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The buffs open up other choices when you get powerups early, so its a little win win.
Plus, if you tactically get hit by weak stuff around boss waves, that is a largely free 10-50% damage boost for a few seconds. That stuff is *powerful*. If you get clipped by a detonator or anything, bonus 10% damage boost per damage source.
Both fit?
Dreadnought variants would of course, spice up stage 5 significantly.
Can you imagine Twins, or the Hiveguard?
Could basically just run into entire groups, and take pretty minor damage. Offsets the chance of just getting instagibbed by a pack of exploders(which I was running straight into on purpose).
Grabbed the dodge Artifact as well and I was basically just not even trying to avoid any bugs. Run around looking for Red Sugar while trying to get myself damaged enough to use it all up, lol.
In Hollow Bough, Red Vines block paths and generate more dead ends. Walls reinforced by Regenerating Vines significantly slow down mining speed. On the other hand, a large contingent of Macteras can bypass any obstacles, becoming a major threat in this biome.
Without the Juggernaut's additional 20 Armor, you take approximately 50% more damage from bugs. Most other classes can't withstand this amount of damage in this stage, only Juggernaut can.
The damage when hit passive is alright, it's a niche little extra since you avoid getting damaged by bugs but when you do you get a good damage boost which is nice.
The range penalty is not an issue imo, specially in hazard 4 and beyond, those haz levels have bugs swarms constantly, you won't even notice the -50% range, bugs are always close and personal.
I personally prefer the Juggernaut for anything >Haz3 and the classic for Classic for Haz1 & 2.
Jugg is actually useful for the speed and the armor. I'm starting to get a feel for what this game is. It's a fast in and out extraction game. You don't want to linger too much. You'll farm with the Interrogator anyway.
Jugg is a better Recon. Fast, armor, and powerful kinetic weapons.