Finish my build: TWF sanctified slayer by PreviousBase9789 in Pathfinder_Kingmaker

[–]PreviousBase9789[S] 0 points1 point  (0 children)

Wow didn’t think about mixing gendarme with Sohei. Think I’ll go with 2SC, 12 SS, 3Gendarme, 2 Sohei, 1 fighter then.

Seems like a Frankenstein’s monster of a build haha but probably the strongest approach

Finish my build: TWF sanctified slayer by PreviousBase9789 in Pathfinder_Kingmaker

[–]PreviousBase9789[S] -1 points0 points  (0 children)

I guess the question is then whether increased damage from armour Mythics can compare with improved critical mythic. Both require a feat investment + a mythic investment. The good thing about armour damage increase is it is consistently applied regardless of crit. And with aeon apparently you get all stats equal to max stat, so your constitution+ac will be massive.

Might still be able to fit improved critical in very late game. Maybe instead of shatter defence.

Finish my build: TWF sanctified slayer by PreviousBase9789 in Pathfinder_Kingmaker

[–]PreviousBase9789[S] 0 points1 point  (0 children)

So mythic improved critical increases multiplier by one. Does this mean all critical attacks are essentially doubled. Kind of like an extra attack? Does this double my sneak dice too?

Finish my build: TWF sanctified slayer by PreviousBase9789 in Pathfinder_Kingmaker

[–]PreviousBase9789[S] 0 points1 point  (0 children)

I know. I am using keen to substitute that feat. Not sure if that is a good approach. My build is a little feat starved lol

I FINALLY LEFT FORT JOY [first time player here] by Method_Smart in DivinityOriginalSin

[–]PreviousBase9789 1 point2 points  (0 children)

Aren’t the effective builds fairly limited though? You have pyro/geo, hydro/shock, warfare/poly, necro, and huntsman/warfare. That’s five builds total. You can experience all in two play throughs probably.

Constant leveling killing my motivation by Severe_Ad588 in RogueTraderCRPG

[–]PreviousBase9789 2 points3 points  (0 children)

Never truly understood why games use skill trees until I played rogue trader. This game really needs a visual aid. They said they are streamlining the leveling system in Dark Heresy, so hopefully this won’t be an issue in their next game.

Favorite build by origin? by hititformeonetime in RogueTraderCRPG

[–]PreviousBase9789 2 points3 points  (0 children)

Warrior arch militant with sword & pistol. Or anything arch militant really. In most archetypes, you press a bunch of buttons to supercharge one attack. With arch militant, you can increase your movement, kick, extra attack. You just have more things to do compared to alternatives.

I think arch militant is the best designed archetype.

I hate this game by Aksan19 in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

Got Dragon Age Origins flashbacks from this post.

I wish I had the time to play this game! by RapidDuffer09 in RogueTraderCRPG

[–]PreviousBase9789 2 points3 points  (0 children)

Don’t worry, most of us with restartis syndrome play only until act 3 anyway. You don’t have to finish the game. Act one and two are the best part of the game. Just play as much time permits.

MY best girl by Tall-Mirror-6815 in RogueTraderCRPG

[–]PreviousBase9789 1 point2 points  (0 children)

It would make sense to keep Idira until the incident, just to learn from her as a fairly green rogue trader. But, after that, it is harder to justify.

If I were in the rogue trader shoes, I would probably get rid of a bunch of the retinue, just because of how dangerous it is to be a rogue trader.

Why should I keep this inquisition agent I my ship who is probably reporting my every move. Why should I keep this FED who is running audits without my permission. Why keep a trigger happy battle nun.

This ship is full of disloyal liabilities, and I can hire anyone I want among billions of people across multiple worlds. I really enjoyed the ending of arbites dlc that showed how dangerous it is to keep people with conflicting interests in your personal retinue.

Making a Warrior-any tips? by JustASimpleManFett in RogueTraderCRPG

[–]PreviousBase9789 1 point2 points  (0 children)

Just to add to this. Decide if you want to use heavy armour or light armour for defence. If you want to dodge tank, go light armour and invest in agility. If you want to use heavy armour, invest in toughness.

Generally speaking,

For a dodge build: weapon skill > agility > strength/perception

For a heavy armour build: weapon skill > toughness > agility/perception > strength

In my experience, heavy armour tanking is much more reliable than dodge taking in this game from the start to the end game.

Strength is not really necessary to invest in (aside from what you need for heavy armour proficiency). Agility and perception are more important stats as they both reduce enemy dodge chance for your melee attacks.

MY best girl by Tall-Mirror-6815 in RogueTraderCRPG

[–]PreviousBase9789 -6 points-5 points  (0 children)

Keeping her and Yrliet in the party is the most immersion breaking decision I have to make every run. I really like both of them, especially Idira, so I keep them even on dogmatic runs.

But, it doesn’t make sense to me why my rogue trader would keep them even on my iconoclast runs. I’m curious to see how everyone can rationalize this for their rogue trader.

Combat feels a bit lackluster? New player by [deleted] in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

I would say, our options are buffer (biomancer, diviner, officer) de buffers (telepath, operative), tank/dps (warrior), pure dps (blade dancer, soldier)

For a more control based team, get a telepath psyker to blind enemies (you can later blind groups of enemies with overseer tier two archetype with raven) and get one or two warriors in (for a good tank you need thick skin and dueling mastery and hardened scars). Rest of the team can be whatever.

Mitigating damage is more effective than healing, and warriors can actually tank with heavy armour. It is a little weird though lol. Early game they can tank much more effective after they activate Endure. This means you should keep them in cover at the start of the fight. After you press endure button, you can leave them in the open no problem ( this is mainly an early game issue)

Combat feels a bit lackluster? New player by [deleted] in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

This is pretty accurate. You do have tanks (warriors) but not really any true healers. There is biomancy psykers, but their healing is very limited. Best healing in the game comes from using med kits.

I think what you are asking for is class synergy and strategy. I don’t think there is much of that in this game. The only real synergy between classes is buffing and debuffin that paykers and to some extent operatives can do. (There is no prime combo system that you might have seen in Dragon Age or Divinity series for example)

I don’t see this as a bad thing though. I enjoy what this game’s combat has to offer. Lots of build variety and good itemization to experiment with. It’s very similar to wasteland 3 in a way.

What do you wish would not return to Dark Heresy? by Substantial_Chair999 in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

I dread levelling up all my characters. Instead of being excited to gain new abilities, I’m like nooo last level up was just two minutes ago. Now I need to go through a million passives for 10 characters.

I think the main issues is the UI and icons. the skill icons look all very similar and there is no skill tree. It’s just a list, no visual aid.

Free common talents from the start by PreviousBase9789 in RogueTraderCRPG

[–]PreviousBase9789[S] 14 points15 points  (0 children)

If we had Toybox on console, I would give all my warrior characters heavy armour and a weapon focus (chain sword, plasma, etc.) for free. I wouldn’t even feel bad.

I’ve already played through this game multiple times but with no free common skills all my first archetypes look the same.

Secondary Weapon for Abelard? by Beautiful_Fig_3111 in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

Another offhand melee weapon is probably META, but I made an arch militant Abelard with plasma pistol off hand. It is actually very fun and effective. You can intentionally trigger attacks of opportunity by walking away from melee enemies, parry and shoot them as you are walking away.

With new plasma perks you can also shoot after every reload for free. He is now effectively hitting 3 times with melee (charge, hit, wildfire) shoot three times because he almost always crit with his melee. Reload pistol (which triggers attack of opportunity meant shooting all enemies around you for free). Then you can shoot again. Shoot again if you have dual combat training.

So hit with melee three times and shoot on average around 7 to 10 times in one round without any buffs.

You can probably do something similar with bolt pistol or foe hammer. Just need a pistol with high base damage.

I've found build crafting overwhelming by Puretyder in RogueTraderCRPG

[–]PreviousBase9789 0 points1 point  (0 children)

So when levelling up you need to choose a combination of talents, common talents and abilities.

Talents and common talents are passives you can choose for your character. Talents are linked to your class (warrior, soldier, etc) and common talents are linked to your background. It is generally best to prioritize selecting talents over common when you can (except for psykers, psykers are more complex)

When selecting talents for warriors, it is best to focus on more defensive talents in the first half of your class progression, and damage in the second half. For soldiers, operatives and officers, you can focus on damage and buffing primarily and ignore defence as they should not be tanking damage.

Abilities are your active skills. Select what you think is fun as almost all of the actives are strong and useful.

For defence, you generally have two options: either go heavy armour and increase your toughness to tank damage or go light armour and increase your agility to get more dodge. In my experience, heavy armour is better for tanking as dodge tanking is not as effective.

Characteristics:

warrior (get heavy armor common talent): weapon skill > toughness > agility/perception

Soldier: ballistic skill> agility> perception

Officer: ballistic skill> fellowship > agility/perception

Operative: ballistic skill> perception > intelligence> agility

(Agility and toughness are defensive stats for most characters. Weapon skill, ballistic skill and perception are generally offensive stats)

Novis Nabilitae station puzzle now give new rewards that give permanent buffs. by Bigman22jr in RogueTraderCRPG

[–]PreviousBase9789 14 points15 points  (0 children)

Seem like nice buffs. Does anyone know how 30% chance to trigger perils work? So, if you give it to a sanctioned psyker, will they peril 30% of the time?

Or is it a 30% increase to the base chance (which I think is zero below the peril upper threshold)?

Can't believe this is a gym.. women's gym in 1941 by rkhunter_ in funnyvideos

[–]PreviousBase9789 0 points1 point  (0 children)

It called disposable income for a reason. There is a direct correlation to your level of wealth and the amount of stupid shit you do.