The archetype I always gravitated to. 100hr pre-release this was my favorite hands down. Can't wait to try it out officially. Thanks for the skill break down
Officer (Leader) was totally kick arse in alpha and beta for me. The big issue is Argenta. She does incredible amounts of damage compared to anybody else. The more turns you give her the quicker enemies are vanquished. In addition the concept behind Officer abilities is easy to understand and takes immediate effect. The real kicker is that as Argenta get more extra turns she also gains more momentum which leads to her triggering her ultimate ability quicker which normally means it's pretty much curtains for the enemy. The same applies to the #2 main damage dealer, Heinrix. His ultimate ability is also crushingly good and he also benefits from getting extra turns to reach his momentum target quicker. For absolute max firepower play an officer yourself and also have Cassia in the party. That gives you two doses of extra turns for Argenta and Heinrix per round. A common scenario therefore would be both Argenta and Heinrix getting two attacks each for the first two rounds, one of them unleashing their ultimate in round 2 and the other unleashing theirs on round three to finish the encounter off or at least put the outcome beyond doubt. Sometimes, especially with spread out enemies, it's better to just give Argenta three turns per round. In this case after six attacks in round two she will almost certainly have accrued sufficient momentum to trigger her ultimate ability and that means game over pretty much.
We have 10 days left till release. Your videos really help me out to understand the game in preparation. Keep them coming. You're doing a really great job!
Bring it down is not just one of the best abilities in the game. It is the best. Assume there would be a better ability. Use bring it down to use that ability. That does not even consider that you can use the best ability for your situation.
My intent is to create Imperial world (+10 Willpower + thematic feats) / Ministorum (feats on willpower) / Officer and boost WP as high as possible. I really wish try to play as fanatical purifier of chaos / xenos (so it's imperialis) for the good of Imperial people (benevolent). But I won't play on a difficulty higher than core (just don't like it). My only concern is that Fortress world may be more effective on terms of WP growth. P.S. And yes, I understand that this idea isn't the best in terms of using WP and Officer archetype. But you know... roleplaying :) ... but mechanically skills like "Get back in the fight", "Air of Authority" and "To Me" look cool for a WP Ministorum Officer.
I'm not gonna lie, I'm always tempted to be a leader style character in most games I play and officer looks incredibly useful...that being said there is no way this heresy will lead me astray from rocking up into combat in the biggest set of power armor I can find, chainsaw sword in hand, purging heretics! Looking forward to the warrior breakdown since I'm assuming it has the highest probability of power armor action. Marksman in power armor is also acceptable...so long as you bring the heavy flamer brother.
@@SlanderedGaming You only have access up till a certain point in the story right? If I had to guess, its probably a late game item. If there is little to no power armor...it will be a sad day brother.
I asked in another place, but I'd like to hear your opinion for the Core viability of the following character concept. A Voidborn Sanctionite Diviner -> Officer -> Master Strategist, with a bit of focus on Int and Lore skills (specifically, Lore: Imperium, Lore: Warp and maybe Logic), through Be Smart Voidborn talent, which, as far as I get it, makes Int to be a full substitute for Fel stat-wise. That's a roleplay build, based on my old, venerable Dark Heresy character. I still feel I'm spread too wide (as far as I get, this build needs Int, WP and Perception for Divination, and I need some BS to be able to deal some damage). Still, what do you think?
It's VERY difficult to effectively increase four Characteristics. I would say accept that your attacks are going to miss regularly and put your full focus in INT, WP, and Perception. This will allow you to be fantastic at buffing, skills, and giving the party extra turns.
@@SlanderedGaming I believe Telekinesis isn't in game, and stuff like tabletop Smite (a generic Psyker attack with a energy blast) is more or less staff's stuff? Does it target things with BS, or it uses WP? I don't have access to the last version, and as far as I remember psyker things weren't finished in the Beta I played.
@@SlanderedGaming Yeah. Maybe extra turn for my allies to throw a melta bomb at me so I can gain power... actually that sounds hilarious. Rogue Trader being a one of a kind officer who makes his crew go for more turns just to burn him. Purely unhinged Rogue Trader (who with my playstyle will also be a persuasion guy so basically sometimes he is a peacemaker and other times he straight up tells his crew to burn him).
@@AzraelSoulHunterit works great. Become immune to flame, waltz in to the middle of battle, self immolate, start spreading that flame damage to everything while giving your flamers and flame bombs massive boosts. My character doesn't even use his weapons half the time. Just holy fire everywhere. Sanctic also works well with that amazing holy sword. With the added bonus of their powers scale off resolve not will.
@@enriquehirshfeltikov2395 How can you become immune to flame? I heard of boots that apparently make you take no damage from fire, but I don't know where they are.
@@toonstyle1no. Your character has to take the origin to be able to use them. However you can pick up multiple disciples, but it's not suggested to go more than 2 types.
It's viable. The biggest issue is that Biomancer lends itself to being a melee Psyker and if you choose Officer than you won't have access to Charge or Slice which are pretty major melee skills. If you are wholly concerned with buffing party members than that doesn't really matter.
@@SlanderedGaming Yeah, I'm thinking of focusing on stuff like Biomancer healing and buffing my melee characters in addition to the Leader's own abilities. Thanks for the reply!
@@SlanderedGaming honestly anything you can give on it if you can bro. I feel like this aspect is barely touched on so far from Everyone and I wanna do a hereticus run but know nothing about how it works and the benefits
I'm trying to decide which archetype to go with for my psyker. I thought officer might be a good pick because they get some benefit from high willpower, but the talents don't really seem that impressive.
If you are focused on melee than obvious Warrior is your best initial option. If you are focused on ranged damage than I would recommend Marksman because you can double up on Psyker powers.
@@CrazyxEnigma Which means, if you are a psyker focused on buffing allies, Officer combines well. On that note: some Officer abilities say "When you target an ally with an ability" would that include psyker powers? Or perhaps Cassia's navigator powers?
What are your thoughts on my main character being an officer and having psyker background? I like the idea for RP but I'm worried I'll be spread too thin. I like to play on harder difficulties
You automatically get the ability to give other party members extra turns so you could invest nothing further into Officer and it will still be useful. The flipside is that it won't really help your Psyker abilities but depending on your party that might not be a big deal.
You can go sanctic (sp), bio or fire. Go vanguard as you advance. All three let you go into the front lines, tank, buff and debuff like crazy. Fire has great synergy if you have flamers and flame grenades. You can be immune to fire, spread flame damage to others, boost flame damage ... CLENSE THE HERETICS WITH FLAME!.
Generally if you want to be up in the thick, apec toward melee. If you want to be toward the rear and focussing on buffing from the back lines, go ranged.
Damn, the tooltip for the game seem really terrible, why do they refuse to give basic information on the abilities? So bring it down, grant ally an extra turn, great . How many AP does it cost? the game refuse to say, does it use your attack per turn? again the tooltip doesn't say, does it have a cooldown? again, nothing on the tooltip. this is their third game you'd think they would learn .
LOL The tooltip has that information in the abilities section. To answer your questions it costs two action points and doesn't count towards your attack limit per turn. It can only be used once per round.
I think Get Back in the Fight! is my personal favorite. You order an ally to stop being on fire and it works.
Yeah it's a super cool option.
"And on WHOSE authority did you think you had the right to bleed to death!? Stop bleeding THIS INSTANCE soldier!!" And then they stopped bleeding.
I dont know who this dude is but he is crushing these 40k RT vids! Great Job man👍👍👍
Thank you! Glad you are enjoying them!
This character seems very powerful and a given in all teams.
Yup my teams will always have at least one.
Officer is OP and one should be on every team period. It's too damn good.
Yup I agree really like it.
The archetype I always gravitated to. 100hr pre-release this was my favorite hands down. Can't wait to try it out officially.
Thanks for the skill break down
Officer (Leader) was totally kick arse in alpha and beta for me. The big issue is Argenta. She does incredible amounts of damage compared to anybody else. The more turns you give her the quicker enemies are vanquished. In addition the concept behind Officer abilities is easy to understand and takes immediate effect. The real kicker is that as Argenta get more extra turns she also gains more momentum which leads to her triggering her ultimate ability quicker which normally means it's pretty much curtains for the enemy. The same applies to the #2 main damage dealer, Heinrix. His ultimate ability is also crushingly good and he also benefits from getting extra turns to reach his momentum target quicker.
For absolute max firepower play an officer yourself and also have Cassia in the party. That gives you two doses of extra turns for Argenta and Heinrix per round. A common scenario therefore would be both Argenta and Heinrix getting two attacks each for the first two rounds, one of them unleashing their ultimate in round 2 and the other unleashing theirs on round three to finish the encounter off or at least put the outcome beyond doubt.
Sometimes, especially with spread out enemies, it's better to just give Argenta three turns per round. In this case after six attacks in round two she will almost certainly have accrued sufficient momentum to trigger her ultimate ability and that means game over pretty much.
Yup Officer really is a must have.
I don't know, i kind of want to use cassia for her navigator abilities. They seem pretty good
Imperial noble officer = a thing of beauty
Thanks for the video
My pleasure!
We have 10 days left till release. Your videos really help me out to understand the game in preparation. Keep them coming. You're doing a really great job!
Thank you so much! Glad you are enjoying them. :)
@@SlanderedGaming Your videos are the most insightful. I've just read that the game requires 100gb. I guess I'll need an Nvme upgrade.
Bring it down is not just one of the best abilities in the game. It is the best. Assume there would be a better ability. Use bring it down to use that ability. That does not even consider that you can use the best ability for your situation.
very useful, thanks!
My pleasure!
This will probably be my main character for my first run through.
What origin? Commissioner or Noble?
@@magnusred2945 No idea yet. I would have to dig deeper to the game before I can make that decision.
My intent is to create Imperial world (+10 Willpower + thematic feats) / Ministorum (feats on willpower) / Officer and boost WP as high as possible. I really wish try to play as fanatical purifier of chaos / xenos (so it's imperialis) for the good of Imperial people (benevolent). But I won't play on a difficulty higher than core (just don't like it). My only concern is that Fortress world may be more effective on terms of WP growth.
P.S. And yes, I understand that this idea isn't the best in terms of using WP and Officer archetype. But you know... roleplaying :)
... but mechanically skills like "Get back in the fight", "Air of Authority" and "To Me" look cool for a WP Ministorum Officer.
Me too!
I'm not gonna lie, I'm always tempted to be a leader style character in most games I play and officer looks incredibly useful...that being said there is no way this heresy will lead me astray from rocking up into combat in the biggest set of power armor I can find, chainsaw sword in hand, purging heretics! Looking forward to the warrior breakdown since I'm assuming it has the highest probability of power armor action. Marksman in power armor is also acceptable...so long as you bring the heavy flamer brother.
I have barely seen any Power Armor in my playthrough so I hope there are some interesting options in the full release.
@@SlanderedGaming You only have access up till a certain point in the story right? If I had to guess, its probably a late game item. If there is little to no power armor...it will be a sad day brother.
I haven't gotten their but most things I've seen puts power armor starting to show up act 3 and on, but not sure how common it is in act 3.
Looks like Finest Hour IV is very different now than in beta
Keep it up! Loving the guides!
More to come!
yes ! i was waiting for this !
Hope you liked it!
I asked in another place, but I'd like to hear your opinion for the Core viability of the following character concept.
A Voidborn Sanctionite Diviner -> Officer -> Master Strategist, with a bit of focus on Int and Lore skills (specifically, Lore: Imperium, Lore: Warp and maybe Logic), through Be Smart Voidborn talent, which, as far as I get it, makes Int to be a full substitute for Fel stat-wise. That's a roleplay build, based on my old, venerable Dark Heresy character.
I still feel I'm spread too wide (as far as I get, this build needs Int, WP and Perception for Divination, and I need some BS to be able to deal some damage). Still, what do you think?
It's VERY difficult to effectively increase four Characteristics. I would say accept that your attacks are going to miss regularly and put your full focus in INT, WP, and Perception. This will allow you to be fantastic at buffing, skills, and giving the party extra turns.
@@SlanderedGaming
I believe Telekinesis isn't in game, and stuff like tabletop Smite (a generic Psyker attack with a energy blast) is more or less staff's stuff? Does it target things with BS, or it uses WP? I don't have access to the last version, and as far as I remember psyker things weren't finished in the Beta I played.
I hope your Health is doing better, I also hope to see you Stream again soon
Yes I am getting better and I'll be back streaming next week!
I do wonder how going with it as Pyromancer will go.
Every so often being able to give allies an extra turn certainly isn't a bad thing.
@@SlanderedGaming Yeah. Maybe extra turn for my allies to throw a melta bomb at me so I can gain power... actually that sounds hilarious. Rogue Trader being a one of a kind officer who makes his crew go for more turns just to burn him. Purely unhinged Rogue Trader (who with my playstyle will also be a persuasion guy so basically sometimes he is a peacemaker and other times he straight up tells his crew to burn him).
@@AzraelSoulHunterit works great. Become immune to flame, waltz in to the middle of battle, self immolate, start spreading that flame damage to everything while giving your flamers and flame bombs massive boosts. My character doesn't even use his weapons half the time. Just holy fire everywhere.
Sanctic also works well with that amazing holy sword. With the added bonus of their powers scale off resolve not will.
@@enriquehirshfeltikov2395 How can you become immune to flame? I heard of boots that apparently make you take no damage from fire, but I don't know where they are.
Nice guide 👍 some one knows how to use psy powers without taking a psyker....?
Glad you liked it! I don't understand the question.
@@SlanderedGaming sorry, is it possible to do magic if you are not the magic origine ?
@@toonstyle1no. Your character has to take the origin to be able to use them. However you can pick up multiple disciples, but it's not suggested to go more than 2 types.
If I might ask a question, would a Biomancer Leader buffbot be viable? Or are there significant redundancies between their abilities?
It's viable. The biggest issue is that Biomancer lends itself to being a melee Psyker and if you choose Officer than you won't have access to Charge or Slice which are pretty major melee skills. If you are wholly concerned with buffing party members than that doesn't really matter.
@@SlanderedGaming
Yeah, I'm thinking of focusing on stuff like Biomancer healing and buffing my melee characters in addition to the Leader's own abilities. Thanks for the reply!
Can you do a video on hereticus please? 🌞❤️🔥
What aspect of hereticus?
@@SlanderedGaming honestly anything you can give on it if you can bro. I feel like this aspect is barely touched on so far from Everyone and I wanna do a hereticus run but know nothing about how it works and the benefits
I'm trying to decide which archetype to go with for my psyker. I thought officer might be a good pick because they get some benefit from high willpower, but the talents don't really seem that impressive.
I think it depends on what kind of psyker you are . a telepath a
Should use fellowship so it will mesh well with officer
If you are focused on melee than obvious Warrior is your best initial option. If you are focused on ranged damage than I would recommend Marksman because you can double up on Psyker powers.
Officer is all about buffing teammates, if you want to be the one doing the damage instead of your teammates then yeah best go with something else.
@@SlanderedGaming It's hard to choose. Luckily I'm planning to do at least 3 playthroughs.
@@CrazyxEnigma Which means, if you are a psyker focused on buffing allies, Officer combines well. On that note: some Officer abilities say "When you target an ally with an ability" would that include psyker powers? Or perhaps Cassia's navigator powers?
What are your thoughts on my main character being an officer and having psyker background? I like the idea for RP but I'm worried I'll be spread too thin. I like to play on harder difficulties
You automatically get the ability to give other party members extra turns so you could invest nothing further into Officer and it will still be useful. The flipside is that it won't really help your Psyker abilities but depending on your party that might not be a big deal.
You can go sanctic (sp), bio or fire. Go vanguard as you advance. All three let you go into the front lines, tank, buff and debuff like crazy. Fire has great synergy if you have flamers and flame grenades. You can be immune to fire, spread flame damage to others, boost flame damage ... CLENSE THE HERETICS WITH FLAME!.
Really appreciate the breakdown. Thanks for the great video.
Glad you enjoyed it!
can the officer use both guns and swords, or just guns?
You are limited by what proficiencies you have taken. Outside of that, archetypes can use whatever weapons you prefer.
Generally if you want to be up in the thick, apec toward melee. If you want to be toward the rear and focussing on buffing from the back lines, go ranged.
👍🏾👍🏾🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥💪🏾💪🏾
Damn, the tooltip for the game seem really terrible, why do they refuse to give basic information on the abilities? So bring it down, grant ally an extra turn, great . How many AP does it cost? the game refuse to say, does it use your attack per turn? again the tooltip doesn't say, does it have a cooldown? again, nothing on the tooltip. this is their third game you'd think they would learn .
LOL The tooltip has that information in the abilities section. To answer your questions it costs two action points and doesn't count towards your attack limit per turn. It can only be used once per round.
@@SlanderedGaming thank you for the answer .