Warhammer 40 000: Inquisitor – Martyr Crusader Build and Characteristics

Warhammer 40 000: Inquisitor – Crusader Build Guide 1 - steamsplay.com
Warhammer 40 000: Inquisitor – Crusader Build Guide 1 - steamsplay.com
My build that got me through LVL 110 Missions. Some reliance on Warp Season characteristics, but probably will work in other seasons. May be usable as Grav-Gun build. 12000 DPS with Flame Cone, 100% of Damage received is Suppression Damage, but you’re immune to Suppression Damage, so 99% Immortal, and assault jumping restores 80% of health anyway.

 

Overview

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics - Overview
Main points of build:

  • 12,000 DPS on Flame Cone, via Enraged Tokens
  • There’s a Six Piece Psalm Doctrine, subtracts 50% of Damage from Suppression instead of HP
  • Apply the Doctrine twice (Armor and Weapon) for 100% Damage from Suppression instead of HP.
  • Select Augmented Body perk so Suppression never drops below yellow (suppressed.)
  • Now you’re immortal because 100% of damage has to be subtracted from suppression first but suppression can’t drop below yellow.
  • Actually, just mostly immortal. Further explanation below.
  • If your health does drop, an assault jump (or other armor skill) will restore 50% of your HP instantly without an inoculator.
  • But, inoculator has instant cooldown, so use it as many times in a row as you need it.

I have screenshots of all my gear, perks, attributes, skills, below.

For new players, this will be a late game build (lvl 50+) because you need two Voltagheist Psalms (archeotech tier) for the immortal part, and they’re hard to come by. If you can bum those off a friend, mail them to yourself from one of your other characters, or just get lucky you can do it as soon as you unlock 5 tech branches at the forge and get the Augmented Body perk.

The Defense is the more important part of this build, so I think it should work with Grav-Gun or Melee builds, but I wanted a flame build so I went with that. At first when I was playing, I was heavily offense focused. I think I can get my DPS quite a bit higher, but eventually I figured out I’d die too easily and it’s much easier to take your time killing enemies while being protected from their damage so now I’m more defense focused.

You’re technically immortal, but somehow you’re not. Supposedly this three way exploit of combining two of the “50%-Damage-taken-as-Suppression instead of HP” psalm doctrines with the Augmented Body perk where you can’t take suppression damage used to be more effective and you really were immortal, but as of Warp Season, there’s damage mechanics where it does fail and you’ll need to quickly heal to stay in the fight from time to time. Not sure if that’s from critical hits, DoT attacks, or what causes it, but your survivability is much higher with this three way combination than not. You can stand in front of 2 champions and an elite for 30-60 seconds spraying them while they’re spraying you and you won’t die which is important because you’ll need that amount of time to kill champions 10+ levels ahead of you and you’re only doing 5% damage to them while they’re doing +412% damage to you. Keep an eye on your health meter, at some point they may break through your suppression and you’ll start to see your health rapidly fail so you’ll need to quickly heal.

There’s two ways to heal with this build. Spend focus points or with the inoculator. I’ll explain more below in defense section, but there’s enchants and skill tree perks that restore your health and/or suppression meter by spending focus points. A quick jump with assault armor will heal 50% of my health and suppression in my current build. That will definitely do the trick, but… most the damage in this build is coming from Enraged tokens (adding 1080% – 1392% damage) which is a strategy that diminishes if you stop your channeled / flame attack so you’ll want to use inoculators when you can so you don’t have to let off the gas, but definitely fly away if you’re running low on inoculator charges. My inoculator is setup to instantly heal all health and suppression, and has a cool down time of less than 1 second so I can use it as often as I want. Optionally, I added Psychon to the inoculator so I get a 200% Damage bonus for 5 seconds.

I have one item with a Warp Speck relic enchant, I don’t know if those are available outside of the Warp Season, so I don’t know how that will affect this build when the season is over. The enchant on my belt item (Personal Void Shield) gives up to a 50% chance to spawn a Warp Fleck on killing a Champion. Blue Specks will top off your inoculator charges which is highly useful so you can spam inoculator charges (200% damage with Psychon for 5s) when you know you have a free refill waiting behind you and the purple specks will restore health and focus. If you’re using armor skills to heal yourself, sometimes those purple specks become very important. The build is still pretty viable without the Warp Specks if those ever go away after the season. I usually have tons of spare warp specks sitting around I never had to use.

Offense in this build is mostly provided by enraged tokens, which are great for channeled attacks like the flamer. Gaining enraged tokens is achieved through a relic enchant which can only be had on relic Purity Seals or Signums. I prefer to put it on the Purity Seal. The enchant is “50% – 100% Chance to get an Enraged token on Kill,” spend some resources to make sure it’s 95%-100% so you’re getting a token for virtually every creature you kill, i’ve had 99% and 100% on purity seals. You can have up to 20 tokens at a time and there is a stacking bonus of +8% damage per token, so +160% if you have all 20 tokens. I’ll detail in offense section how to get it up to +1392% damage, but for now just know that each attack subtracts an enraged token so this build needs AoE attack so your killing and earning more tokens than your using to keep it at 20 tokens.

Bad elements of this build:

  • You give up +DPS opportunities by using the “Damage -> Suppression Damage” Psalm Doctrines on both your Armor and Main weapons and some of the individual Psalm Codes in that doctrine aren’t very useful.
  • Slow. You’re likely using a flamer or other heavy gun which is already slow, but because it’s Enraged Token focused, you may find yourself walking from point A to point B while still actively channeling your flame cone because you don’t want to give up a token by releasing the fire button.
  • Works best with Assault Armor (may or may not be a problem for you.) I don’t recommend Sentinel Armor at all because of long cool downs, but Demolition Armor is okay if you’re okay that the armor skill counts as an attack and counts against your enraged token use.

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Defense

There’s three parts to the Defense strategy

  • The Immortal Combo. Psalm-Doctrine / Perk combo transferres HP damage to Suppression, but you can’t lose Suppression.
  • Focus Health Strategy. Instant gain 50%-100% health using Armor Skill with Enchants / Skill Perks that heal HP/Suppression with Armor Skill use (Assault Armor’s Jump Pack is preferred.)
  • Inoculator. Instant heal and instant cooldown.

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

The Immortal Combo:

 

Apply the above Psalm Doctrine to both your Armor and Weapon. In the normal course of things, I wouldn’t use any of these 6 Psalm Codes on their own versus the other great Psalm-Codes and Archeotech Shards available, they all suck and so it really sucks that there’s 12 of them wasted here… but that they give you that sweet sweet doctrine of “+50% of all Damage Taken is subtracted from Suppression instead of HP” psalm doctrine and it’s what keeps you alive… you just have to take the hit and go with it anyway. If can’t read picture above or just need text, the Psalm codes are:

  • Voltagheist Psalm (red / archeotech)
  • Shroud Psalm (yellow / relic )
  • Animus Psalm (yellow / relic )
  • Electro-Haze Psalm (green / rare)
  • Galvanic Psalm (blue / mastercrafted)
  • Hermeticon Psalm (blue / mastercrafted)

Now just activate the Augmented Body perk and you have the immortal combo. You earn this perk by unlocking 5 branches of the tech tree at the forge. The down side of Augmented Body is you can no longer heal your HP by waiting, but our Focus Health strategy allows free healing without inoculators so it’s not that big of a deal to lose out on heal over time and suppression rapidly restores to full outside of battle.
Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

Here’s my experience with the combo. It works, but it doesn’t always work, I don’t know why it doesn’t always work, but when it doesn’t, at least there’s time to heal. In Maelstrom of Carnage and facing enemies same level as you, you’ll rarely need to heal and the immortality combo rarely breaks. But at +10 levels, the enemies are going to blast away your suppression really quick pretty much every time but then it really actually will stay right there at the cusp of red / yellow suppression even during a minute long fire fight. It will start to raise up and the next hit takes it right back to the line and you can stay there taking shots while dealing out your own flame damage back on the enemies almost forever, until it breaks and you can’t. You’ll see it break in the meter though. In fact, the strategy works so good, just keep your finger on the fire button laying the flame damage on your enemies while you’re just staring at your health meter. Almost no need to really watch the enemies because they won’t harm you. Until they do, but you won’t know if you’re not looking at the health meter and noticing it going down all of a sudden. So stare at it and get ready to use your inoculator or fly away.

Here’s the two issues where I think the immortal aspect fails

  • Critical hits. I feel like heavy gunners (those slow regular guys with the big guns and some Ogryn champions) are especially prone to breaking through with critical hits. This includes gun turrets. I can care less if I see melee enemies or regular ranged enemies, but the chaos and rebel guard heavy gunners I put an emphasis on even I’m being attacked by Chaos Marines at the same time. Explosions are likely to cause criticals, but thankfully they’re one and done. In that case you’ll notice a chunk of your HP goes missing but your suppression is already back up to yellow versus a steady and quick drain of your HP.
  • DoT attacks definitely break it. Flamer turrets at LvL +10 = death. Instead of channeling flame cone, I recommend jumping near them, laying down a carpet of fire from the Scorched Earth (weapon skill 3) on them and walking away whichever direction they’re not pointing. Psyker enemies have those columns of energy that fall on you or follow you, those will break through, so kindly move away.

Other than those, you can indefinitely stand right in front of attackers and grind away at them for 30+ seconds even if it’s that Chaos Knight at the end of the Eccru Void Crusade.

Because explosions will temporarily cut through your remaining suppression and take a chunk of health away before your suppression goes back to the red / yellow line, I supplement the Augmented Body perk with the Blessing of Saint Victorius Perk where you can’t lose more than 30% of max HP to a single hit otherwise some of those would be instant death even if you had 100% health. IIRC, Blessing of Saint Victorius Perk is earned when you complete 3 Void Crusades.

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

Focus Health Strategy

 

There’s Skill Point perks and item enchants that will restore health and/or suppression to you any time you use a Focus point (armor skill.) And some of them are very effective. My favorite is a power armor enchant available as both a relic or archeotech enchantment: “2% HP and Suppression per point of Focus spent.” An Assault Jump costs 20 points, so that means a quick jump restores 40% of my health/suppression. Demolition Armor’s missile barage would restore 80% and Sentinel Armor’s turret drop would restore 100%.

I spent the first 70 levels of the game using sentinel armor because I liked the turret being a decoy to take pressure off of me from large groups of enemies, but for the focus health strategy I prefer Assault Armour and the Assault Jump because:

  • You’ll likely need to escape anyway if your HP is dropping instead of suppression.
  • The 5 second cool down means you can quickly do it again.
  • The 20 point cost means you can do it more times
  • Assault Jumps are an attack, but they don’t count as an attack which means you don’t lose enraged tokens.

Another way to restore health from focus is a Skill Point Perk in the Support tree. Bottom right corner, “Invigorating Faith.” “0.5% HP gained from Focus point spent.” So a quick jump will restore 10% of your HP, pretty good. If you don’t have the armor enchant, this may still save your life (not as likely) but it’s still great on it’s own because suppression restores rapidly on it’s own outside of battle and so 2-3 jumps and you’ve restored enough health usually to re-enter the next battle with 100% health or close to it without inoculators.

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

Other skill point perk honorable mentions include (not required):

  • “Regenerative Bionics”; 1.5 HP gained for every 10 suppression gained; Health Tree; 3 in from top right.
  • “Pain Suppression”; 1 Suppression gain for every 10 HP gained; Health Tree; 4 in from bottom left.

 

Inoculator setup

 

My goals with the inoculator are 100% instant restoration of health, suppression, and removal of debuffs (including DoTs,) and preferably with an instant cool down. The debuff removal is important because DoTs break your Immortality Combo so you need to be able to stop them.

The components I may pick from are:

  • Red: Kalma. Removes all debuff effects on use. +1 usage, -10 sec cooldown.
  • Red: Morphia. Instantly Restores full HP and Suppression on use. Take +5 Physical Vulnerability stack for 20 seconds. +2 usage, -10 sec cooldown.
  • Orange: Psychon. 200% Damage Bonus for 5 seconds on use. +3 usage cost.
  • Green: Extract. +5 Inoculator Capacity. +10 sec.
  • Green: Quintessence: +15 Inoculator Capacity. Removes 30% Current HP on use. +1 usage cost.

My ideal Inoculator is Kalma, Morphia, and Psychon. This has instant cool. May double the psychon or add charges.
Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

Offense

As mentioned in overview, the offense is centered around Enraged tokens.

I picked flamer, but I’m sure you can substitute other AoE builds into this. In the next section I’ll give screenshots of all my skill points so you can copy my flamer build, I don’t want to spend a lot of time actually discussing why I put points where in those trees because I don’t think they’re unique/important for this guide. Basically, I filled up ranged, heat, and AoE skill trees. I don’t know if the criticals were very important to my build (like I really don’t know, lol.)

Enraged Build:
Gaining enraged tokens is achieved through a relic enchant which can only be had on relic Purity Seals or Signums. I prefer to put it on the Purity Seal. The enchant is “50% – 100% Chance to get an Enraged token on Kill,” spend some resources to make sure it’s 95%-100% so you’re getting a token for virtually every creature you kill, i’ve had 99% and 100% on purity seals. You can have up to 20 tokens at a time and there is a stacking bonus of +8% damage per token, so +160% if you have all 20 tokens. I’ll detail below how to get it up to +1392% damage, but for now just know that each attack subtracts an enraged token so this build needs AoE attack so your killing and earning more tokens than your using to keep it at 20 tokens.

Each attack you make subtracts one enraged token so ideally you’ll want to do Area of Effect (AoE) attacks so you’re killing 2+ creatures per attack to grow and keep your pool of tokens at 20. Your relic Neuro, Eye, and Main implants can get the “4%-6% Damage Bonus Per Enraged Token” enchants which lets you add another 360% damage at 20 tokens. But… on your relic Signums, you can get the relic enchant “6-14% to Damage Bonus per Enraged Token, attacks remove 1 additional Enraged token” which adds an additional 560% damage if you have it on both Signums and have all 20 tokens, but you need to kill at least 3 creatures per attack to maintain 20 tokens since each attack now costs 3 tokens. With the Purity Seal giving you tokens each kill, adding enraged bonuses to the five signums and implants and maintaining 20 tokens, that’s +1080% damage. On my build that gets me to about 12,000 DPS for Flame Cone. Check out the gear section to see other enchants I use to buff my stuff.

There’s a unicorn Ancient Relic, Main Implant of Wrath that gives you 9 extra Enraged Token capacity, but you also lose the 6% Damage Bonus Per Enraged Token on the main implant. Still, that has the potential to bring you up to to +1392% damage if you’re able to find one of those.

What I like about the Flamer for this build versus a grav-gun is that one continuous stream of flame cone, even if it last 60 seconds counts as the same attack. So, if you’re finishing off a champion, don’t let off the flame gas, just walk on to the next pack of creatures while continuing channeling your flame cone.

Assault Armor goes well with this build because the Assault Jump is an attack that causes 4,000 damage (for me) but doesn’t use enraged tokens. Neither does the Sentinel Armor’s turret drop. But the Demolition Armor’s missile barrage counts as an attack and uses the enraged tokens, so make sure you’re hitting a group of enemies if you use that.

Exploit:

At this moment, there’s a bug that can be exploited for this build to mildly make it better. The bug is crashing a lot of peoples games so it’ll probably be patched soon. http://(https://steamcommunity.com/app/527430/discussions/0/4403925145416246863/)

1.) Kill something with Main weapon
2.) Switch weapon to secondary, switch weapon back to primary
3.) Next time you kill anything with Main weapon you get 20 Enraged tokens.

I don’t recommend doing this a lot during mission because I think the switching back and forth is a factor causing the crashes, but I started doing this once at the beginning of each mission to accelerate getting to 20 (handy at LVL 110 missions) and then during intense fights with villains/bosses if my enraged count dropped below 17 and I knew I’d have trouble getting it back up to 20. The game never crashed on me when doing this a few times a mission.

Gear

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics - Gear

On the belt item, I use a force field. It’s not important, use whatever belt item you prefer. I didn’t talk about a secondary set of weapons / signums in this guide because the game is currently bugged with a bug that some of us think is triggered by weapon swapping mid mission and it’s causing a lot of crashes for people. I’d expect that’s patched before March 2021. But for right now, I just quit swapping and game stopped crashing. If I did have a weapon there, I had great luck with the Lasgun. It’s nice because since it’s not heavy so I can swap to it and run quicker between combat engagement before swapping back to flamer, and it has armor piercing (Weapon Skills 2 & 4 i believe) which allows me to chew through turrets really quickly and from outside of their range to attack me.

Psalms Codes and Shards

 

Psalm Doctrines are really neat because you get the benefit of the individual codes plus the doctrine. But… the individual codes my Weapon and Armor for the Immortal Doctrine/Perk Combo suck and if not for the doctrine itself I’d never want them.

  • Voltagheist Psalm (red / archeotech)
  • Shroud Psalm (yellow / relic )
  • Animus Psalm (yellow / relic )
  • Electro-Haze Psalm (green / rare)
  • Galvanic Psalm (blue / mastercrafted)
  • Hermeticon Psalm (blue / mastercrafted)

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

But, there’s a 3 piece doctrine that grants 50% Heat Damage Bonus, and all three of the individual codes are awesome. I put this on both my Main Implant and Inoculator. Lol, I just noticed, looking at my screenshot that, I messed it up on my inoculator (wrong purple psalm) though and didn’t actually get the doctrine benefit. Adding this is optional, but 50% Heat Damage on top of 100% DoT duration and 10% against Burning enemies is pretty good, especially the 100% DoT duration.

  • Phosphoenic Psalm (red / archeotech)
  • Volkite Psalm (yellow / relic )
  • Hypergheist Psalm (yellow / relic )

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

For my belt item, there are no two code doctrines, so just pick whatever code/shard you think you’d like. The 100% DoT Duration was important to me, but the other one wasn’t and I’m not even sure it does what I think it does.

Enchant Strategy

This stud of a man made an interactive database of all posible enchantments. I used it to come up with my strategy instead of wasting millions looking for certain enchantments just to find out they’re not even available on some items, lol. I recommend using it anytime you’re looking to change any enchantments on your items: https://mome-borogove.github.io/40K-enchant-viewer/index.html

The main relic enchants I’m looking for are:

“50%-100% Chance to get an Enraged token on Kill,” available on Purity Seals and Signums
“4%-6% Damage Bonus Per Enraged Token” available on all 3 implants
“6-14% to Damage Bonus per Enraged Token, attacks remove 1 additional Enraged token” available on Signums only.
“40.0% to 50.0% chance to spawn a Warp Fleck on killing a Champion enemy” available on all items
“2% HP and Suppression gained per point of Focus spent” available only on Power Armors

Honorable mentions for stuff I’m looking for are:

“120.0% to 180.0% Damage Bonus for Burning effects” available on main implant and neural implants
“When in Enraged state enemies within 5 meters are Feared” available on force fields, grenades, purity seals, and inoculators.
“When in Enraged state enemies within 5 meters are Shocked” (Archeotech Enchantment, not relic) available on force fields, grenades, eye implants, and main implants.
“5.0% to 10.0% chance on hit: All strikes are guaranteed critical strikes for 3 seconds” on weapons

My preferred build must include:
Neural Implant: % Damage Bonus Per Enraged Token
Eye Implant: % Damage Bonus Per Enraged Token OR % Damage Bonus for Burning Effects
Main Implant: % Damage Bonus Per Enraged Token OR % Damage Bonus for Burning Effects OR WRATH enchantment adding 9 Enraged Tokens
Signum: “6-14% to Damage Bonus per Enraged Token, attacks remove 1 additional Enraged token”
Signum: “6-14% to Damage Bonus per Enraged Token, attacks remove 1 additional Enraged token”
Armor: 2% HP and Suppression gained per point of Focus spent

On the Eye and Main implants, I don’t feel too bad about swapping out 6% Damage bonus per Enraged Token for 160% Damage Bonus for Burning Effects since the max benefit at 20 tokens for 6% damage is 120% anyway, but Burning effects doesn’t care how many tokens were used (I hope I understand the stacks correctly, lol.)

Warp Fleck goes on my Force Field, but could go on the inoculator. I put “When in Enraged state enemies within 5 meters are Feared” on inoculator, but if I had “When in Enraged state enemies within 5 meters are Shocked” on my Force Field (which I’d like more) then I’d put Warp Fleck on my inoculator. But the Fear/Shock enchants are totally optional and you can substitute anything else in.

On my Flamer I have “5.0% to 10.0% chance on hit: All strikes are guaranteed critical strikes for 3 seconds.” Sounds neat, there may be some that you prefer more than that. I’m actually not sure how much I even benefit from criticals. I’m unsure if the game pushes criticals through armor and/or heat resistances or not, if they do then criticals are important, if not, maybe they’re not so important to me but I don’t know and it’s hard to find answers. Looking at my critical stats, I don’t seem to get much of a boost compared with other enchants I could be using. I found a Morality Relic that I may switch to: ” Enemies explode on Kill dealing 100.0% of Base Damage in an Area.”

My armor enchant was explained in defense section and I feel like it’s a must, but you could get away without using it, probably. Just make sure you replace it with something awesome.

For the Primary and Secondary enchantments. I don’t want to spend a lot of time talking about them. There’s a screenshot of all my gear to look at and reference for patterns/preferences. Just remember, check mome-borogoves website to make sure you know what enchants are available on which item before trying to roll for it else you may squander millions in credits and dozens of Machine God Sparks for something that’s not even attainable. And you’ll forget, so check the site everytime you try to roll. Most times the more specific a type of damage, the higher you can roll for it and the more I like it, even if it’s a secondary enchant versus a primary. https://mome-borogove.github.io/40K-enchant-viewer/index.html

Most the game I highly recommend using +exp and +quantity loot in secondary slots on all gear, and once you’ve leveled to 100 swap in +quality for +exp. I got rid of both +quantity and +quality to finish up my season run of LVL 110 missions, but by then most the items I hade duplicates of so I can swap between my +damage gear and +loot gear.

Never sell a relic item that has 5 enchantments on top of the Relic enchantment. They’re exceedingly rare to find, I’d keep them even if I’m level 90 and the item was level 50.

Perks / Skill Tree

Augmented Body perk is a must for build
Blessings of Saint Victorius is highly recommended, but maybe you have a better strategy (limits single attacks to -30% of your HP.)
Use whatever you want for your 3rd one, I ended up using Vanquisher of the Vile for +50% Suppression for each big enemy you kill. It’s neat because Suppression = HP in this build so it’s like getting a free inoculator every time you kill a plump creature. Most champions+ count, but there’s some dainty psyker commanders that don’t for instance, and there’s some regular enemies that do count as large even though they’re not champions.

On Skill Trees, I’ll just show mine. I don’t want to spend a lot of time on details. Since I was a flamer build I near maxed out Ranged, AoE, and Heat. I may scrap all of my Critical tree at some point even though it’s full now.

I’m not super excited about my Morality tree. I’m actually working backwards to get to the Puritan tree after having maxed out the Radical arm. I almost wonder if I should scrap morality and critical so I can do half builds of the DPS and Physical trees to make my Lasgun better and/or have Gravgun or Grenade Launcher as my secondary (when bug gets fixed.) There was the one important perk in the Support Tree that gives you 0.5% health restoration per Focus spent, but that’s not mandatory if you have the armor enchant that gives you 2% hp/suppression per Focus spent.

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

Warhammer 40 000: Inquisitor - Martyr Crusader Build and Characteristics

By TopKek44

Here we come to an end for Warhammer 40 000: Inquisitor – Martyr Crusader Build and Characteristics hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!


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