12/2/2023 0 Comments Jupiter hell best build![]() 3 levels in the marine's running skill is an *incredible* way of closing to melee range, make no mistake. Maybe I should give sprinting skill a spin. That is, out of max vision range 6, ranges 1,2,3 and 4 confer melee guard, and only 5 and 6 don't. That's before any perks or other modifiers that increase it. I've heard people saying it's 5, but from all my testing it sits very soundly at range:4. Originally posted by DrinkFromTheCup:As Melee guard kicks in at range 3 at bestI'm pretty sure it's 4. But I tend to get too few grenades to incorporate them in Marine's tactics : ( ![]() Melee really needs some means for quick engage with good uptime in this game. + mandatory raid for BFT to deal with Warlocks and Medusae.īut. What looks like recipe of success _to me_ is stacking all available damage reduction sources + Survivor (+ praying RNG for Medi-Fiber spawn) + WhizKid (for self-repair, extra slot for Swift, etc) with 1-3 points in some damage boosting skill being taken somewhere at Dante's. ![]() Taggart either hits first and ends whole pack in a single combo or retreats from packs which he can't bulldoze through (or can't reach in the first place). Once you get soulstealer you'll be fine for sustenance, especially on high difficulty levels.įocused on trying Marine due to innate heals being virtually more viable than utility for melee.Īs Melee guard kicks in at range 3 at best (if I didn't hallucinated two sources of +1 Guard range) and since all my deaths tend to happen at range of 3+, focusing on Guard seems to be overestimated. There are many times where moving is better (often including dodgemaster for scouts or many situations for technicians with juggernaut), but there's at least as many where staying still is important. What else? Dodgemaster is really good for a scout - it makes it very easy to get to max dodge while killing things in melee.Īnother thing to keep in mind is using doors (including closing them and even attacking them), and *hugely* prizing smoke grenades.įinally, if you're not already doing it, use the shift+f ability to stay still while attacking wherever necessary. When I stay wary of my current max dodge+guard, I often find my armour strategy changing significantly, so I feel it's the most important aspect to conserving health for melee characters. moving down to 80%) is going to double the hits you're taking, making it an awful deal. When you're at 90% evasion, even a piece of light armour (ie. A level in hellrunner (or bladedancer for a technician) will take it up to 90%. With good melee guard (30%) plus the 50% 'basic' max dodge, you're already hitting 80%. Late in the game heavy armour *really* needs the 'swift' mod, otherwise it will reduce your dodge too much. I've found that staying aware of melee guard + dodge (capped at 90%) can be really important. However, I'm pretty sure you knew that and wanted other ideas, so. ![]() Not only do they get an in-built health recovery mechanic, but they get 2 masters that can restore health, and Vampyre is *awesome* for melee characters. ![]()
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