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Back with some coop to mix things up - props to my teammates for this run, @Whippersnacker and @SpoonRacing20. Trying out a Thunder Hammer Bulwark build this time round, and it's a whole lot of fun - I've seen a lot of builds floating around that hold onto Intimidating Aura, which is understandable given how powerful it is, but if you go all-in on Forward Momentum, Concussive Force and Merciless Resolve with a Block Hammer, you get a Pommel Smash-Ground Slam-Ground Slam combo that will put almost Majoris straight into execute, with the Stagger Resist to pull it off. Funnily enough, this ends up playing closer to an Assault than your traditional Bulwark build, living from execute to execute - a very aggressive and unique playstyle for Bulwarks! If you're looking to team up with other like-minded players, come join us on Discord via this link here: / discord ________________ Build: FORWARD MOMENTUM, CONCUSSIVE FORCE and MERCILESS RESOLVE combine to give you a +100% damage bonus to your Pommel Smash followed by a 45% damage bonus for 10s - this is the heart of the build, giving you a very powerful combo with a Pommel Smash into 2x Ground Slams that can put most Majoris into execute. That means bottom row for the Hammer perks, picking up SEISMIC CHAIN for the double Ground Slam and DEAD END for the +50% Pommel Smash damage. A couple of pointers though - first off, the bonuses cannot be refreshed if already active, meaning you'll need to wait for the buff to wear off before proccing it again. You'll find that the full combo + an execute animation and another action like an Aftershock will usually take up those 10s, so you can settle into a sort of rhythm. Secondly, do note that all the "do not lose control upon taking Heavy Hits and cannot be knocked back" perks are not an actual immunity, but rather a resistance - certain heavy hits will knock you out of your combo, so you'll have to recognise which attacks have to be perfect blocked or dodged instead. With such a "tank a hit to land a hit" playstyle, Armour Generation is a must - ARMOUR REINFORCEMENT is goated as ever, but you'll have to rely on Perfect Dodges to proc your gunstrikes. This is more practical than you'd think with a Block Hammer, as you can cancel chargeup animations like Aftershock's into a perfect dodge. I've also gone with RAPID REGENERATION for the faster but shorter duration banner - with how aggressively this build moves from one target to the next, I prefer a banner that can quickly max out my armour so I can get back to hunting with the hammer. The more dodge-centric playstyle also gives you more control over DEFENSIVE MASTERY, as you can save your perfect blocks for when you really need an Extremis dead. Without a shield to tank ranged fire, SCRAMBLED TARGETING makes a lot more sense. Lastly ADVANCED CONDITIONING can give you the edge in Contested Health exchanges - since we're taking the bottom row of Hammer perks, we're missing out on the bonus Contested Health perk there, so we're relying on our Plasma Pistol charged shots to get health back. For Prestige Perks, we're dropping , and instead taking RESILIENCE for the bonus Stim heals, OVERCHARGE to buff our Ground Slams and Aftershocks, POWERFUL SHOT for bonus ranged damage and EMBOLDENED STAND for that extra tankiness in our banner. ________________ 00:00 Intro 01:30 Wave 1 03:40 Wave 2 08:00 Wave 3 10:50 Wave 4 14:15 Wave 5 20:30 Wave 6 24:10 Wave 7 28:00 Wave 8 31:45 Wave 9 35:35 Wave 10 40:30 Wave 11 44:00 Wave 12 50:05 Wave 13 55:55 Wave 14 01:03:00 Wave 15 01:10:35 Mission Stats 01:10:55 Build