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Heavy ROASTS Majoris Swarms With BUFFED Pyrecannon In Hard Weekly #61 - True Solo | Space Marine 2

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Heavy ROASTS Majoris Swarms With BUFFED Pyrecannon In Hard Weekly #61 - True Solo | Space Marine 2

2 912 просмотров · 13 ч назад
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2 912 просмотров · 13 ч назад
In this video we take buffed Pyrecannon on Heavy to Weekly Stratagem 61. Conditions: Effective Taunt - Every wave has enraged Majoris enemies Major Challenge - The number of Majoris enemies spawned is heavily increased. The number of Minoris enemies spawned is heavily reduced. Deep Pockets - Аmmo Reserve is doubled Map: Decapitation As noted last video the devs restarted the weekly rotation and we are redoing past weeklies. This is disappointing because they have many combinations that have not been done yet and they've already ran out of handcrafted weeklies. If they didn't have any new condition combinations at least change the map. These conditions could've worked on any other map and that would at least be a little different. Effective Taunt is not a big deal, only causing one majoris to enrage in a wave. Compared to Crucible which has at least 3 enraged enemies. Major Challenge seems to be bugged in public lobbies. Only after playing with this modifier around 3 times, was there a substantial difference in Majoris spawns. In the scoreboard I only got 289 kills total, but did a ton of damage. That means there were hardly any minoris spanws. The most we got was from the scripted defense section. Deep Pockets is kinda needed with the amount of majoris spawns we get. Without a lot of extremis spawns Heavy can struggle with ammo. Pyrecannon received a 10% damage buff in patch 15. Which is okay since the base damage is pretty low. Most of the damage comes from the burn, but when stacking all the damage buffs the direct damage starts to do a pretty good amount. So I tried Thermal Boost to get 15% damage when halfway overheat or at half ammo. Since we are using the venting version it takes a while to go halfway overheat, so the uptime for the buff wasn't great before going to half ammo. With Deep Pockets when we hit half ammo there is a still a huge amount left and those all get buffed. The burn is pretty good against Enraged Sword Warriors now since they can be guard broken in patch 15. Triggering burn will break their guard. I exchanged a shock nade for a pyrecanister early in the game, but it would've been better to keep shock nade, since the burn from pyrecannon and pyrecanister don't stack. With shock nade you have more charges, longer throwing range, no need to gunstrike, and the slow & damage stack with burn. Pyrecannon's weakness is still low CHP. A difficult enemy to deal with are the Warriors with Devourers, which surprisingly I didn't run into at all during this run. But when you do run into them, you can't trade with them, because you don't get enough CHP back. You have to wait for your Iron Halo to be up before engaging a swarm of them. It's doable but takes more time. For the secondary we took Heroic Bolt Pistol for taking out ranged majoris that run away and zoanthropes. Everything else is typical Heavy perks. This guy needs the rework and the extra row of perks pretty bad. Drip: Salamanders Version 15.2 Build: https://sm2calc.us/b/LfywrvyR Chapters: 0:00 - Conditions & Build 6:27 - Carnifex 10:33 - Plant Charges 16:28 - Bridge Defense 20:24 - Station Ducts 23:06 - Hive Tyrant 26:26 - Scoreboard #spacemarine2 #spacemarines #warhammer40k