Space Marine 2: Buffed Equipment Techmarine Build - True Solo Absolute

In this run we try out the full equipment Techmarine build. The equipment perks range from bad to pretty good. Explosive Enfilade: The ranged damage buff is whatever. 10s uptime on a 15% buff is not very much considering your equipment recharge is 75s cd. However I pick this perk a ton simply because it lets you use the regular Bolter Servo Gun, which I think is the best one. Methodical Destruction: In patch 13 this perk was minorly buffed to work with Sanctified Wrath Reliquary. Not very meaningful since you don't want SWR with a ranged or equipment-focused build, and you'd pick Arc Cleave if you wanted to melee. You also shouldn't pick this for the purposes of boosting your Servo Gun damage since it only increases based on the damage on Minimal so it barely has any effect. It does boost the burn damage from Omnissiah's Fury properly though. This perk is good for ranged damage builds, or if you want to debuff for teammates' ranged/melee damage. Please don't grenade people who are fighting bosses in melee though lol. Frags or Shocks are the best grenades to use with it. Explosives Adept: In patch 13 this was buffed from 35% to 50% damage increase. In most cases I still don't think this is great because it doesn't do much to change the effectiveness of your equipment. Things like buffing a Krak to instantly incapacitate a Zoanthrope or a Melta Bomb from an instant incapacitation to a straight up kill on Extremis are nice but not super impactful in normal Operations. However there are some specific cases where it can do a lot. For example in hard strats it will let your Kraks incapacitate Sorcerers again through the -15% damage dealt debuff. It's also surprisingly good with Shocks. Boosting their damage by 50% is enough to let the grenade completely cut off a doorway for Minoris and deal significant damage to Majoris. It's alright with frags too, helping them kill Minoris further away from the center of the blast. Overall I think Long Range Barrage will give you more consistent value throughout a game since 20m really is not that far and you will commonly engage ranged Majoris at that distance, but this perk is better than I originally gave it credit for. Combat Squad Resupply: This perk is bad and needs a buff. It was also stealth nerfed this patch, probably unintentionally. In the past it used to give you an extra equipment to fill your extra capacity when you grabbed a pickup. Even without an equipment regen perk it was an alright boost to pickup economy. However this doesn't happen anymore, so for this perk to do anything you either need to find multiple pickups of the same grenade or grab a pickup then regenerate another grenade. This should be changed back to how it was because it makes no sense. For a buff I think either have it boost max equipment by 2, or have an effect when you use equipment such as restoring a portion of ability charge, restoring 1 armor segment, or providing some sort of offensive/defensive buff. Replenishing Salvo: This perk is great and you want to take it on any build, not just an equipment-focused one. The 75s CD is better than the 90s of Consecutive Execution, and the trigger condition can be fulfilled with just a single enemy to kill. Blast Radius: Techmarine has a lot of solid prestige perk options so it may be hard to fit this one. 15% radius increase is not bad, resulting in 32.25% more area affected. Not much to say but the extra radius is good to get more value from your other equipment perks. For the guns, the grenade launcher felt on-brand for this build, and the heroic Plasma Pistol makes good use of the 25% debuff from Methodical Destruction as well as the buff from Explosive Enfilade. For the melee, we aren't taking Arc Cleave so options like the Xenophase Blade or Omnissian Axe feel a lot worse. The Power Axe is still good since the Power Backstep is good with or without Arc Cleave. However I think Argent Edge is the best option for this more ranged-focused playstyle. It's mainly a defensive weapon so lacking our best melee perk doesn't matter much. Finally, I have to keep mentioning this vanishing secondary bug because it is so incredibly annoying. You can see me having a minor crashout every time it happens, which it does multiple times in this run. This needs to get fixed because it consistently happens multiple times per game and just causes you to die if it happens when you need your secondary for CHP recovery. Even when you aren't in immediate danger it's just frustrating to try to shoot something and realize your pistol decided to take a vacation. TIMESTAMPS 00:00 Mission start and build 00:20 Advance to the Ordnance Depot 02:20 Neurothrope 07:20 Activate Power Routers with Matching Symbols 10:50 Destroy Exposed Coolant Rods 18:20 Reach the Plasma Reactor 23:45 Defeat the Tyranid Primes 29:45 Reach the Evacuation Point 31:19 Stats 31:42 Build hover #warhammer40k #spacemarine2 #spacemarines

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