Overview
Translation of russian Tech-Adept guide.Build for the tech-adept, which combines high survivability, damage, speed, with the ability to complete missions of any difficulty (+13 and above).
Introduction
Tech Adept came into the game in July 2019. This class of Inquisitor specializes in invoking various constructs, which basically do all the work for him. Currently, there is only one viable build (vivisectors explosion), and several of its variations, melee and ranged. The melee build is based on an electric axe with an AoE attack, all items are rolled only for tech-adept’s damage, and bots are used only to recharge skills and restore HP. The second variation, which is described in this guide, utilizes both adept’s damage and constructs damage. Other builds based on the use of other constructs are not viable and cannot pass high-level content fast enough.
Pros & Cons
+ Huge survivability – thanks to the additional bonuses from the attributes, we can constantly restore our health and suppression without using an inoculator. And the constructs themselves are good at distracting enemies attention and play the role of a meat shield
+ High damage – damage is enough to complete -99% missions in about 1.5-2 minutes (missions to eliminate priority targets).
+ Mobility – we don’t have to stop to deal damage, we just run forward, tank everything with your glorious augmented body and the enemies die themselves. With this build, you can complete full void crusade (all missions) in 35-40 minutes.
+ Simplicity – you only need to press four buttons, sometimes the left mouse button and that’s it.
+ Development of fine motor skills of the fingers of the left (right) hand – thanks to the features of this build, you will rhythmically tap with your fingers to summon vivisectors
– High cost – it costs a lot to reroll all enchants, also you need to collect equipment not only for tech-adept (10 equipment slots), but also modules for constructs (20 more slots).
– Can be nerfed – the build is based on a special berkerk mechanic, which can increase our damage by almost 1500%. According to the developers, this is too much and they want to change this mechanic within a year. But even the complete removal of the berserker will not greatly affect missions -95% missions and below, but -99% missions will have to spend 5-6 minutes.
UPD 05.08.20 nerf to crit and crit str from berserk tokens, but it doesn’t hit us hard.
– Performance problems – due to the abundance of various effects and particles from the explosion of vivisectors and shock aura, the game may start to slow down and in some cases even may crash. But this happens quite rarely. Omnissiah save us.
– Rheumatoid arthritis of the fingers of the left (right) hand – due to the very frequent pressing of the four buttons of summon vivisectors, you may experience pain in your fingers and in the future this may be aggravated by rheumatoid arthritis.
How it works
This is a complex build that utilize on several game mechanics at once:
Berserk tokens – with patch 2.0, various tokens (tokens, stacks) were introduced into the game, which can be accumulated under certain conditions (lose 10% of health in 1 second). If a Player has a Berserk token active, they are considered to be in a Berserk state. This means gaining a 10% movement speed bonus regardless of the number of active tokens, and gaining a 1% damage and damage reduce bonus per active token. The active Berserk token number is decreased by 1 per second. The maximum amount of tokens is 150.
In this build we use two relic Signums, each giving 5% extra damage for each berserker token, plus an archeotech (red) enchant on the main implant ” (or red signums) “+ 1% critical chance and 1 critical strenght per berserker token”, which in total gives almost + 1500% damage, crit chance soft cap (50%), and a critical strength cap (150).
The next mechanic is an endless summon / explosion of vivisectors. Vivisectors are the basic constructs of the tech-adept, which the player should exchange for other, more powerful robots, but … All other constructs are incredibly stupid, get stuck in the walls, have a long cooldowns, constantly die for no reasons, and give nothing to the tech-adept… Therefore, vivisectors will remain our loyal pets, and here are some reasons for these spiders:
1. You do not need to worry about survivability of constructs, you can always summon new ones and cause additional damage with an explosion.
2. You can summon them almost instantly, without any recharge time, thanks to the bonuses from attributes.
3. Each time you summon constructs, you will restore health and suppression, again thanks to bonuses from attributes.
4. Impose on enemies two debuffs at once – bleed and vulnerability to physical damage
5. They just have fun jumping animation.
Our priority task is to minimize the colldown time ( to 2 seconds) and the cost of using (to 20 data flux) summon of vivisectors to make the build work.
Those adepts have few opportunities to inflict damage themselves, but thanks to a special combination of relics and psalm doctrines, we will change this situation.
Enrage tokens – almost the same principle as the berserker, we gain rage tokens when certain conditions are met. If a Player has an Enraged token active, they are considered to be in an Enraged state. This means gaining a 3% damage bonus for every Enraged token. The maximum cap for Enraged tokens is 10 and each attack consumes a token. We receive a token for each crit (enchant on the relic neural implant) or for each killed enemy (enchant on the relic purity seal).
For our build, we need two relics, the first for the ability to gain enrage tokens (neural implant or purity seal) and the archeotech relic (seal, eye or main implant) with a special enchant for the shock aura when we have at least one enrage token. Shock aura applies a shock to all enemies in 5 meters. Thanks to a special psalm doctrine, every time we shock a target that is already shocked, that target takes damage. The shock aura apply shock on the target more than 10 times per second, which allows us to deal a lot of damage. The damage from the aura is scaled by our damage and can be critical.
Damage from the aura works very randomly, some enemies are damaged, others are not, it is not clear how its work. Sometimes it helps to just run around the enemy or move away and approach him again.
This psalm increases the effects of vulnerability on the enemies by 50%. Each stack of Fire Vulnerability increases the target’s Fire Damage taken by 15%, up from 10%. The effect of several psalms stack. This greatly increases the damage of our aura.
We apply up to ten different debuffs to enemies, which not only reduce the damage of enemies, but also increase our damage thanks to passives from the debuff tree, perks and items. As a result, our damage against debuffed enemies is increased by 50%, the damage of our constructs by 200-300% and the damage of enemies is reduced by 20%.
Debuffs in this build:
Expertise
Adept Dominus is the best expertise for this build. Adept Dominus has a useful starting perk, Parasitic bio-Link, which restores 1% health to a tech adept every time our construct takes damage. It also has a better distribution of additional attributes for raising level (3 bonuses to the mind link), which will allow us to open all bonuses for the mind link branch earlier.
Attributes
Logic is a useful attribute for late game, each point of this attribute increases our base damage, which is multiplied with the rest of the damage modifiers. It is needed to increase the damage of shock aura.
Level up it after 25 points in mind link.
Bionics is the least useful branch for us, raise this attribute last, since we already have enough survivability. If you have enough damage, but you do not have enough survivability, then you can put all the points from the logic here, for the sake of + 5% of all resists and additional health recovery when summoning constructs.
Mind Link is the most important attribute for our build, the bonuses allow us to sustain our health and reduce cooldown of all skills. You need 25 points in mind link as soon as possible, you should complete all the Heroic Deeds that give you additional Attribute points and get bonuses from equipments (on the main implant, inoculator and neural implant, you can get a bonus from+ 2 to+ 4 to mindlink (depending on the level of equipment))
Passives
We need to unlock the Air Assault and Self-Destruct of vivisectors and “Relentless Cocnstructs”, wich provide us huge cooldown reduction bonus to all summon skills.
Increases the damage of our constructs and allows us to equip constructs with an offensive module, which significantly increases their base damage.
In this branch, we need few skills to reduce the cost of summoning vivisectors to 20 data-flux and a skill that allows you to equip claws on a vivisector (claws are better than chainsaw due to additional debuff – bleeding). At high levels, you can upgrade a phosphorus cannon for a kastellan so that he has two long-range weapons, because he die in melee very fast.
We only need passives that reduce cooldown of our abilities and Invigorating Fate (0.5% HP gained per data-flux point spent). Cooldown reduction passives from these tree have a special effect, it can reduce CD of vivisectors to 2 seconds (without this tree it is possible only to 4 seconds).
The right side gives many bonuses to cooldown reduction. The left side swings at the very end if you need some movement speed bonuses.
Put points in this tree closer to 70-80 levels, when your build is almost ready and you can apply various debuffs and shock aura to enemies. In the early levels, this branch is useless.
Increases the damage from our shock aura and reduces the damage of enemies. These bonuses do not apply to our constructs.
This branch is only needed to increase the damage of our aura. It is taken closer to level 80-90, when you can apply at least three different dots (bleed, burn and poison).
Skills for reducing weapon overheating will be useful here, since we are using a plasma caliver, and the ability to apply heat vulnerability and burn on crits, which synergizes with the debuff and DoT tree.
A very good tree in terms of skill points/stats. Gives some damage and crit for the aura, movement speed and damage reduction bonuses,
Take only the central part and Defensive Stance that gives a dodge chance in the amount of 20% of damage reduction. Berserker Tokens allow us to gain up to 80% damage reduction, which will increase our dodge by 16%.
We only need Neural Rewiring to reduce suppression damage by 20%, since we restore only 10% suppression from the call of vivisectors and cant increase that amount.
There are currently no morality relics that are particularly powerful for a tech adept that require a certain morality in the game, so choose what you want.
Puritan gives pretty good stats bonuses, increases our damage, gives resistance to warp, reduces all damage we receive. Of particular note is the Holy Conclave aura as it works and amplifies our constructs.
In this tree, there are quite interesting talents for converting damage into warp damage, with which you can come up with some interesting builds. Also, the radical gives a rather strong perk, which allows us to quickly accumulate berserk tokens and regenerate up to 15 data-flux per second.
Perks
We only have one mandatory Mechasapient perk – it allows you to summon one more vivisector. This perk works great with the bonuses from the mindlink attribute (+5 dataflux for the death of the construct) and will allow us to make summon vivisectors for free.
The rest of the perks are optional. Below is a list of useful perks:
Stride of the Blessed is a perk that increases movement speed and reduces the “damage reduction” stat by 10%. The main feature of this perk is that this bonus allows you to overcome the 150% speed cap (with the perk it will be 188%). Useful for quickly completing missions
Unfettered maneuvering – increases movement speed by 20% if the suppression level is green. If you don’t have access to Stride of the Blessed, then you can take this perk.
Omniscient constructs – increases the damage of summoned constructs by 30%. A useful perk for strengthening our constructs.
Cull the Weak – increases damage against debuffs enemies by 50%, increases the damage of our aura, does not work on constructs.
Blessed of Saint Victorius – we cannot take damage higher than 30% of our maximum HP. This perk is necessary only for the most difficult missions, where no defenses and resists will save you from one-shots. Thanks to this perk, you will be able to tank any bosses. Unfortunately, this perk has limitations, due to which you still have to build some defensive stats like resistances and HP. If the received damage is several times higher (about 4-5 times) than your maximum health, then you will still die.
Equipment
First of all we need bonuses to damage of constructs. Then you need to build all resistances , since berserker tokens only increase damage reduction. The second most important stat is crit, it must be at least 20% in order to comfortably maintain enrage tokens. Since we cannot increase the amount of suppression restored, we need to build some Suppression Damage Reduction.
Each piece of equipment can have from 2 to 5 different Primary (bright squares) or Secondary enchants (gray squares). Relic (yellow), Archeotech (red), Ancient (orange) have one more additional enchant (golden square).
Relic Enchant: +1 Enrage Token per crit.
Primary enchant: Mindlink bonus, resistances or movement speed
Secondary enchant: bonus phys/melee dmg for constructs or damage bonus for constructs against debuffed enemies
Archeotech(Red) Enchant: When in Enraged state enemies within 5 meters are Shocked. This enchant is also can be found on Archeotech purity seal, belt and main implant.
Primary enchant: Bonus to the base damage of constructs, crit strength, crit chance (to get enrage tokens from crit)
Secondary enchant: bonus phys/melee dmg for constructs
Archeotech(red) enchant: Bonus to crit chance and critical strength power per berserker token. Only needed to complete -99% of missions. Alternative Relic Enchant – + 4% – +6% damage per enrage token.
Primary enchant: Bonus to attributes, damage to a specific construct ability (claw strike), All Resistances
Secondary enchant: Suppression Damage Reduction
Relic Enchant: When in Enraged state enemies within 5 meters are Feared.
Primary enchant: Bonus to base damage of constructs, All Resistances, Dodge
Secondary enchant: bonus phys/melee dmg for constructs
Relic enchant: +3 berserker tokens on losing at least 10% HP in 1 sec. Allows us to gain berserk effects.
Primary enchant: Bonus to damage from the explosion of vivisectors (theres two enchants for the belt with the same name (Damage Bonus for the Self-destruct Skill for Psiloi Vivisectors), one increases damage, the second does not, which one is real one is impossible to recognize, try to roll both), HP bonus.
Secondary enchant: Suppression Damage Reduction or increased duration of inoculator effects
Relic Enchant: Restores 5% HP on construct death. The resummoning of vivisectors is considered as construct death, i.e. every time we summon constructs, we additionally restore 20% hp. Alternative: if you have no problems with survivability, then you can change to any other enchant
Primary enchant: All Resistances, HP or movement speed
Secondary enchant: Suppression Damage Reduction
Relic enchant: +3 berserker tokens on losing at least 10% HP in 1 sec. Allows us to gain berserk effects.
Primary enchant: Attribute bonuses, cooldown reduction for inoculator, bonus HP
Secondary enchant: Suppression Damage Reduction, increased Inoculator effect duration
We need an inoculator with 2-3 yellow slots and one green
We put Indomitine in the yellow slots – it adds 10% damage reduction for 20 seconds. With berserker tokens, we can maintain a maximum of 60% damage reduction, which is a soft cap, and only with the use of this inoculator component we can bring the damage reduction to a hard cap, which is 80%. The third yellow slot is used for Satrophine, which increases our movement speed by 50% for 20 seconds (can be obitained in Nereus system, 800 influence). Purifier for green slot to reduce the CD of the inoculator by 10%, which will allow us to maintain the buffs from inoculator 100% of the time. You can also use Murderdust (+5% crit chance and 20 crit strenght for 20 sec) instead of protective components to increase damage of shock aura.
Relic Enchant: Damage bonus per berserker token. Alternative: Archeotech(red) enchant – bonus to crit chance and critical strenght per berserker token; Relic Enchant – Damage Bonus per Enrage token
Primary enchant: Bonus to base damage of constructs, crit chance or crit strength
Secondary enchant: bonus phys/melee dmg for constructs
Plasma caliver beta is the best weapon for us. The second ability (laser) deals damage several times per second, which allows us to quickly gain enrage tokens, almost instantly impose the effects of vulnerability and burn on the enemy. But most importantly, this ability allows us to control our pets and focus their damage on a specific target. The laser target will takes 25% more damage from our constructs.
Relic Enchant: Damage bonus for every nearby construct. Alternative: increased damage after summoning a construct
Primary enchant: bonus phys/melee dmg for constructs, bonus damage to vivivisector’s claw strike, crit chance or crit strength
Secondary enchant: damage bonus for constructs against debuffed enemies
Note: If you are not going to go through very hard missions, then all Secondary enchant can be changed to bonuses to the Quantity and Quality of loot.
Construct modules
In this build we use 4 vivisectors and one kastelan for debuffs. Since we are using a plasma caliver beta with 2 construct slots + 1 belt slot + 1 armor slot, we can only use 4 constructs, and all these slots will be filled with vivisectors. But in the game there is an opportunity to take the fifth construct with the help of the second set of weapons.
To do this, we need to take any weapon with 3 summons slots (plasma caliver alpha) and equip it in the first weapon set, and our main weapon in the second set. Then we go to the construct setup and put one kastelan in the fifth slot. Thanks to these manipulation, at the beginning of the mission we will teleported with the first set of weapons and there will be one kastelan with us, then we change the weapon set (TAB button) and call our vivisectors. You don’t need to worry about the kastelan, even after changing weapon set, he will stay with you and will automatically revive if he dies.
First weapon set
Second weapon set
Vivisectors
For vivisectors, we need a claw as main weapon. The claw is much better than a chainsaw, as it inflicts bleeding and deals more damage in less time.
We need as much base damage as possible on the vivs’ weapon slot, so when leveling, try to craft new weapons for constructs every few levels. The main enchant on the relic claw should be additional damage for each debuff on the enemy, the rest of the enchants for additional damage to targets with specific debuffs (bleeding, shock, fear).
On vivisectors, we only use modules for additional damage, on them we roll damage for physical attacks and for melee attacks. Sometimes during a mission we can get offensive modules, such modules often have a unique enchant that increases the damage of a particular robot up to 30%. Unfortunately, this enchant cannot be obtained by crafting or rerolling, so take a closer look at the modules that drops during missions.
Kastelan
We only need this colossus to maintain additional debuffs. We equip him with two long-range guns, since he dies very quickly in meele. These cannons apply a burn debuff on all enemies. On the cannons, we roll a relic enchant “a chance to put a certain debuff on enemies”, which you yourself cannot apply. In this build we use hallucinations and poisoning.
We use defensor modules to increase damage reduction to 80% and one module for HP, so that our kastelan lives for a long time and maintains debuffs on enemies
Constructs skills
(ability damage multiplier * base damage) * (1+bonus dmg) * (1+dmg against enemy)
Base dmg is in constructs stats. Bonus dmg is everything like physical dmg, melee dmg, bonus dmg to construct (doctrine) etc. Dmg against enemy = dmg vs regular, champion, debuffed etc.
Example:
We have vivi’s base dmg 400, 50% bonus melee dmg for constructs, 50% dmg bonus for constructs doctrine, 15% dmg for constructs vs regular and 30% dmg vs shocked.
(2 * 400) * (1+0.5+0.5) * (1+0.15+0.30) = 2320 dmg per self destruction
Psalm-code doctrines
Transonic Psalm + Nova Psalm + Icarus Psalm + Aegis Psalm + Animus Psalm + Technomartyr Psalm – Causing Shock on an enemy creates an explosion dealing halved Damage and Shock to nearby enemies
Our core mechanic.
Static-burst Psalm + Static-burst Psalm + Nova Psalm + Transonic Psalm + Emanatus Psalm + Transonic Psalm – +200% Damage against Shocked, Slowed or Stunned enemies
Significantly increases the damage of the shock aura.
Iron Psalm + Emanatus Psalm + Ordinatus Psalm + Binharic Psalm -All Critical hits also Stun enemies
For high-level missions, this doctrine will allow us to stun lock enemies.
Nova Psalm + Volkite Psalm + Transonic Psalm Killing a Shocked enemy creates an explosion causing Shock and dealing damage equal to Damage from the killing blow
Allows shock aura to detonate enemies and deal additional damage in a small radius, which will allow missions to be cleared slightly faster
Ordinatus Psalm + Transonic Psalm + Phosphoenic Psalm + Hermeticon Psalm + 50% Minion Damage
If you do not have all the psalms, then you can use the doctrine for additional damage for constructs.
In the rest of the sockets place the uncreator psalm, or shards to all resistances.
Gameplay
Useful links
40K: Inquisitor Enchant Viewer[/url – all available enchants on any equipment slots.[url]40K-ancient-list[mome-borogove.github.io] – All ancient relic enchants.
Neocore compendium[neocoregames.com] – all the insider information about Inquisitor in detail
Berserker Token Guide[mome-borogove.github.io]
Vulnerability, Resistance and Uncreator Psalm Guide [mome-borogove.github.io]
Crit Mechanics Guide[mome-borogove.github.io] – all the differences between Crit strength and Crit damage.
Closing Notes
Thanks for reading, I hope this guide will help you enjoy the game.
English is not my native language. I would be most grateful if you help me to improve English in this guide.