Normally when I think of 'space marine' I think of something like Starcraft's marines. But you mentioned HW here, so you want a melee unit instead w/ no ranged or tech attacks?
HW builds are fine, ofc- just wanted clarification.
Yeah I was thinking 40K. More Hw dps w/ranged openers, Gatling Gun or Orbital Strike. Fire flavor. Ultra Marine. And while we are on the topic of Marines, how could a Starcraft Marine build look?
The grenade can be used form range, and also to put up or refresh the No Quarter debuff. Last power was more of a wildcard; I made it Rocket since it seemed fitting and could knock for Enrage. Cleave is mostly for trash, and Annihilate for bosses or tough targets. Gears mostly for Str, w/ some Con and Rec/End.
Fair warning: Wall of Text ahead! TL:DR: It depends on what you really want.
Well, Here's the thing about WH40k Space Marines as far as making builds off of them go - They're massively varied in what they can do - to the point that you can make any build in the game a "WH40K Space Marine" build as long as you keep a few powers the same.
As you know, there are Psyker Space Marines (Librarians) whose powers can range from telepathy, to illusions (the Hell as used by Chapter Master Sarpedon of the Soul Drinkers Chapter), Lightning (Tyrendiun of the Soul Drinkers, and some other psykers), then there's fire (Da'Kir and other Psykers of the Salamanders Chapter, as well as one of the newly recruited psykers in the Soul Drinkers Chapter), and finally, there's the anti-daemon Grey Knights (psykers whose abilities specialize in combatting the forces of the warp - namely daemons) There may be other psykers, based largely on what the writers would think is cool or would add to the story, but I think you catch my drift.
Outside of Psykers, there's also regular Space Marines (whom I suspect you're wanting a build modeled off of), Heavy Weapons Space Marines (totally doable with the Munitions archtype), Terminators with missile packs, and the Devastator archtype would be faithful to those Space Marines who specialize in Two-handed fighting. Furthermore, the Night Avenger tree would also be ideal for the Terminators/Space Marines who utilize Thunder Claws. Ebon and Infernal would make excellent combinations for the Chaos Sorcerors.
Invulnerability and Personal Force Field (the passive) would both be Lore-accurate because the Space Marines' armor (especially Terminator Armor) are depicted as being the strongest armor in the setting, and Chaplains / Captains / Force Commanders have been known to deploy personal force field projectors to provide added protection from their foes.
Space Marines all have great strength, endurance, and constitution; Librarians have (to put it in in-game terms) ego, presence, and recovery, in addition to what normal space marines have. As I discovered with my Sith build (I tested it by retconning my one level 37 character), ranged power-spamming builds need to have really high Endurance, Ego, and Recovery (endurance would probably need to be the highest of the three to fund all these powers).
Going further, energy unlocks would actually be easier to make work for a Librarian Space Marine than a regular one because the regular draws (imo) from too many power trees for any one to be reliable (with exception to the Heavy Weapons specialist and the two-handed fighting variants because most of their powers would be more locked into one tree where that one tree's energy unlock would be more useful), and the Psykers tend to use their powers more than their weapons in most cases, so it makes sense to dedicate most of their powers to the tree that would represent their power type.
Here is one example of a regular Space Marine build (note that there are similarities to Flowcyto's build above, only I tried to keep the entire build more lore-accurate/friendly (You want to kill things as fast as possible, when possible, and the Rush of Battle (which I probably should have made as the first tree after the primary stat tree) will provide some of your healing (don't forget, you can also use device slots for your healing):
Well, even if that build is more thematic, its not very efficiently made for CO's mechanics, I'm afraid (and imo not actually that similar to mine- not that that's necc a bad thing). I also assume when he said 'Unstoppable' HW he meant the slotted passive, and not the word in general. It also doesn't have many HW powers, and he mentioned a Fire side-theme which intrigued me a bit.
But again, its a theme vs. functionality issue here. Does he want the slower, heavier anims of HW or the more agile stuff in Single Blade? Does he want the Unstoppable passive, or should he take your theme advice? I mean, even if SB may be more fitting, do 40k marines split off into mirror images (vorpal blade)? Or sneak around w/ Night Warrior?
I could clean up a build like that, but at this point, if we want to go the SB route then we prob want to use Muni stuff that bleeds, so they mix together well w/ CO's mechanics. So a Muni + SB build w/ some PA utility, unless we want to go back to HW + a side of Fire. I dunno at this point, so I'll await more theme guidance.
Thank you both for so much input. But yes functionality, but with as much theme as I can get away with. Steady shot, HW/Fire, flamethower maybe, sprinkle of Munitions. orbital strike opener maybe. Again thank you both for your time and input.
Well, it'll be trickier to put all those in one build, since they all work off diff procs and mechanics. I suppose a more generalist build using FotT as the toggle and a Dex focus is the best if you want attacks from many diff sets:
Still can use Cleave, the fire Grenade, and Flamethrower for Clinging Flames. Annihilate is still there for tough targets up-close. Orbital Cannon isn't the best fit mechanically, but Strafing Run does now leave a flashfire patch that triggers Thermal Reverb, so I threw that in instead. Gears mostly for Dex, w/ some Con and End/Rec, and skips severity rating on gear when it gets Dex Mastery.
My version of a Space Marine is Superstat Str, Defiant, Juggernaut, tanky, and uses mostly Teleport and Lazer Sword. Laser Knight looks good with his Power Sword, he's got healing and the self-ressurection (Bionics Cybernetics, roll a 6 to stand back up). That's the only one I've seen working pretty well.
Here is another Space Marine-themed build: I thought this one would be neat if it combined electricity with force power (and some of the earlier abilities being some of the signature weapons of the space marines, but I focused more on ranged than melee so I may get rid of cleave (which I included for theme).
Comments
HW builds are fine, ofc- just wanted clarification.
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform
v2.3.2-25
Super Stats
Level 6: Strength (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Physical Conditioning (Str: 5, Con: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Bodybuilder (Str: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Relentless (Str: 5, Rec: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)
Powers
Level 1: Throw Fire
Level 1: Cleave (Rank 2, Rampant)
Level 6: Enrage (Endorphin Rush)
Level 8: Unstoppable (Rank 2, Rank 3)
Level 11: Thermal Reverberation
Level 14: Conviction (Rank 2, Rank 3)
Level 17: Incendiary Grenade (No Quarter)
Level 20: Annihilate (Rank 2, Scorching Blade)
Level 23: Decimate
Level 26: Resurgence (Rank 2)
Level 29: Fire Shield (Rank 2, Rank 3)
Level 32: Aggressor (Rank 2, Rank 3)
Level 35: Rebirth
Level 38: Rocket (Rank 2, Concussive Rocket)
Adv. Points: 34/36
Travel Powers
Level 6:
Level 35:
Specializations
Strength: Swole (2/3)
Strength: Physical Peak (3/3)
Strength: Brutality (2/2)
Strength: Juggernaut (2/3)
Strength: Overpower (1/3)
Warden: Fortified Gear (3/3)
Warden: Slaughter (2/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Mastery: Strength Mastery (1/1)
The grenade can be used form range, and also to put up or refresh the No Quarter debuff. Last power was more of a wildcard; I made it Rocket since it seemed fitting and could knock for Enrage. Cleave is mostly for trash, and Annihilate for bosses or tough targets. Gears mostly for Str, w/ some Con and Rec/End.
- Be safe and have fun, champs - for science!
Well, Here's the thing about WH40k Space Marines as far as making builds off of them go - They're massively varied in what they can do - to the point that you can make any build in the game a "WH40K Space Marine" build as long as you keep a few powers the same.
As you know, there are Psyker Space Marines (Librarians) whose powers can range from telepathy, to illusions (the Hell as used by Chapter Master Sarpedon of the Soul Drinkers Chapter), Lightning (Tyrendiun of the Soul Drinkers, and some other psykers), then there's fire (Da'Kir and other Psykers of the Salamanders Chapter, as well as one of the newly recruited psykers in the Soul Drinkers Chapter), and finally, there's the anti-daemon Grey Knights (psykers whose abilities specialize in combatting the forces of the warp - namely daemons) There may be other psykers, based largely on what the writers would think is cool or would add to the story, but I think you catch my drift.
Outside of Psykers, there's also regular Space Marines (whom I suspect you're wanting a build modeled off of),
Heavy Weapons Space Marines (totally doable with the Munitions archtype), Terminators with missile packs, and the Devastator archtype would be faithful to those Space Marines who specialize in Two-handed fighting. Furthermore, the Night Avenger tree would also be ideal for the Terminators/Space Marines who utilize Thunder Claws. Ebon and Infernal would make excellent combinations for the Chaos Sorcerors.
Invulnerability and Personal Force Field (the passive) would both be Lore-accurate because the Space Marines' armor (especially Terminator Armor) are depicted as being the strongest armor in the setting, and Chaplains / Captains / Force Commanders have been known to deploy personal force field projectors to provide added protection from their foes.
Space Marines all have great strength, endurance, and constitution; Librarians have (to put it in in-game terms) ego, presence, and recovery, in addition to what normal space marines have. As I discovered with my Sith build (I tested it by retconning my one level 37 character), ranged power-spamming builds need to have really high Endurance, Ego, and Recovery (endurance would probably need to be the highest of the three to fund all these powers).
Going further, energy unlocks would actually be easier to make work for a Librarian Space Marine than a regular one because the regular draws (imo) from too many power trees for any one to be reliable (with exception to the Heavy Weapons specialist and the two-handed fighting variants because most of their powers would be more locked into one tree where that one tree's energy unlock would be more useful), and the Psykers tend to use their powers more than their weapons in most cases, so it makes sense to dedicate most of their powers to the tree that would represent their power type.
Here is one example of a regular Space Marine build (note that there are similarities to Flowcyto's build above, only I tried to keep the entire build more lore-accurate/friendly (You want to kill things as fast as possible, when possible, and the Rush of Battle (which I probably should have made as the first tree after the primary stat tree) will provide some of your healing (don't forget, you can also use device slots for your healing):
(Unnamed Build) - Freeform
v2.3.2-25
Super Stats
Level 6: Strength (Primary)
Level 10: Constitution (Secondary)
Level 15: Recovery (Secondary)
Talents
Level 1: The Devastator (Str: 10, Con: 10, Rec: 10, End: 8)
Level 6: Mighty (Str: 8)
Level 9: Enduring (Con: 8)
Level 12: Tireless (Rec: 8)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Physical Conditioning (Str: 5, Con: 5)
Level 21: Relentless (Str: 5, Rec: 5)
Powers
Level 1: Steady Shot
Level 1: Slash
Level 6: Scything Blade
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Submachinegun Burst (Rank 2, Rank 3, Extra Bullets)
Level 14: Killer Instinct
Level 17: Frag Grenade (Rank 2, Open Wound)
Level 20: Assault Rifle (Rank 2, Uncompromising)
Level 23: Reconstruction Circuits (Rank 2, Rank 3)
Level 26: Night Warrior (Rank 2, Silent Running)
Level 29: Energy Shield
Level 32: Cut Down (Rank 2, Rank 3)
Level 35: Vorpal Blade (Rank 2, Rank 3)
Level 38: Lock N Load (Rank 2, Rank 3)
Adv. Points: 36/36
Travel Powers
Level 6: Jet Pack
Level 35: Teleportation
Specializations
Strength: Swole (3/3)
Strength: Aggression (2/2)
Strength: Juggernaut (3/3)
Strength: Overpower (2/3)
Warden: Fortified Gear (3/3)
Warden: Ruthless (2/2)
Warden: Upper Hand (2/3)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (1/3)
Vindicator: The Rush of Battle (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Offensive Expertise (2/2)
Mastery: Strength Mastery (1/1)
But again, its a theme vs. functionality issue here. Does he want the slower, heavier anims of HW or the more agile stuff in Single Blade? Does he want the Unstoppable passive, or should he take your theme advice? I mean, even if SB may be more fitting, do 40k marines split off into mirror images (vorpal blade)? Or sneak around w/ Night Warrior?
I could clean up a build like that, but at this point, if we want to go the SB route then we prob want to use Muni stuff that bleeds, so they mix together well w/ CO's mechanics. So a Muni + SB build w/ some PA utility, unless we want to go back to HW + a side of Fire. I dunno at this point, so I'll await more theme guidance.
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform
v2.3.2-25
Super Stats
Level 6: Dexterity (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Acrobat (Dex: 5, Con: 5)
Level 9: Boundless Reserves (Con: 5, End: 5)
Level 12: Accurate (Dex: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 18: Impresario (Dex: 5, Rec: 5)
Level 21: Amazing Stamina (Rec: 5, End: 5)
Powers
Level 1: Steady Shot
Level 1: Cleave (Rank 2, Rampant)
Level 6: Unstoppable (Rank 2, Rank 3)
Level 8: Form of the Tempest
Level 11: Thermal Reverberation
Level 14: Flamethrower (Rank 2, Rank 3)
Level 17: Conviction (Rank 2, Rank 3)
Level 20: Annihilate (Rank 2, Scorching Blade)
Level 23: Incendiary Grenade (Rank 2, No Quarter)
Level 26: Resurgence (Rank 2)
Level 29: Decimate
Level 32: Strafing Run (Rank 2, Rank 3)
Level 35: Energy Shield (Rank 2)
Level 38: Rebirth
Adv. Points: 32/36
Travel Powers
Level 6:
Level 35:
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Warden: Fortified Gear (3/3)
Warden: Slaughter (2/3)
Warden: Ruthless (2/2)
Warden: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (3/3)
Vindicator: Mass Destruction (2/3)
Mastery: Dexterity Mastery (1/1)
Still can use Cleave, the fire Grenade, and Flamethrower for Clinging Flames. Annihilate is still there for tough targets up-close. Orbital Cannon isn't the best fit mechanically, but Strafing Run does now leave a flashfire patch that triggers Thermal Reverb, so I threw that in instead. Gears mostly for Dex, w/ some Con and End/Rec, and skips severity rating on gear when it gets Dex Mastery.
- Be safe and have fun, champs - for science!
(Unnamed Build) - Freeform
v2.3.2-25
Super Stats
Level 6: Dexterity (Primary)
Level 10: Endurance (Secondary)
Level 15: Constitution (Secondary)
Talents
Level 1: The Chiller (Dex: 10, Con: 10, Rec: 8, End: 10)
Level 6: Agile (Dex: 8)
Level 9: Enduring (Con: 8)
Level 12: Energetic (End: 8)
Level 15: Accurate (Dex: 5, End: 5)
Level 18: Acrobat (Dex: 5, Con: 5)
Level 21: Boundless Reserves (Con: 5, End: 5)
Powers
Level 1: Steady Shot
Level 1: Cleave (Rank 2, Rank 3)
Level 6: Submachinegun Burst (Rank 2, Assault)
Level 8: Invulnerability (Rank 2, Rank 3)
Level 11: Force Shield (Rank 2, Rank 3, Force Sheathe)
Level 14: Sparkstorm (Rank 2)
Level 17: Ionic Reverberation
Level 20: Electrocute (Rank 2, Rank 3)
Level 23: Storm Summoner (Rank 2, Particle Storm)
Level 26: Force Cascade (Rank 2, Containment Blast)
Level 29: Concentration
Level 32: Earth Splitter
Level 35: Resurgence (Rank 2, Rank 3)
Level 38: Storm Strike (Commanding Presence)
Adv. Points: 36/36
Travel Powers
Level 6: Jet Pack
Level 35: Teleportation
Specializations
Dexterity: Combat Training (2/3)
Dexterity: Gear Utilization (3/3)
Dexterity: Deadly Aim (3/3)
Dexterity: Expose Weakness (2/2)
Guardian: Fortified Gear (3/3)
Guardian: Locus (2/2)
Guardian: Retribution (2/2)
Guardian: The Best Defense (3/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: The Rush of Battle (3/3)
Vindicator: Modified Gear (2/2)
Vindicator: Mass Destruction (3/3)
Mastery: Dexterity Mastery (1/1)