Warhammer 40,000: Inquisitor - Martyr

Warhammer 40,000: Inquisitor - Martyr

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Flamer Tarantula specialist and Skirmisher Techadept
By Urscumug
This guide describes two ways to build the Techadept on higher levels, named the Flamer Tarantula Specialist and the Necromechanic Skirmisher. I had two requirements creating these builds- it has to be effective in clearing 10+ difficulty missions and it has to be fun to play.
   
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Introduction
With the arrival of the Season of the Void Brethren comes another balance package of greater volume, this one is focused on the Tech Adept class.
Construct weapon items are gone as we knew them, replaced by a simple resource-based upgrade system. Two module types have been removed which means less inventory management, but a larger pool of Godlike enchants on the remaining modules compensates. Weapon items’ powerful Godlike enchants like “Electric arcs on melee hit” or “Chance to trigger a Fabricator Scatter Field” are now available in two main enchant-pools (defensive and offensive) on Construct modules instead.

Another substantial change is the complete renewal of the class-specific passive trees of the Tech adept.
You’re not required anymore to spend passive points to unlock construct weapons (they come by reaching a fairly low level requirement), but certain skills which affect construct behavior (like charging, or extra aoe attacks) still remain optional and can be specialized towards. There are more passives to chose from, more ultimate passives to reach and a new requirement system in work: instead of following certain paths of passives, you only have to reach a set number of minor passives to be able to chose ultimate passives from the tree.

The list of changes are too long to be discussed here in detail, but other more significant ones are going to be covered in the guides below.
Here are two build variants I use to play the class at higher levels.
Flamer Tarantula Specialist
This kit is based on the new turret-arrive mechanism – this does AoE damage, slows/knocks down, and receive bonuses from any character affix with physical or AoE bonus. Combining its effect with the new unlockable passive ability “Inextinguishable Promethium” (which gives Tarantula Flamer’s attack a Flee tag) grants you the tools to keep all enemies under constant crowd control.

Important note: The impact damage of the turret arrive is calculated from the TA's own stats, including the character's AoE dmg bonus and the character's physical dmg bonus as well, so we're going to try to increase these two stats as much as possible.

Equipped Constructs:
Starting on a map you can basically set up any Alpha weapon to use it’s extra slot to summon your Kataphron Destroyer, then immediately switch to your secondary set, a Voltaic Axe Beta from where you can summon the rest- 3 Flamer turrets and a Gamma turret.
Itemization:
Any Alpha weapon for primary, Voltaic Axe Beta as your secondary weapon- you’ll use this during combat.
Technomartyr Girdle and Technomartyr Vestment for extra summon slots

Psalm Doctrines:
Alpha weapon: +125% Heat Damage. Affects Constructs as well. (this is low priority, only useful when you fight with your Alpha equipped. Can be switched with the physical damage counterpart)
Main Implant: +70% Heat Damage. Affects Constructs as well.
Inoculator: +70% Physical Damage. Affects Constructs as well.
Technomartyr Vestment: All AoE attacks affect a 30% smaller area but gain +150% Damage
Voltaic Axe Beta: +200% Damage against Shocked, Slowed or Stunned enemies

Main Enchants:
“+x Shield Charge gained for every point of Dataflux spent” – You can find this on an Archeotech Purity Seal, or Ancient Relic Technomartyr Girdle. That’s the only enchant I consider essential on really high level. Seasonal Enchants like the Static-Flux Armor’s “+x% chance to trigger Thunderbolt of Authority” works nice too. I use the “+X HP Regeneration for every Vulnerability stack Inflicted” Godlike on my Relic Innoculator.
Other than that, you should have damage bonus for AoE skills, Debuff-based damage bonuses HP and max. Dataflux Enchants.

Attributes:

Perks:
Artificial Organs +Self Flagellation for extreme Dataflux regen. Infoslave Protocols as the third equipped Perk.

Passives:
All the Tarantula-related passives on the right side of the Construct Specialization tree. On the Construct Ability tree you need to have Inextinguishable Promethium. I picked all points on the Area Effects passive tree, and the right side of the Construct Offense tree. Pick at least 6 points for Cooldown reduction on the Movement tree (including Cerebral feedback)
Support tree’s “Invigoratng Faith” is a must for every TA build in my opinion.

Basically these are the main pillars you can build towards when developing your character if you would like to use this AoE-smash/heavy cc playstyle. It’s viable on 10+ difficulty missions, fun to play and is quite safe.
Necromechanic Skirmisher

This one uses an ideal mix of Constructs and a steady Energy shield while maintaining a high heat damage output from long ranges. Spamming Necromechanic Raiment’s active skill is going to give you movement speed and a stacking damage boost to your Constructs while constantly feeding your shield. This one might be good for players who does not want to diverge far from a classic summoner playstyle, but still want to stay active by managing resources, maintaining high speed and cleartime, Switching between the target designator and the small AoE-dps attacks of the Plasma Caliver as the battleground’s state demands.

Equipped Constructs:
I use a Plasma Caliver Beta as my weapon, placed on the second Set-slot of weapons, while using a Plasma Caliver Alpha as the first weapon, just like in the Flamer specialist build. We’re using the extra slot to summon a Kataphron Vanguard (equipped with the power axe to have Taunt) when we enter the map or lose our tank during fights.
For Construct slot one, I usually use a Voltagheist Turret, but it can be switched to a Gamma turret if you’re having trouble staying alive on extremely difficult missions. Psiloi combustors with Meltaguns or Lasguns are equipped as second, and a Kataphron Destroyer with Flamer and Plasma Cannon or Grav Cannon on the third.

Itemization:
Plasma Calivers for weapons. Use Technomartyr Girdle for the extra summon slot and Necromechanic Raiment as armor.

Psalm Doctrines:
Alpha weapon: +125% Heat Damage. Affects Constructs as well.(this is low priority, only useful when you fight with your Alpha equipped.)
Main Implant: +70% Heat Damage. Affects Constructs as well.
Inoculator: +70% Heat Damage. Affects Constructs as well.
Necromechanic Raiment: Gain 50% of your max HP as a Regenerating Energy Shield, 2% Shield HP regeneration, +100% Maximum Shield Cap
Plasma Caliver Beta: No Psalm-code for me in here, I use multiple Sicarian and Magistratus Shards for the extra Crit Chance and the Seasonal effect trigger.
This can be replaced by any potent high-tier Psalm-code if you wish.

Main Enchants:
2%HP and Suppression gained per point of Focus spent”- I got this on my Ancient Relic Armor (Necromechanic Raiment of Unity). My Eye Implant has the “Adds a Vulnerability to the target based on the damage type on Critical Hit” enchant . Any further enchant you can get your hands on, which applies Vulnerability (The seasonal Signum for example, or the Superheated Discharge Passive on the Heat Attacks tree) is welcome. The Ancient relic item “Technomartyr Girdle of Calculation” gives you X Shield Charge for every Data flux spent. This is rather important to have, works really well with your spamming of the Repair Constructs skill on your armor. Seasonal Enchants affecting Thunderbolt of Authority are usually a good choice as the rest of your godlikes.

Attributes:
This is another build that uses Mindlink as his main attribute

Perks:
Skitarii Neurosync for it’s decent Data regen, Heatsinks and Puritan for extra heat damage and Energy Shield synergy.

Passives:
For this build basically I just maxed out Critical Hits and Construct Offense trees, picked the DR and Resist passives from Construct Defense to gain access to Transfer Strain. From Construct Specialization I chose the points linked to Psiloi Combustors, picked Thorny Bulwark and Overkill Procedure too.
Support tree’s “Invigoratng Faith” is a must for every TA build in my opinion.
Don't forget to pick Superheated Discharge Passive on the Heat Attacks tree

26 Comments
Urscumug  [author] 13 Sep, 2021 @ 3:10am 
Nah, Secutor's fine too if you're already level 22 :) Have fun, man!
Onaran 13 Sep, 2021 @ 2:50am 
I already had a lvl 22 secutor. Should i reroll Skitarius? ive read that it doesnt matter much at the end.
I did the changes you adviced, and started the turret build and .... omg ... i just fell in love with the class haha.
Really nice job with the build. I'm used to play "totem builds" in other games and i love the playstyle. I'm just having a bit of trouble with dataflux regen on heavy fight maps, but i guess that will get better with more passives and gear.
Will also try the other one and see which i prefer.
Urscumug  [author] 13 Sep, 2021 @ 2:09am 
Hia! Well both of these builds are quite combat-heavy in playstyle, but if you're ok with playing a more active summoner, I would say just start a Skitarius sublcass and start leveling up, get a few points in construct ranged damage and life drain (construct offense) and get the +dataflux passives in the support tree for a start (increase Mindlink attribute meanwhile). Get Artifical Organs as your second perk at level 15, and around level 20 you should be able to try out an early version of both of these sets, as you will have all essential perks, items and constructs unlocked.
If you grow to like the turreteer set better, don't forget to unlock Inextinguishable Promethium on the Construct Ability passive tree (you gain access to that at level 9)
Onaran 13 Sep, 2021 @ 1:47am 
heya!. I just came back to the game after a looong break and i want to give TA a try. Which of these 2 builds would you recommend to a newbie? Thankie :)
Urscumug  [author] 7 Aug, 2021 @ 3:40am 
Thank you man, cheers!:)
evok 6 Aug, 2021 @ 10:42pm 
Hey Bro:

Just had a look at your redo. Excellent work! I am still really enjoying this build. Just want to encourage you to keep going!:steamthumbsup:
evok 23 Jul, 2021 @ 12:24pm 
Does anyone know if the physical damage from the turrets can cause bleed? or do they have to be doing melee damage?
Urscumug  [author] 20 Jul, 2021 @ 1:27am 
Regarding the doctrines: In the first version I did not include them in the first weapon-set, as you almost never fight with the first set equipped, but noticed, that a lot of players simply forget to switch their weapon-sets or just chose to go with the first anyways, as a simpler way to play.
I did not explain that in my build, thats my bad.
If you not use the alpha weapon, it's the very last thing you should get into your build- it can be physical if you want to increase turret arrive dmg while using the first set, or heat if you want to increase the damage of the turrets themselves.
evok 20 Jul, 2021 @ 12:05am 
OK figured it out for myself: It's all heat baby!
evok 19 Jul, 2021 @ 5:21pm 
So it begs the question: Which set of psalms should go on the weapon you're using for fighting?