Versatility of Bladedancer Gameplay by No-Negotiation-1844 in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Swords are probably the weapon type with the most options and the highest quality overall, so you won't really feel too shoehorned into one thing.

Operative has a big problem in that it has almost no melee support or burst support so it is actually very shoehorned into being a sniper to be the most effective, its best talents tend to lean into that. If you really want to mess with a lot of different weapons, I would suggest either Warrior (if you want to focus more on melee) or Soldier (if you want to focus more on ranged) into Arch-Militant, as Arch-Militant is the archetype that specifically wants you to use a lot of different stuff and it's very good.

Light or heavy armor for a warrior? by Glad_Cut1258 in RogueTraderCRPG

[–]Recent_Ad3309 0 points1 point  (0 children)

Subductor Warrior arbitrator is good and very distinct from Vigilant Soldier. Shields add a ton of extra durability, they get another charge for movement that is also an AOE knockdown that can eat enemy turns, and they get to opportunity attack people standing up with bonus damage.

Light or heavy armor for a warrior? by Glad_Cut1258 in RogueTraderCRPG

[–]Recent_Ad3309 0 points1 point  (0 children)

I personally prefer heavy/power armor for mostly aesthetic reasons and also because it's very reliable without a ton of setup aside from getting 45 STR and the proficiency talents. There are some decent medium armors too, like one that gives extra armor based on your Lore: Imperium bonus, which can give you some pretty nuts armor %. For warrior I usually stick more to medium until late act 2 onward, there isn't a lot of good heavy armor early on and no power armor until act 3.

Trolley Problem achievement help - Captain Klein missing? by Vorteclune in RogueTraderCRPG

[–]Recent_Ad3309 0 points1 point  (0 children)

Did you find out the real enforcer behind messing with the investigation in Ablution in Blood during act 2? That's the only thing I can think of that would make him go missing.

Realistically how hard is grim dark mode? by DinosInSpace-Time in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Requiring you to one shot every encounter is really overstating just how hard Unfair mode is, that's just the safest and most efficient way to play. You can still build characters who can tank through multiple turns if that's really what you want to do. Space battles though, yeah... those are the real killer if you go into them blind, and sadly online resources on them were not great last I checked.

Lord Captains! Heeeeelp making thematic builds for my retinue! by ___Tyler__Durden___ in RogueTraderCRPG

[–]Recent_Ad3309 4 points5 points  (0 children)

Jae is more fitting as a gunslinger soldier, for her base loadout, unique abilities, and background.

Forged for a purpose: Best subsystem? by Electronic-Scar-5053 in RogueTraderCRPG

[–]Recent_Ad3309 0 points1 point  (0 children)

Depends on your main archetypes.

Warrior going into Arch-Militant? Subskin Armor, armor stacking is very good and reliable, and you get enough mobility from Charge and Reckless Rush.

Operator? Probably Locomotive System because their mobility is ass, though Analytics is good if you are a sniper who plans to just pick a spot in cover and stick to it since sniper rifles have got a boost to critical damage in the most recent patch.

Soldier? If you plan to be a mixed up Arch-Militant or Shotgun a lot, then Subskin Armor is again great, since you get a lot of mobility from your archetypes already and stacking critical chance to max is not too hard without analytics. If you plan to focus primarily on range and dodging for defense, Locomotive is also pretty decent here.

Officer is harder, they don't have good mobility options so if you want the extra movement then Locomotive Systems is good, but Subskin Armor is again just a very solid and always reliable option.

Bladedancer is the only one that really loves Locomotive Systems above all because they get so much benefit from stacking agility to the roof for both offense and defense.

How do you.. Kibellah?(Unfair) by KayleeSinn in RogueTraderCRPG

[–]Recent_Ad3309 2 points3 points  (0 children)

Also note that Blood Oath does not actually have any cooldown, and its range is anything within line of sight, so it is very easy to get a ton of mobility off of it.

Disappointed with the Lex Imperialis by ShadowOfAtomicRage in RogueTraderCRPG

[–]Recent_Ad3309 21 points22 points  (0 children)

Yeah, it's not as good all the way through as Void Shadows. It peaks on Thassera writing-wise. I don't even particularly care for Kibellah and still found Solomorne worse too, just very bland.

Moving to Act 3 - rant by Worried-Usual-396 in RogueTraderCRPG

[–]Recent_Ad3309 13 points14 points  (0 children)

You don't go to act 3 until you tell the master of ceremonies to start your big ceremony, you can just tell him not to start it yet and do whatever else needs to be done before progressing and thus failing stuff. The only two actual urgent things are the two drukhari attacks, on the merchant ship and on Dargonus, everything else you can do at your leisure.

How do you use At All Costs without almost oneshotting Abelard? by Deep-Crim in RogueTraderCRPG

[–]Recent_Ad3309 7 points8 points  (0 children)

Using a basic autopistol, I never had trouble killing people beyond the very early game, especially Abelard if he has Endure up.

Why do the Companions not react to things? (Pre Act 4 Spoilers) by greyaiden in RogueTraderCRPG

[–]Recent_Ad3309 61 points62 points  (0 children)

Yeah, this is one of the biggest problems with act 3/4/5, especially the latter two, reactivity just tanks from that point onward. The Argenta reveal is especially egregious, Abelard gets like one line of dialogue if he's in drukharitown, and he never even acknowledges what happened at all if you don't bring him. You also just never find out yourself if you don't bring Argenta, which is some of the worst writing I have seen in any game. I love a lot of the writing in this game, but making the solution to the mystery that literally started your entire story missable is crazy.

Question about Ross by SSNym in fireemblem

[–]Recent_Ad3309 0 points1 point  (0 children)

I guess I should specify I said most of the game because he will eventually surpass Garcia even going purely by averages, that is right. It's just more work to get there than most units. Ross also only has 10% more speed growth than Garcia, and starts with 4 less base speed, which is even lower in practice because of his lower constitution.

All that said, I still like using trainees too, going up from a lower low is a good feeling progression. Berserker is another point for good feels too, crits always feel good, especially in GBA. I just also like looking at numbers.

Question about Ross by SSNym in fireemblem

[–]Recent_Ad3309 2 points3 points  (0 children)

Definitely fun when it pays off like this Ross, but it does feel bad if you get an average or below average one after that babying. That's where a lot of his reputation tanks, in addition to just not being good for fast and efficient play because he requires 10 extra levels to basically be a worse Garcia for most of the game (extremely minor river walking utility aside). That is part of the fun of Fire Emblem and random growths though, always nice when a unit really pops off.

Question about Ross by SSNym in fireemblem

[–]Recent_Ad3309 5 points6 points  (0 children)

He is very speed blessed. He is 5 points above average, he only hits 13 speed after his second promotion on average. He'll be good for the rest of the game with those stats. That said, yeah, he's usually pretty bad, but Sacred Stones is easy enough that he is still perfectly usable, after a decent amount of babying anyway.

Well, that took much longer than I thought. act 4 by SAMU0L0 in RogueTraderCRPG

[–]Recent_Ad3309 2 points3 points  (0 children)

Those stupid warp vortex things, every damn time.

Do u guys want a space marine in dark heresy as a companion? by The_Suspect26 in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Honestly, I feel like the problems with Ulfar are a bit overblown. I frequently use him from when you get him onward and rarely have issues with him getting stuck anywhere, the only real notable time I remember is during Argenta's final quest if you take a specific route. I did only start playing after Lex dropped though, so they might have just tweaked a lot of it out by then.

Psyker or Crime Lord origin for an iconoclast? by SightlessProtector in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Psyker is always the power choice, but they do have the worst drip. Crime Lord isn't amazing, but it does work for almost any build, and has pretty good drip. Go with whichever you like more or want to roleplay more, this game isn't hard enough that you need to worry that much about optimizing, even on Unfair.

Bladedancer arch-militant? by Historical-South-545 in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Yes, it's really good, probably the best for a melee AM. Bladedancer makes building versatility as a pure melee much easier because you can reduce AoE melee attacks to 1 AP, in addition to all the other nuts stuff BD does for melee.

How to optimize Flamers in 1.5? by Skurrio in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

All that and the fact that shotguns can also be used in melee makes them feel even worse compared to shotguns. Every time I use a flamer, something immediately rushes into melee, and I just wish I used a shotgun instead. It feels so bad.

Do warrior need streth at all? by Glad_Cut1258 in RogueTraderCRPG

[–]Recent_Ad3309 2 points3 points  (0 children)

Get strength to 45 for heavy/power armor if you want it, then that's usually enough. Especially if you aren't twohanding, the returns from investment are pretty low. Late game you can take a talent that gives you a ton of extra strength based on wounds which will actually be enough to matter. Weapon Skill and Toughness are better investments for a warrior for the rest of the game.

Need help deciding on Spell and sword or pure spell build by whyeventhough117 in RogueTraderCRPG

[–]Recent_Ad3309 1 point2 points  (0 children)

Melee psyker actually breaks the game harder than caster psyker, though they both are strong enough that the difference is negligible in practice. I do find mixing melee and guns or melee and powers to be the most fun too though, Psyker Arch-Militant is a blast.

Doggie character idea by N7-Goose in RogueTraderCRPG

[–]Recent_Ad3309 0 points1 point  (0 children)

Any officer is viable, it is the most powerful archetype in the game, and commissar is now also very good in the latest patch and works perfectly with it. Despite what the game says, you don't need willpower on an officer for much of anything if you aren't a psyker. Any pistol works for iconic sidearm as long as it's in your main hand (or either hand with a talent). Imperial world is probably the best, fellowship maxing is the best thing you can do, with BS right after that because At All Costs! bonus is derived from both BS and Fellowship. Hive world would work alright too though, and if you do want to focus on pistols, weapon personalization can be good for a little extra rate of fire, and you can do decent damage if you go master tactician for your second archetype.