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GBO2 FAZZ: Support with 200% stun resistance?! скачать в хорошем качестве

GBO2 FAZZ: Support with 200% stun resistance?! 2 года назад

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GBO2 FAZZ: Support with 200% stun resistance?!
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GBO2 FAZZ: Support with 200% stun resistance?!

This video contains two matches I had with the recently buffed LV3 and LV2 FAZZ on Gundam Battle Operation 2. It is a 600-700 cost support with the combination of Shock Dampeners and LV1-3 Damage Control, insane close range DPS and stagger accumulation, a mega beam that can nearly one shot any general and high powered missiles to nuke off any knockdown. Its weaknesses would be just how extremely slow it is, being large and needing to get quite close for its optimal DPS. The FAZZ was recently buffed with +10 thrust, +2000/2500/3000 HP depending on level, +5/12/20 melee resist, LV1/LV2 Leg Buffer, LV2/LV3 Damage Control at 650/700, 12 seconds focus time on the hyper mega cannon and 300 power missiles at LV3. Both of these matches had plenty good moments, so I hope that you enjoy watching! The primary weapon of the FAZZ is a double beam rifle with 1700x2 (1800x2) power, 65% (85%) heat, 1.5 seconds cooldown, 15 seconds overheat, 0.77 seconds swap, 410m (445m) range, 2 seconds focus time and 5%x2 (10%x2) stagger value. This weapon has low stagger value on both modes but its charged shot both stuns and pierces. It retains incredible damage regardless of mode also. This weapon has ridiculous damage, where even if you immediately overheat it by firing twice you can take half HP off a general. You can combo your vulcans into this for easy damage output. Its primary melee is a hyper beam saber with 1760 power, 3 seconds cooldown, 0.77 seconds swap and standard modifiers. This weapon has poor damage but shares the same moveset and incredible range as the ZZ Gundam. Its first sub weapon is a head vulcan with 99 power, 60 ammo, 600 RPM, 6 seconds reload, 0.5 seconds swap, 200m range, 990 DPS and 6% stagger value. These share the same high DPS and stagger value of the GP02 MLRS, with them stunning in 1.7 seconds. They are incredibly oppressive in close range fighting against generals thanks to your stun resistance and they even let you stall against raids quite well. Its second sub weapon is a shoulder missile launcher with 165 power, 6 ammo, 450 RPM, 13 seconds reload, 0.5 seconds swap, 350m range and 35% stagger value. These have very low damage but have boost fire ability and high stagger value. These can easily be used to wall out enemy suits from getting closer. Its third sub weapon is a back missile launcher with 300 power, 36 ammo, 360 DPM, 15 seconds reload, 0.5 seconds swap, 400m range, 1800 DPS and 15% stagger value. These have great stats across the board with high DPS, range, stagger value and boost fire ability. The downside is the relatively slow missile travel time which makes them more practically an area denial tool or a tool to use on enemies which allies downswing. Its fourth sub weapon is a hyper mega cannon with 11000 power, 100% heat, 120 seconds overheat, 0.5 seconds swap, 800m range and 12 seconds focus time. This weapon has long focus time, overheat time and needs to stand still to charge. This makes it difficult to find the right situation to use it; but it pierces, heavy stuns and does a gigantic 11000 damage. It can often one shot or nearly one shot generals and has very long range. This is more practical to use mid fight after the buff. The LV3 FAZZ has 25000 HP, 40 ballistic/beam resist and 20 melee resist. Its durability is absolutely ridiculous after the buff; gaining extra buffers, +3000 HP and +20 melee resistance. Adding on to this, it has the combination of both LV1 Shock Dampeners and LV3 Damage Control. This means enemies need to either heavy stun you or deal 200% stun accumulation to stagger you. This makes you immune to stunlocking via range or melee. So this can make up for the low mobility just a little bit, because it is easier to get around without being stunned. This comes at the cost of 95 walking, 150 boosting, 70 thrust and 48 turning speed. Your mobility is extremely low so you can get caught out if your positioning isn't great, though your stun resist and self defence ability helps you get to the frontline unimpeded most of the time. You even have a good shot at delaying raids. Overall I feel like the FAZZ is going to be in a much better position after this buff. I never felt like it was particularly weak but this buff definitely helps keep it as more of a viable option at a cost with absolute monsters competing for the support slot. It got just about everything I was hoping for in a buff, apart from extra boosting speed. I can definitely recommend it at 600 and 650 cost if you basically want to play as a slow albeit unstoppable tank that can blast away anything in front of it. It definitely plays differently than the average support and needs playtime in it to fully take advantage of its unique strengths, but I think it can be strong when used by a player who can do that. Thanks for watching, and I hope that you enjoyed it! Music used: Fist of the North Star: Ken's Rage, Hurry On Dynasty Warriors Gundam 2, Mirage

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