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Techmarine CRUSHES Foes With UNSTOPPABLE Perk Combination - True Solo Absolute | Space Marine 2 скачать в хорошем качестве

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Techmarine CRUSHES Foes With UNSTOPPABLE Perk Combination - True Solo Absolute | Space Marine 2
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Techmarine CRUSHES Foes With UNSTOPPABLE Perk Combination - True Solo Absolute | Space Marine 2

This run uses Inexorable Salvo and Lethal Perimeter to give permanent no knockback. Inexorable Salvo grants no knockback when Servo Gun is active, and Lethal Perimeter makes Servo Gun last forever. By targeting an area with no enemies and never turning it off, you stay under the Inexorable Salvo buff permanently but lose Servo Gun strikes, using regular gunstrikes instead, so your secondary matters. We avoided perks tied to Servo Gun. For 2nd column we avoid Arc Cleave because it doesn't work with Omni Axe(doesn't work with Discharge and Impale). All perks on the 7th column are servo gun related. Counteroffensive Protocols doesn't work with Lethal Perimeter . The prestige perk Furious Gun Strike works only with regular gunstrikes. Testing shows no knockback improves Block Omnissian Axe, but doesn’t fix all issues—both the base moveset and perks have bugs & design issues. But I think the biggest issue is melee terminators. You can't interrupt them with light attacks even with adrenaline surge charges, discharge gets parried by their block, sprint attacks with surge charges do work, but do little damage and it is impossible to setup Rush on them since they chase you down. Axe Moveset Light 1, 2, 3 - Slow for lights but high damage with light 3 doing 2x damage. Light 2 is fastest, but combo always starts with Light 1. Bad side to side tracking, as it goes straight down & if the enemy sidesteps even a little it will be dodged. Combo List says light 3 guard breaks, but doesn't. Sprint attack - Low damage(half a light), slow startup and recovery. Increasing damage and allowing combo into Light 2 like other sprint attacks would help. Electric/Power Discharge - Good AoE and dmg(2x base 4x full charge), but needs to be initiated from slow lights. Can be interrupted before reaching it. Blocking Pincer Chaos Spawn, Melee & Missile Terminator will parry this attack. No other weapon's heavy attacks have this issue except omni axe. Works fine against blocking Warriors. Omnissian Rush - each tick does 5% of light damage & has 50 cleave. Has no knockback. Hard to make tight turns. Bugged: damaging Majoris or higher enemies during Rush, even if you didn't hit them with the Axe, cancels it, as the game mistakes it for starting Heavy Impaling. Omnissian Strike - does 2x light damage. Only 4 cleave. Less dmg on outer hitbox. Slow recovery and doesn't combo into lights. Suggestion speed up recovery, combo into light 2 and improve cleave to 10 like most sprint attacks. Heavy Impaling (Lvl 0-3) - Charged by Rush duration and starts when hitting majoris with a couple of ticks w/o being interrupted. Lvl 0 has really slow recovery and low damage. lvl1-3 have better damage but no knockback protection and are easily interrupted. Recommend no knockback, better recovery, and follow-up lights for Lvl 1-3, with Lvl 3 adding stagger. Allow us to start impale by releasing melee near Majoris or higher. Axe Perks Cleaving Strike - adds 10 AoE perk damage to lights. On top of that it has hidden buff of about 11.76% multiplicative to all melee damage. It can trigger barrels, but worth for the hidden damage buff and aoe. Static Charge - increase melee damage by 10% additive for 4s after heavy impaling any lvl. 10% additive is nothing and needing to land impaling with slow recovery means not much time to take advantage. Description is badly worded, but this is how it really works. Expose - triggers on strike and impale, not rush like description says. 15% multiplicative is good, but 5s duration bad. Make it last longer. Rampage - hit 5 with rush +20% additive melee for 10s. Hidden buff to melee damage of about 20%. free 20% damage is good, the conditional damage doesn't come up that often. Armour Siphon - stops working if you take restorative takedown and drop below 30%hp until you die & revive. 60s cd is long, reduce to 20s. Restorative Takedown - doesn't work and breaks *Armour Siphon*. Not good even if it did work. Needs to be under 30%hp and kill majoris or higher with sprint attack for armor. Redundant w/ Armour Siphon. Explosive Strike - AoE only works once per life. But the 40% (additive) damage buff is being applied to all melee attacks. AoE damage is 13.1669 explosive + 58.79 melee damage. If 15s CD worked it would be good. Iron rush - reduces most ranged damage, didn't work with sniper shots. Executioner - doesn't increase discharge damage after light. Armoured Strength - always on, even if no armor. Rapid Discharge - noticeable improvement to charge time Mighty Blast - Adds extra slam to discharge not improve damage, slam is laggy. Version 12.0 PTS Build: https://imgur.com/a/oIeTE8U Chapters: 0:00 - Mission Start and Build 2:41 - Carnifex Boss Fight 13:50 - Defend Gate 28:13 - Helbrute Boss Fight 31:05 - Blow Up Cathedral 35:16 - End game stats Map: Distruption Difficulty: Absolute Solo No Bots #spacemarine2 #spacemarines #warhammer40k

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