Chaplain would give a boost to teammates in attack power and refill the ability of teammates in the proximity of the chaplain. It's a support melee class. A pistol and a crozius/power mace. No primary weapon.
@@Yeertski now that I saw more of the chaplain, it almost feels like it would fit like a ring for the Bulwark, hell, not only the concept of inspiration fit the image of the invigorating icon that bulwarks have nowadays, some of the representations of them also bear shields with their signature Crozius Arcanum (basically an one handed thunder hammer, with all and force field, that they use as weapon and simbol of authority) Would be neat that if they tune the perks better that one day we might get a chaplain themed bulwark gear, with all and a mace weapon.
Ranged: bolt pistol, plasma pistol, neo volkite. Melee: crozius in two sizes; slow two handed type, and single handed type. Class ability: fiery oratory; with a few well said verses, the chaplain invigorates his allies to fight harder. Triples ability recharge on allies in proximity and adds a flat 15% dmg Passive: rosarius: once every 120-180 seconds, when armor is broken, trigger a light AoE stun and refill armor gauge.
I have a few ideas how Chaplain some others could work and what do. I know, I use codexs as "Inspiration" not a rule, couse of that is preety much a third thing to stick by, first and second is lore and rule of "cool". Ok ready? 'Ere We Go Chaplain Primary: Non Secondary: Bolt Pistol, Heavy Bolt Pistol, Plasma Pistol, Neo-volkite Pistol, Hand Flamer Melee: Chainsword, Crozios(power mace), Heavy Crozious(bigger power mace), Power Fist Ability: "Litany of Wrath" - slow passive health regeneration and damage buff for ?? seconds (depending on bulid buff yourself more or base effect give to your squad) Passive: "Righteous Fury" - increase melee damage when at low health, increase armor regeneration time Apothecary Primary: Non Secondary: Bolt Pistol, Heavy Bolt Pistol, Melta Pistol, Plasma Pistol Melee: Combat Knife, Chainsword, Power Sword, Chain Axe, Power Axe Ability: "Narthecium" - heal your closect ally by ??% of their health, can heal mortal wound Passive: "Combat Restoratives" - very slow health regeneration (with perks can also aplly to your squad) Librarian Primary: Non Secondary: Bolt Pistol, Inferno Pistol(melta as a pistol), Hand Flamer, Plasma Pistol, Smite - Witchfire (yet a fire ball) Melee: Force Sword, Force Axe, Force Staff Ability: "Warp Lightning" - use you psychic power to smite foes with thunderous lighting, damage increace with less targets it hits Passive: "Psychic Hood" - every 120, 180 second ressist enemy psychic attack (zoe beam/ball, sorcerer beam) tiem can be greatly reduce by perks Terminator Primary: Storm Bolter, Assault Cannon, Mult- Melta, Heavy Flamer, Secondary: Non Melee: Power Fist, Chain Fist (pretty much power fist with chain blade attached), Lightning Claws (replace primary weapon with additional lightning claw), Power Sword, Power Axe, Thunder Hammer, Thunder Hammer with Storm Shield (shield repleaces primary weapon) Ability: "Teleport Homer" - teleport to farthest or down squad member (don't worried you can chose teleportation target) Passive: "Tactical Dreadnought Armor" - you do not lose control upon taking Heavy Hits and you cannot be knocked back, also you have 5 armor bars but you can't doge or roll and sprint is limited Tech-Marine Primary: Auto Bolt Rifle, Heavy Bolt Rifle, Flamer, Melta Gun, Plasma Incinerator Secondary: Bolt Pistol, Heavy Bolt Pistol, Hand Flamer, Neo-volkite Pistol, Inferno Pistol, Plasma Pistol, Grav-pistol Melee: Chainsword, Power Axe, Thunder Hammer, Plasma Cutter Ability: "Tarantula Turret" - deploy one of threee variant of tarantula turret to deny enemy easy aproach to your squad (Primary weapon turrt options: Heavy Bolters, Las Cannons, Missile Launchers) Passive: "Servo-Arm" - use your primary and secondary weapon at the same time
A apothecary would have a similar loadout to a tactical but limited to bolter weapon only and same melee/pistol combo. Ability is to heal like a stim(33% life recovery)and the apothecary can revive a teammate without a mortal wound. Also if he carries the geneseed there's a xp bonus.
I've been thinking om how new class would be implemented in the game and what I come up with was sub classes, like you still have the main 6 but then you get the option to switch them with their sub class like this: Tactical - tech marine Assault - inceptors Vanguard - scout Sniper - apothecary Bulwark - chaplains Heavy - aggressor
I am the one who recommended the Judiciar. The Judiciar is a Chaplain in training - which makes sense for a squad like this. Plus a Judiciar has a two handed weapon and a unique power from the tabletop in being able to control time slightly.
Id love to see something like from the old ultramarines movie where the chaplain has a stasis generator on his crozius. I think a dedicated CC class would be a good addition to this game.
One hand melee weapon and a pistol for weapon loadout, passively AOE increase Sprint speed and melee speed and slight weapon accuracy to allies withing range of aura. Unused skill ability could be the rosarius that is a personal 360 iron halo effect, are preaching the litanies of hate which increases the passive affects a few percentage further. Maybe switch the on you skill to the option of equipping a jump pack and keeping the passive effects at an aura percentage boost.
A librarian class would be a offensive type. No primary weapon. A pistol and a force sword or axe. His ability is 2 shock/lightning attacks strong on warp creatures like deamins and zoanthoapes. His passive skill is a resistance to warp attacks in proximity to librarian
Chaplain ult/special ability should be a resilience % buff to squad members, that reduces damage % taken and increases % health recovered on melee hits within a specific range (significant rage but you can get too far away) from the creating unit aka the Chaplain. Different, skill based, and useful.
Temporary movement, damage, weapon efficiency (reload speed, recoil control, less stamina use of melee swing and quicker charging of heavy attacks etc.) and health buff to self and team. Initiated by a war cry/speech and incense chamber swinging for example. Weapons of a crozius, mace or flail maybe and a powerful pistol of sorts like a volkite or shotgun all could be cool af for a Chaplain class, especially the customisation options
I prefer an aphotecary healer with drones to heal/recover armor the team, shot a stimpack, with only the heavy pistol an grenades as weapons, but devs will have to remove the recover armor with parry…(maybe keep the gunshot but nerf it to only recover 33% of a bar)
He would be a new Chaplin leandos went with Titus. An ability: war cry that buffs the team's abilities or damage. for range: Heavy bolt pistol, Plasma, neo volkite. Finally melee: crozius and power sword( it will make 2 classes to have it become only one is stupid, i love power swords so i'm biased)
Chaplain would break the game. The difficulty of space marine 2 is purely due to the extreme stinginess of healing. Add a healing class and it becomes a must include.
Chaplain would give a boost to teammates in attack power and refill the ability of teammates in the proximity of the chaplain. It's a support melee class. A pistol and a crozius/power mace. No primary weapon.
REALLY hoping for a Judiciar class, so we can wield 2 handed power and chain swords but a chaplain armour just go so hard.
Dual wielding in this game would be amazing!
@@Yeertski i think they mean like greatsword sizes, like relic blades and eviscerators (long chain sword)
@@Yeertski now that I saw more of the chaplain, it almost feels like it would fit like a ring for the Bulwark, hell, not only the concept of inspiration fit the image of the invigorating icon that bulwarks have nowadays, some of the representations of them also bear shields with their signature Crozius Arcanum (basically an one handed thunder hammer, with all and force field, that they use as weapon and simbol of authority)
Would be neat that if they tune the perks better that one day we might get a chaplain themed bulwark gear, with all and a mace weapon.
Ranged: bolt pistol, plasma pistol, neo volkite.
Melee: crozius in two sizes; slow two handed type, and single handed type.
Class ability: fiery oratory; with a few well said verses, the chaplain invigorates his allies to fight harder. Triples ability recharge on allies in proximity and adds a flat 15% dmg
Passive: rosarius: once every 120-180 seconds, when armor is broken, trigger a light AoE stun and refill armor gauge.
That passive sounds really strong lol!
@@Yeertski feels like the bulwark shock grenade perk, but with less damage and more survivability
Yes I was thinking the same as the "commissar" build in Darktide.
I have a few ideas how Chaplain some others could work and what do. I know, I use codexs as "Inspiration" not a rule, couse of that is preety much a third thing to stick by, first and second is lore and rule of "cool". Ok ready? 'Ere We Go
Chaplain
Primary: Non
Secondary: Bolt Pistol, Heavy Bolt Pistol, Plasma Pistol, Neo-volkite Pistol, Hand Flamer
Melee: Chainsword, Crozios(power mace), Heavy Crozious(bigger power mace), Power Fist
Ability: "Litany of Wrath" - slow passive health regeneration and damage buff for ?? seconds (depending on bulid buff yourself more or base effect give to your squad)
Passive: "Righteous Fury" - increase melee damage when at low health, increase armor regeneration time
Apothecary
Primary: Non
Secondary: Bolt Pistol, Heavy Bolt Pistol, Melta Pistol, Plasma Pistol
Melee: Combat Knife, Chainsword, Power Sword, Chain Axe, Power Axe
Ability: "Narthecium" - heal your closect ally by ??% of their health, can heal mortal wound
Passive: "Combat Restoratives" - very slow health regeneration (with perks can also aplly to your squad)
Librarian
Primary: Non
Secondary: Bolt Pistol, Inferno Pistol(melta as a pistol), Hand Flamer, Plasma Pistol, Smite - Witchfire (yet a fire ball)
Melee: Force Sword, Force Axe, Force Staff
Ability: "Warp Lightning" - use you psychic power to smite foes with thunderous lighting, damage increace with less targets it hits
Passive: "Psychic Hood" - every 120, 180 second ressist enemy psychic attack (zoe beam/ball, sorcerer beam) tiem can be greatly reduce by perks
Terminator
Primary: Storm Bolter, Assault Cannon, Mult- Melta, Heavy Flamer,
Secondary: Non
Melee: Power Fist, Chain Fist (pretty much power fist with chain blade attached), Lightning Claws (replace primary weapon with additional lightning claw), Power Sword, Power Axe, Thunder Hammer, Thunder Hammer with Storm Shield (shield repleaces primary weapon)
Ability: "Teleport Homer" - teleport to farthest or down squad member (don't worried you can chose teleportation target)
Passive: "Tactical Dreadnought Armor" - you do not lose control upon taking Heavy Hits and you cannot be knocked back, also you have 5 armor bars but you can't doge or roll and sprint is limited
Tech-Marine
Primary: Auto Bolt Rifle, Heavy Bolt Rifle, Flamer, Melta Gun, Plasma Incinerator
Secondary: Bolt Pistol, Heavy Bolt Pistol, Hand Flamer, Neo-volkite Pistol, Inferno Pistol, Plasma Pistol, Grav-pistol
Melee: Chainsword, Power Axe, Thunder Hammer, Plasma Cutter
Ability: "Tarantula Turret" - deploy one of threee variant of tarantula turret to deny enemy easy aproach to your squad (Primary weapon turrt options: Heavy Bolters, Las Cannons, Missile Launchers)
Passive: "Servo-Arm" - use your primary and secondary weapon at the same time
Amazing breakdown! Thank you!
A apothecary would have a similar loadout to a tactical but limited to bolter weapon only and same melee/pistol combo. Ability is to heal like a stim(33% life recovery)and the apothecary can revive a teammate without a mortal wound. Also if he carries the geneseed there's a xp bonus.
I've been thinking om how new class would be implemented in the game and what I come up with was sub classes, like you still have the main 6 but then you get the option to switch them with their sub class like this:
Tactical - tech marine
Assault - inceptors
Vanguard - scout
Sniper - apothecary
Bulwark - chaplains
Heavy - aggressor
I am the one who recommended the Judiciar. The Judiciar is a Chaplain in training - which makes sense for a squad like this.
Plus a Judiciar has a two handed weapon and a unique power from the tabletop in being able to control time slightly.
Id love to see something like from the old ultramarines movie where the chaplain has a stasis generator on his crozius. I think a dedicated CC class would be a good addition to this game.
One hand melee weapon and a pistol for weapon loadout, passively AOE increase Sprint speed and melee speed and slight weapon accuracy to allies withing range of aura. Unused skill ability could be the rosarius that is a personal 360 iron halo effect, are preaching the litanies of hate which increases the passive affects a few percentage further. Maybe switch the on you skill to the option of equipping a jump pack and keeping the passive effects at an aura percentage boost.
A librarian class would be a offensive type. No primary weapon. A pistol and a force sword or axe. His ability is 2 shock/lightning attacks strong on warp creatures like deamins and zoanthoapes. His passive skill is a resistance to warp attacks in proximity to librarian
Chaplain ult/special ability should be a resilience % buff to squad members, that reduces damage % taken and increases % health recovered on melee hits within a specific range (significant rage but you can get too far away) from the creating unit aka the Chaplain.
Different, skill based, and useful.
I like that! Any sort of wide range utility is incredibly useful.
Blessed is the mind too small for doubt.
The Chaplin wields the mightiest weapon in the Imperium of Man. His faith in the Emperor.
Temporary movement, damage, weapon efficiency (reload speed, recoil control, less stamina use of melee swing and quicker charging of heavy attacks etc.) and health buff to self and team. Initiated by a war cry/speech and incense chamber swinging for example. Weapons of a crozius, mace or flail maybe and a powerful pistol of sorts like a volkite or shotgun all could be cool af for a Chaplain class, especially the customisation options
He should provide protection against Neurotrophe and Ziotrophes !
Heavy already does that.
Lmao yes!
@@stillcantbesilencedevennowpsychic protection, would protect against chaos sorcerers mind attacks too
I prefer an aphotecary healer with drones to heal/recover armor the team, shot a stimpack, with only the heavy pistol an grenades as weapons, but devs will have to remove the recover armor with parry…(maybe keep the gunshot but nerf it to only recover 33% of a bar)
it would accuse me of being a heretic 😂
I librarian would hold a scepter to channel his spell
Would be a staff/stave
Could also do a force sword/axe.
Crozius
They can’t even get bolters right in this game. Don’t let them try anything else until they get the basic weapons right.
Aoe stun for x second
Please change the backgound music.
"We ArE soRrY wE CaNT AdD tHiS bEcAuSE iT DoES NoT ALiGn wItH sPACe MaRiNe LoRe"
Out of vision.
He would be a new Chaplin leandos went with Titus. An ability: war cry that buffs the team's abilities or damage. for range: Heavy bolt pistol, Plasma, neo volkite. Finally melee: crozius and power sword( it will make 2 classes to have it become only one is stupid, i love power swords so i'm biased)
Chaplain would break the game. The difficulty of space marine 2 is purely due to the extreme stinginess of healing. Add a healing class and it becomes a must include.
But..... bulwark already heals. Just need a bulwark who doesn't suck.
Fair point!