elite xeno.
|
|
|
Post by fusei on Apr 26, 2018 11:59:50 GMT -5
Great update. Form up the shield wall brothers!
|
|
|
Post by fusei on Feb 25, 2018 9:29:36 GMT -5
Null field is one of two talents for the Scout that grants a stealth bonus (and thus activates the stealth mechanic.) I struggle with the idea of using this ever because while it grants a much larger stealth bonus, it costs a whopping 15 Heat (instead of 6), costs 2 AP (instead of 0), grants no movement bonus, and lasts one fewer turn! I imagine this is maybe helpful if you have a build that doesn't use investment in the stealth skill? How do I make use of this talent? Don't know. As a sniper you will need to pump stealth for crit bonus, you won't have a lot of spare points if you go the crippler way (cripple,armor piercing, scan) and as a stealthy scout you are much better of going the stealth+overdrive way. Going null field is really dangerous (and has been deadly in my case) because of the steep heat cost and because you cannot use null field while overheating (which will happen supa fast). Even if you stop moving to cool down you won't be able to because you will have to reapply null field very often (stealth being your only defense).
|
|
|
Post by fusei on Feb 22, 2018 22:00:30 GMT -5
Thanks, was confused with hat myself.
|
|
|
Post by fusei on Feb 19, 2018 18:42:23 GMT -5
Plasmadier is an all time favorite of mine but it does require a lot of req point and is limited to one as you need that neptune relic. Best used at the end of first playthrough or new game+, dont rush for him.
As said before you need 8 shreding (max it though) but the rest is up to you. I am not a big fan of investing heavily in nades as you cannot carry more than 3. I would rather get charge 4, as I tend to give this fellow heavy armor. Defensive buffs can be good but may require more investment so probably better for very advanced battleforce.
Equipment wise dont get tricked with the relic gauntlet plasma damage, the pen is way too low you will very rarely use the 2× plasma dmg from the neptune relic. I would really go for auto block instead, parry is fine too but your main concern will be ranged ennemies.
As for gameplay you really dont want to use ow too much, emergencies only. Shred twice a turn if possible and support the plasmadier with regular soldier/neptunes/tanks. I had my best results by treating him as a melee unit. Used this way the plasmadier is easily one of the most damaging unit: incredible damage, very good aoe range but obviously beware of plasma resistant enemies!
Edit: As far as your build goes you will want to put some points into str/gunnery since shredding fire doesnt give any acc boost. Again a regular soldier as support with acc buff and ow pairs very well with a plasmadier.
|
|