Tactical VAPORIZES Chaos Swarms With Double Plasma Build in Weekly #56 - True Solo | Space Marine 2
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Tactical VAPORIZES Chaos Swarms With Double Plasma Build in Weekly #56 - True Solo | Space Marine 2
11 439 просмотров · 4 дня назад
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11 439 просмотров · 4 дня назад
In this video we take Tactical with a Double Plasma build into Weekly Stratagem 56.
Conditions:
Depleted Armour - No Armour Boosts are available, and Squad Members only have one Armour Segment
We Stand as One - Medicae Stimms also heal Squad Members within a 5-metre radius
Larraman Cells - "Health is passively restored at a slow rate
Map: Obelisk
This weekly is a repeat of week 11, and it's pretty straightforward. It was a while back so there have been a lot of changes, mainly terminator sorcerer.
The only negative condition is Depleted Armour which has the player only have one armor. This is a pretty big downside and you will get caught in scenarios where you have no armor and take a ton of damage. The biggest one to watch out for is enraged Tzaangor Enlighteneds. Their disk attack will oneshot you if you have no armor, no matter how much hp you have. It also makes armor boosts not spawn, which is actually a good thing since it will allow more ammo boxes and stimms to spawn.
Larraman Cells just heals you constantly as long as you haven't taken damage in a while. Even so, without armor you can get oneshotted, so still need to be careful.
We Stand as One only has 5m radius, which makes it difficult to coordinate with teammates. You are only going to get value out of this if team is coordinated. Since we have larraman cells healing out of combat doesn't matter. You would need to heal in the middle of battle to get value out of this.
For build we went with a simple double plasma build with the Charge Speed Plasma Incinerator and Heroic Plasma Pistol. They have fixed the Kraken Penetrator Rounds from working with Plasma last patch so we went back to the standard Plasma Boost perk. If you have 30% heat generated, your plasma shots get boosted by 40%. This affects both Primary and secondary. It also makes your charged plasma shots cost 1 less.
Plasma Incinerator is weaker without the kraken rounds tech, but it's still serviceable. It only being able to fire 3 shots before overheating is a big downside. If we just got the Charged Cooling perk back and replaced one of the useless perks like Balanced Cooling or Common Efficiency, it would be a lot better off.
Heroic Plasma Pistol can fire twice before overheating if you pick Charged Cooling perk. The first shot won't get buffed by Plasma Boost unless you hold the charge until heat builds to 30%, but that means you will not get the 2nd shot. To get the most value try to get the 2nd shot off to get is boosted by 30%.
For melee we just went with white scars chainsword.
Drip: Iron Hands
Version 14.2
Build: https://sm2meleecalc.us/b/3SYQOZKn
Chapters:
0:00 - Conditions & Build
1:32 - Terminator Sorcerer
5:34 - Bridge
9:50 - Tomb Of Darkness
14:20 - Terminator Sorcerer 2
18:46 - Final Section
24:36 - Scoreboard
#spacemarine2 #spacemarines #warhammer40k