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Повідомити про проблему з перекладом
My current loadout is:
Healing station, 1
Bowling ball, 3
One man's scrap, 3
Forged alloy, 4
Field deploy, 1
Legendary: Architectonics
My focus is outputing damage, run away and heal up if health is low, use shield if theres a grumpy bomb or anything that can stun and relying on turrent to supplement damage.
The things you said require more than 12 points xD, i didnt say anything about the barricade CD because i thought (i can be completely wrong), that those points are better used in Forget Alloy so that the turrets dont go down that easily and i can heal
For Kidda, so basically ... a hit and run build. I'll try the Bowling Ball and see if i like it =). Ty for the tip ! Both for Kidda and PWNdotcom
Field Deploy 3
Combat Repair 3
Healing Station 4
One Man's Treasure 1
Bowling Ball 1
As for the Legendary, I always go with Architectonics.
I made this Loadout with both survivability and efficiency in mind.
Healing Station helps to get you back in shape if your Support is dead or on cooldown (if there actually is a healer in your team).
Field Deploy is mandatory if you take Architectonics, the fastest your Turrets are up and dealing damage, the better.
Combat Repair helps with your Turrets survivability (especially if you place them well).
One Man's Treasure reduces all your active cooldowns when you get a kill/elim so that you can use your Barikade/Rocket Boots more often.
Bowling Ball helps you survive when you try to escape with Rocket Boots when on low health.
Now for some tips, try not to place both of your Turrets on the capture point, this would just mean offering them on a silver plate to any AoE champ you're facing.
Always prepare an escape route, so don't use Rocket Boots for (re)positioning and keep it as an escape tool.
If you can avoid it, never engage in 1v2 (or more) fights, Barik just doesn't have the HP pool for that.
As far as items are concerned, I always buy Master Riding as a priority item (the fastest you get to the capture point and set up your Turrets, the better).
Then if you have a Support in your team who's good at his/her job, Rejuvenate is also a good item to invest credits in (and it's cheap).
For the red items, never buy Wrecker with Barik, it's a waste of credits: most of the damage you'll deal will come from your Turrets and they don't beneficiate from the items you buy so you're better off with Cauterize.
Now for the blue items, wait before buying one, see what is giving you the most trouble and buy accordingly.
Forged Alloy is another card I highly recommend because w/o it your Turrets only have 700 hp each which is just pathetic and leaves them open to be literally one-shotted by a good majority of the cast w/o using bulldozer. At the very least spend at least one point so your turrets aren't literally made of tissue paper. I highly recommend having at least lvl 2 Forged Alloy as it'll put your turrets just above the 1000 hp mark (1050 hp) letting them survive a hit from things such as a fire spit, full charged sha lin shot, etc. Higher lvls is good of course but i find lvl 2 alloy to be the perfect amount of hp for your turrets while still saving up points for other cards.
Field Deploy is another card that's highly underrated and it can allow you to be much more aggressive with your turret placement as you're probably going to be planting turrets in front of people anyway. Lvl 3+ and you can literally place a turret while in a fight as the turret will be up and firing in less than a second. A lvl 4 field deploy can let your turret get off 3 shots where it'd still be building up in that time w/o it, so it can definally get you some extra dmg off in a lot of situations.
Other cards can be w/e you like, Accelrate is a nice one-point wonder card as you get 25% mov spd moving through your barricade so it can help a lot when doing your "shield dance." Bowling Ball can also give you just enough to survive a hit in sticky situations.
A gimmicky build i like to do with Barik is having lvl 4 Healing Station/One Man's Scrap for maximum amounts of healing. Use Architectonics so you can put out more turrets which in turn means more healing for yourself. It gets hard countered by cauterize like a lot of things in this game but i've been able to do some clutch situations and stay alive because of all the extra healing you get off your turrets being destroyed