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The perk "Shockwave" adds 5m AoE damage to Grapnel Kick, but the AoE damage is double that of the main target damage. So for example base dive kick in absolute difficulty is 112.8 damage. So it will deal 225.6 damage to the surrounding units. With Tenacity active the main damage goes to 259.43, double that and it does 518.86 in an AoE. Tyranid Warriors have 308 hp so you would one shot all surrounding Warriors in a 5m radius around the main target. The chaos majoris have even less health so it should work on them as well. But there is a weird interaction with shockwave and flying units like zoanthropes and neurothropes. If you grapnel kick a zoanthrope or neurothrope it does both the main target damage and shockwave damage to it. Effectively tripling your damage on them. So a tenacity buffed dive kick on a Neurothrope would do a total of 778.29 damage. I think Bolt Carbine is the best weapon to pair with "Tenacity". It gives your kick a 130% buff after killing a majoris or higher with a ranged weapon, with 15 second cooldown. Bolt Carbine can kill majoris enemies or even extremis enemies up close to gain the buff. Other options like occulus & instigator bolt carbine are better for mid to long range, so they are not so good when a bunch of melee warriors are barrelling down on you. Block Axe Is amazing this patch. You can do power back step off a perfect block and combo into running attack out of it. Power back step can stagger almost any unit(similar to adrenaline surged attacks), you don't even need to full charge adrenaline surge. They also put a fork in the later part of the perk tree. This buff puts it up to A+ tier for me. Previously I would have put Block axe as C-tier for vanguard (it was better with assault and bulwark because they had abilities to take advantage of it. they were at B tier). Fencing version was A tier before, but this new block version is even better. New Equipment: Sanctified Wrath: So after putting some more time with this new equipment I don't really feel the value of it over other equipment. It's fine, but provides too little compared with the other equipment. 1st it only has one charge, 2nd the knockback effect has small aoe. 3rd I don't think the melee buff does enough. 25% melee damage for 15 seconds seems like a lot, but it's hard to take advantage of it, since you still need to play defensively. Those 15 seconds might go to waste if you have to dodge and block a lot. I would say during this duration also add adrenaline surge charged knock back so you can go crazy during that time period. If the duration needs to be nerfed that is okay. Also from testing I found the 25% damage buff goes off the base damage of your weapon, not the version you are using. Also it does not increase dive kick damage. Version 11.0 PTS Build: https://imgur.com/a/eHYCB0k Chapters: 0:00 - Intro 0:34 - Mission Start & Build 3:52 - Biovore & Zoanthrope 4:20 - Carnifex Boss Fight 10:00 - Dispatch warhead & advance to Train 10:50 - Neurothrope Boss Fight 12:15 - Finish Up Lictor & Ranged Warriors 15:22 - Double Zoanthropes 18:11 - Biovore & Lictor 21:50 - Train Defense 25:23 - Lictor & Ravener 29:47 - End game stats Map: Ballistic Engine Difficulty: Absolute No Bots Settings: Resolution: 2560x1440 Render Resolution: Quality FPS Limit: 120 Quality Preset: High Motion Blur: Off FOV: 1.20 #spacemarine2 #spacemarines40k #spacemarines #warhammer40k #warhammergames