Sunday 8 January 2023

Warhammer 40,000: Inquisitor – Martyr – Tech Adept Guide 2022

 

A guide for the tech adept with ranged weapons and up to 4 Kastelan bots

Source : https://steamcommunity.com/sharedfiles/filedetails/?id=1827884972

Basics

As described we want to use ranged weapons.

This will be the Radium Carbine Beta

and the Plasma Caliver Beta.


As armour we will take the Necromechanic Raiment.


For the belt the Technomarty Girdle.


This gives us 2 attacks with the weapon, 3 slots for constructs, and a heal ability for all constructs in a radius around us.

Radium Carbine Beta gives us two attacks, "Single Shot" which is armour breaking, has a knockdown and adds a poison effect plus it tags the target as primary target for your constructs. "Full Auto" which just does what it's name implies and lets you fire the whole clip with a light spread , also adding a poison effect.

Plasma Caliver Beta gives us "Short Burst" which is also armour breaking and slows the target and "Plasma Beam" which is a channeled attack that does more damage the longer you use it and adds 50% damage for every of your constructs attacking the target plus it tags the target as primary target for your constructs.

The Radium Carbine Beta is your self defense weapon and against trash enemies. The Plasma Caliver Beta is for boss and elite enemies.



totally optional but i did so you might wanna try :
Construct Defense


This will get you "Galvanic Booster", a whopping 1% HP regeneration per second for constructs !

Whatever costructs you have, they will regenerate fast enough to make them very durable.

other notable Bonuses :

- Constructs are immune to DoTs

- Constructs are immune to knockdown

- damage reduction to constructs

- 5% supreme damage reduction for Kastellan robots
- 500 H P shield for constructs
- 5% all resists for constructs
- several HP bonuses for constructs / Kastelan robots
- 25% damage to you are transfered to your constructs, their damage reduction applies to that damage


Get the perk "Archeotech Constructs". It will reduce the amount of Data - flux you have to reserve for upcalled contructs.
Important Stats
Attributes
Mindlink for all your Data-flux needs (25 when possible)
Bionics for HP/Suppression for you and benefits for constructs

Gear
What you need on your gear is

1) + x Data - flux
2) - x % Data - flux Cost

These stats can be found on all 3 implants (Neural/Eye/Main)

The first stat can be found on the Purity seal too

Useful stats are

+ hp per hit
+ hp per hit for constructs
+ supression per hit
+ poison dmg
hp regeneration
supression regeneration

Pro Tip :
If you don't get enough -x% Data-flux Cost it is entirely possible that you won't be able to use the heal of your armour !

Rule of thumb seems to be that you need around - 25% Data-flux Cost to use the heal of your armor, depending on your Data-flux Cost.

Example : For this calculation the Data-flux total will be 210 (173 Reserve + 37 free to use) the heal at the moment of this calculation costs 50 Data-flux.

1% would be 0,5 Data Flux. 37 Data-flux would be 26 % rounded.

So two items with - 13% Data-flux Cost should be enough in this example.

Health
If you don't survive the battle it doesn't matter if your constructs do.


"Field Surgery" .
This little gem resets your Inoculator cooldown when you enter the exposed state, i.e. when you are under 25% hp.

This allows you to survive much easier even if you get hit hard and need a bit of time to hide behind your constructs.

Pro Tip :
If you still feel fragile add 2 points in the Defense skill tree to get "Skeletal Padding" which adds 20% damage reduction from armour. 2 more points do get you "Shock Dampening" which adds 2% damage reduction
Construct Offense


This Tree gets you offensive and defensive Bonuses for all Constructs and specific ones for the Kastelans. Notable ones are

- life drain
- shield drain
- +5 % HP gained on kill
- +1 % Hp on hit
- supression damage bonus
- several damage bonuses
Construct Ability


This tree gets us"Cybernetic Canticle" which gives us 30% duration to all summons kills and 5% less reserve cost for constructs.

Other notable bonuses :

- attack speed bonuses
- movement speed bonuses
- AoE Shock ability + 20% cooldown reduction for it
- Explosion for disabled Kastellans
- Data Flux on kill for constructs depending on the enemy killed 1/2/3, more for tougher enemies
Construct Specialisation
This will take a while because we need 14 points for this skill tree.

Our ultimate goal is the main ability in the middle (or at the end) of this skill tree "Voltaic Communion"

which gives us another -20% Data-flux reserve.



On the way to the middle we will get

- 4 times -5% Data Flux cost for summoning skills (20% total)

- 3 times 3 % Area of effect for Constructs

- 4 times 5% Cooldown reduction to summoning skills (useless afaik as we do not summon the Kastelans)

- 25% Damage Bonus for Area of Effect for Constructs agains Villain Elite Comannder and Boss enemies


Perks
As mentioned above the first Perk should be " Archeotech Constructs"

The second perk should be "Sanctified Data Wafers" that adds 15 % damage bonus for each Kastellan robot (45%)

The third Perk should be "Defensor Augmetics" that adds 0,25% damage reduction per Reserve Percentage for the Tech Adept and the Constructs


That means for me i have 272 Data-Flux, 190 are reserve so roughly 70% Reserve multiplied by 0,25

17,5 Damage reduction for me and my Constructs.

If you are more concerned about yourself i would say choose : " Blessing of Saint Victorious" that doesn't let you loose more than 30% hp from one hit. Good at +7 and above !!!
Modules
Modules are bluntly said, equipment for your constructs.
Yes, that means you have to get equipment for your constructs too.
When you are reading this you should have 3 equipment slots and 2 weapon slots to fill.

The most important Modules are :

Endurance + X Max HP
Offensor X % Damage for the construct



The melee construct should get three Endurance Modules. It just needs to survive and hold the attention of anything or anyone you don't want to be near you so damage is not important.

The ranged constructs need at least one Offensor Module, better two. As a safety measure you can add an Endurance Module.

Last but not least the weaopon modules. When we reach 3 Kastellan bots one should be melee and 2 ranged. The melee one gets the Flamer the ranged ones get the Phospor Gun(s).


As with your own equip, try to modify the stats of the modules to something useful.

That would be

Melee construct

- + Melee damage
- Damage reduction
- any resistance
- Hp regeneration

Ranged construct

- + Ranged damage
- + Heat damage
- Damage reduction

legendary Prefixes highly recommended
- immune to stun
- immune to knockback
- supreme damage reduction

melee only
rosarius force field trigger chance
Morality
If you do choose where to go by roleplay read no further.

Everyone else ? Tag along...

at this point it simply doesn't matter. The only point going Radical was the perk which i do not use anymore cause of the change from heal over time to attack speed buff.
Psalm Code Doctrines
There is one Psalm Code Doctrine that you should add as fast as you can, AFTER you upgraded your forge to get the Psalms back if you wish to.

Emanatus Psalm + Galvanic Psalm + Volkite Psalm = +100% Minion HP
If you can use it twice do so as soon as possible !

The second one you should get is :

Ordinatus Psalm + Transonic Psalm + Phosphoenic Psalm + Hermeticon Psalm = +100% Minion Damage
The third one is used because this build has some problems with horde type enemies. Your Kastelans don't have much Area damage and use it even for single enemies that are out of range. You ain't the one doing damage and have no way to deal area damage with ranged weapons.

To work around that i use :

Hyper-rad Psalm + Hyper-rad Psalm + Transonic Psalm + Voltagheist Psalm + Hermeticon Psalm = Inflicting a Poison effect on an enemy also puts Poison on nearby enemies

Advice :
Two-Handed weapons: 1-6 sockets
Armor: 1-6 sockets
Main Implant: 1-3 sockets
Inoculator: 1-3 sockets
Belt: 1-2 sockets

That means Doctrine Two (or three) can be used in Weapons and Armor only. That leaves Main Implant and Inoculator for Doctrine 1 (x2 if possible).
Final Words
It took me almost 2 years to get here, so i am really excited and happy that i made it so far.

I hope you have fun with this guide, despite me taking so long to finalize it. If you do, please leave a comment, rate it, or tell everyone you know playing this game about it.
Addendum
As some of you may know i stumbled upon a mechanic i called alpha summoning in one of my other guides. I was curious if i could do that with the Kastelan build to.

Well the answer is YES.

So what does this mean and do ?

- You grab an Alpha weapon of any kind.
- You put it in your first weapon slot .
- If you start a mission you should now summon 4 Kastelan robots
- switch to weapon slot 2 for your optimized weapon
- the 4th Kastelan STAYS

IMPORTANT
This does work ONLY if you have enough stats like :

- data-flux cost (-19% for me)
- reduced data-flux reserve ( 14% for me)

If your stats ain't high enough it might be possible to summon 4 Kastelans but not use "Overdrive" or the "Repair Contructs" of our armour !

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