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So the last point is super relevant as I've played a lot of voidtech. It's extremely hard to get DI up to level 4 on an alive target. You need to hit them a minimum of 4 times with a DI causing attack/ability, get no resists at all (you will get resists) and have them survive all of that. Basically never happens unless you are attacking enemy commanders with like 3 scouts or terrible damage units who all have the di causing mod on.

That being said if you have a target that is alive and has di 4, then either don't use a repeating attack or use the repeating and kill them anyway cause they are probably almost dead.

DI4 was only proccing at the beginning of the enemies' turn for me, all my repeating attacks were hitting fine. The only thing interrupting repeating attacks was quantum avatar as far as I could tell. I did have combat at max speed though. Was I seeing that wrong or am I reading your post wrong?
 
Testing Kir'Ko + Voidtech atm, very spicy. 2 Frenzied, 2 Transcendent, 1 Hidden / Phase Manipulator + Melee Hero as standard stack steamrolls everything. Turns out being able to run through obstacles with your melee dudes is really good, especially in those ubiquitous siege battles. And you have a lot of tools to gain positional advantages, like shrouded step, abduct, rescue and various "shuffle" ops. Later on you get Heavy Units with Avatar mod, but I generally feel that those are never tanky enough and I stick to secret tech units and cheap Tier 1&2s.

There is also a "hidden" bonus in that you really only need very few techs to make this work.

I can't recommend Quantum Avatar Engulfers enough. I may be fighting into the perfect force for them (Celestian Dvar, so 30-40% Light Bringers and their colony turrets don't shoot flying), but it feels like I could win any battle. I've got mine kitted out with amazon regen mods and some damage mod that doesn't seem to be doing much.
 
Why, uh, do people seem to think Dvar and Promethean go together so well? I understand there's some volcanic themeing, and Dvar Promethean units get Plasma Mastery for +20% damage, which is not insignificant, but that's it. The early game Thermal targeting synergy goes for almost everyone else, I think.

Dvar have explosive weapons tree, exclusive to them at the moment, and nothing in the Promethean tree has anything to do with it. The Plasma weapons from Purifiers and Phoenix Walker count as thermal for resistance, but not thermal or laser, kinetic or firearms, Explosive, psy, arc, or bio for the benefits of weapon mods. You have to upgrade damage from within the Promethean damage tree, or not at all. Engineers still suck, even after upgrades, but it feels like Tenchers with range and flechette or fireburst outperform purifiers, even with the bonus damage. Plasmids can take Ironbreaker modifications, but not the Super Powered Pistons mod from later in the Dvar tech tree, and the Phoenix Walker doesn't get any of the melee mods. Though some melee hero skills still proc when in a phoenix walker suit, Dvar don't really get melee hero skills outside of their tech. In order to get max damage out of a Hero in a Phoenix walker suit, you need either to stack +30% damage features from mods that key off your secondary weapons, or recruit a Kir'ko or Xenoplague to wear the suit.

Not only that, but the Promethean doctrine that cancels volcanic penalties is somewhat mellowed by the Dvar racial colony building that does the same thing. And all the techs and units that turn a sector volcanic are already in the Dvar tech tree, instead of the promethean.

I'm looking at trying Dvar/Voidtech. It looks like it shores up a bunch of Dvar weaknesses, like speed. The mod to teleport a unit and leave an action point behind seems like it'd work well with many Dvar single-fire shooting and melee attacks, and one of the lategame voidtech vehicles/hero vehicles looks like it benefits from the Firearms tree AND can provide a fast(ish) moving response force.
 
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One thing I noticed is that Assembly works rather well with Xenoplague. There is some overlap in terms of abilities, but most Xeno abilities goes with any Assembly unit, and you can stack some of the survivability mods for truly gross results.

"Dvar have explosive weapons tree, exclusive to them at the moment, and nothing in the Promethean tree has anything to do with it. "

Not quite, the Inciendary explosives mod applies burning, which helps with Promethean (as does the similar one for the Firearms group, which means Dvar is the only race who can convert both their damage channels into "set people on fire" mode)

but it feels like Tenchers with range and flechette or fireburst outperform purifiers, even with the bonus damage.

The Purifiers are a so-so frontline unit, but their Launch plasma bombs ability is absolutely devastating, long range, good damage, and leaves thermal hazards.
 
Some Dvar Promethean synergies not mentioned in the above posts:

- Dvar can inflict concussion quite easily which combines well with the plasma weaponry that leaves behind burning ground.

- Dvar gets a T5 mod that allows the Foreman/Baron to resurrect a mechanical unit which is amazing with a Phoenix Walker.

Other than that the 20% extra damage seems to be mentioned as an aside but it's really strong. Also the thermale targeting is better for Bulwarks than other units because they lack a bit of accuracy and have high base damage to work with.
 
Laser’s FIRST mod applies burning doh.

Dvar don't have lasers, and for eg. Amazon they don't have a way to get thier bio to inflict burning.
 
Why, uh, do people seem to think Dvar and Promethean go together so well? I understand there's some volcanic themeing, and Dvar Promethean units get Plasma Mastery for +20% damage, which is not insignificant, but that's it. The early game Thermal targeting synergy goes for almost everyone else, I think.

Dvar have explosive weapons tree, exclusive to them at the moment, and nothing in the Promethean tree has anything to do with it. The Plasma weapons from Purifiers and Phoenix Walker count as thermal for resistance, but not thermal or laser, kinetic or firearms, Explosive, psy, arc, or bio for the benefits of weapon mods. You have to upgrade damage from within the Promethean damage tree, or not at all. Engineers still suck, even after upgrades, but it feels like Tenchers with range and flechette or fireburst outperform purifiers, even with the bonus damage. Plasmids can take Ironbreaker modifications, but not the Super Powered Pistons mod from later in the Dvar tech tree, and the Phoenix Walker doesn't get any of the melee mods. Though some melee hero skills still proc when in a phoenix walker suit, Dvar don't really get melee hero skills outside of their tech. In order to get max damage out of a Hero in a Phoenix walker suit, you need either to stack +30% damage features from mods that key off your secondary weapons.

Not only that, but the Promethean doctrine that cancels volcanic penalties is somewhat mellowed by the Dvar racial colony building that does the same thing. And all the techs and units that turn a sector volcanic are already in the Dvar tech tree, instead of the promethean.

I'm looking at trying Dvar/Voidtech. It looks like it shores up a bunch of Dvar weaknesses, like speed. The mod to teleport a unit and leave an action point behind seems like it'd work well with many Dvar single-fire shooting and melee attacks, and one of the lategame voidtech vehicles/hero vehicles looks like it benefits from the Firearms tree AND can provide a fast(ish) moving response force.
Not everything works together, but they get a reasonable amount of synergies compared to most other combinations. The only combination that is completely synergistic is probably assembly + voidtech (offers melee, arc, and firearms). I think Dvar+promethean is a slightly above average option when taken together, beaten out by synthesis and voidtech but a little better than the rest. The only option that is a weaker choice for the Dvar would be psynumbra.
 
Thermal Targeting doesn't seem to work with Dvar more than other races, since everyone seems to have access to at least one source of burning, but I guess it could be argued that Vanguard and Dvar get burning on ALL their techs.

I suppose I could be burning more sectors with Dvartech and using the PyrX absorption plates to invade, and using the Promethean anti-volcano doctrine on colonies and captures.

I'm sure Dvar is the optimal way to play Promethean, I'm just not convinced Promethean is the optimal way to play Dvar.
 
I'm sure Dvar is the optimal way to play Promethean, I'm just not convinced Promethean is the optimal way to play Dvar.
I'm not sure. I think there's a degree to which the 20% boost was provided because Dvar and Promethen already have a lot of overlaps (as someone pointed out, for instance, the Promethean ability to withstand volcanic terrain is less important when you're already able to do that). Amazon and Vanguard Purifiers both have their own benefits, and I think both have their own synergies which might outweigh a flat damage bonus.
 
I'm not sure. I think there's a degree to which the 20% boost was provided because Dvar and Promethen already have a lot of overlaps (as someone pointed out, for instance, the Promethean ability to withstand volcanic terrain is less important when you're already able to do that). Amazon and Vanguard Purifiers both have their own benefits, and I think both have their own synergies which might outweigh a flat damage bonus.

It's not an overlap, though. Dvar are actually the race to benefit the most from that doctrine, albeit it is in the endgame. It allows the Dvar to make good use of their mountain spawning terraform op, as it spawns a fire hazard along with the mountain. Using the op you can make a 5 sector ULTIMATE FORTRESS colony that has hazards that your colony AND your thermal resistant units aren't bothered by.

I'm sure Dvar is the optimal way to play Promethean, I'm just not convinced Promethean is the optimal way to play Dvar.
Synthesis and Promethean are the only secret techs that cover Dvar's early game weaknesses, those being lack of healing on mechanical units and low accuracy. Without them you're sentenced to rolling out expensive Trenchers that cost 10-15 Cosmite and will be completely useless late game.