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Techmarine BLOWS UP Tyranids With Max Explosion Build In Weekly Strat 54 - True Solo| Space Marine 2

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Techmarine BLOWS UP Tyranids With Max Explosion Build In Weekly Strat 54 - True Solo| Space Marine 2

8 514 просмотров · 2 дня назад
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8 514 просмотров · 2 дня назад
In this video we take Techmarine with all explosives perk build and grenade launcher Heavy Bolt Rifle into Weekly Stratagem 54. Weekly Stratagem 54 is a repeat of week 44 and features a bunch of conditions related to explosions. Conditions: Shockwave Plating - Nearby Explosions restore armour Booby Trap - Majoris-level and higher enemies explode upon death and deal Damage to Squad Members Detonation Risk - Exploding objects are more common and much more dangerous in terms of radius and Damage Map: Inferno Shockwave Plating grants you one armor when hit by explosions or environmental hazards. This lets you safely blow up barrels and throw grenades at your feet, sometimes strategically to recover armor, but only if you actually get hit by the explosion, not just be in the radius. I-framing avoids the armor gain, so you need to be staggered to activate it. Shockwave Plating doesn't prevent damage from Booby Trap. That's because Booby Trap doesn't deal actual explosive damage, it deals melee damage with an explosive VFX. It does 5 base damage (increased to 6.5 with a 30% damage boost from hard strats) and has a 10m radius. This means you need to back off after each kill, or you'll take damage unless you use an iframe finisher. Detonation Risk triples hazard spawns and doubles their damage and radius. With Shockwave Plating, this no longer hurts us, instead, it becomes an advantage and lets us gain armor off of them. We can use the barrels to deal massive damage and clear swarms thanks to the large radius. For the build we went with an all out explosives build by taking every equipment related perk AKA the blow shit up build. Explosive Enfilade : 15% ranged damage boost after using equipment for 10s and lets you use default bolter servo gun Methodical Destruction : Enemies hit by equipment take 25% more damage for 10s. Frags are best for applying this debuff due to range and AoE. Explosives Adept : increase grenade damage by 50%. Helps kraks oneshot majoris without incap and zoanthropes. Only affects the initial explosion so things like shock and pyre canister won't get the tick damage buffed. Combat Squad Resupply : Adds 1 equipment charge (excluding Melta). Decent, but not great. Replenishing Salvo : Reliable 75s cooldown for equipment regen, good even outside equipment builds, especially since it can trigger on Minoris kills. Blast Radius : Increases equipment radius by 15%, useful for hitting Minoris before damage falloff, but doesn't increase the number of units hit. For example, Melta Bomb hits 30 units, so extra AoE doesn't help with hitting more units. On top of that we took the Heroic HBR, which has a grenade launcher which can also restore armor if you are withing the explosion radius. This one doesn't stagger you like other grenades. So you can use it in a pinch to survive. We took inferno pistol for the secondary to deal with minoris swarms, since we took Argent Edge for melee which is not great at horde clear. Since the enemies explode on death we wanted to avoid meleeing, so Argent Edge is the best option since it's just a really good parry stick. We do use shadow stab with servo gunstrike setup occasionally, but it's not that effective due to not picking up Arc Cleave. This has been the 2nd repeat weekly in a row. We were supposed to get Reliquary with cursed relic from the datamines, but I guess they thought that was too toxic. This repeat wasn't difficult, but I wouldn't say it was that fun either. That's because I'm not a fan of Booby Trap. Booby Trap makes playing melee difficult unless you take all finishers. Don't like doing that since it slows down combat drastically. Like you wouldn't be able to cleave through a bunch of majoris with powersword power whirl or you would die. Usually would be able to kill 3 in a row, but now it gets slowed down into 3 finishers, and most of the time one of them wakes up from incap. If they reworked it to actually be explosive damage that can hurt their allies it would be a lot more fun causing chain explosions. Wouldn't even mind if it didn't work with Shockwave Plating. Drip: Deathwatch Marines Malevolent Version 14.2 Build: https://sm2meleecalc.us/b/KvXGUYUN Chapters: 0:00 - Conditions & Build 5:05 - Guard Camp Search 8:17 - Promethium Fields 11:09 - Defend Generators 15:24 - Carnifex 18:58 - Final Defense 21:22 - Carnifex 2 26:45 - Scoreboard #spacemarine2 #spacemarines #warhammer40k