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Assault SMASHES Tyranids With BUFFED Heroic Fist in Weekly Strat 59 - True Solo | Space Marine 2

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Assault SMASHES Tyranids With BUFFED Heroic Fist in Weekly Strat 59 - True Solo | Space Marine 2

15 216 просмотров · 3 дня назад
For4
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15 216 просмотров · 3 дня назад
We take the Buffed Heroic Deathwatch Power Fist with Assault GP Build to Weekly Stratagem 59. Conditions: Avenger - Last brother standing temporarily gains a significant increase to attack and defence Shadow of the Warp - Squad Members can only see 30 metres in front of them. The rest is covered in darkness. Hunted - An unkillable Lictor constantly pursues you. Dealing enough Damage scares it away for a brief time. Map: Inferno This is a repeat of the 1st & 12th weekly stratagem. Avenger has no affect in true solo. In teams you get +300% damage & +60% damage reduction when your teammates are down. Shadow of the Warp reduces vision to 30m. Make sure to use ping function to mark enemies and objects far away. The Hunted condition spawns an undying Lictor. After taking enough damage, it retreats temporarily before returning with full HP. It differs from a regular Lictor in several ways: Appearance: Its eyes are red rather than green. Stealth: It is more relentless, taking longer to return to stealth after disengaging: 8–13s, compared with 6–7s for a regular Lictor. Health and retreat: It has 1,000 HP and can't be killed. When its health drops below 1 HP, it attempts to retreat. If it's in the middle of a combo, it finishes the combo before leaving. Parrying an attack during this final combo will not stagger it. This can happen often with burn damage from the Melta Fist. The Lictor returns 2–3m later at full health. Damage resistance: It takes 20% less ranged damage and 70% less gunstrike and explosive damage. It also cannot be staggered by gunstrikes during many of its attack strings. After a parry, you’re generally better off following up with a melee combo or ranged damage instead of a gunstrike. Gunstrikes can leave you unable to hip-fire—and vulnerable to punishment—while their reduced damage also means you restore less contested health (CHP). Grab attack: Its grab takes a while to prepare. The Lictor hangs on a wall for about 3s before striking, giving you time to shoot it down. Enemy type: It counts as an Extremis enemy, so perks that deal extra damage to Extremis enemies work against it. The Deathwatch Power Fist received some buffs in patch 15. First it can chain from one Melta Blast into another, if you don't aren't using Following Blow. You can also chain from a regular Heavy attack into it, which includes the Following Blow uncharged Heavy. It got a bug fix, where the Melta Blast was not getting buffed by perks that increased melee damage on certain enemy tiers, like Majoris Slayer. For this build we have Majoris Slayer, Knowledge of the Enemy & Strategic Strikes, which is a lot of damage gained from this fix. There are serveral stealth changes tas well. Melta Blast can now restore CHP which is big, even though it doesn't restore for all enemies hit just one. It also no longer blows up environmental hazards like explosive barrels, no more accidental self kills. It can generate a gunstrike marker from hitting an incapped majoris or higher. And it triggers "On Melee Kill" perks. I've tested with and without Following Blow perk, and "with" is a lot better. Despite the damage buffs to the Melta Blast, the Charged attacks are still the main tool due to damage and range. Chaining B2B Melta Blasts is cute but not gamechanging. Following Blow lets you finish enemies from afar. For example if you do a full charge attack, then Following Blow will allow you to hit the enemy and get a gunstrike, or if you add a slight delay to it you can just kill them with the Following Blow. The Melta Blast only has 10m range, so you won't be able to do it without following blow. Treat Melta Blast as more of a utility tool rather than the main plan. Thrust jab from 20m away is still the main plan with this weapon. Melta blast has more cleave, a wider cone and starts further back which allows you to hit zoans/neurothropes more easily than thrust jab, but if you do it to a paired zoan it will shield itself due to the burn damage, and clears more minoris than thrust jab. But due to long startup timed compared to quick heavy, you can get hit before the attack goes. One of power fists weaknesses is poor CHP. None of it's attacks get CHP from hitting multiple enemies, so a swarm of minoris if not cleared from afar can cause a lot of chip damage. We use GP spam build to help with this instead. Melta blast from stance is still useless, the extra damage is not enough. I suggest giving it 15m range and make it doable from sprint attack. Light3 has visual bug and shows it's ready when it's not. Stance Melta blast from light2 chains into following blow when tapping melee instead of holding. Drip: Deathwatch Raven Guard Version 15.1 Build: https://sm2meleecalc.us/b/msxQg4kq Chapters: 0:00 - Conditions & Build 3:00 - Neurothrope 9:55 - Camp 12:41 - Fields 18:26 - Defend Generators 24:31 - Roofs 27:03 - Final Defense 29:14 - Carnifex 35:39 - Scoreboard #spacemarine2 #spacemarines #warhammer40k