Assault NUKES Tyranids With Heroic Plasma Pistol & Heroic Fist - True Solo Absolute | Space Marine 2
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Assault NUKES Tyranids With Heroic Plasma Pistol & Heroic Fist - True Solo Absolute | Space Marine 2
6 564 просмотра · 16 часов назад
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6 564 просмотра · 16 часов назад
In this video we take max damage Heroic Plasma Pistol & Death's Grasp Heroic Power Fist With Ground Shake perk on Assault.
By taking all the ranged damage perks on Assault and Heroic Plasma Pistol you can do 336.4 + 13.5 damage from one charge shot. If you use your ability it increases by 50% to 452.4 + 18.1 damage.
Ample Ammunition signature perk gives 50% ranged damage on ability use.
You can oneshot ranged majoris without ability use and without incapacitating them. This is because they take 50% more from plasma damage. Melee warriors will get oneshot, but put into incapacitated state, doesn't matter if you use Jump Pack or not, but you can fly into air shot then shoot and Ground Pound them while they are incapacitated to get Zealous Blow ability refund. Chaos spawns have less hp so you can oneshot them without incap if you use ability.
You can also oneshot zoanthropes and sorcerer's into incapacitated state with ability use into plasma shot. For the sorcerer you can fly over shields and land the shot on top of him to skip the shields.
We revisit the Death's Grasp Heroic Power Fist and test out the Ground Shake perk. Death's Grasp buffs light attacks, but nerfs heavy attacks, so nerfing our charged heavies to test Ground Shake isn't that detrimental.
Usually I go with JPDA(Jump Pack Dash Attack) build with Death's Grasp, but we go with ground pound build to 1. buff the heroic Plasma Pistol and 2. have better horde clear with Zealous Blow/Ground Pound.
With dash build I usually open with JPDA into light combo with Act Of Attrition & Winged Fury giving 100% dash attack damage & 25% damage debuff(Opening with JPDA is viable with dash build because we use Furious Strikes to refund ability charge). We would be able to incap a majoris in 3 lights after, but without that perk combo, with either JPDA or regular dash attack it takes 4, which gives them enough time to land an attack. Because of how slow the lights are, it forces you to parry and slow down the TTK. Just for this I prefer the dash build. Death's Grasp has the same speed as Balance Powerfist, which I think is a tad slow for light attack focused weapon. I think a small speed increase would be good, not as fast as fencing, but faster than balance.
Power Fist also lacks perks that buff light attacks. Which doesn't help this Heroic variant. Actually it has one perk, but it is terrible so it might as well not even exist. It's called Combo and it increases the next light attack by 10% additively after chaining from a heavy attack. It applies to only one attack and the damage buff is so minuscule, that it isn't even worth forcing. If the damage buff was at least 80% then we might be talking.
I finally tested Ground Shake and it was as bad as I knew it was. It has a really slow and clunky animation and it doesn't have any range. If you make contact with actual fist you do more damage, but usually you'll just hit with shockwave and that does the same as thrust jab. But thrust jab you have range. This isn't even taking tide of battle into play, it feels like it has less than 10m range. It would seem like it would have horde clear, since it's slamming into the ground, but the AoE is bad. It does have 12 cleave, but having bad radius hurts it. It also doesn't work with following blow and when you try you just get charged heavy.
The other part of Death's Grasp perk is the gunstrike marker after melee finishers. After a finisher a gunstrike marker will be put on a random majoris or higher enemy that is within 15m. This perk also increases the finisher damager radius by 50%. Usually this is 10m, but this perk increases it to 15m. This because the perk uses the finisher damager radius to apply the gunstrike marker. If there is some bug or terrain issue with this finisher damager then the gunstrike marker will not be applied.
The problem with 15m radius is that ranged enemies tend to run away and by the time the finisher animation is done they are too far away to have gunstrike mark applied. Doing finishers also slows down the run. This is why I like faster finishers on Termagants or minoris jumping at you with Death's Grasp. These finishers are fast enough to get the gunstrike marker on a running ranged majoris. Unfortunately chaos doesn't have a minoris that can be finished like Termagant.
I would like the gunstrike marker range be increased by another 5m.
Overall this is a fun build that is mainly using the heroic plasma pistol. With this build you will likely do more ranged damage than melee damage. Making it the best ranged assault build.
Drip: Pre-Heresy Emperor's Children
Sorry, I use the incorrect voice, it should have been Vespasius.
Version 14.2
Build: https://sm2meleecalc.us/b/3Fv2DEqq
Chapters:
0:00 - Build
4:44 - Carnifex
8:00 - Plant Meltas
11:25 - Get Brain
11:37 - Triple Lictor Into Perfect Dodge Bug
21:20 - Trygon
24:06 - Scoreboard
Map: Exfiltration
Difficulty: Absolute
Bots: Off
#spacemarine2 #spacemarines #warhammer40k