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Made in us
Longtime Dakkanaut





What are you thoughts the Pyromancy psychic discipline? I personally think its cool, but have not gotten much use from it in the past. How do you rate its abilities and what are the situations it shines in? How do you think it compares to the other options available to psykers?

This message was edited 1 time. Last update was at 2015/12/25 22:43:14


 
   
Made in us
Oozing Plague Marine Terminator





I've been having fun with pyromancy on the Cheap Min HQ tax choice Librarians/Sorcerers. Units that wouldn't benefit from Bio or Telepathy as much as a Death star type unit.
   
Made in gb
Lead-Footed Trukkboy Driver





Birmingham, UK

I think it's easily the worst discipline. Because it has mostly shooting attacks and they are the hardest to get to work.
Roll warp charge, pass deny the witch, then roll to hit , roll to wound, and then saving throws. There's just two many points of failure. And for what? A slightly enhanced meltagun?

The other problem is that it doesn't have any stand out powers that are really good. And primaris power is just another shooting power.

   
Made in us
Decrepit Dakkanaut




Well, we can go over the powers and see what it brings:
The Primaris is just a Heavy Flamer with Soul Blaze. Nothing special. Torrent would be perfect to buff it.
1. Fiery Form grants a 4++, which is cool, and he can further help his later rolls for damage. It's actually...okay for one Warp Charge. Were it two, I'd say it was terrible.
2. Fire Shield is actually great. For one Warp charge you give out a 4+ cover save and make any unit without assault grenades even more useless.
3. Spontaneous Combustion sounds nice, but it is too gimmicky. Entirely a pass for the most part unless you're just fighting blobs.
4. Sunburst is decent enough. Once again, it is the single Warp Charge that makes and breaks it.
5. Inferno would be decent if it weren't two Warp Charges. Pass.
6. If Molten Beam had at least a range of 18" it'd be worth the two. As it stands, it is a glorified Melta Gun.

So looking at it, the passive powers are hilariously the best ones.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Shadowy Grot Kommittee Memba






Yeaaaah see pyro is supposed to be the Witchfire doctrine...but then GW did this thing where the buff doctrine has a better Witchfire...and the debuff doctrine has a better Witchfire.

There are a couple worse doctrines but they're all faction specific.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Longtime Dakkanaut




The problem is it is it does very little you can get from another source. The best psychic powers give you something that is both effective and hard to find else where in an army list. whether it be rerolls to something, saves you wouldn't have otherwise, or state boosts. Pyromancy does none of the above as well as the other disciplines. Every shooting attack that it does can be subbed by a weapon that's more reliable since i don't need to roll warp charges to get it to go off, role to hit, pass the denials, and then wound.

   
Made in us
Krazed Killa Kan






Pyromancy has a lot of Str 4 AP 5 attacks which is something no army is short on. Other schools of powers have abilites that give benefits that can't be aquired by wargear or have powerful attacks that can rip apart things with good armor saves.

The Ork Powers of the WAAAGH! is what Pyromancy wants to be with Frazzle, Killbolt, and Power Vomit being strong witchfires. Add to that a discount Gate and a melee attack blessing which makes for a decently good set of powers. Da Krunch is rather meh mostly due to RNG while Eadbanger is a dumpster fire of a power and probably the worst power in the game. Despite those two you have 5 out of 7 powers that are actually useful while in pyromancy theres probably 2 good powers and the rest of meh or bad.

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Made in us
Stabbin' Skarboy




Pittsburgh

I think it depends on what your up against too. I had someone roll the pyromancy one that makes everything that moves near it take dangerous terrain. I was running the green tide and it was on a drop pod in the middle of the field... It was the most annoying thing ever. Even more so than when I have run into invisibility... Not intensely effective but irritating. Other than the gimmicks ya it seems pretty bad.

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