Comprehensive guide on Bastion in Warhammer 40,000: Space Marine 2, covering game mechanics, builds, and current issues in patch 10.0.
Key Takeaways
- Many key talents, especially for the Assault class, are currently broken or not functioning as intended.
- Netcode issues cause inconsistent parry and reflect success rates, heavily influenced by player ping.
- The parry system has been simplified but requires immediate reaction at attack start, not late timing.
- The latest update added minimal content and introduced problematic maps that can become unbeatable.
- Bastion builds rely heavily on understanding cooldowns, poise mechanics, and timing for optimal damage.
What the video covers
- Detailed overview of every current game mechanic in Warhammer 40,000: Space Marine 2, focusing on Bastion and related builds.
- Discussion of key gameplay issues caused by developer mistakes, including broken talents and ineffective mechanics.
- Explanation of the Assault class talents not working properly, especially the Overload talent critical for melee combat.
- Criticism of the new content update, highlighting limited additions and problematic evacuation maps.
- Analysis of netcode problems affecting parry and reflect mechanics, with performance degrading significantly at higher ping.
- Clarification on how poise and parry mechanics have changed, requiring players to parry immediately at attack start rather than at the last moment.
- Demonstration of Bastion’s damage mechanics, cooldowns, and the impact of nerfs on gameplay effectiveness.
- Evaluation of various talents, weapons, and builds, including the power fist and balanced gauntlet builds.
- Insights into the importance of timing and mechanics for successful parrying and blocking in the current patch.
- Overall critical stance on the game’s development, balancing, and player experience under patch 10.0.
Chapters
- 00:00Introduction and Overview of Game Mechanics
- 03:41Critique of New Content and Map Issues
- 07:20Changes to Parry and Poise Mechanics
- 11:24Bastion Gameplay and Parry Demonstrations
- 15:08Talent and Damage Mechanics Analysis
- 22:41Weapon and Build Evaluations
- 31:02Power Fist and Final Build Recommendations
- 40:07Summary of Builds and Gameplay Strategies
Full Transcript — Download SRT & Markdown
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Greetings, brothers. Today's video will be the first in our new series: the Space Marine guide update. This video will be the most massive and most informative one. In it, I will cover literally every mechanic currently in the game. Every single one. That means
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everything from start to finish. So, if you were looking for a Bulwark build, you're in luck; you'll find all that information here. But if your buddy wasn't looking for this info and plans to watch, say, a later video on some
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poor sniper or someone else, give him this video and make sure he watches it.
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Because the information I'll share in this video will not be repeated in subsequent guides. For your convenience, I’ve broken everything down with timestamps, so you can find any info just by clicking through the video progress bar. Pay close attention, and
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once again, check all the timestamps to see which mechanics we've covered today. And let's start today's video, guys, with the basics that you need to know.
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The foundation is the fact that Saber is a garbage studio with garbage, incompetent developers. No, I'm not trying to belittle these idiots once again—why bother, they’ve already disgraced themselves enough. This information is important because it will directly affect your gaming
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experience, and your gameplay will depend on this incompetence. And I'll explain right now how exactly this manifests itself. First of all, let's start with the fact that the first video was supposed to be about the Assault, not the Bulwark. But while
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testing the Assault, I discovered that his talents—key talents, for example—don't work at all. And very few people know about this. I mean, everyone knows about that one talent that currently kills teammates—and is also a key talent—because everyone
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has caught a punch to the face from some moronic Assault who, for some reason, is unable to understand that this specific talent is the cause and just keeps playing and messing around for, I don't know, how long—but as
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for this other talent, they likely don't know at all. You know that Overload isn't working at all right now. I mean, for what reason it stopped working in the tenth patch is unclear, but since the Assault is reliant on
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melee combat, in our case, as I'm explaining, it directly impacts your gameplay. Enhanced heavy attacks are your healing. Enhanced heavy attacks are your breakpoints for eliminating elites. Enhanced heavy attacks are, basically, your entire experience for destroying all enemies. And this talent
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is one of the most key talents for the Assault class in general. Well, naturally there's the ultimate cooldown and all that, but it is also a very strong follow-up. It currently doesn't work at all. Saying hello to Saber. By
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the way, since I don't deal with this nonsense, you can pass the word on to those idiots that this talent is broken. Second, I think you've all already seen this for yourselves. I mean these little jokes, the evacuation maps. You
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can't use your equipment. On the map, you need to blow up burrows, for instance, where the Tyranids crawl out of—where Trigan dug around in the dirt and unearthed this pile of manure.
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That's it, the map becomes unbeatable. So we have this new content, the biggest update, damn it, of the year as Saber called it, in which they added one weapon, one map, and this is, damn it, the biggest update. I mean, they
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really don't give a damn about you. And why the hell do you want to defend them then? Why, I don't understand. I mean, you can't use equipment, and the map becomes impossible to finish. Who made this? Yeah, he did it, of course. And
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the third very important aspect—this is for all the armchair experts here. It is, of course, the netcode. Garbage netcode that I just don't know where or how they even made it. It's, of course, directly related. What is it related to?
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Many have complained to me recently that they can't seem to get their parries right, that they can't play with balance, that something just isn't clicking. Let me explain.
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Mathematically, it looks like this. You can only see it if you record your gameplay, check everything, and know for a fact that it was working exactly as it should have. And on the outside, you'll see that, for example, balance
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only works about 30 to 40% of the time with a ping of 50-60 plus. At 100 ping, it doesn't work at all. Reflect starts working with the exact same progression. So, from 100 ping to about 145 ping, your reflect works in that same margin
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—that is, from 30 to 40%. And let's get this out of the way right now, since we've brought it up, let's finish it. So, first of all, you must always keep this base rule in mind. In this game, either half of the [ __ ] won't
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work, or, damn it, half of it will just lag and not work. And so, as I said, naturally, you must always remember that this is the baseline. Cybers are absolute scumbags. Now let's move on.
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Okay, made it. Let's go straight to deflection, block, and, accordingly, poise. What should you choose right now? First, I’ll explain how, for example, poise actually works for us.
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This is also a point where many might make mistakes in the game right now, because it's not what you're used to.
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And now I’ll show it to you clearly and demonstrate live how you're used to playing with parrying. I mean, in any normal game, what exactly is a parry?
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Parrying is when you counter-attack, essentially intercepting an enemy strike, and the parry window narrows down. You have to—you really have to be on your reaction. That is, you press parry at the last second and have to catch that exact enemy strike, right?
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So, in short, parrying works on the principle of: steady nerves, precise timing, a button press, and you deflect the blow.
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The last... how parrying works in... or rather, not parrying, but poise specifically. This is also an important point here. It’s related to the third or fourth patch, when the parry system was changed. It used to work according to the scheme I just outlined. That is,
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you press parry as late as possible, so at the very last moment, you get a perfect parry, and so on. But then it was changed because it was difficult for many people to parry. Well, [ __ ], it is hard for everyone to parry. But
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nobody really paid much attention to that, because weapon poise was complete garbage. Just as weapon blocking was garbage, and it was [ __ ] useless.
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But the moment has come when the situation is changing, and now we are considering poise or block in most cases. But we'll move on to that now.
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So, as I outlined the situation, if we—look—if we, see, we get knocked back if we use a parry—or rather, a poise weapon—and rely on the gaming experience we have, which is pressing that same parry at the very last second,
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as you can see, nothing actually worked just now. I mean, we press it, see, we get knocked back, and it’s terrible, it’s disgusting. Parrying, or rather, poise in the game works on the scheme where you have to hold the
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attack right away. So he pressed it, see, and it worked. So, uh, for you to be able to play with balance-type weapons, you have to deflect the hits immediately. See? I mean, we aren't the ones getting knocked back anymore, the
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enemy is. Literally, you have to press parry as soon as the attack begins. Not when it [ __ ] finishes, you aren't catching any [ __ ] timings. That is the whole dissonance that arises for players who aren't familiar with the
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entire development history of this project. And how they ruined it, just like they canceled the 4.0 difficulty patch and made the game a one-button affair again and so on. I mean, even this parry system is basically simplified, but because you aren't
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notified about it, let's say, you don't know about it, and that's why you suffer. Here, I'm showing it clearly one more time. So, if you want to avoid these "counter-blocks," you have to hit parry as soon as the enemy starts their
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strike. Under no circumstances should there be any, [ __ ], delay. I mean, if you try to catch some "perfect" moment
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balance. That, guys, is what concerns balance and the issues many of you described to me on streams about not being able to play with balance. You just don't understand how the parry system in Space Marine is built. Now, I
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hope I've shown you clearly, and, uh, you know it now. Moving on, regarding another common question, guys. Which weapon should you choose? Fencing, balance, or block. I'll be blunt: fencing is now complete garbage in 90% of cases in the game. It basically
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loses and sucks against absolutely everything, but not always. It's not 100%. For example, in the Bastion builds, I will be giving you all the versions set to fencing. Ah, and the gameplay videos. You'll be able to watch every single one that was
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recorded. I mean, absolutely every gameplay video was recorded using fencing. You'll see that by the parry mechanics themselves, if you look. So, I won't be able to...well, whatever, you run up to the tower, the weapon is labeled, so you'll be able to verify it
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absolutely. There. I mean, uh, both gameplay clips were recorded for you on fencing. You'll be able to see for yourselves if there are issues with parrying specifically on the Bastion in terms of damage. Naturally, you won't see any. Why? Because the Bastion is
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built using an AoE build. He deals damage mostly not with weapons, but specifically with his abilities. And this is an important distinction, for example, from other classes. That is why on Bastion we stick to, for example , deflection. Or, or, guys, it's block.
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Today, block is also top-tier. I mean, previously, we always had deflection in all builds because, damn it, it restored resources, like armor. It was simple to use, because you saw that, for instance, on balance, the parry window is crap, while on deflection
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it's standard, as you're used to, meaning easy. It's there in the middle of the animation and at the beginning, because the parry window is increased there. Plus, deflection also dealt damage in return. And, as I already said, balance and block used to be crap
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. But now the stats, as you can see, are vastly different. And moreover, I’ll say there is a nuance regarding the block. Meaning, what you will eventually arrive at on Bastion is block. And at the moment, remember the
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base we were looking at? And why did I say the Cybers are finished, and why this information is the base? Now I will demonstrate to you once again using the example of the same Bastion.
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Maybe it's a bug, maybe it's a feature, maybe the Cybers are having their damn PMS or problems again. But the fact is that previously, all of Bastion's mechanics were tied only to parrying.
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And even in the previous patch, they were tied to parrying. For example, the same moment when you have AoE damage occur upon parrying, it now works on block. It shouldn't work on block, hypothetically.
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It shouldn't. But let's start again in order. It shouldn't fall. And the order is as follows. First, we deal with the block itself. Remember what I just showed you on balance? Well , on parry, on block now, the perfect
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block mechanic is the same, as you can see. First, the mechanic triggered, which proves that the block was indeed a perfect block. That is, the mechanic that just triggered for an instant kill on block. It shows that the block is
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perfect. And here the block system will be exactly the same as the deflection system. Therefore, if you suddenly switch from deflection to balance, remember that it might be much easier for you to switch to block now. It is
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more profitable, as in most cases—not always, guys, again—but in most cases , it is profitable in all parameters.
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Meaning damage, and all that business. It also currently restores your armor when you get two adrenaline charges and strike, meaning with an explosion. Your armor gets restored, yes, with deflection. You get armor restoration from the first parry, even on those
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trash mobs. But here, for one, armor will also restore against elites. So, in terms of restoration, blocking is currently more profitable. Let me show you again. So, notice that no matter when I press block right now, look, it's always perfect. See, it's charging
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up my adrenaline. So, my hilt is glowing right now. See, our armor restored just from a hit; we restored armor from two adrenaline charges. So, it just triggered again for us; I don't know, 90 seconds surely haven't passed,
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but the main thing is that this talent triggered—the one I told you about, the one that only works on parries.
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Only on parries. Ah, yes, the ninety-second talent just triggered. See, we got two adrenaline charges instantly. And before that, we got this intimidation aura that shouldn't be working. It’s the base, total base.
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Sabers are done for. This is base. That's it, finito. La-la comedy. See, intimidation aura. So, just by blocking , the Tyranid on the right died. That's the end of the discussion. So, guys, answering the question. I'll summarize briefly. Balance is something
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intermediate. And basically, this crap plays well on characters who have an increased parry window. That means the Assault and the Vanguard—it will play great with balance there. In all other cases, guys, try to switch to blocking because the window for a perfect block,
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so you don't get thrown around and lose control, is the same as for parrying.
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At the same time, there’s restoration , increased damage, and higher stats. And now, for clarity, I’ll remind and show you once more that the base is basically in the gutter. Ba—so, here it is, the intimidation aura, perfectly timed with the parry, dealing area
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damage. This talent shouldn't work on block; it shouldn't. It didn't work in previous patches. Why the hell is it working now? I clearly showed you that it is working. But just live with it, damn it. And remember that the base
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affects your actual gameplay. That's why I said that. But once again, guys, in the builds today, I'll be showing weapons for parrying. Except for the glove, obviously. Once more, you’ll be able to see for yourselves in gameplay, check how much damage you
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dealt, and understand if you need to increase that damage. So, roughly speaking, once you've played with the bastion, you'll see all the numbers.
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That's the reflection. I mean, you don't even have to worry about it, just keep playing with it if you want.
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Everything, everything is provided for. Now let's move on to the bastion, guys. Shield. The new shield damage mechanic, which is tied to this ability and everything else we have here. This mechanic is stillborn because it's total garbage. I'm going to explain
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this to you thoroughly right now. First , to get damage from a shield bash, you need this new charged attack. It looks like this. So, you put up your shield and charge a heavy attack. It charges up like this and then the hit happens.
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That's the new shield mechanic. And the maximum damage you can get from a shield bash is 184 points. 184 HP.
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Meanwhile, the mobs have 308 HP. Let me remind you why this mechanic is dead and absolutely [ __ ] useless. Because the talent that lets you deal damage with the shield is on the same tier as the healing and banner talents. It's an
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absolutely unequal trade. Why? Because we have a gauntlet that one-shots. It has the same charge time as the shield charge, but it doesn't deal 184 points of damage. And I'll explain right now how that damage is achieved to reach
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those 184 points. While all 308 points of damage are dealt in one hit with the gauntlet. The charge time is the same.
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The range of the attack is much greater , and it's a ranged and AoE attack, unlike the shield. The shield deals damage practically right in front of you, meaning you have to rush into the enemy like this. We hit right in front
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of us, and hit enemies right in front. The AoE is very small. Closing the distance. Along the way, you can get hit by a mine or anything else. When using the gauntlet, naturally, we stay in place, deal AoE damage, and kill all
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the enemies at once. Plus, as I said, we have a list of talents that get overlapped. So, this is not a fair trade at all. A shitty 180 points of damage. And on top of everything else, guys, here is how the maximum shield
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damage is achieved. Don't ask me, damn it, why. I tested it, and I know it.
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See, all the tests are recorded. If you need to, go ahead, feel free to run the tests yourselves. Or, if you want, send me some money, and I'll even send you the videos with the evidence and proof.
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It's not that I imagined it or that I'm an idiot. Go find those "armchair experts" for that. The shield damage right now, you'll be surprised, comes from the weapon you're holding in your hands. So, it's analogous to the
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assault class ultimate damage: the higher the base weapon damage, the higher the base shield damage. This is, damn it, important, because the base value gets scaled up further by percentage increases. For example, if you take a shield with deflection,
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meaning a deflection weapon that has a base minimum value of 12 units, regardless of the weapon type, it will all have around 12 units of damage.
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That would be complete garbage. I'm telling you about 184 units of damage at maximum output. That's with a master-crafted weapon at 19 damage units. And then come all the other talents. So, I don't know what the damn minimum threshold is, maybe 100 damage
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units. And that, excuse me, is absolute trash, just a reminder. To do this, you'll have to spend this talent point.
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Furthermore, damage is naturally affected by this talent, which gives a large bonus. And one more talent. For some hell of a reason, this talent affects damage. I mean, the assault import. And guys, you think you need to execute the mechanic? No, remember what
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I said about the base? Those Cyber guys are finished. Simply having this talent increases shield damage, but the damage you get from the buff after a shield bash doesn't apply to shield damage.
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This is, goddamn it, just phenomenal. This talent and that talent, the mere existence of them, I mean, and the content of these talents doesn't buff shield damage. Doesn't buff it at all.
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For example, we should have had 45%here . Well, this is melee, after all. Melee , melee increase after a shield bash.
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If we look, I mean, I tested this, among other things, uh, there it is, you see, that talent. The little fist icon lights up. I checked it out. Right now, by the way, there's a funny bug.
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Not a bug, guys. Here it is. This little talent right here. I've checked all of this. All these talents, the content itself, these 45%, have absolutely no effect on shield damage.
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But the mere presence of this talent does increase the damage. So if you want to get the maximum shield damage, and that's 184 units, just a reminder, you need to do the following. Take this talent, take that talent. And, uh,
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accordingly, you need the most powerful weapon. The most powerful weapon in the game today is the master-crafted chainsword, which has 19 damage. And then you'll have 184 damage at full charge. Basically, it's almost always a solo hit, which, well, is what it is.
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Therefore, building up shield damage is something I consider absolutely useless and do not recommend. Total garbage.
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That’s about the new Bastion mechanics. Forget about them. Besides, this talent right here barely even works now, damn it. The basics remain the basics. Say hi to Cyber. Since this talent used to control even elites well before that tenth patch, when they
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introduced the new Bastion mechanics, now I think it can only knock back trash mobs, damn it. That’s all it can do. It doesn’t interrupt any attacks anymore, damn it. Perhaps it’s connected, once again, to a bug within a bug. Meaning there was a bug
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where Bastion could just use these shields to keep a boss from even farting or moving an inch, damn it. And they nerfed it, and they possibly nerfed the entire talent and this whole mechanic to hell. Damn it, I don’t
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know, check it out later when you play; I’ve given you the information. Keep that in mind. That’s all there is regarding the shield. Now moving on to builds, guys. The first build is designed specifically for the axe. This
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is the first such build. Maximum survivability, AoE damage, comfort, and all that. It looks like this.
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Intimidating Aura, one of the most powerful skills right now, yes, and actually from the very start of the release. This is the first talent I took at launch, two days after the game came out. My first build was for
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Bastion, and the video was for Bastion. And this was, I explained, the basis of Bastion's damage in general, because after any parry, everything around would die. Then they nerfed it and gave it a 5-second cooldown. As you can see,
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there wasn't a cooldown before, but in any case, it is still one of the key ones for the damage version. Second.
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Surrounded Fighting is taken just because. All three talents here don’t correlate at all with the build, with the axe. In general, choose whatever you feel like. I take it just to have some kind of resistance at some point
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in time. It’s whatever. If you want to take this talent, which does jack-all damage but has a cool animation, you can take it. Want to take this one? In this build, it won’t make a difference. Maybe you’ll want to drop Master Defense
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and take Emergency Counter, then that’s okay. But, essentially, that’s it. So this column doesn’t affect anything. The third column is specifically Armor Stacking. Connected to the axe. You know that after a parry , and that is precisely why, by the way
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, once again, no balance is taken. Don’t risk it, guys, with the main mechanic. Once again, a reminder: ping and all that [ __ ], plus the basics of cybers, it’s all important. That's why this armor stacking, where we gain
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one extra segment without finishing off the enemy, is key. In general, this talent fully shines on the Assault, on the Bastion, and on the Axe. It plays out magnificently. One extra armor from every parry. Meaning, in essence, we
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get two armor segments from a single hit, and that is very strong and very powerful. Team perks, guys, everything here is situational. All three perks are viable. For example, when we had, uh, this Perfect Form—which is, of course, one of the best talents in the
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game to this day—but when we had that stratagem where we had 66%less HP, essentially white HP: you either died instantly from one poke, or you almost never had any white HP at all. The idiots didn't even turn their [ __ ]
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brains on. It was much more important to just turn on Precise Recovery there, because in a stratagem like that, where you have no HP, there's essentially no contested HP, and armor was your only defense and your life, because
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everything around was shooting at you and it was the only thing that protected you. But those thick-headed morons, well, like they say, like devs, like community. They just kept running with Perfect Form. Do you guys ever turn your brains on and think, for
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[ __ ] sake? And Efficient Formation, guys, is quite a situational piece of crap. It will show its worth specifically in team perks and so on.
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Here in our Axe build, we take Pure Intentions, just an aura that deals slight damage. Well, why the hell not?
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The rest of this [ __ ] didn't get played then, and it doesn't get played now.
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It’s an absolutely useless hat, and we definitely aren't taking it under any circumstances. Well, [ __ ], it's just an ineffective banner. We don't need this talent in our current case.
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Plus, I've already talked about it. We will use it in the next build, but with some caveats. The banner with healing is the best talent. We've already covered that. We don't use this garbage at all. It just doesn't compare in
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effectiveness to this; you know, if you could get a one-shot here with a reduced cooldown—I mean with a shorter charge than the gauntlet—okay , I'd consider it, but as it stands, it's absolute [ __ ] horseshit. So, the healing from the banner is top-tier
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, it’s important, and it’s the foundation for all Bastions. By the way , we also say hello to the sledgehammer , currently the most useless weapon in the game. And our final skill is under his banner. We also get a 20 percent
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damage increase. As for the special skills, other than this one, I never liked it and still don't. I consider it a completely useless skill, because if you want some [ __ ] protection, just take this skill instead. Well, at the
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very least, there’s that air-strike copying effect for 10 seconds. And there are no additional conditions for it. Armor or no armor, screw you, really. That's it, hit the air for 10 seconds, and refresh it every 10 seconds if you want. I’ve never liked
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this skill, I’m telling you. First of all, the attacks it actually provides protection against are almost nonexistent in the game. You can count them on one hand. And those new mobs are [ __ ], Cyber is based. Based,
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guys, that's not an insult, that's based. Well, if they’re [ __ ] and bring in new mutants on Chaos mode whose white attacks this skill doesn’t block or stop, then screw you guys. I mean, what else can you say? So
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this is my top favorite, I’m just saying, you dive in, let me explain. The fight starts, you dive in, the first elite runs right into this strike . Instant death. And the second elite immediately bites the dust from this.
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So that’s minus two or three targets already. Just from a single parry. You make one parry, five elites charge you, and you're left with two. [ __ ] awesome. [ __ ] awesome. Well, this could also be used as an option
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somewhere. If, for example, we use it like this, right. Well, no, we don't want to take this one. We have an axe, because if we’re using an axe, why the [ __ ] wouldn't we use this? It's just [ __ ] idiotic. Use a different
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weapon, guys, use another weapon if you want, and we'll cover that too. So, this is the first gear build, guys.
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Here we have the deflection axe; as I said, the build is built specifically around the deflection axe. And we use this layout. It's best to go through the top path. If you want more damage, we naturally go down the bottom branch.
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This talent is complete [ __ ]. It gives almost zero damage increase whatsoever. Ignore it for the time being. It gives 10%for 10 full combos.
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10 full combos, 10 full attacks in a row, will give a 10%damage bonus. [ __ ] great. Go [ __ ] yourselves. So, this talent is complete [ __ ] for now. Here's the thing. Why are we going
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down the top branch? Increased damage from the punishing shot. That's one reason. We're going to use it. I mean, why I told you, here we have a combo: we perform a parry, and, uh, we perform a punishing shot. The punishing shot
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immediately restores armor. Because of the increased damage from the punishing shot, we bring the enemy into the red state, finish off the elite enemy, and [ __ ] kill it. We get two armor segments. That's exactly how this combo
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works. That's why the punishing shot is a plus for us here. An additional plus here is the increased radius. And the build is built, as I already said, for the Bastion through AoE damage.
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Essentially, this one is the key skill. And we AoE as much as possible. Therefore, the increased radius of the power wave, again from the parry and the axe's main mechanic, gives us a bonus. And this skill plus this skill
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are very effective skills, no matter what. You noticed, if you rewind to the beginning, when I was talking about parrying. Few people know, but you actually don't need to press attack while parrying. You just need to press attack, and the character will enter a
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power stance and can stand in it for a couple of seconds. So you don't have to strike into empty air. Just a reminder that you have an increased window. You can wait a bit, and your contested HP won't drain. This is a very strong
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talent. It doesn't slow down or anything else; it just holds your stance until you deliver the blow. You can wait until more enemies approach so you can slam them, hit more enemies with the power wave, and restore more
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HP. Keep this in mind. That's why I recommend this branch, especially if you're going to play for reflections.
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If you're going to play for blocks, then you can, of course, go down the bottom branch. An additional AoE will be added here too. This skill is very strong. I've already talked about it, but we'll talk about it when we look at
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this version. So there you go, guys, that's the axe. Right, about firearms, let's put firearms in a separate timestamp insert too. I use a heavy bolter. Why do we use the heavy bolter?
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Because I use the weapon that has maximum efficiency against targets that I can't damage much, namely flying targets. What do I mean by that? We are looking for the highest single-shot damage, guys, the highest, to kill the Zoanthropes that fly, to kill the
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Horrors that fly on discs, to just kill these targets you can't reach as quickly as possible. You have no other firearms, so we use the most high-efficiency weapon available. And the questions, I'm sick of these questions already. What about plasma,
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what about this, what about that. Here is my answer. You can naturally use plasma, but plasma is "no skill, no brain." Meaning you have no skill, and you don't need to use your brain.
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That's what plasma is. Because the single-shot damage of plasma is lower, naturally, than the Bolter's, but it is . Let me explain the difference again.
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I don't walk around with a bolter shooting at everything in sight. Damn it, I just run, my main weapon is melee . I'm a Bulwark, I'll tear everything apart in close combat. That's it, damn it. That's why I'm like an idiot. And
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you can see such idiots. This "elite" guy. He's charging it up, damn it. Then Zoanthropes fly out, and he’s already out of [ __ ] ammo. He's a complete [ __ ], he's wasted everything, wasted his own ass, and is basically wasting
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his life in this game. That's why plasma, I repeat, it's not bad that it's "no skill, no brain," meaning a weapon that doesn't even require skill.
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With other weapons, you need to hit the head, but that's actually very easy to do in this game. With plasma, hit them in the pinky toe; you reduce your dependence on aim to the size of the whole body. You just need to hit the
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body, the ass, the hole, anywhere. The damage is always the same with plasma, wherever you shoot them. And that's fine. So, if you want to play relaxed, use plasma and enjoy it. Just don't shoot, please, don't waste ammo on
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regular mobs. Or you're an idiot. I mean, there's no need to be idiots. Now , as for the Bolt Sniper. The Bolt Sniper is complete garbage from my perspective because, firstly, if we're talking about boss damage, yes, it has
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good damage, you can also use it against Zoanthropes and all that. Awesome. But there is a catch.
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Execution shots do zero damage. Recovering white health from execution shots—zero damage. Damn, playing with that, especially in combination with an axe where you constantly perform execution shots after parrying, that's just going to be total [ __ ]. So,
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guys, overall I don't think you need at least two meltas, that should be coordinated and so on and so forth, to heat things up faster and all that. But if we have a lot of flamers now, I, by
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the way, haven't tested the connection between the flamer's heat-up and the melta yet. Perhaps a flamer will heat it up in a second and thereby give the melta maximum damage. Maybe, I haven't, by the way, probably no one has checked
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or even thought about it, but in fact, it might just work like that. So, the melta doesn't suit me a priori, because it doesn't provide any recovery. And I'm talking about solo gaming, when you go, damn, for stratagems, when you go
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into the game, damn, in quickplay, that is, solo with randoms—it's hell, man, you need to recover. And the last weapon here, I've already spent my points, guys. I hoped there would be something good, but I'm reporting that the weapon is complete garbage,
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absolute garbage. And I'm telling you right away, uh, don't get it; you can take it later with your spare change, that is, spend points on it when you've unlocked everything else. Why is this weapon complete garbage? Because its
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damage for three shots is still less than one shot from a heavy bolter. That is, by firing three shots with this piece of junk, you have, and mind you, it usually says 8+ on the tin as usual.
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But in all likelihood, the 8+ is the total for all shots combined. Meaning, if all three hit. What's the catch?
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That if we're talking about damage, if all three shots land, the damage is already comparable. That is, there's a difference of about 10-14 percent between a heavy bolt pistol shot and a bolt pistol. So, if all three shots hit
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, if even one misses, it's an immediate minus 33%of the damage in comparison. That is, if two shots miss. That's a 66 %loss of damage compared to the heavy bolter. And the last thing that is for me, like, the last straw is also,
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naturally, the reduced healing from punitive shots. That is, we recover contested HP much worse because the base damage per single shot is much lower. And therefore, for us, for Bastions, this weapon is definitely in part complete garbage. Is there a
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moment where you can use this heroic? On a Bastion, or with what thoughts you might use it. It is good in only one case, if you need to recover a larger amount of white HP from range. Why?
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I'll explain. Because we don't have any automatic weapons on the Bastion as such. And this weapon is basically built for one purpose. It is for crowds . So, to make it clearer, let me provide a simple analogy. This bolt
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pistol is for crowds; it's semi-automatic, fires a lot, and accordingly, you just wipe out a crowd with it. It's effective against crowds, but talking about the effectiveness of some ranged weapon against a bastion crowd is total nonsense, so we don't
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need that. Maybe this bolt pistol would be good, for example, on a sniper, who can recover by quickly firing the pistol or just quickly destroying a crowd. But without losing effectiveness by taking a melta pistol for range. So,
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the sniper will be effective at range, yes, with this bolt pistol. And up close, if you need to shred a crowd, because, as you know, the sniper can have trouble with crowds using a knife.
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In that case, yes, it's good. In all other cases, guys, generally, save these marks for something else. There.
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So, guys, that's it in short regarding the understanding of ranged weapons. And here we still have the same version , and its upgrade path is the same as it was in the base. I've already talked about this. This is the base that works
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for all your classes so you don't have to constantly change or respec. Basically, for example, on the Assault or especially on the Sniper, the lower version was more relevant. It provided more damage through ultimates. Cooling down quickly. But, damn, guys, you'll
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be exhausted. Someday the devs will learn to save builds. Just kidding. No, they won't. And then you'll be able to change everything to something permanent. But for now, this will be the universal version for the highest damage. And this bolter is the weapon
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with the highest single-hit damage per bolt, per shot. It's just, well, only sniper rifles beat it. There. And so, this is how the first build for the axe turns out. What did I forget, guys? Let me also say a little about prestige.
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Just a reminder, there isn't really any important information here, damn it. Let's fix it so I can reveal all the talents. I know them by heart, but it's always better to demonstrate them to you. Let's do it like this. About
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prestige. Guys, there are no changes here, with the exception of the following. Overload is the base. And, for example, overload works magnificently here. I was actually testing and comparing it, in principle, with the Assault before, with this overload, but that doesn't work anymore
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. And ours on Bastion, thank God, is working. Overload is the foundation— it's something we never change. It's the most badass thing and the best for Bastion overall. Moving on, I strongly recommend Banner Bearer, because this banner lets us skip that talent in
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favor of one that boosts our damage whenever we place a banner. And not just ours, but our teammates 'by 20%as well. And if someone suddenly needs a revive, this skill with immortality will always let us do it. So, those two
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skills are my strong recommendation. Everything else, guys, it all works, it's all good. But what conclusion did I come to? Tactical Defense is slightly effective. Very weak efficiency.
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Meaning, uh, the banner didn't cooldown in combat before, and it still doesn't. I mean, during a fight, it still only resets between combat intervals. And so , dammit, there isn't much point in this skill. That's why I dropped it.
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And I've already explained that ranged damage is a must for me, because I'm maximizing my character's effectiveness while still maintaining survivability stats and all that stuff. Therefore, it's a very strong addition. Plus, it naturally applies to the axe and, in
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general, to any punishing shot. And so I replaced Tactical Defense with Fortitude. Yes, if a situation ever occurs where you actually need a medkit on Bastion, that medkit will be much more effective, and that's good. The remaining skills—reloading is
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questionable because, first of all, with special enemies, if our Vanguard is playing with heals, we always look at who on the team needs to finish them off to heal. If we have a Heavy playing , it's always better in a normal
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situation to let the Heavy finish off the special so he can kill it and replenish his ammo. Therefore, well, [ __ ], when you only have one secondary weapon, it's questionable. And Surge of Bravery is an excellent skill, but it
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works in 95%of cases with teammates, with your squad, with your buddies. But with randoms, it basically never [ __ ] works, because randoms are morons and, well, that's base. The first base is about Saber, the second is about randoms, especially console
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players. Sending a [ __ ], flaming, warm greeting to them. Ow, [ __ ]. That's about the prestige, guys. Now moving on to the second build. The second build continues the theme, actually, of AoE damage. And any weapon with sufficient
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AoE will work here. But here I have a power one, because of the skin, because the Crusader is my first build, or rather, I made my first skin for the Crusader, and now there’s this beautiful Crusader sword. So the sword
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will also be for parrying, but a sword from the block version would actually fit perfectly here. It is the second most powerful in the game among melee weapons after the chainsword, naturally , due to this skill. Meaning, when
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switching stances, we get 20%extra damage. With this 20%damage, it becomes equal to the block sword with 18+. So the 2-point difference in base power is compensated here when we have this 20% buff. But as I initially told you in
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the guide, we take parry block— you’ll come to all of this on your own. I have already provided recommendations regarding this. And our build here is, damn, I wanted to say, what is this? What is this, damn? Why?
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Where? Why is it not saved? They do save, the builds, the build. I always do this just in case, so I don't mix anything up for you. And in the heat of the moment, you know, you can mix
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everything up. Like this. So, what is the difference between this and the first build? Everything here with us is still the same. Here we add another AoE . Meaning we add an energy one plus 25% more damage. That's all the changes
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against the Punishing Shot, actually. So these are the changes happening in the build. Here everything has remained exactly the same. And here everything has remained exactly the same. Prestige , naturally, is the same. And we choose weapons with maximum AoE damage. So
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which weapon does not fit into this build? The power fist is what doesn't really fit into this build. But you can take anything else. Given that on the power sword every attack is essentially an AoE, in the power stance all our
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light attacks become AoE, and in...... we have the option to insert a claw strike. By the way, I tested the claw strike. The guys asked me to on stream, and I tested it. I tested it. I confirm , it counts as a heavy attack. Yeah. I
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tested the claw strike, accordingly, and in reality, it counts as a heavy attack. And as a result, it gets buffed by this talent. And on the assault trooper, when the Overload talent activates, it should get buffed by Overload. So remember the base, the
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silenced ones. Yeah. Well, that's what we live with. Yeah. Uh, so I’d recommend starting with the power sword for this build, where everything is driven by AoE. But you can take any weapon with deflection or block; most importantly, remember that you have to
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constantly deflect to deal damage with the Bastion. The build looks exactly like this. This is maxed out specifically for damage. If there’s one key point we can’t skip, it’s this one, because a 20%damage boost is excellent. This skill is, in principle,
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awesome. While in the power whirlwind, we have immunity to crowd control. This brings up the question of continuing with this skill. It’s duplicated in too many places. Not only does it work like total crap fundamentally, but even with the basics covered, it has 10
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billion duplicates everywhere it can. So, there's that. Firearms. Everything is the same. No changes here. The most powerful is this second build, tied to full. AoE full damage. AoE. With a block sword, you’ll be dealing absolute maximum damage in this build.
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Well, this is the base build from a year ago. Absolutely zero changes. Play a video from a year ago, and you’ll see it’s exactly one-to-one. It’s the same original build. Yes, the game got a huge update with the Cyber
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version, but absolutely nothing has changed in it for years. And the last build, which must be in your gear. I mean, look, not a build, but specifically in your equipment. You should always have a power fist, because the power fist is currently the
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top weapon against bosses, for destroying bosses quickly and with extended stats. For example, you’re running a mission playing with the power sword, even in our current build.
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A boss appears, and there’s an equipment swap station right nearby. You run up, take the fist, and smash the boss's face in. Again, all of this is in the gameplay videos. It’s not for nothing that I specifically went to
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the evacuation in the gameplay video, because at the end there’s a final boss where you always put on the gauntlet. I mean, especially on these maps where you’re playing AoE against , uh, well, where there is a boss. And
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a boss is currently nothing to the gauntlet. If you take the maximum damage on the gauntlet, if you take the max damage on the gauntlet right now, meaning under a fully buffed Aupex, then one combo with the gauntlet takes off almost half the
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boss's HP. That’s under Aupex, naturally. There. So, uh, this is, like , a one-shot, it’s one of the best damage sources currently available in the game. This is our Auspex. And this is a real soldier who joined, but, as
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they say, he needs to learn to play; I really like these zone-based Auspexes. But he joined right at the very end, so I don’t really have any complaints.
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Well, I would, if he’d been playing with us. So, there was a funny miss right here. Well, but here he put it down under the Auspex. Look at the damage. That’s just the damage from a single hit, not even fully powered up.
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If you also have the Auspex, this thing burrows underground. But with decapitation, for example, that obviously doesn't happen. If you have some bros, then that’s why we always keep a power fist with us. It should be in your loadout. As for a power fist
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build, if you really want to main the power fist, I suggest the latest build we have, which is built specifically on resists, because the power fist itself provides resists. The power fist itself provides resists. Here you choose again
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what you like more. I can recommend this situational kit, but see for yourself. Ah so yeah, something like that. So here we have to understand that we are in a state where we are running and constantly charging our
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attack. We need maximum resists. Maximum resists. That’s why this talent, fully depleted armor, 25%damage reduction, is one of the top defensive talents. And it is duplicated, for example, on a teammate. It is duplicated on a Heavy teammate, which
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is why the Heavy is one of the most durable characters. Why? Because for the Heavy, besides having this best defensive and resist talent in the game duplicated, the Heavy also has 100-500 ways to get armor. So, the Heavy spits
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and gets armor. So his armor is removed , he spits, armor. Armor removed, he spits, armor. And thereby this resist works almost permanently for him. And for clarity, guys, for clarity I’ll show you briefly, and you decide for
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yourselves later. Whether you want it or not, basically, decide for yourselves. I’ll just explain it, and try to show you in this way.
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Wait, no, that’s not it. I haven’t finished this one, probably. I did it this way here, right? Yes. Just pay attention to the following. Here I, well, in my tests I need to remove the resist, accordingly. How does the
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character survive here? I’m spitting out a bunch of mines there. Well, I taught him that. I need to die faster, obviously. That one is bad right now. I am still just testing this setup, but it should be working about now, right?
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So, in this way. We launch it. I’m dropping the mines, just releasing this —damn, what the hell. Not that one, guys, too slow. I’m not done yet.
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There, there, that, that, that, that. Memorize this moment; I’m showing you for clarity, so you see this situation won't happen just once. I got the hang of this scheme later on. That’s how a Bastion dies without resists. That is
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how a Bastion dies without resists. Just remember it for the contrast. For the contrast. And now, the same thing.
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Now I’m going to use the power fist. I was testing it last. And this is how a Bastion feels with resists. Take note of the number of spore mines. A slightly different picture, you have to agree, regarding survivability. That's
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in this specific build, where you play with resists. Just like that. I didn't do this for that reason, obviously. On the contrary, I needed to speed up the deaths as much as possible, because, as you can see, the videos—damn, it
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takes so much time for testing. Showing it again. And I’ve already swapped out one skill because I was fed up with waiting. But just so you understand the difference, rewind to the previous moments and watch how the Bastion popped without resists versus
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one with them. So, guys, for the power fist, I highly recommend that if you want to main it, you use this setup. It will provide maximum survivability.
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Besides the fact that the power fist itself gives resists through skills. Now, if only I could remember. Ranged combat—the power fist is basically the ideal weapon against Chaos, because you get hyper-armor while charging and additional resistance to ranged damage,
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which can be raised to the skies. The Stormtrooper turned out to be the best in this regard. It can raise ranged damage resistance up to 90%. There. And , characteristically for the build, as I told you, these two talents provide
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resistance. This one also provides resistance. And these two skills, pay attention. I add the shield bash here so that we have—we definitely take this skill. We perform a shield bash into the air and gain that protection for 10 seconds. And right after that,
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we immediately start charging a heavy attack. In the gameplay video, I remind you once again, definitely watch how I handle myself there. So, in combat, right before I start positioning, I strike the air and gain invulnerability . It’s simply a way to buff that
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strike. In case you just need to knock back mobs. That’s it. And that is, essentially, what this whole build is based on. And then we one-shot everyone . This build is played using the balanced gauntlet. If you strike the
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air with your shield and get the 15% buff, then a fully charged attack. Will one-shot any elite or group of elites, whoever you happen to hit. Now, if you don't use the shield strike and don't get that 15%, then the combo of a heavy
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attack plus the extra backfist strike that automatically follows will still one-shot the enemy regardless. So, either in one hit or two, but it's practically instantaneous thanks to that follow-up strike. On our Bastion, we have these skills. And this
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combination will work every single time . Why did I tell you that? Because if you're playing with any other weapon, you're required to have this specific build, one build with Doomfist, because all our damage is packed into this perk
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, and it's in the prestige tree, so it will always be available to you. Always and everywhere. Yes, you could boost it through these two damage stats.
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That’s exactly 360 HP, guys. If you take these two talents, if you want max damage from the Backfist and are willing to give up the best resistance talent in the game that we have, you can also take this talent, and by doing
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that air strike, you get a simply colossal, cannon-like blow. It's specifically with that, under Auspex and fully charged, that you can take off half the boss's face in one hit.
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Exactly half, damn it, in one hit. Just bam. And the boss's face is gone from one poke. I remind you that this strike is AOE. This is for all the siege fans out there. And if by chance you have
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friends, unexpectedly, even though you're a gamer, but you actually have friends, you can take a guy like this on Doomfist and just go around punishing, taking out two or three bosses at once. At the same time. But for that, you must have, I repeat, a
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teammate, a soldier, who will throw Auspexes correctly at the right moment. Not when, damn it, two bosses are tearing your face off and you’ll never charge that strike in your life, obviously, but specifically just so you know, this information will be useful
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to you. But if you want to main something, I still recommend this build we have here, which is presented as Doomfist. Once again, guys, we're talking about balance here. No deflection, it just deals too little damage. The block has an issue with
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cleave potential. Cleave potential. What is cleave potential, guys? It’s the number of enemies you can hit in one attack. For instance, when you charge a heavy attack into a crowd, let’s say there are two elites among a mob of small gaunts. Well, there are
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many small gaunts, you’ll kill them, but the damage won't reach the elites because the hit potential is only for four targets. But with this, you can actually cleave through the crowd and hit the elites. That is why the balance
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gauntlet is currently the top build. This is the maximum damage we get, and the skill is essential, so we must have it. Everything else is the foundation for the breakpoints I described.
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Meaning, if you don't have this skull, you won't get those one-shots, you won't get those double-hit kills, or the attack combinations, and so on. So, that’s the build. The pistol, well, it’s all the same. So that’s how it
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is, guys. Those are the three builds. That’s the current information available for the game. As I said, we covered all the mechanics today. Ranged weapons, block weapons, melee weapons, and these styles—deflection, balance —we covered everything. Damages, working and broken skills, and talents.
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I hope this video will be useful to you . Perhaps you’ll understand a thing or two after watching, like learning the basics. You'll realize it’s not that you're a clumsy idiot, but that the game is broken, made by brain-dead
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devs. And maybe that will even make you feel a little bit better. Thank you all for watching. Good luck in your matches . See you. Until next time. Bye.
Topics:Warhammer 40,000 Space Marine 2Bastion buildgame mechanicsparry systemnetcode issuesAssault class talentspoise and blockpatch 10.0game update critiquemelee combat










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