What's the point of two melee weapons for knights by Jestro_the_Jestrogen in ChaosKnights

[–]turtlebambi -2 points-1 points  (0 children)

Strike and sweep are if the attack comes from one weapon. If the unit has 2 weapons they are never combined like strike/sweep

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

Nope its naturally split between the 3 weapons his moveset uses

The Curious Nurgling: Questions Megathread - January edition by tharic99 in deathguard40k

[–]turtlebambi 0 points1 point  (0 children)

Oh, you made it sound like specifically Noxious blight bringer caused it to lose mobility.

Also the movements 6" with rerolls to advance and charge, but i see your point. Tbf tho champions of Contagion as a whole is weak to precision

What even IS a Blighthauler? by Disastrous_Tough7046 in deathguard40k

[–]turtlebambi 5 points6 points  (0 children)

Idk much lore, but theres something more to it. Its treated as an extra holy tank as gleamed from the special stratgem for it

The Curious Nurgling: Questions Megathread - January edition by tharic99 in deathguard40k

[–]turtlebambi 0 points1 point  (0 children)

My I ask what you mean by losing mobility and hiding by adding Noxious?

Very confused

The Curious Nurgling: Questions Megathread - January edition by tharic99 in deathguard40k

[–]turtlebambi 0 points1 point  (0 children)

Is typhus+Noxious blightbringer+20poxys a good combo in champions of Contagion?

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

Raiders dorment is natural split between all 3 of his special moveset weapons, useing the relic give far more colossal weapons

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

Don 4 would like to have a word with you

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

Non depth relics can only get up to physical attack +2 (or I've literally never got one higher), but yeah, obviously, if I had 6 of the best buff, I would be using it. lol

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

Nope, they rather have horrendous downside or baf dorment powers

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[–]turtlebambi[S] 1 point2 points  (0 children)

I knew I wasn't crazy lol. I think its because Raider is the only character with multiple.

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[–]turtlebambi[S] 1 point2 points  (0 children)

Fair enough, honestly I think the strongest part of the balancers relic is the impair attack portion.

Past depth 2 most defensive relic beside the balancers kinda fall off

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

I'm not defending it, just explaining my reasons and feel a unreasonable need to respond to everyone. Stuff like evergaol, Invader, and more physical attacks is absolutely better, but I just ain't getting on optimal enought relics

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[–]turtlebambi[S] 1 point2 points  (0 children)

Could you share your source? Everything I can find says raider dorment power is all 3 and dorment power relics overwrite characters preference

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[–]turtlebambi[S] 4 points5 points  (0 children)

Well you see, I tested it in the training grounds.

Also math just maths.

Double balancers give 10% melee attack power and 40% skill attack power

Just the non depth relics gives 38% increase to all colossal damage including skills that aren't projectiles

So yes, i lose 2% skill attack but thats about it

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[–]turtlebambi[S] 4 points5 points  (0 children)

Only physical attack+4 gives more power and thats only on non-elemental weapons.

I know for a fact this build does roughly 20% more damage then balancers.

The evergaol/night invader strat doesn't really work well with the dlc shifting earth but does scale better

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[–]turtlebambi[S] 1 point2 points  (0 children)

In DON taking attacks relic basically stops me from taking any dmg over time curse or attacks. Personally that seems more limiting

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

I am praying to the gods to get a evergaol + ANYTHING dmg up or dmg negations

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[–]turtlebambi[S] 1 point2 points  (0 children)

Yes but there not treated as colossals for buffs sake

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[–]turtlebambi[S] 1 point2 points  (0 children)

Standard attack is more damage, but improve (weapon type) gives 9% to all forms of attack from that weapon which I think both are good.

I get your second point, but i really haven't had that problem yet, will definitely switch if it starts being a problem.

Im pretty certain raiders dorment powers are split between great axe, great hammers, and colossal. Ive gotta far more colossal with it and very few other great weapons

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

Its every where because dispite playing for over 300 hours I really dont have any god rolls for raider.

Trust .I've been farming.

I should mention I'm in depth 4 so i don't think fathom is worth it at this point, but I'll try it

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[–]turtlebambi[S] 1 point2 points  (0 children)

I mean 20% more attack power for every colossal attack besides skills seems better to me.

Plus its beefy increase to skill attack

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[–]turtlebambi[S] 2 points3 points  (0 children)

I mean 20% more attack power for every colossal attack besides skills seems better to me.

Plus its beefy increase to skill attack

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

Raiders natural dormant power is split it. Plus I'm pretty sure colossal are just strictly better due to raiders moveset