Din-din is an amazing weapon, because it allows you to heal units that are very likely to be targeted and damaged by enemy units.ģ. Kir'ko using Shrouded Step leaves only 1 action point so it makes more sense to have a melee weapon that only uses 1 action point.Ģ. If you have access to a Vanguard Jetpack, it does not use action points to activate, meaning you can use a repeating melee weapon. General Tips for Weapons and Mods (from things like kelptomanic + loot + NPC factions):ġ.The way you get into melee range determines what kind of melee weapon you should be using. Martial Tradition -> Ruthless killer, which can reset a high dps commander (although it can be risky investing too much dps too early on, at the expense of survivability on your commander) Klepotmanic can generate very powerful mods, where as decadent gives +10 to your commander while significantly lowers the rate in which you generate population.Ĥ. (kill, teleport, attack or ability in one turn)Ģ. Hammer pairs well with Martial tradition. Another good option for Dvar commanders is to take the hammer, which you get so long as you do not pair Dvar with Celestian, Xenoplage or Voidtech. One exception is Xenoplague commanders, as you can get a really nice melee weapon that can allow you to build up infections, leading to more pustules and eventually more destroyers and plague lords. A lot of players like to wait a bit before investing heavily into the melee strategy. Taking Close Quarter Equipment is strong, but a bit risky.
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