Techmarine ERADICATES Hordes With BUFFED Grenade Perk & Xenophase - True Solo | Space Marine 2
In this run we test buffed "Explosives Adept" perk, buffed attack speed Xenophase Blade and Heroic Plasma Pistol on Techmarine. We revisit the techamarine grenadier build that uses all the equipment related perks. Explosives Adept was buffed this patch increase equipment damage by 50%. This will allow kraks to oneshot sorcerers without incap and incap the other extremis. Meltas will oneshot everything. For frags it goes to 96 damage from 64 which is decent and can oneshot minoris more often when they are farther away from the center and are hit with the damage falloff portion of the grenade. For shock grenade and new pyreblaster canister, they don't do much initial damage(16 & 5) and the 50% increase only applies to that initial explosion and not the damage over time. The other equipment perks: "Explosive Enfilade" - After using equipment ranged damage is increased by 15% for 10s. Not much to say just a slight increase. "Methodical Destruction" - Debuffs enemies that are hit by equipment to take take 25% more damage for 10s. They made it work with sanctified wrath reliquary, but not really sure why you would use it on techmarine, unless going for full melee build, but in that case arc cleave is on the same column and that would be the better choice. Frags are the best at applying the debuff due to range, aoe and amount you can hold. Shocks are also pretty good at it because the shock field also triggers it. The new pyreblaster canister can't debuff at all so not really good with the build. "Combat Squad Resupply" - increases equipment charge by 1 except melta. Giving only one more isn't that great considering we give up on extra armor on finisher perk, wish we got something like 2 extra. "Replenishing Salvo" - Is a no brainer, we use it even on non equipment focused builds. 75s cooldown is very good, compared to the usual 90s cooldown for equipment regen perks. It can trigger on killing minoris so you don't need to spend much of your ability charge to trigger it. "Blast Radius" - increases equipment radius by 15%, pretty good at making frag grenades hit minoris before the damage falloff. But it doesn't increase the number of units an equipment can hit. For example Melta bomb can hit 30, so this extra aoe doesn't do anything if there are more than 30 in the radius. They should increase the number of units a grenade can hit. Especially kraks, since they can only hit 3 by default. Frags can hit 25, so a cleave increase will help with minoris clear. New pyreblaster canister equipment is very fun and works well with techmarine servo gunstrikes. You can trigger it without going into gunstrike animation like the other classes need and it can trigger your gunstrike perks like "Furious Gun Strike". The burn effect is the main seller here, dealing a lot of damage over time. The draw backs are the need to trigger it with shot/gunstrike and the throw range is much shorter than the other nades. The non burn status damage over time only does like 2 damage per tick. You can only hold one of them. And it doesn't trigger perks like Methodical Destruction. So I do think it needs some buffs, because shocks feel better at the moment. Either give us a second charge, or make it stronger. Power sword got a base combo speed increase from 0.231 slowdown to 0.198, which is about a 15% speed increase. So we tested the Xenophase Blade here and I can't really tell a noticeable difference, but I'm sure I was able to land hits slightly faster and have slightly better recovery. We also use the heroic plasma pistol on techmarine. So a thing I found out was that if you swap weapons to HBR after firing a plasma shot, that shot can get it's damage increase from the HBR's perks. So you can see me during the run firing the heroic plasma and swapping to Heroic HBR before the shot lands, increasing its damage. About map. Annoying thing about the cursed water bubbles is that you can't melee them, but your melee attacks still track to them. So you can try to melee a majoris, but if a bubble shows up you characters tries to hit it even though it can't damage it with melee. Either remove that tracking or making us be able to melee them. Drip: Deathwatch Black Templars Version 13.0 Build: https://imgur.com/a/f4EsFyx Chapters: 0:00 - Start & Build 3:39 - Helbrute Fight 8:20 - Hold Gate 12:50 - Helbrute Fight 2 16:35 - Purge Data 18:02 - Reach Nozick's Lab 21:51 - Free Cadians 24:27 - Capture the Altar 26:55 - Scoreboard Map: Purgation Difficulty: Absolute Bots: Off #spacemarine2 #spacemarines #warhammer40k

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