Techmarine SPLITS Tyranids In Half With Xenophase Blade - True Solo Absolute | Space Marine 2
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Techmarine SPLITS Tyranids In Half With Xenophase Blade - True Solo Absolute | Space Marine 2
5 834 просмотра · 1 день назад
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5 834 просмотра · 1 день назад
In this video we revisit the Xenophase Blade on Techmarine along with trying Decapitating Stratagem with Precision Shot Servo Gun combination.
I haven't tried a Decapitating Stratagem & Precision Shot Servo combination before so I wanted to see if it was any good.
Precision Servo's strength comes from having huge burst damage and long range. It has 108 base damage in absolute and 100m activation range. This lets you have a "panic" button that you can press when you sense you are in danger, and it will just kill the high priority enemies like extremis in one salvo.
Each precision shot drains 20% ability charge. So up to 5 shots with full use. The shots come very quickly, so even if you try to stop it by pressing ability again as soon as possible, it would probably still get like 3 shots off, using about 60% charge.
This makes it hard to quickly trigger servo gun perks like Inexorable Salvo, Replenishing Salvo, and Fortifying Salvo without using too much charge. Because of this we don't take Replenishing Salvo & Fortifying Salvo and instead took the turret perk and Strategic Gun Strike.
Strategic Gun Strike makes servo gun ignore minoris and increase servo damage by "20%" for enemies 20m away. Ignoring minoris is good because we don't want to waste precision shot on minoris. The +20% damage is based on the minimal damage number which is 27. So increasing by 20% of 27 is not great. We just take it to ignore minoris.
This is why I enjoy using regular servo since it has low cooldown and doesn't use much charge before you can cancel it, allowing you to trigger the on servo gun use or kill perks frequently. And we usually trigger it from killing minoris.
Decapitating Stratagem lets your servo gun refresh 100% ability charge if you killed or incapped a majoris or higher enemy with the servo gun and it has a 90s cooldown. I don't think it's better than Lethal Perimeter though because you can't hit 10 shots on a terminus.
A big problem these perks have is that they start the game on cooldown. I don't know when this happened, but at some point perks with cooldowns started the game on cooldown. So perks like Radiating Impact and Decapitating Stratagem with long cooldowns have to wait longer to be used.
Since the inclusion of Salamanders Power Sword I felt the Xenophase Blade has been overshadowed.
It has the slowest attack speed of all power swords and has a balance parry window. The perk only benefits power rake and even though power rake is faster than power whirl you can still get punished because of how slow it is. For example against the Trygon If I commit to a power rake it can do it's unblockable and punish me. If it was Salamanders I would be spamming lights that are faster and have better recovery, letting you dodge out of them faster.
For those that don't know "attack speed" aka combo speed affects recovery time. If your weapon has faster attack speed you can do actions more quickly after attack ends. For example after a light attack from power sword and you start spamming dodge the one with the faster attack speed will dodge first.
Even though Xenophase does a lot of damage, you might miss out on a lot of it because you can't commit too hard to the power rakes or you will get punished. Rather you could have landed a couple of empowered lights from salamanders power sword, which might do less total damage, but you got the attack off still, unlike with xenophase.
Xenophase also discourages using Power Whirl due to the slow attack speed. It takes longer to enter power stance after a light. Power Whirl still has it's uses despite Power Rake getting a big buff from the heroic perk. When you are surrounded by minoris it is still better to do Power Whirl since it covers 360°. Because of this slowness you take a lot of chip damage from minoris since they can land so many hits in before your attack comes out. Where as with Salamanders you can just spam power whirl and recover all chp while killing them. And due to the balance parry window it is much harder to recover armor when you are surrounded by minoris.
Still the Xenophase does do big damage and has massive forward AoE with the power rakes which works well with Techmarine's servo gun. Even though it is slow the servo gunstrike helps protect the power rake go through. But enemies that can't get staggered by gunstrikes are just going to make it a lot harder to use.
Overall Xenophase kinda fell off, but is still very usable. I wouldn't recommend using it for the hardest content of the game, but for absolute games and easier stratagems it's fine. And of course it looks very cool.
Drip: Deathwatch Aurora Chapter
Version 14.1
Build: https://sm2meleecalc.us/b/DrtcA1Bm
Chapters:
0:00 - Build
3:39 - Call Elevator
4:29 - Admech Facility
6:52 - Melta Tunnels
9:15 - Get Brain
13:14 - Carnifex
15:12 - Outside
17:22 - Trygon
20:35 - Scoreboard
Map: Exfiltration
Difficulty: Absolute
Bots: Off
#spacemarine2 #spacemarines #warhammer40k