Any time is a good time. I played through at launch, about 150 hours. I loved it so much I paid in advance for the expansions. I'm going to wait until everything is releases then I'll come back for a few more playthroughs.
Hey Rem! Would love to see a new version of the Warrior/Assassin build you made at one point (with the new patch and all), and also would be interested to see/hear your thoughts on Warrior vs Blade Dancer for an Assassin character, since they seem pretty equivalent.
@@remortisgaming Oh that's good that one of my hunches was correct since I planned a Santic build eventually. Would the priest origin mesh well with either of these archetypes?
@@Jrockk999 I think it'd be fantastic with bladedancer and a wounded beast build via Deathworld there's lots of Bladedancer stuff that wants you to have wounds too so that might be a thing!
@@remortisgaming Thanks for info, now I just gotta decide between the Sanctified psyker and the priest origin. I know psykers are more talent heavy to get going, so maybe the priest is a better option to build easier.
How does it play nowadays, at least regarding to UI and all that jazz? I see some improvements, I just wonder whether it still is the clunkies game ever made..?
@@Eskeletor_210 I’m not sure how well pyromancer will blend with bladedancer since pyro needs alot of their talents and abilities to really function. Biomancer and Sanctic are much easier to get online out of the box
@@remortisgamingI decided to go with death world war priest for the stacking trauma and injury buffs since I play on unfair and said fuck it why not. The class itself is nasty and I love it so far in the prologue. Psyker felt like it was gonna leave me feat starved.
The Executioner is definitely the result of theory crafting, rather than playtesting. The core issues are this: once you get far enough into the game to unlock Executioner, you are murdering everything in 1 or 2 turns anyway, making most of the class abilities redundant. If you are playing on the highest difficulty, you do not want the enemies hanging around, being mildly inconvenienced by a couple of damage over time affects. You want them dead, or disabled, so they don't mangle your party. As a result, the Maddening Flames ability you did not like is actually a MUST HAVE for any Executioner on higher difficulties. I specced Heinrik to dual wield a force sword and flamer pistol and he could completely shut down a group of enemies by forcing them to go prone. I think pyromancer is a bit of a waste with Executioner, especially on those higher difficulties because your flames are going to immediately end to drop groups of enemies prone. I don't think you would get as much benefit from it as a result.
Yeah, I agree it looks more like a theorycraft archetype than a playtesting one. I'm going to have to see the Executioner in practice before I am sold on this. It seems like a very slow class in a very fast game. Even with the major nerfs that's gone through the last few patches, slowing the game down a bit, I don't see a DoT class doing all that well. The Assassin's "Keep Your Distance" is less predictable for inflicting Prone, but it also gives you Openings and Killing Edge to inflict the "dead" status condition.
I definitely agree. Especially with a lot of mobs able to 1 shot characters you definitely don’t want them to linger around and wait for them to melt away. I’ll need to see it action as well, because having tons of damage capabilities is nice but without cc or survivability you won’t do any damage if you’re dead.
@@remortisgaming After playing with the Executioner, it seems their big gimmick is the "Where it Hurts" ability they get at level 1. You activate it, then attack. You deal normal damage, apply DoTs, then the ability activates all the DoTs on the target 3 times (2 times if it is an AoE). I have not had a chance to test it, but I think Pyromancer may not be so bad. The Pyromancy Staffs have a huge AoE. You use "Where it Hurts", then blast a huge group of enemies with a wall of fire. If they survive, they will probably fall prone on their turn. Rinse and repeat until everything is extra crispy. When I get a chance, I am going to respec Heinrick again with Pyromancy and take the Inflame ability, the Backdraft talent and the Biophysical Disruption talent from Biomancer. That should make a fairly big "boom" with a Pyromancer Staff when using "Where it Hurts". But... this is all theory. It might be terribly disappointing.
Boy Forge world Pyro/bio psyker with str and int in to execut will be so fun plus you can be face of party now since forge world have skill that let you all talk skill go on int :D can't wait for some builds
Ooooh. Im a huge fan of the wounded build. Looks fun for more reckless melee characters. The Gift of Torment looks insane with a Biomancer applying Biophysical Distortion. Maybe pair the Executioner up with one that burst fires enemies for aoe. Provided that poison counts as toxin. Edit: Check out if Merciless Verdict can apply toxin off burst or area attacks since those are ranged. Might be easy toxin applications.
Hope the uncut version isn’t too bad and I hope I didn’t ramble too much.
Looks like I picked a good time to get into Rogue Trader
@@Annon2021 you sure did!
Any time is a good time. I played through at launch, about 150 hours. I loved it so much I paid in advance for the expansions. I'm going to wait until everything is releases then I'll come back for a few more playthroughs.
I feel like Heinrix being a Biomancer would be great as a excutioner and I think very fitting for a interrogator.
@@GutsOfRivia definitely agree with that.
Hey Rem! Would love to see a new version of the Warrior/Assassin build you made at one point (with the new patch and all), and also would be interested to see/hear your thoughts on Warrior vs Blade Dancer for an Assassin character, since they seem pretty equivalent.
@@eduardom4327 absolutely. I’ll definitely get there
Which psykers would mix well with these two new archetypes?
Santic for Bladedancer and Pyro/Bio for Executioner
@@remortisgaming Oh that's good that one of my hunches was correct since I planned a Santic build eventually. Would the priest origin mesh well with either of these archetypes?
@@Jrockk999 I think it'd be fantastic with bladedancer and a wounded beast build via Deathworld there's lots of Bladedancer stuff that wants you to have wounds too so that might be a thing!
@@remortisgaming Thanks for info, now I just gotta decide between the Sanctified psyker and the priest origin. I know psykers are more talent heavy to get going, so maybe the priest is a better option to build easier.
How does it play nowadays, at least regarding to UI and all that jazz? I see some improvements, I just wonder whether it still is the clunkies game ever made..?
@@Hekk. Seems fine, but I’ll be live streaming it over the weekend if you’d like to see yourself :)
I’m torn between going death world biomancer or pyromancer blade dancer as my first psyker school
@@Eskeletor_210 I’m not sure how well pyromancer will blend with bladedancer since pyro needs alot of their talents and abilities to really function. Biomancer and Sanctic are much easier to get online out of the box
@@remortisgamingI decided to go with death world war priest for the stacking trauma and injury buffs since I play on unfair and said fuck it why not. The class itself is nasty and I love it so far in the prologue. Psyker felt like it was gonna leave me feat starved.
Play what you think will be the most overpowered
They all can be op if built the right way!
The Executioner is definitely the result of theory crafting, rather than playtesting. The core issues are this: once you get far enough into the game to unlock Executioner, you are murdering everything in 1 or 2 turns anyway, making most of the class abilities redundant. If you are playing on the highest difficulty, you do not want the enemies hanging around, being mildly inconvenienced by a couple of damage over time affects. You want them dead, or disabled, so they don't mangle your party. As a result, the Maddening Flames ability you did not like is actually a MUST HAVE for any Executioner on higher difficulties. I specced Heinrik to dual wield a force sword and flamer pistol and he could completely shut down a group of enemies by forcing them to go prone. I think pyromancer is a bit of a waste with Executioner, especially on those higher difficulties because your flames are going to immediately end to drop groups of enemies prone. I don't think you would get as much benefit from it as a result.
Yeah, I agree it looks more like a theorycraft archetype than a playtesting one. I'm going to have to see the Executioner in practice before I am sold on this. It seems like a very slow class in a very fast game. Even with the major nerfs that's gone through the last few patches, slowing the game down a bit, I don't see a DoT class doing all that well. The Assassin's "Keep Your Distance" is less predictable for inflicting Prone, but it also gives you Openings and Killing Edge to inflict the "dead" status condition.
I definitely agree. Especially with a lot of mobs able to 1 shot characters you definitely don’t want them to linger around and wait for them to melt away. I’ll need to see it action as well, because having tons of damage capabilities is nice but without cc or survivability you won’t do any damage if you’re dead.
@@remortisgaming After playing with the Executioner, it seems their big gimmick is the "Where it Hurts" ability they get at level 1. You activate it, then attack. You deal normal damage, apply DoTs, then the ability activates all the DoTs on the target 3 times (2 times if it is an AoE).
I have not had a chance to test it, but I think Pyromancer may not be so bad. The Pyromancy Staffs have a huge AoE. You use "Where it Hurts", then blast a huge group of enemies with a wall of fire. If they survive, they will probably fall prone on their turn. Rinse and repeat until everything is extra crispy. When I get a chance, I am going to respec Heinrick again with Pyromancy and take the Inflame ability, the Backdraft talent and the Biophysical Disruption talent from Biomancer. That should make a fairly big "boom" with a Pyromancer Staff when using "Where it Hurts". But... this is all theory. It might be terribly disappointing.
@@redvenge709 I’ll have to find out soon when I get a chance to play it. the ability that spreads the dots might also apply for where it hurts too
Boy Forge world Pyro/bio psyker with str and int in to execut will be so fun plus you can be face of party now since forge world have skill that let you all talk skill go on int :D can't wait for some builds
Ooooh. Im a huge fan of the wounded build. Looks fun for more reckless melee characters.
The Gift of Torment looks insane with a Biomancer applying Biophysical Distortion. Maybe pair the Executioner up with one that burst fires enemies for aoe. Provided that poison counts as toxin.
Edit: Check out if Merciless Verdict can apply toxin off burst or area attacks since those are ranged. Might be easy toxin applications.
I play a pyromancer so I'm always lighting myself on fire anyways so it will be a perfect mechanic anyways
They nerfed the officer... Seize Initiative no longer grants a full turn lol
@@elpsycongroo69 yeah definitely unfortunate but it was pretty busted
@@remortisgaming yeah but as someone who likes doing a power fantasy playthough every once in a while, it kinda hurts lol
@@elpsycongroo69 not sure why they got rid of it on a single player game