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The Last Stand: The Best Builds

  1. #1

    The Last Stand: The Best Builds

    Not sure if this has been posted or not, just wondering what the best builds for each class are? Been playing a lot as mek, get to wave 18, but never past. Right now I am lvl 20, I use chopa, evy armor, boss pole, cybork bits, uge bombs, sturdy bits. I know there has to be winning combo, if you can beat wave 20 on lvl 12. So howd they do it?

  2. #2
    Member The Voltr0n's Avatar
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    Confusion, mass confusion, group teleport and levitation for the farseer...

  3. #3
    sorry wrong thread .
    Imperial Guard Player
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  4. #4
    Has the mode been out long enough to determine a "win" build?

    My personal build with the Mekboy:

    Burna

    'Eavy Armour

    Sturdy Bits
    Cybork Parts
    Bouncy Shield

    Boss Pole

    'Eavy armour and Cybork Parts allows me to shrug off ranged fire, Sturdy Bits allows me shrug off grenades or other attacks that have knockback.

    But most importantly, Bouncy Shield allows ranged mobs to swarm me, but not (a) damage me and (b) force my mek into melee. This means that my mek can literally stand at one place and flame the swarm around him for a while without taking any noteworthy damage, choosing his targets at will. The flame eats up the swarm, he just chills in one spot spraying.

    Your only real danger will be walkers, and potentially those eldar plats due to the larger-than-average ranged damage they spit out.

    This build was born from we playing with my friends though, so it's also strongly routed in teamwork - I'm the one that flames the hordes, my allies soften them up/finish them off/deal with the bigger fish.

    This build also means your only real role in wave 16 is the Bouncy Shield that you throw on your allies - outside that you won't be able to contribute much in that wave. However, if you have good co-ordination with your allies, or are playing with friends with whom you know how to play with, wave 16 will still be a breeze, and the build generally pays for itself in the other waves.

    Then again, this is only my personal experience. I'm sure there will be people here who may tell me it's a shitty one, but I enjoy it :P

  5. #5
    I'm lvl 19 SM and i've found pretty much the ultimate support build, at least it kept us all alive countless amount of times:

    Plasma gun
    Artificer Armour
    Jumppack
    Healiing vials [the one you get @ lvl19 can't remember the name]
    Revive
    Dreadnaught

  6. #6
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    Question, wouldn't the bolter be better for the support build? Hellfire Grenade damage seems unreliable, while Blind Grenades are just great. The extra energy regen also helps out.

  7. #7
    Quote Originally Posted by konfeta
    Question, wouldn't the bolter be better for the support build? Hellfire Grenade damage seems unreliable, while Blind Grenades are just great. The extra energy regen also helps out.
    yup, but then you'll need a dmg dealer. For example a plasma cannon.

  8. #8
    The plasma gun deals decent dmg vs the walkers and high priority targets

  9. #9
    @zan
    Thats what ive been saying. The problem is that your build is too all-rounder.

  10. #10
    Member Akagi_Ryu's Avatar
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    Nothing wrong with that!
    I run with a very similar build, only I got unshakable armor and +75 HP in stead of healing. Honestly works wonders as long as I can manage the energy
    My Steam: http://steamcommunity.com/id/Akagi_Ryu/
    Ruined:FYI on the bug fixing front a Steam patch can be applied in a matter of hours, most of which involve making coffee, chatting about the latest season of Survivor and pressing the upload button.

  11. #11
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    Three specialists, as a rule, will do better than 3 generalists.

  12. #12
    Agreed.
    Z405:
    I just don't like this; i can understand that there need to be counters, but this is just retarded.

  13. #13
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    build i love as a lvl 10 mek boy is.

    big shoota.
    teleporta armor
    cyborg bitz.
    the allie heal thingie. (lol..)
    +25energy

    along with the boss pole.

    only downside is. youve to constantly hear him shouting (WALKINGS FOR GROTS) I die alittle inside when I hear it now...

  14. #14
    Quote Originally Posted by konfeta
    Three specialists, as a rule, will do better than 3 generalists.
    + that way wave 16 is a cakewalk

  15. #15
    best build period.
    ork mekboy. Choppa, Eavy armor, Speshal bitz, doc tools, Cybork partz, Roks
    ork mekboy. burna, eavy armor, special bitz, sturdy bitz, cybork partz, roks
    space marine capt. bolt pistol, chain sword, armor of vengence, 1.5 health regen, +75 health, zealious commander ability, larramans blessing.

    spamming roks on everything, you can easily take out/thin out walkers, swarms, power builds, and any threat. with the extra healing given to the group per hit because of the zeal commander ability on both the mekboy and space marine you can keep every one above 80% health through out all the matches.

    this build is so perfect and powerful that quiet litterally nothing can beat it... which is it's biggest flaw... nothing can beat it...

    on wave 16 you are set against it... and you can't beat it... nor can it beat you. the group i was with that pulled this spent 40 minutes on wave 16, but it was impossible. no one had suggnificant hero killing power so ultimatly no one could kill...

    the match only ended when one of the guys dropped because it was boring to watch this never ending battle of rok bombardments.

  16. #16
    Quote Originally Posted by Pyro Paul
    best build period.
    ork mekboy. Choppa, Eavy armor, Speshal bitz, doc tools, Cybork partz, Roks
    ork mekboy. burna, eavy armor, special bitz, sturdy bitz, cybork partz, roks
    space marine capt. bolt pistol, chain sword, armor of vengence, 1.5 health regen, +75 health, zealious commander ability, larramans blessing.

    spamming roks on everything, you can easily take out/thin out walkers, swarms, power builds, and any threat. with the extra healing given to the group per hit because of the zeal commander ability on both the mekboy and space marine you can keep every one above 80% health through out all the matches.

    this build is so perfect and powerful that quiet litterally nothing can beat it... which is it's biggest flaw... nothing can beat it...

    on wave 16 you are set against it... and you can't beat it... nor can it beat you. the group i was with that pulled this spent 40 minutes on wave 16, but it was impossible. no one had suggnificant hero killing power so ultimatly no one could kill...

    the match only ended when one of the guys dropped because it was boring to watch this never ending battle of rok bombardments.
    Lol fail. So you are saying you have the best build, that cant even pass wave 16.

  17. #17
    Member Carl's Avatar
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    Lol fail. So you are saying you have the best build, that cant even pass wave 16.
    That is pretty much the current definition of best build.

    Any really good build just can';t pass 16 because it's unbeatable in doponleger format.

    Anything that has the kind of glaring weaknesses needed to bypass that wave natrually isn't going to be the best build avalibile is it...
    I don't know what i'm talking about, ignore me.

    Thousands of years ago, Egyptians worshipped what would become our ordinary housecat. The cats have never forgotten this.


  18. #18
    Quote Originally Posted by Carl
    That is pretty much the current definition of best build.

    Any really good build just can';t pass 16 because it's unbeatable in doponleger format.

    Anything that has the kind of glaring weaknesses needed to bypass that wave natrually isn't going to be the best build avalibile is it...
    Lol. I think the definition of "best" i very varying here. I think the best build should be able to beat wave 20. The only builds that were able to do that had seer with illusion.

  19. #19
    no, carl has it right. wave 16 was put in place specifically to make 'perfect builds' impossible. a perfect build is something that is absolutely unbeatable and requires little skill in order to achieve absolute victory. because wave 16 is effectively your clones, any 'perfect build' ultimatly is countered by its own perfection.

    as per example of my build, it was impossible to beat the wave, and it was impossible to be defeated by the wave.

    this means that every 'wave 20' build have flaws in it which can only be countered by the proper usage of skill of the players. rather ingenious peice of design there... that means the only way to get to level 20 is the mixture of build and skill... not just build.

    quiet litterally, the described 'perfect build' will not ensure absolute victory if the team is filled with noobs that simply googled up what builds brought people to 20...

  20. #20
    Member Akagi_Ryu's Avatar
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    @ Carl: I beg to differ...
    A farseer with pistol of warseer, 20 dps blade, combat mastery, confuse + one defensive skill and hero item is very good, yet 16 is a cakewalk with that build.

  21. #21
    Member Carl's Avatar
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    A farseer with pistol of warseer, 20 dps blade, combat mastery, confuse + one defensive skill and hero item is very good, yet 16 is a cakewalk with that build.
    Thats a crazily flawed build though because it's completly reliant on outside healing to be effective. Even if you can somehow avoid needing in combat heals you'll never avoid ending up at the end of a wave with low health and insufficent regen time.

    Your reliant on your teammates bringing some form of healing for you. On ve 16 you just have to seperate her from her teamates and wear her down.

    An SM on the other hand can be given so much self healing he's nearly impossibble to kill despite lower DPS, but unfortunatly that means there's simply no way in hell you'll beat him on wave 16. Things like Low DPS or poor energy regen/max amounts are only glaring weaknesses if they can be taken advantage of.

    The holes may not be obvious, but they're allways there.

    Wheras 3 Larramans packing, +75 Health, Chainsword plus bolt pistol, heal on strike accessory and +1.5 regen item combined together are virtually impossibble to kill. Their comined health regen is simply too high for anything to ever wipe them out with the exception of a direct nuke strike, and even then it's a maybe.

  22. #22
    Quote Originally Posted by Carl
    Thats a crazily flawed build though because it's completly reliant on outside healing to be effective. Even if you can somehow avoid needing in combat heals you'll never avoid ending up at the end of a wave with low health and insufficent regen time.

    Your reliant on your teammates bringing some form of healing for you. On ve 16 you just have to seperate her from her teamates and wear her down.

    An SM on the other hand can be given so much self healing he's nearly impossibble to kill despite lower DPS, but unfortunatly that means there's simply no way in hell you'll beat him on wave 16. Things like Low DPS or poor energy regen/max amounts are only glaring weaknesses if they can be taken advantage of.

    The holes may not be obvious, but they're allways there.

    Wheras 3 Larramans packing, +75 Health, Chainsword plus bolt pistol, heal on strike accessory and +1.5 regen item combined together are virtually impossibble to kill. Their comined health regen is simply too high for anything to ever wipe them out with the exception of a direct nuke strike, and even then it's a maybe.
    What we did is that one of us had plasma pistol, and axe + artificer armour revive and heal. Kill him first and the other 2 is killable. Tho at wave 20 we died-_-.

    SHIT YOU GAVE ME AN IDEA: 3 Orbitals!!!!! FFS WHY HAVENT I TOUGHT ABOUT THIS BEFORE?

  23. #23
    Member Akagi_Ryu's Avatar
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    I beg to differ yet again Carl, as experiance showed me.
    It all depends on clever use of teleportation and confusion so that you stick out of harms way. That way you can reach as far as 20 without dying ^_^ You just have to kite... a LOT xD

    And the whole plan for 16 is to cast confuse on your double so that she deals melee DPS, then casting confuse again and the second DPS class or otherwise biggest threat.

    The Farseer clone usually dies before the confusion wears off because of lack of HP or armor

  24. #24
    Quote Originally Posted by craft-star
    What we did is that one of us had plasma pistol, and axe + artificer armour revive and heal. Kill him first and the other 2 is killable. Tho at wave 20 we died-_-.

    SHIT YOU GAVE ME AN IDEA: 3 Orbitals!!!!! FFS WHY HAVENT I TOUGHT ABOUT THIS BEFORE?
    that is what we thought when we got roks... i mean, a rok bombardment frags a wraithlord in one bombardment after all... but for some reason, the bombardment options do considerably less damage to heros. quiet litterally, my guy stood front and center as 4 rok bombardments (2 enemy, 2 friendly + no knock back.) directly hit him... and it only took some 5% health off my guy...

    side note, what level is orbital?

  25. #25
    Quote Originally Posted by Pyro Paul
    that is what we thought when we got roks... i mean, a rok bombardment frags a wraithlord in one bombardment after all... but for some reason, the bombardment options do considerably less damage to heros. quiet litterally, my guy stood front and center as 4 rok bombardments (2 enemy, 2 friendly + no knock back.) directly hit him... and it only took some 5% health off my guy...

    side note, what level is orbital?
    Lvl 20. Tho my account got wiped so cry, cry till i get it back

  26. #26
    Member The Voltr0n's Avatar
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    Lvl 20. Tho my account got wiped so cry, cry till i get it back
    lol how did it get wiped???

  27. #27
    Quote Originally Posted by The Voltr0n
    lol how did it get wiped???
    gfwl bug

  28. #28
    Member D-coy's Avatar
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    OB can kill all clones in one blow if done right. Chris did it, and we were happy pandas.

    Also my best build ideas:

    #1

    FS:

    Energy + energy regen blade
    Speed + damage pistol

    Psychic shield armour

    Group teleport
    Conceal
    Energy regen accessory

    Energy regen aura commander item


    Mekboy:

    Big Choppa

    Eavy armour

    Ave a taste
    Sturdy bits
    Speshul toolz

    Boss pole


    SM:

    Power axe
    Plasma pistol

    Artificer

    Litanies of Zeal
    + HP accessory
    Fearsome shout

    OB


    #2

    2 SMs, one with dread, tanky, other with OB DPS, preferably ranged, FS with shield armour, group tele, conceal, energy regen aura commander accessory. The rest is optional.

    I might change these depending on personal experiences.

    Cheers
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    Just call me Readin'

  29. #29
    Heh. Been a while guys, what's up!

    The build me and my friends have been fielding for Last Stand...

    Player I
    Mek-Boy
    Rokkit Launcha
    'Eavy Armour
    'Uge Bombz
    Speshul Tools
    Mega Rumblah
    Rok

    Player II
    SM Captain
    Plasma Pistol
    Power Axe
    Armour of Vengeance
    +75 HP
    +1.5 Health Regen
    Jump Pack
    Dreadnought

    Player III
    SM Captain
    Plasma Pistol
    Chainsword
    Artificer Armour
    Revive
    +75 Health
    Jump Pack
    Larraman's Blessing

    Works all the way up to about 18~20 every time for us. Super damage suicide Mek, with Dread back up.

    Blood Ravens & The Thousand Sons Player

  30. #30
    Lord of Change SOLID MATTIC's Avatar
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    Ive seen a few builds with the drednought and the jump pack on the sm- personally Ive disliked this build as they usually cancel each other out due to energy requirements. U cant jump if you put the dred on the ground and you cant have the dred if ur jumping.

    It just does't seem to work on the higher waves, the dred gets killed pretty quick on the higher waves anyway and your wanting to jump alot unless u have the plasma cannon and are relying on group teleport.

    I have been using the axe and plasma pistol as weapons- extra 75 health, along with the ability to gain health for myself and allies with every hit and the jump pack. Commander item is the healing aura.

    Its works allright my guy is hard to kill and my allies seem to enjoy the health regen I give but Ive found increasingly that being melee orientated is a liability on the higher waves and Im thinking of switching to the plasma gun and the hellfire grenades.
    Last edited by SOLID MATTIC; 19th Oct 09 at 9:52 PM.

  31. #31
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    Mekboy with 'Ave a Taste.

  32. #32
    Member TeaSeeOh's Avatar
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    I'm surprised so many people go Mekboy without the Trophy Rack. That's instant 35% less damage for your entire group, though it makes the wave 16 fight a bitch.

    I find Proximity Mines to be really useful with the Big Choppa, as the choppa allows you to regen energy with every kill, so you can just flood the field with those babies. Knockdown + damage goes a long way in delaying and softening up your enemy before they get to you.

  33. #33
    Party like it's M40.999 Aquila's Avatar
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    Look, waves 1-15 are really, really easy when you've got competent allies, almost no matter what builds you use. Hell, I can sit three Space Marines in the middle with plasma cannons and dreadnoughts and get to level 16 without moving an inch. Saying you've got the 'perfect' build when you've never even tried it past wave 16 is a bit premature. Wave 16 exists to be a unique challenge - after all, in any situation, the most challenging opponent is your equal. That's why it exists, not to force you to build glaring weaknesses into your builds.

    Heh. Everybody thinks they have the perfect build, until they reach a situation where it doesn't work. But that's the challenge of the game, to put together a team that can deal with any situation. If you have trouble with certain wave, maybe it's not the wave's fault - maybe your build just isn't so perfect.

  34. #34
    Member Opeth's Avatar
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    I've been using Captain with Chainsword, bolt pistol, armor of vengeance, 75+ hp seal, 1.5 regeneration seal, jumppack and regen-aura for the last 3-4 round.
    Twice we got to lv. 19 and once 16 with only 2 players (one dropped at level 2)
    However, It's a great tankbuild, jumppack enables you too flee and catch your breath whenever necessary, or life-leach on lesser ranged foes. If they are none around, the high-regeneration certainly does the trick. But the downside are that you got no abilities except Jump and you deal low damage.
    But most people I've played with prefers DPS over HP/Armor so I being able too tank while others deal the damage.

  35. #35
    Member Hamsterminator's Avatar
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    Everybody thinks they have the perfect build, until they reach a situation where it doesn't work
    Second this really. I actually made a thread more or less complaining about this and suggesting ways wargear could be improved- but the more you look into it the more you realise that wargear is deliberately restrictive. You simply cant have someone who can solo to wave 20, they have to rely on their team mates in order to create the co-op aspect of the game.
    My only real gripe with wargear is the energy regen gear. It just isnt worth it i find. Unless it gives extra stats, having .3 extra energy per second just isnt as good as having more armour or more total energy.

    My current build is combat farseer- for fun rather than winning rounds 16-20. Knockback immune spear, suppression resistant armour, evasion, ward, combat master, and commander mana regen token (I never have 50 energy to spend on master spells as it always burns on ward spam).

    Just a quick question- is Evasion better than fortune? 30% random misses on you, or whatever % extra armour...
    Originally Posted by Worf
    You know, I would tell you lot to get a life. Except that would be quite some hypocrisy coming from a gaming board administrator.

  36. #36
    I did a 3x sm reached wave 20 about 7 times in a row. 3x artificer armor, 3xplasma (not cannon), 2xhealth regen, 3xjumppack, 3x +75 HP, and 1x feel no pain. All dreads for commander item. Also you can heal dreads with feel no pain !
    Busby "Was the AI espacilly retarded?"

    clOWN=your average happy ork player who loves the fight no matter the outcome.

  37. #37
    Quote Originally Posted by Hamsterminator
    Second this really. I actually made a thread more or less complaining about this and suggesting ways wargear could be improved- but the more you look into it the more you realise that wargear is deliberately restrictive.
    i've been noticing this a lot as i play with off items which i just don't use as much. and some of the off items acctually make really awsome combos.

    rokkit launcher + Plasma Cannon was acctually very effective.


    but still, there are some peices which are pointless. (SM Grenades... why? i have hellfires which are better) and others that are simply underwhelming (bolter, rokkit launcher)

  38. #38

    Teleport?

    I'm getting pretty good results with my Mek Boy with Teleport, extra energy, mega rumbla and the heavy bolter thing.

    I can kite most mobs until forever and mega rumbla + teleport gets me out of tight spots. Combined with a Space Marine tank this is a pretty good combo.

    Not much experience with team builds. Only play "random".

    Just curious why everyone dumps the teleporter?

  39. #39
    While the teleporter truly is excellent, it is very tricky, though not impossible, to actually find a save spot in the higher waves. Especially the raveners of wave 17 nib you to death, as they follow you all over the place and green cover is hard to come by at that point.

    Oh...and whats up with unsupressable Zoans and Raveners anyways. I mean warriors i can live with, but dedicated range that is unsupressable?
    GfWL: ZeroNiner09, Steam: ZeroNiner09

  40. #40
    low life expectency is the real reason most people drop the teleporter. as useful as the thing is, dying at the mear hint of gunfire at the later stages where shooters get an exorbantly high dps (SM scouts, Dakka on deffdread, Raveners) makes it difficult to use the thing proficently. further more, several players just simply don't know how to use it to its fullest and would rather have the straight forward health and armor.


    if you notice, a majority of the builds focus on high upfront health, high upfront armor, and high upfront damage.

    but there are some pretty unique and powerful builds which are very useful.

    SM Capt, Bolter, artificer armor (for the power), heal vials, jump jets, 1.5 regen, larramans blessing.

    it makes you the resident healer, and very effective in team work... well if you call using your team mates as meat sheilds team work. i've quiet litterally carried a low level team (1 (elite) and 9 (noob)) to wave 19 with this as i basically jump from person to person reviving them, healing them, then flying away, barely scrapping past some of the more difficult later waves.

  41. #41
    I found having the Deff Gun for level 16 made it a cake walk. My dopple just sat back and waited for people who weren't stupid enough to walk in his line of fire while the other dopples tried to rush me head on. My team was able to easily pick them off one at a time.
    "I have come to destroy you."

  42. #42
    The good thing about a ranged build and Dread for sm is the ability to create green cover ANYWHERE.

  43. #43
    Member Koozer's Avatar
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    Personally the only time I've got up to wave 18 I was using the Mekboy with Rokkit Launcher, Teleporta Armour, Sturdy Bitz, Cybork Parts, Battery Pack, and Trophy Rack (or is it Boss Pole..?)

    Rokkits are a bit lacklustre early on, but in later waves with huge swarms of enemies they provide lots and LOTS of knockback and splash damage. Useful for keeping melee at bay and helping out allies. 'Ave a Taste is very useful too in helping out allies, especially low armour, high DPS Farseers.
    93% Explorer, 53% Killer, 40% Achiever, 13% Socialiser

  44. #44
    Party like it's M40.999 Aquila's Avatar
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    I BEAT IT. I kind of can't believe it. But I won

    One Marine, one Ork, one Eldar. Funny thing is we used kind of an average build, nothing too fancy on the equipment, nothing like the so-called 'power builds' people have been throwing out here. But we worked really well together, communicated effectively, and managed to get through the entirety of Wave 20 without a single death. So it IS possible.

    I kinda have to think that the harder you try to power game this thing, the harder the game's going to be for you. It really is all about teamwork. Oh yeah - get out of your head the 'classic' structure for RPG teams... like, picking one guy for each specific role... this isn't Warcraft! I want to vom on my keyboard when I hear teams trying to decide who's going to be DPS and who's going to be Tank. Those teams are doomed to fail.

  45. #45
    Member D-coy's Avatar
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    Congratulations!

    You had the ultimate wargear: voicechat.

    Cheers

  46. #46
    I managed to make it to wave 19 for the first time using warp runes, ward, and confuse, primarily jumping around the map with my mek boy ally sporting a deffgun, mines, rumbla, and teleporter pack. (he was only level 5)

    Basically we'd jump to a spawn point, he'd toss down the mines in front of the horde coming after us, I'd confuse the nearest enemy, and he'd open fire. When they finally crawled their way through the mines and finished fighting their confused allies, we'd already be teleporting to the other side of the map to set up again.

    There was another Farseer as well, but his build seemed a bit inconsistent and he died almost immediately on the later waves. He was built for confuse spam, but didn't take Isha's Blade for the regen. He also liked to blow all of his mana on a Eldritch storm which left him extremely open on he way down. I was telling him to focus on using confuse and to stick with us, but he'd repeatedly get caught out in the open during the early blitz of each wave. =(

    Overall, it was effective for the most part. I think if the mekboy had had access to more wargear (losing the rumbla, maybe more survivability instead) it would have been even better. The reason why we lost on 19 was the sheer firepower we were facing when fighting our way into even one spawn point. Having a solid Captain as a third would really help us fight through the blitz before we can put our teleporting strategy into motion.

    I added him to friends; maybe we can make it to 20 when I get my buddy who plays captain online with us one of these days.

  47. #47
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    You don't *have* to fight in. Just survive long enough to lure out the Dreadnoughts. The main weakness of teleporting, though, is that Wave 19 Dreadnoughts really, really tend to ruin it by getting stuck in spawn points.

    One Emperor's Fist or Assault Barrage and down you go.

  48. #48
    Member hellic's Avatar
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    Send me a cookie and I'll tell you.
    Quote Originally Posted by Aquila
    One Marine, one Ork, one Eldar. Funny thing is we used kind of an average build, nothing too fancy on the equipment, nothing like the so-called 'power builds' people have been throwing out here. But we worked really well together, communicated effectively, and managed to get through the entirety of Wave 20 without a single death. So it IS possible.
    So I looked at my screenshot again and it seems I did die on wave 20. *shrugs*

    Click!



    Quote Originally Posted by konfeta
    You don't *have* to fight in. Just survive long enough to lure out the Dreadnoughts. The main weakness of teleporting, though, is that Wave 19 Dreadnoughts really, really tend to ruin it by getting stuck in spawn points.

    One Emperor's Fist or Assault Barrage and down you go.
    When you're teleporting with a teammate or two, you guys should be able to handle a solo Dread. In fact, singling out and eliminating a Dread, especially a Hellfire, is the best way to beat wave 19.
    MILK FOR THE KHOOOORNEEE FLAKESSS!!! LET THE CEREAL DROWN IN IT!!
    Why are we out here, when we could be in the thick of BREAKFAST!! MILK, I ache for the taste of MILK!
    COME, my minions, let us steal their SPOOOOOONS!
    Can you taste the sugar tooooo?!

  49. #49
    One group option I recommend not taking is having two SMs with Rite of the Tireless Crusader.

    It makes wave 16 virtually impossible.

  50. #50
    Party like it's M40.999 Aquila's Avatar
    Join Date
    Jul 2004
    Location
    Florida
    It musta been reported wrong Hellic. Check this out:

    CUE DRAMATIC SCREENSHOT!


    Screenshot is from right after we won, and ff you look at our survival multiplier it's a 3x, meaning the last death was on Wave 18. You must have died with me on 18 against the Warboss Horde. We definitely got through 20 without a death.
    Last edited by Aquila; 21st Oct 09 at 11:52 PM.

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