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![[Post New]](/s/i/i.gif) 2014/10/29 14:03:47
Subject: Which Psychic disciplines are the best ?
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Longtime Dakkanaut
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I was shocked to see that GoI and sanctuary, and pretty much everything sanctic was WC1 except for an assault 2D6 nova and strength melon-fething D vortex.
But it seems there are other psychic disciplines which are just crazy good as well, and some that are just bad.
Near useless:
Pyromancy
Two good powers:
Telekinesis, Telepathy
Good but expensive
Daemonology Malefic
Good but cheap
Daemonology Sanctic, Divination
What's your thoughts on Psychic Disciplines ?
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![[Post New]](/s/i/i.gif) 2014/10/29 15:00:26
Subject: Which Psychic disciplines are the best ?
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Longtime Dakkanaut
Minneapolis, MN
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Divination is still on top. Good powers overall, the roles are not confused (this is a pure support discipline). The Primaris is one of the best powers in the game.
Biomancy is also top-tier. Some very good powers, but a bit of role confusion - a couple of support powers, and the primaris is a shooting attack.
Telepathy is sub-top-tier, due to some very lackluster powers, and a sort of confused role. Invisibility is severely OP, which gives this a bump. Psychic Shriek is a good primaris, but it's misplaced as the one witchfire power in a discipline full of blessings and maledictions.
Telekinesis doesn't know what it wants to be. A couple of the powers are good, but the role is confused. Worse, the primaris is bad.
Pyromancy is medicore. It has a weird mix of blessings and witchfires, and some of the powers are just bad. The primaris power is mediocre. You can get screwed by the dice roles when generating powers, and get a combat caster who doesn't fit any role.
Sanctic is poor. The powers are okay, but with the perils there's every chance that you'll do more damage to yourself than the enemy. Gate of Infinity and Cleansing Flame are good. The primaris power is overly situational. This discipline is actually pretty good for GK, since the powers synergize with a lot of their special rules, they have an item that lets them fish for powers, and they aren't at such risk of perils.
Maleific is bad for non-daemons. The warp charge costs are very high, virtually guaranteeing perils. The powers have confused roles, varying between pure support, shooting and summoning. Obviously it's the key to daemon factory lists, but I sort of think Daemons would be better off taking one of the other disciplines.
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This message was edited 8 times. Last update was at 2014/10/29 15:17:08
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![[Post New]](/s/i/i.gif) 2014/10/29 21:48:22
Subject: Re:Which Psychic disciplines are the best ?
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Dakka Veteran
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I'd say telepathy is top tier as Invisibility is broken as hell. Shroud and psychic shriek is nice too.
Biomancy has some nice tools for a rape train, and smite's Assault 4 AP2 sounds really good, but once I managed to shoot smite three times on a single space marine, with the same Primaris psyker (BS4) and couldn't kill it.
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![[Post New]](/s/i/i.gif) 2014/10/29 22:02:06
Subject: Which Psychic disciplines are the best ?
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Legendary Master of the Chapter
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Whats good in telekenisis?
My go too is still Divination. almost no bad rolls.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2014/10/29 22:09:10
Subject: Which Psychic disciplines are the best ?
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Tunneling Trygon
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Biomancy for the Level 1 combat types, like a Librarian in an Assault squad or small Tactical squad, Divination for the support types like Inquisitors and Primaris Psykers (AM), and Telepathy for heavy hitting unit buffs, such as my Farseer mixed into Reavers with a 50% chance of scoring Invisibility every game.
Telepathy lets you own the table, Biomancy gives you the combat and Divination stacks the deck so to speak. I never bother with the rest.
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![[Post New]](/s/i/i.gif) 2014/10/29 23:07:11
Subject: Which Psychic disciplines are the best ?
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Dakka Veteran
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morgoth wrote:I was shocked to see that GoI and sanctuary, and pretty much everything sanctic was WC1 except for an assault 2D6 nova and strength melon-fething D vortex.
But it seems there are other psychic disciplines which are just crazy good as well, and some that are just bad.
Near useless:
Pyromancy
Two good powers:
Telekinesis, Telepathy
Good but expensive
Daemonology Malefic
Good but cheap
Daemonology Sanctic, Divination
What's your thoughts on Psychic Disciplines ?
Santic is cheap? Vortex of Doom costs 3 Warp Charge. You also automatically Perils should the psychic is failed.
Telepathy sucks apart from Invisibility and Psychic Shriek.
Divination is good, apart from Scrier's Gaze which can only be used in certain types of games. I plan to use Pyromancy against blobs of Tau, Orks and Nids.
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![[Post New]](/s/i/i.gif) 2014/10/29 23:34:02
Subject: Which Psychic disciplines are the best ?
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Longtime Dakkanaut
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Desubot wrote:Whats good in telekenisis?
My go too is still Divination. almost no bad rolls.
Re telekinesis objuration mechanicum is stupid good against vehicles and units with rapid fire. All weapons are 'gets hot' and instant haywire hit on vehicles is really good.
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"Bringer of death, speak your name, For you are my life, and the foe's death." - Litany of the Lasgun
2500 points
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1250 points
1000 points |
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![[Post New]](/s/i/i.gif) 2014/10/29 23:51:37
Subject: Which Psychic disciplines are the best ?
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Hauptmann
Hogtown
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Terrify plus shriek can be really fun. The primaris is fine, just pick the right target.
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Thought for the day |
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![[Post New]](/s/i/i.gif) 2014/10/30 01:34:57
Subject: Which Psychic disciplines are the best ?
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Fixture of Dakka
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Telepathy wins generally. Invis is so broken, its almost always worth fishing for.
Biomancy can be better on things that wants to be a beatstick. Lots of nice options.
Divination will generally lose out to Telepathy. It is a lot worse than it was in 6th, but still quite useful. But it's primaris is still rock solid.
Demonology disciplines are just going to perils far too often.
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![[Post New]](/s/i/i.gif) 2014/10/30 02:29:26
Subject: Which Psychic disciplines are the best ?
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Water-Caste Negotiator
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DanielBeaver wrote:
Sanctic is poor. The powers are okay, but with the perils there's every chance that you'll do more damage to yourself than the enemy. Gate of Infinity and Cleansing Flame are good. The primaris power is overly situational. This discipline is actually pretty good for GK, since the powers synergize with a lot of their special rules, they have an item that lets them fish for powers, and they aren't at such risk of perils.
What? What piece of wargear allows you to fish for powers? Am I misinterpreting this post?
Also used to only roll for Sanctic for GK - but now I'm really enjoying the buffs from Divination hoping for the rerollable throw for saves, hits and wounds for the caster. That's a very nice power. The other abilities are also quite nice as well - only wish they could roll on biomancy - but I understand why they can't.
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This message was edited 1 time. Last update was at 2014/10/30 02:29:51
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![[Post New]](/s/i/i.gif) 2014/10/30 02:33:35
Subject: Re:Which Psychic disciplines are the best ?
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Boom! Leman Russ Commander
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i'm really liking the daemonoloy one. Dangerous but if your able to summon a herald to do the rest of the summoning for you, your set.
the only problem I'm having is I now have an entire armies worth of daemons to paint where I'll only be able to use a fraction of them at best in a game.
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![[Post New]](/s/i/i.gif) 2014/10/30 10:22:46
Subject: Which Psychic disciplines are the best ?
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Longtime Dakkanaut
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bibotot wrote:Santic is cheap? Vortex of Doom costs 3 Warp Charge. You also automatically Perils should the psychic is failed.
1. GoI and Sanctuary are WC1. GoI WC1 is total bs.
2. I explicitly stated that Vortex was not part of the "cheap". However, 3WC / perils BUT strength melon-fething D makes it still very potent. Automatically Appended Next Post: Bharring wrote:Telepathy wins generally. Invis is so broken, its almost always worth fishing for.
I find that in most cases - i.e. where you don't have a deathstar - invisibility is not that great.
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This message was edited 1 time. Last update was at 2014/10/30 10:23:49
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![[Post New]](/s/i/i.gif) 2014/10/30 10:39:14
Subject: Which Psychic disciplines are the best ?
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Infiltrating Prowler
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morgoth wrote:
I find that in most cases - i.e. where you don't have a deathstar - invisibility is not that great.
No, invisibility tend not to be so good when you're using 9-11 WS's, so I see your problem.
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![[Post New]](/s/i/i.gif) 2014/10/30 11:01:40
Subject: Re:Which Psychic disciplines are the best ?
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!!Goffik Rocker!!
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Where's my orky table?!
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![[Post New]](/s/i/i.gif) 2014/10/30 12:51:50
Subject: Re:Which Psychic disciplines are the best ?
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Evasive Pleasureseeker
Lost in a blizzard, somewhere near Toronto
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Santic is filthy in Imperial armies, especially one that includes a number of GK units to make the casting a little safer... Enjoy your BS such as re-rollable 2++ Termies, 3++ Land Raiders, teleporting Psy Shrieks, etc...
Ahriman also makes ridiculously good use of Santic as well... Give him Psy Shriek by default, then roll his final 2 rolls to fish for GoI. Land it, and he can pretty much go anywhere at will and then drop 3x Psy Shrieks on whatever is offending you the most.
Him getting Sanctuary is also pretty boss, especially if he's in a unit of MoT Termies who can thus be buffed to a 2+/3++ save.
Daemons & Eldar with the right defensive gear can be utter b  with Malefic... CSM's can get around the downsides through the Crimson Slaughter relic and/or a MoN Prince.
The real key to Malefic is to not make it your entire Psychic phase tactic, but rather to use it in moderation to bring in a unit or two/turn, on top of the rest of your psy abilities.
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![[Post New]](/s/i/i.gif) 2014/10/30 16:11:21
Subject: Which Psychic disciplines are the best ?
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Been Around the Block
Canada
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morgoth wrote:
I find that in most cases - i.e. where you don't have a deathstar - invisibility is not that great.
If you're deathstar-less and going against a "star" invis is super useful. I tied up a black mace chaos lord with a bunch of bikers and a sorcerer for a few turns and got slay the warlord with a single wraithlord because they couldn't hit it. Obviously that's not a crazy build but the black mace usually does a number once it gets into combat. I imagine it would work similarly well on more traditional deathstar builds. Invis gives you the durability that makes most deathstars what they are without having to drop all the points on it.
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All hail Krull and his glorious new regime!
-Sincerely, Little Girl |
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![[Post New]](/s/i/i.gif) 2014/10/30 16:16:00
Subject: Which Psychic disciplines are the best ?
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Longtime Dakkanaut
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bubz wrote:morgoth wrote:
I find that in most cases - i.e. where you don't have a deathstar - invisibility is not that great.
If you're deathstar-less and going against a "star" invis is super useful. I tied up a black mace chaos lord with a bunch of bikers and a sorcerer for a few turns and got slay the warlord with a single wraithlord because they couldn't hit it. Obviously that's not a crazy build but the black mace usually does a number once it gets into combat. I imagine it would work similarly well on more traditional deathstar builds. Invis gives you the durability that makes most deathstars what they are without having to drop all the points on it.
Not bad.
I have to say you got lucky though, that star isn't very deadly but it should've chopped that wraithlord to bits.
It doesn't really work on traditional deathstar builds, but T8 is often a good tarpit with invisibility.
However, you're counting 155 points for a mantleseer and 240 points for the wraithknight that's blocking the deathstar, so you're already up there in point cost - which would be fine if you could deal with a 800 point deathstar. But you can't.
Still, kudos to invisibility for making such a difference (chaos guy could've had it too btw).
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![[Post New]](/s/i/i.gif) 2014/10/30 17:02:05
Subject: Which Psychic disciplines are the best ?
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Been Around the Block
Canada
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morgoth wrote: bubz wrote:morgoth wrote:
I find that in most cases - i.e. where you don't have a deathstar - invisibility is not that great.
If you're deathstar-less and going against a "star" invis is super useful. I tied up a black mace chaos lord with a bunch of bikers and a sorcerer for a few turns and got slay the warlord with a single wraithlord because they couldn't hit it. Obviously that's not a crazy build but the black mace usually does a number once it gets into combat. I imagine it would work similarly well on more traditional deathstar builds. Invis gives you the durability that makes most deathstars what they are without having to drop all the points on it.
Not bad.
I have to say you got lucky though, that star isn't very deadly but it should've chopped that wraithlord to bits.
It doesn't really work on traditional deathstar builds, but T8 is often a good tarpit with invisibility.
However, you're counting 155 points for a mantleseer and 240 points for the wraithknight that's blocking the deathstar, so you're already up there in point cost - which would be fine if you could deal with a 800 point deathstar. But you can't.
Still, kudos to invisibility for making such a difference (chaos guy could've had it too btw).
Chaos guy did have it, I denied him and did a lot of damage on a pretty crucial round of combat after shooting the squad down to a few models on turn one.
It was 120 points for a normal jet seer and 165 points for the wraithlord. But the seer was handling other threats simultaneously to the combat so a point for point match up isn't really applicable in this case.
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All hail Krull and his glorious new regime!
-Sincerely, Little Girl |
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