Vet nerfed to the ground with new talent tree

My dude, Onslaught is RIGHT next to the node you chose to pair with your tac axe (which is already an odd choice).

Trying to run builds based on both reload Talents isn’t worth it IMO, even for a bolter build. Try going for damage plus Iron Will + Close Order Drill + Confimed Kill as core picks, and don’t bother with stat nodes unless you need to take them as tax to get to something else. I gave up on reload centric builds after a week’s worth of tortured experimenting.

You know I had a brain blast moment. Has anyone done breakpoint testing with the plasma gun on a melee specialist setup?

In theory if sone right the alpha strike on a charged plasma shot must do absolute murder after 10 stacks from melee kills

Tried it, didn’t work (I’m aware of the bug, hotfix just came out today), I’m currently testing stuff. Desperado is more reliable and gets you faster, and more consistent horde clearing. Allows you flex into melee without needing to cling to a zealot or an ogryn. Also, the build is set up to run slug Agrip play, onslaught doesn’t do sh^t for weapons and builds that aren’t based on high fire rate and high magazine capacity weapons unless you’re desperate enough to drop defensive talents to get that last 2 to 5% dmg to get to a breakpoint you’re gunning for. 20/25% Flak DMG is enough to handle anything but crushers with slug agrip.

jaaaaack

2 Likes

I personally wouldn’t waste any points on ammo nodes. Only time i felt ammo hunger on this gun was on sniper special wave maelstrom, with zealot stealing every ammo pack he came across.

Well I’ll preface this by saying I could have sworn it worked per pellet 2 days ago, I wonder if I vidcapped it, I swear FS makes me question my sanity.

That being said if you’re using a fast swinging weapon like your tac axe or dagger (melee works now again) it stacks fast and it’s not just for you, it’s for the whole team as it is a debuff.

i know, but my point is that compared to patch 13 i’ve been just robbed of that reload speed perk

That’d be a surprise to me, and I hope that’s the case. I’m still running things through the meatgrinder since I only jumped into it an hour ago. I’ll check it out again and see how it goes. I’ve been using the build for nearly a week.

It’s NOT working now, I was JUST playing with it in Grinder, WTH, they broke it again?
I swear it ALSO worked on bleeds for the 1 mob, I even posted about it here.
I’m 90% sure they JUST broke it “fixing” it for melee again…or I may be losing my mind.

Pretty sure all DoT interactions were patched out even before this hotfix, so rending and brittleness shouldn’t be doing jack on bleed or burns.

Yeah…but the per-pellet thing not working is BS imho.

I even posted this 3 days ago elsewhere:

onslaught for brittle on pellets (and fire dots for 1 target).

Sigh, broken with the dots most likely as you indicated.
Shenanigans!

I bug reported it. This is a YUUUUGE nerf.

P.S. RANT: While we’re at it, can nobody change 1 typo in the close range settings LUA file that affects so many things? change 1 “8” back to a “15” and call it a day, 2 small updates now and still nada.

nerf wave has started, have fun guys, cuz it wont last longer

I’m aware, I’m not a fan of sustained fire getting dropped either. IMO, this is probably FS’s way of trying to up the skill floor for Vet, because for some reason they just seem to think that non-psyker ranged combat is too skill agnostic or whatever. (This isn’t a dig, I struggled to transition off sustained fire for my Auric builds too.) Insert meme on people clueless about firearm handling dynamics here

I’m just trying to help you explore alternatives. I’m current reworking all my builds on the linked website. Check in on the rest of my stuff in a few hours, it should all be done by then and hopefully it might help you square your stuff away.

… So ANOTHER bloody undocumented item.

Seriously. Its like no one at ObeseTubaFish has an education above 5th grade. Because that is the general grade level by which most kids have learned about first drafts and proofreading.

Yeah, and i am afraid we will continue to do such “discoveries”. I was trying to throw kark nades in boss back and see lf raking fire blesing wil take eny effect. It didn’t, but i wouldn’t be surprised if it did.

People DON’T run Deadshot on Revolver? The objectively best weapon in the game to run deadshot on?

here are some perks that should be remove as they are
taxes.
Twinned Blast.
the Minor Buff Row under the Grenade
the 3th Row after the ultimates (Tactical awanes, Keep their Heads Down).
the Row with the For the Emperor in it (it should be Part of Voice of Command)
The toughness boost above the Focus Target

this is the best you can get right now, and it sucks, its worse than what you could get in patch 13, which also sucked, this is why i named this topic ‘‘vet nerfed to the ground’’, after i’ve tried it for a cuple of days now i know i was right to do so

if you don’t get a 700k damage psyker on your team or a half decent Ogryn you are much less likely to finish a mission, i think i failed 8 runs out of 10 on malestorm today, it used to be 50/50 in patch 14 for me with randoms

It’s fine IMO, especially after the buff, it works very well in grenadier builds. But the tree gives you no leeway to take utility picks like this one. Also, finding a weapon talent combo for grenadier builds that aren’t a deadshot + revolver/plasma set is a b@tch. If it ever gets tuned again they really should just make it so it guarantees that one out X every grenades throw guarantees a double nade, makes it more reliable, and guarantees a return for the point because right now, statistically, you can have an entire run where it never procs if RNGeesus hates you.

IMO, I’m fine with there being a tax point in the transition areas, but they should just be 1 point. Consolidate all other tax nodes into the one in these sections instead of just charging you the extra 2 to 3 points to jump to other trees, god forbid a player try to be creative and create a melee-ranged hybrid build, oh the humanity, the horror!

Keep their heads down is valid, but needs to be buffed to 100% to 150%, and FS needs to work out suppression balance with all weapons to make suppression builds viable. Otherwise I’m inclined to agree that it’s a waste of space and processing power. The fact that FS’s conception of suppressive fire equals firing a shotgun, revolver or bolter shot into a crowd of shooters is tabletop RPG BS. The only guns with suppression stats that actually seem to do anything are these three and they don’t have enough reserves or mag capacity to be worth a damn in said role. It’s just RPG nonsense introduced to make melee builds more survivable against shooters. Also, the 0.25 node will never be a tax node even after the vet got his regen start malus removed. All of your deadshot builds should have one or both of those nodes in it, it feels amazing. The toughness dmg reduction should just be rolled into one of the other nodes that does the same.

On Tactical Awareness. . . You serious? I’m not trying to meme or insult here, I’m just amazed that anyone could see it as a bad Talent. Tactical awareness should be core on all your vet builds, and if you can’t figure out why I can’t help you do so man, I don’t think anyone could.

I agree-ish, although that would get in the way of build diversity since they actually made it easier to combine lower end ult modifiers now. Personally I feel like all the bottom ult modifiers should get this treatment, but if left in my suggestion about the tree section transition nodes above should make these nodes being there a non-issue otherwise.

Agreed, it should be rolled up into the inspiring presense node IMO or it could be rolled into whichever tax node is placed in the transition section a between these columns and the ults.