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GBO2 Dag Doll (Post-Buff): Untouchable 700 cost support! скачать в хорошем качестве

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GBO2 Dag Doll (Post-Buff): Untouchable 700 cost support!
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GBO2 Dag Doll (Post-Buff): Untouchable 700 cost support!

This video contains two matches I had with the recently buffed Dag Doll on Gundam Battle Operation 2. It is a 700 cost support with absolutely incredible self defence ability thanks to multiple spammable stun options, two melee weapons, incredible burst damage when using its Psycommu Amplifier touchpad skill, a really small frame compared to other 700 LV1 supports alongside also having access to Resist Move. Its main weaknesses would be that it has less burst damage than other supports when not using the Psycommu Amplifier alongside its funnel type weapons being forcefully overheated for twice the normal time once the timer on the amplifier runs out. This suit was recently buffed with +1000 HP, +15 seconds before the Psycommu Amplifier skill expires, 80% heat and 15 seconds overheat time for the shield beam launcher, 700x5x2 damage for the amplified funnels, 35%x5 stagger value for the amplified dag leader weapon and more range for the beam spear downswing. I hope that you enjoy watching! Its primary weapon is a beam rifle with 2200 (3000) power, 80% (95%) heat, 3.5 seconds cooldown, 15 seconds overheat, 0.77 seconds swap time, 500m (675m) range, 4 seconds focus time and 10% (20%) stagger value. This is a pretty typical instant stagger weapon, it can safely be overheated if need be. Its primary melee weapon is a beam saber with 2400 power, 2.5 seconds cooldown, 0.77 seconds swap time and standard modifiers. This has mediocre power on its own, but it is easy to use since the MS has balancers and two melee swings. Its first sub weapon is a head vulcan gun with 120 power, 30 ammo, 450 RPM, 10 seconds reload, 0.5 seconds swap time, 200m range, 900 DPS and 7% stagger value. These don't have much ammo and have just alright DPS, but they can stagger in just 2 seconds. Its second sub weapon is an abdominal spread cannon with 400x6 power, 100% heat, 12 seconds overheat, 0.5 seconds swap time, 200m range and 35%x6 stagger value. This fires a shotgun-like blast with high stagger value and the ability to be fired while boosting. Its third sub weapon is a shield beam cannon with 650x4 power, 80% heat, 5 seconds cooldown, 15 seconds overheat, 1 second swap time, 450m range and 5%x4 stagger value. This instant staggers with good damage and range. Its fourth sub weapon is a lock on funnel with 600x5 (700x5x2) power, 100% (50%x2) heat, 2.5 seconds cooldown, 12 seconds overheat, 0.77 seconds swap time, 300m (350m) range and 25%x5 (25%x5x2) stagger value. These have modest damage output but pretty good range and stagger value, but when the Psycommu Amplifier is active they can output ludicrous damage and stagger accumulation. Its fifth sub weapon is an AoE funnel with 1000x5 (1500x5) power, 100% heat, 15 seconds overheat, 1 second swap time, 300m (400m) range and 25%x5 (35%x5) stagger value. In both modes these funnels work the same, an AoE electric attack is temporarily placed wherever you aim the reticle towards, which can quickly stack up damage on restrained enemies. Its sixth sub weapon is a beam spear with 2550 power, 4 seconds cooldown, 1 second swap time and 90%x2 downswing modifier. The downswing has the same animation as the Zeta's spear, but with more reach. The Dag Doll has 26000 HP, 32 ballistic resist, 35 beam resist and 25 melee resist. It has well above average HP and defensive stats despite its small stature, making it quite durable. This durability is further enhanced by LV1 Damage Control, a 30% damage reduction back buffer, a 30% reduction shield buffer alongside access to LV1 Resist Move, which acts the same as Emergency Evasion but you can still take damage while rolling. In terms of mobility it has 135 hover speed, 210 boosting speed, 70 thrust and 69 turning speed. It has access to LV2 Forced Injectors, giving it average mobility for a 700 cost support. It has a unique skill called LV1 Psycommu Amplifier, this is activated via the touchpad and boosts the performance of your funnels for 40 seconds. Once it expires, your funnels are forcefully overheated for twice the normal length. Overall I feel like the Dag Doll has went from being mediocre into actually being quite good. It already had pretty good self defence ability before the buff, but getting resist move, better shield beam heat and more time in psycommu amp mode means that this self defence ability has became pretty absurd. Melee raids will have a tough time approaching it in a meta where they are already very difficult to use because of suits like Banshee Norn and Sinanju. I have no real complaints about Dag Doll now, I genuinely feel like it can now play on about the same level as the other 700 cost LV1 supports. At the risk of sounding greedy though, I would have liked to see the melee swap times and melee damage buffed a little, but this might have made it too much I guess. Thanks for watching, and I hope that you enjoyed it! Music used: RefleX, Time of End Dynasty Warriors Gundam 2, A Good Thing is Possible

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