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In this run we use Techmarine Precision Shot Lethal Perimeter Build in Weekly Stratagem 28. Conditions: Twice The Foe - There are twice as many Terminus-level enemies Supremacy Of The Strong - Terminus-level enemies are stronger Close In - Ranged Damage is greatly reduced, but Melee Damage is increased Unshaken - You do not lose control upon taking Heavy Hits, and you cannot be knocked back This time we were able to do a full completion with 2 sets of bosses. This is probably due to having an easier time dealing with Neurothopes & Zoanthropes with the Precision Shot servo gun. The servo gun is not affected by Close In condition and does full damage. This also lets you have a way to gain CHP quickly if your ability is off cd when you get hit. Precision Shot is considered heavy bullet like bolt sniper and stalker bolt rifle, which means it deals 1.5x damage to Neurothropes and 4x damage to Zoanthropes. This allows you to one shot Zoanthropes and deal a load of damage to Neurothropes. We combine it with the Lethal Perimeter perk to double the amount of shots allowing us to deal even more damage. Despite bosses having double hp with Supremacy Of The Strong*, you can easily take down Neurothropes with a couple of ability uses. We supplement this with Heroic Power Sword to hit the Neurothropes and Zoanthropes with power rakes when our ability is on cooldown. We try to max out on melee damage class perks like *Arc Cleave , Push the Advantage & Furious Gun Strike to make the power sword hit even harder, especially due to Close In adding 50% melee damage. The reason we skip Counteroffensive Protocols is because it doesn't work with Lethal Perimeter . Due to the Close In our primary & secondary doesn't do much, but I picked some that could help with utility. First the Combi Melta helps gives us some stagger and if there's a biovore you can heal off of killing spore mines if under 30% hp. Unlike grenade launcher we are able to refill melta shots at ammo caches, that's why I picked it over grenade launchers. Neo Volkite was picked because the discharge damage is unaffected by Close In so it could do a decent amount of damage when you don't have an opportunity to melee. Due to the Unshaken perk we didn't need to pick Inexorable Salvo freeing us up to use another perk. Turrets were okay and mostly used to draw aggro, they die very quickly into the boss fight, but the Volatile Sentry perk makes their death not useless. I think there should be a turret perk that increases its hp, maybe attach it to Augmented Tarantula perk. Despite all this I still died twice, showing us how squishy techmarine is especially in Hard Stratagems. In hard strats you take 30% more damage compared to Absolute and Techmarine doesn't have any defensive perks aside from the team perk that requires him to stand next to turret. The final Triple lictors just one shotted me from like 80% hp, albeit I didn't have armor. Luckily I found a 2nd relic so I didn't need to restart the run. The boss spawns them selves were probably the easiest combination and locations. The 3rd spawn I feel is the easiest spawn and the 2nd spawn is the 2nd easiest spawn. Also Carnifex plus Neurothrope is easier to deal with than double Carnis or double Neuros. Double Neuros being the hardest. Custom Stratagems settings for Week 28 Stratagem Conditions : TWICE THE FOE SUPREMACY OF THE STRONG CLOSE IN UNSHAKEN Difficulty : Hard Map : Ballistic Engine Bots : Off Version 12.1 Build: https://imgur.com/a/yqCCYEE Chapters: 0:00 - Conditions & Build 6:18 - Neurothrope & Carnifex 15:27 - Carnifex & Neurothrope 25:24 - Trainyard 31:25 - Launch Train 35:14 - Triple Lictors 37:34 - Scoreboard #spacemarine2 #spacemarines #warhammer40k