"...personally, I don't like this because I prefer debuffs that help me kill the enemy, not limit the amount of damage the enemy can do." 100% damage reduction in death does indeed seem better than
Cool video, hope you make one for every archetype. It's probably a bad idea, but I'm going to try Operative -> Melee Assassin. Saw one of the devs state lethality increases of dodge reduction, including debuffs. So I'm going to try to make a high perpection debuffing assassin that uses expose weakness to ramp up lethality.
Letality dont increase dodge reduction, not direct. Letality its equal to your dodge. Your dodge its increased by AGI. AGI when you use in melee INCREASE YOUR DODGE REDUCTION. Thats why assassin have a skill that gives the enemy 40 dodge. But the next attack will deal letality % damage (you can easily get this above 100%). And another skill that make your next attack against the enemy have 0, dodge, and 0 parry. Thats how it works in the game... but it can change somehow in the release.
@@ArantyrDarkhand Yea, I got lethality to 100 easily in the beta, but it was pretty buggy. What I'm saying is that one of the devs on reddit stated that lethality also scales of dodge reduction, and that debuffs to dodge on the enemy can will also scale lethality. Honestly I'm not sure how it will work, kind sounds like lethality is meant to scale on either low enemy dodge or of your high dodge, which ever is better. Can't wait to experiment when the game comes out though to see how it will work.
@@sevithan9446 WHAT it said it scales of dodge or dodge reduction (wich is higher). Its of YOUR DODGE. You can easily hit 100- 150 dodge with teh right buffs and the eldari armor you get early act 2. Has a operative/assassin your dodge reduction will be probably higher than your dodge(due to high perception plus weapon equiped), has a warrior assassin your dodge will be higher than your dodge reduction due to invest in agility.
Personally I thought the Adept in the alpha and beta was seriously hampered by: a) the number of AP required to set up the Study Enemies stuff and share the benefits with party members b) the complexity of the system and difficulty in calculating actual benefits/impacts in combat Additionally Pasqal was personally hampered by lack of movement. His melee is exceptional but he can't hit no enemy if he can't reach them. In practice Argenta and Heinrix had usually killed everything nearby and moved on beyond Pasqal's reach. Consequently I dropped Pasqal, reluctantly, for the beta. He will need a lot more movement to make him useful on release to make him viable IMO.
Agreed 100% Operative is better now. I saw on the subreddit that if used a certain way it could deal some ridiculous damage in beta but it seemed wasteful to even bother since Operative was dead weight in most fights and its abilities only came into play when fights dragged. Much easier to use now and is useful always, not just in long encounters. Intimidation I can see being nice to have on higher difficulties when your squad is in danger of being killed in a couple hits by anything stronger than canon fodder.
I have a question regarding skills. To be able to improve a skill , say persuasion for example , the archetype has to allow it? For instance I wouldn't be able to improve any other skill as an operative besides the ones shown in the video?
You also get those options based on your Origin choice so Sanctioned Psyker for example will allow you to be able to select Willpower regardless of what archetype you pick.
@@CrazyxEnigma I see. My plan was to create a Forge World Crime Lord Operative to use a talent that allows Int to be used in place of Fel for persuasion etc. But if I can't level persuasion I'll have to think of something else lol.
@@marcos.bastos1905 I can't remember off the top of my head if the tier 2 archetypes have certain skills selectable. If they do(likely Master Tactician or Grand Strategist for Persuasion) you could in theory still make it work. You'll just be having a different companion cover those checks until you get to lvl 16 which won't be very long.
Quick question, so if there are five exploits on an enemy and you have tides of excellence that means one hit on the said enemy grants five stacks of tides?
Yes and its totally ultra powerfull. If you have 0 bonus in int you start with 30 int. So when you use analyse the enemy will get plus 2 stacks. he had alredy 1(Uncanny sight its the best and first talent you should pick. When you shot him you get 3 damage and 15 less armor. 3 damage seens low. But in this game ranged weapons deal 10-12 damage its literaly 25% increase. And with this same weapon you can easily hit for 60-80 with the right builds. That been said with HUGE area atacks like the pyromance fire storm. You will pop everything. In a area. Lets say you hit 4 enemys each one has 1 from the passive, and hoter has 2 so its 6 bonus. This snow ball hard. Just dont ever use joint analisys. If youre goin to roll a NON HERETIC PSYKER... operator its the way. If youre goin to roll heretic marksman its better. Non heretic get buffs when the warp its less than 10veil degradation. Heretic get momentum when they trigger phenomena so with plus than 10 veil degradation; And get the Cassia talents that lower veil degradation if youre goin NON HERETIC. By the way pyromancer with flamer or melta weapons are great. Becouse burn its not the same has warp burn(what your ignite cause), but skills that interact with burn from the psyker interact with both. So the skill that increase teh burning damage and make it tick will trigger both the burning and the warp burning. Twice the damage. And you can build pascal has a tanky operative to increase your stacking of analize.
@@ArantyrDarkhand There is absolutely no reason why you should pick Uncanny Sight as the first talent because most things will be in LoS and what you lack early on is damage ramp. I wouldn't even pick Uncanny as a second or third talent because the next talent is Sharpshooter and the third talent would be Assisted Analysis. You realize that the reason you pick Tides of Excellence is because at psy rating 0 your Ignite does 1-5 damage or less, so on the second turn I am guaranteed +4 base damage turning my ignite to 5-9 base damage with damage hitting around 13 after debuffs. I am also picking Sharpshooter because you're more or less going to be fighting 5 cells away most of the time so that's another +2 flat damage. I would pick Uncanny Sight only after I pick up Firestorm and it seems that firestorm only hits burning targets so I would pick that up after Molten Beam. Your biggest threats early on are the Chaos Spawn and Chaos Space Marine, and almost all ambushes you have full LoS to everyone. I just don't think Uncanny Sight is good till around Act 2.
I'm really not enjoying operative... you're constantly using this skill over and over again and it sometimes feels like its not doing anything while others are laying waste.
"...personally, I don't like this because I prefer debuffs that help me kill the enemy, not limit the amount of damage the enemy can do."
100% damage reduction in death does indeed seem better than
Thanks glad you liked the breakdown.
I liked adept pretty well in beta (though it was hard to know what worked and was bugged) so I'm excited to see how it plays now.
I was okay with it before but I really like it now.
I've listened to the exploit section about 10 times and still don't understand it
Cool video, hope you make one for every archetype.
It's probably a bad idea, but I'm going to try Operative -> Melee Assassin. Saw one of the devs state lethality increases of dodge reduction, including debuffs. So I'm going to try to make a high perpection debuffing assassin that uses expose weakness to ramp up lethality.
Yup I plan to make one for all of them.
Letality dont increase dodge reduction, not direct. Letality its equal to your dodge. Your dodge its increased by AGI. AGI when you use in melee INCREASE YOUR DODGE REDUCTION.
Thats why assassin have a skill that gives the enemy 40 dodge. But the next attack will deal letality % damage (you can easily get this above 100%). And another skill that make your next attack against the enemy have 0, dodge, and 0 parry.
Thats how it works in the game... but it can change somehow in the release.
@@ArantyrDarkhand Yea, I got lethality to 100 easily in the beta, but it was pretty buggy. What I'm saying is that one of the devs on reddit stated that lethality also scales of dodge reduction, and that debuffs to dodge on the enemy can will also scale lethality.
Honestly I'm not sure how it will work, kind sounds like lethality is meant to scale on either low enemy dodge or of your high dodge, which ever is better.
Can't wait to experiment when the game comes out though to see how it will work.
@@sevithan9446 WHAT it said it scales of dodge or dodge reduction (wich is higher).
Its of YOUR DODGE. You can easily hit 100- 150 dodge with teh right buffs and the eldari armor you get early act 2.
Has a operative/assassin your dodge reduction will be probably higher than your dodge(due to high perception plus weapon equiped), has a warrior assassin your dodge will be higher than your dodge reduction due to invest in agility.
Personally I thought the Adept in the alpha and beta was seriously hampered by:
a) the number of AP required to set up the Study Enemies stuff and share the benefits with party members
b) the complexity of the system and difficulty in calculating actual benefits/impacts in combat
Additionally Pasqal was personally hampered by lack of movement. His melee is exceptional but he can't hit no enemy if he can't reach them. In practice Argenta and Heinrix had usually killed everything nearby and moved on beyond Pasqal's reach. Consequently I dropped Pasqal, reluctantly, for the beta. He will need a lot more movement to make him useful on release to make him viable IMO.
In my opinion Pasqal is better served as a ranged character. Activating Grand Strategist buffs triggers attacks of opportunity.
Agreed 100% Operative is better now. I saw on the subreddit that if used a certain way it could deal some ridiculous damage in beta but it seemed wasteful to even bother since Operative was dead weight in most fights and its abilities only came into play when fights dragged. Much easier to use now and is useful always, not just in long encounters. Intimidation I can see being nice to have on higher difficulties when your squad is in danger of being killed in a couple hits by anything stronger than canon fodder.
Yup they did a great job.
Thanks for the video
My pleasure!
I have a question regarding skills. To be able to improve a skill , say persuasion for example , the archetype has to allow it? For instance I wouldn't be able to improve any other skill as an operative besides the ones shown in the video?
You also get those options based on your Origin choice so Sanctioned Psyker for example will allow you to be able to select Willpower regardless of what archetype you pick.
@@CrazyxEnigma I see. My plan was to create a Forge World Crime Lord Operative to use a talent that allows Int to be used in place of Fel for persuasion etc. But if I can't level persuasion I'll have to think of something else lol.
@@marcos.bastos1905 I can't remember off the top of my head if the tier 2 archetypes have certain skills selectable. If they do(likely Master Tactician or Grand Strategist for Persuasion) you could in theory still make it work. You'll just be having a different companion cover those checks until you get to lvl 16 which won't be very long.
There's a talent which adds Persuasion to the list of what you can increase.
@@SlanderedGaming Thank you for the answer!
Didnt know Analyse Enemies had an active ability in combat. thought it was only a passive. That's good to know
Yup it's not clear when you just glance at the mechanics.
Quick question, so if there are five exploits on an enemy and you have tides of excellence that means one hit on the said enemy grants five stacks of tides?
Correct.
@@SlanderedGaming Thanks for confirming that, I guess that's the first talent I'll invest into for my pyromancer operative.
Yes and its totally ultra powerfull. If you have 0 bonus in int you start with 30 int. So when you use analyse the enemy will get plus 2 stacks. he had alredy 1(Uncanny sight its the best and first talent you should pick.
When you shot him you get 3 damage and 15 less armor.
3 damage seens low. But in this game ranged weapons deal 10-12 damage its literaly 25% increase. And with this same weapon you can easily hit for 60-80 with the right builds.
That been said with HUGE area atacks like the pyromance fire storm. You will pop everything. In a area.
Lets say you hit 4 enemys each one has 1 from the passive, and hoter has 2 so its 6 bonus.
This snow ball hard. Just dont ever use joint analisys.
If youre goin to roll a NON HERETIC PSYKER... operator its the way. If youre goin to roll heretic marksman its better. Non heretic get buffs when the warp its less than 10veil degradation. Heretic get momentum when they trigger phenomena so with plus than 10 veil degradation; And get the Cassia talents that lower veil degradation if youre goin NON HERETIC.
By the way pyromancer with flamer or melta weapons are great. Becouse burn its not the same has warp burn(what your ignite cause), but skills that interact with burn from the psyker interact with both. So the skill that increase teh burning damage and make it tick will trigger both the burning and the warp burning. Twice the damage.
And you can build pascal has a tanky operative to increase your stacking of analize.
@@ArantyrDarkhand There is absolutely no reason why you should pick Uncanny Sight as the first talent because most things will be in LoS and what you lack early on is damage ramp.
I wouldn't even pick Uncanny as a second or third talent because the next talent is Sharpshooter and the third talent would be Assisted Analysis.
You realize that the reason you pick Tides of Excellence is because at psy rating 0 your Ignite does 1-5 damage or less, so on the second turn I am guaranteed +4 base damage turning my ignite to 5-9 base damage with damage hitting around 13 after debuffs.
I am also picking Sharpshooter because you're more or less going to be fighting 5 cells away most of the time so that's another +2 flat damage.
I would pick Uncanny Sight only after I pick up Firestorm and it seems that firestorm only hits burning targets so I would pick that up after Molten Beam.
Your biggest threats early on are the Chaos Spawn and Chaos Space Marine, and almost all ambushes you have full LoS to everyone. I just don't think Uncanny Sight is good till around Act 2.
@@SteinerNeinYou clearly did not play the game. Not goin to argue do what you want. ANd your probably rolling normal yeah everything works.
So, you stack exploits and then use those to buff your party members or debuff your enemies. Operative is definitely a control oriented class.
For sure.
I'm really not enjoying operative... you're constantly using this skill over and over again and it sometimes feels like its not doing anything while others are laying waste.
👍🏾👍🏾🔥🔥🔥🔥🔥🔥🔥🔥🔥💪🏾💪🏾