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Lol I just loved Last Stand and played the crap out of it with friends!
If Tau located only at 4 place and even Claw Marine better him - you are bad player.
"Sorc > Farseer > Captain > Tau Commander > Tyrant > Mekboy > Lord General"
Omg...
My opinion:
Tau > Sorc > Tyrant > Mekboy > General > Captain > Farseer
Let's keep this topic interesting.
The General can also be very strong with the right build, spamming Valkyrie runs and running away to safety, while still being surprisingly resilient with the medal and the black armour.
The Captain has the same mobility, but is more durable, wipes everything in a few strikes with the (stacking) claw DoT, and his Dread can solo entire armies. The Tau's only advantage is that he's ranged.
Plasma
Heavy shield
Heavy armour
Missiles/ADC
Battery
Coolants
Shield/Marker drone
Gather packs and just spam jumps between 2 points with battery. Jumps are your main source of damage. Even works on heroes. with correct timing, can stun clones the moment they spawn and keep them locked down for the entire wave.
Claw Marine and Tau are about equal in my book with a slight edge to Marine. He's more durable and more useful overall, but Tau is good.
The fact that you think Captain and Farseer are bottom tier is kind of silly but w/e
Bombing run works well up to about wave 17 where mobility is more important. He's too slow and the bomb has too high of a cooldown by that point. Raveners will shred you and there's literally nothing he can do to get away. You'll die before you even finish throwing your bomb down. Your retreat is gimpy and your fodder will be dead before they hit the ground on higher waves.
Have you ever tried to solo all 20 waves with him? Other characters can do pretty well, but Lord General is going to be lucky to break wave 14 solo even with the best gear and build you can think up. He's squishy with no escape and gets over whelmed.
Mekboy works alright but blowing stuff up build just kills your allies and later on he's too squishy to do more than teleport non stop
It works okay up to like wave 15. Jumping into a horde on Wave 18 or 19 is a great way to die before you hit the ground. Tau isn't even close to being tanky enough to survive that and the stun range isn't big enough to keep him from getting ripped limb from limb by the ranged guys out side of his stun range.
Gathering them up takes too long compared to other builds. Like dual mini gun or dual plasma with anti armor missile. With that build and gun drone he can just mow down fodder and wreck heavies with anti armor missile. It's just more efficient and more reliable than a gimmicky jump build on higher waves.
Tau > Tyrant > Sorc > Captain > Mekboy > Farseer > General
It seems you have only ever played with ♥♥♥♥♥♥ players who have used this build.... though to be fair I only ever came across 1 or 2 people who have played it well... besides me ofcourse.
With this build, if your teammates are at least of average skill you should not die and should not kill even a deathless sorc ally and end up with 350 kills if your allies are awesome, and around 500 if theyre around average..... I did get 750 kills in one match though where I carried my teammates and they died on their own around 7 to 10 times each....
I have ~325 hours of LS I'd estimate and have read nearly every guide I could find extensively, so here is my opinion:
Mobility is absolutely key in the Last Stand, and if you don't have it then you damn well better have ways to compensate for that absence. The other key point for the game mode is the ability to sustain, as since there is no rest time between waves you either have to collaborate with you teammates to make time, or just have a good enough build to maintain your health/energy.
A decent amount of the destructive AOE abilities leave cover (usually yellow) everywhere, and that makes things noticeably harder in the long run, which is why I can't usually justify taking them. If you do, then if they leave cover you should try to constrain it to just one place on the map to minimize the hell you will put your teammates through with tougher enemies.
At this stage of the game, the captain is a jack of all trades master of none-type of character. He is no longer the best tank, nor the best ranged dps, nor the best melee dps, nor the best minion master. As heroes were added they just outclassed him, but that doesn't make him bad per say. You pick him if you want variety (which is something people tend to go with now considering the age of the game). The captain can only really be built two ways, either as a tank/melee dps, or as a ranged/support.
As tank/melee you jump right into the fray, claw and shield in hand, and shred everything around you. People seem to be debating what the best items to do this are besides the weapons. I believe that having the Armor of Fortitude and the Dreadnought lead to the best results. People say that getting unshakeable is necessary but on the captain I don't think so, and this is because having that dread takes a good amount of heat off you and he effectively duel-tanks (murders everything) with you. The extra healing from that healing aura commander item just doesn't bring the same utility as a dreadnought can, who makes himself very useful the longer the game goes on. And you can of course keep him healed with your Litanies of Zeal accessory.
As far as ranged/support is concerned, you basically have the plasma gun (really what else would you use?) and the artificer armor. Stand back, let the dreadnought tank again and back him up with plasma fire and hellfire grenades. A slot for Revive for Anvil/Terror of Xenos on BC (because taking revive there is suicide) and you can fill a supportive role as well.
The downsides of the captain are a couple. The most glaring is his energy issues. All of his abilities are comparably costly and there is no way to bring the cost down or quicken your energy regen without taking the bolter, which is useless. Otherwise you will find that he can get overwhelmed somewhat faster than some of the later heroes can. He cannot solo either map, and won't be able to carry for very long if things go south.
I don't know what to make of the mekboy anymore. He destroys at first but starts to lose effectiveness later on in the game and just peters out 60%-75% through. I confess that I don't play mek very much as orks are my least favorite race in 40k, but it just seems like his options are so limited. It seems like he never has enough slots to do what you need to do with him. Perhaps the best way to play the mekboy is to go full ham like an ork would, throw caution to the wind, and blow everything up with unstable (and explosive) technology. One can build him in two ways, either was a ranged dps, or melee dps (with a little support thrown in for good measure in both cases).
The trouble with the mekboy is that you (like nearly all other heroes) need to be mobile, which means that you have to take the teleporter armor, which drops you survivability to an all-time low. But that means you have to take cyborg parts to compensate for that drop in armor...yet you also want to take advantage of that teleport explosion ability, which costs another slot. Then you have to make sure you don't get knocked down every time you use it, so sturdy bits become necessary. And like that you are all out of slots for abilities. Take the zap knife (with the pocket rocket) or the shooter and the boss pole and there you go.
Not taking advantage of his teleport explosions is a lot of wasted potential, and you have to justify that somehow...because you are left with two available slots then. But I just don't know...I have tried so many builds with his various armors and abilities and weapons besides the one I mentioned, and they all just seem to be one-trick-ponies and lose momentum quickly. That just leaves his teleporting dps builds I mentioned before, and even that loses momentum too. I do not see any way he could even come close to soloing, but he can kite decently.
Now this hero is a favorite of mine, and one that still hasn't lost effectiveness compared to the coming of newer heroes and still has unique abilities to bring to the table. People tend to think of the farseer as the quintessential support character, and it is true that she can be built that way and it is quite effective...if you want to leave all the killing to your teammates that is. Others try to build her as some melee/ranged/ability dps or whatnot and like the mekboy it just peters out. Some have tried to hybridize these two builds to varying degrees of success, usually with eldritch storm. However, there is one build that is very effective at both killing and supporting and so I say that that should be the only real way to get the most out of your farseer.
The Armor of Indranel makes you stupidly tough if you know what you can take. The Witchblade of Isha greatly improves your energy management if you exercise restraint. Runes of the Warp allow you to forever evade your foes if you know where to go. Runes of Deception complement that capability and more if you know how it works. So what allows you to kill? Pistol of the Doomseer and Runes of the Harlequin. Simple and unassuming they may be, they are still key to your ability to fight back as any eldar should. Doomseer's Eldritch Bolt annihilates blobs of infantry if you aim well, and Confuse will turn any foe against their own if you know who to target. Sadly your commander item needed to maintain the ability usage here isn't that interesting, but still vital: The Spirit Stone of Vigor.
You may have noticed a theme here: "if you know". The eldar don't fight head on usually, always try to tip the odds in their favor, and always try to manipulate their foes to attack their other foes. To do any of these things they have to play smart, and the farseer in LS is no different. If you don't know what to do, you will go down. Be skilled enough however, and you can solo either map fairly easily (though time consuming). With this build you can keep your allies alive or failing that get them up with no trouble, turn waves against itself, and help your allies with a little more energy regen. It can be pretty hard to lose as a farseer with this build and the knowledge on how to use it.
With this build she has only one real downside. You can get yourself into a situation where you cannot win a map solo (or with allies with poor dps) if the last thing left alive is something like a Carnifex or Avatar of Khaine (because of their high armor and health regen). Play smart and have them focused down by the entire wave if you are sure you won't be able to kill them if they are left last. As I said earlier, the farseer can solo both maps with ease if you know what you are doing, and can absolutely carry virtually any team to victory.
There is only one way to play sorcerer these days and that’s with a daemonic doppelganger. Get the staff that allows you to warp around and let the minion take care of all the work. You just have to know what is good to doppel and what isn't. Well that and how to build your character. And stay alive.
Getting a good doppel involves deathless (obviously) and doomblast procs. In fact, much of the time most of its damage won't even be through its own power, but rather the doomblasts occurring randomly on hit. The Daemonic Gift of Retaliation is a must as a result, combined with the first sigil. Some people swear by the Daemonic Gift of Sustenance but I have found its regening abilities to be lackluster. Personally I take the second sigil instead for the additional armor when doomblast procs. Having that armor greatly increases the survivability of the doppel and holds their death off long enough for deathless to come back if it proc'ed in the first place. So basically relying on deathless for heals and armor to keep them alive for those heals is better than trying to out-regen the damage the doppel attracts. I tested this over and over but in my opinion the additional armor just performs better than the heals.
The sorcerer is weak in terms of armor; I think the deathless armor actually is the only armor in the game that LOWERS your base armor. This really emphasizes that you must get the hell out of dodge and stay out of dodge while your minion takes care of everything. You can pop in and out a few times with support from the fire your warping around leaves, but don't get caught. You go down fast, faster than any other hero. The only other downside is that you are useless without a minion to use, and that minion might (will) be stupid and attack unimportant targets and run away from important ones. The only way to deal with that is to get closer to the enemy yourself, which is ill-advised for reasons stated. I think he can solo Anvil if he gets lucky (a big if), but not BC. He can carry fairly well regardless.
Remember when I said that mobility is key and if you don't have it then you damn well better have an excuse? Well the tyrant's excuse is really high tanking ability or really high dps. Either you outlast the wave or drop, or you outfight the wave or drop, but you cannot escape. The Hive Tyrant can be built as the famous invincible tank (which also comes with good dps), or as a really good ranged dps/minion master.
I think some people tend to overestimate the power of the tyrant tank, stating that he can easily tank all of Anvil and usually all of BC. This just isn't as true as people would lead you to believe. If you allies go down and the wave has gotten intense, you will end up fighting a losing battle until you fall. If I am doing something wrong I don't know what. I understand that you should not take on the whole wave at once, but rather break it up, but in the end it still really can test the tyrant's limits more than discussion seems to convey. Biofeedback combined with genestealers is a must, and the core strategy around tanking with the tyrant. Killing your genestealers in a fairly cyclic manner or as needed maintains your invincible shield to the best it can be maintained and hopefully should make you the last one standing by the end of it. I have not found what the optimal tanking build is yet, and I have tried many. Back in the day the go-to build was using the biofeedback/genestealers combo with the crushing talons for heals, psychic scream for lowering enemy damage, and poison cysts to nuke everything around you slowly. With the inclusion of the Behemoth Claw and Thornback Carapace the game seems to have changed somewhat, as people throw those two in addition to the other three together, and then throw in Explosive Decomposition and see what works. I have tried most if not all possible combos here, and I cannot determine just what is the most effective exactly, as each one works to varying degrees.
Ranged tyrant is something I think people tend to underestimate (or even mention). Yes he is rather squishy, but his ability to pump out damage is insane. Take Bonded Exoskeleton, Toxic Sacs, the Ravenor, the Tyrant Guard, Evolution, and the Venom Cannon and watch everything melt that dares approach you (or even exist really if the Ravenor has anything to say about it). Venom cannon is high, armor-piercing single target damage but stacks with toxic sacs. This makes killing even groups not that bad even though it doesn't have AOE, they just die so quick. The venom cannon is also bugged in a good way, as the damage directly translates to melee damage as well, meaning anything that gets into melee range will also get killed quickly. The funny thing is, despite the praising I just gave the venom cannon, it isn't the main source of your damage. Your ravenor is. She will rape anything and everything that so much as exists on the map until she falls. Toxic sacs is what really cranks up her damage as she fires fast and that damage stacks. The AOE she does is also really useful and powerful too. The tyrant guard is just there to keep the heat off of you and he does so pretty effectively. Pick a corner and have a seat, this is a very effective build that doesn't need much attention.
The tyrant is slow and has no escape. You might run into energy problems if you find yourself having to constantly resummons minions or spam abilities, and after that you will get overwhelmed. But his overwhelm point is much higher than other characters, so there is that at least. You cannot solo BC nor Anvil (you almost can, but not really), but you can carry very well.
The Lord General is...the worst hero. I will say it right out, he is bad. Even at Lv 20, kitted out as best as he can possibly be, and played as best as he can...he can only ever reach levels of usefulness that you might call mediocre. He gets his only mobility ability at 20 and it is just awful. Escape leaves you at its mercy as you hope and pray that it does not for any reason just stop working from the moment you activate it to the moment it ends. But it will end. Prematurely. Often. In the middle of the wave. After your allies have gone down.
The Lord General really only has one way to play him, as he really only has a couple strengths. His sniper rifle gives him ranged power comparable to the hive tyrant, but slower to fire but with somewhat greater range. High powered shot is also really good, as is the energy regen that comes with the gun. Therefore, he is really good at single target damage. His rocket run is his nuke, and it is the best nuke in LS thus far...because it is quick, reliable, powerful, and even spammable. Remember what I said about leaving cover everywhere at the beginning of this post though. Regardless, he can take out blobs in infantry and high value targets very well. So what is the build then? Sniper, Stormtroopers, Rocket Run, both medals...and maybe the black plate or the missile turret armor.
The real issue with him is that he is slow, physically weak, and can get easily overwhelmed. His minions only prolong the pain and the turrets fall quick (and only two of them are useful too, and here's a hint: they aren't the big ones). At range and supported by his teammates, sure he can do fine enough...but that doesn't happen very often. He doesn’t even lose effectiveness either as the wave goes on...it’s just that he never had it in the first place. Mobility is key and his only mobility ability stops working when it hits yellow cover (and sometimes for no reason at all), yellow cover that might be everywhere due to the rocket runs. And all of these problems he has on BC are even worse on Anvil because the map is smaller and more intense.
Find a place to sit back and turtle, and hope that between you, your turret (if you have one), your Stormtroopers (because of the energy discount and escape), and your rocket runs will be enough to keep the enemy at bay. Because if it isn't then you are done. Needless to say, he cannot solo and it will always be HIM who needs to be carried.
Unlike the other heroes, the Tau Commander was actually built specifically for LS. As a direct result, he actually has several viable builds (and variations of such). If you are playing seriously then his plasma guns, coolant injector, and anti-armor missiles are your go to items. But other builds can be of comparable effectiveness, such as something built around Skylight Barrages, marker drone detonations, or sheer firepower. Generally speaking, you want to go twin-linked with the plasma gun or the burst cannon. If you are going flamer then grab a shield.
First I just want to comment on the jumping build. I don't think that it is really all that gimmicky, going flamer with the heavy shield, the heavy armor, coolant, ion battery, and drone controller with the marker drone...all means that you can essentially stun the crap out of everything (that survived the initial jump that is) and burn down what was left. Marker drone is solely for the self-destruct you get from the drone controller. Which helps to wreck waves where jumping and burning doesn't cut it alone. High armor from the shield and armor choice is ideal for this yes, but what really is important is that the stun and damage you get from either item (when you jump on foes), will stack when put together. The damage and stun from just one item goes from being just there, to noticeable and reliable when both items are used. This build is just as legitimate as your standard plasma gun/shield survival build as far as I am concerned.
Since he has so many things good about him I will just say what I would avoid. The Airbursting Fragmentation Projector, the Fusion Blaster, and the Shield Generator I don't see much use for reasons you can find in guides...among which will include slow firing speed and indirect attacks. The Light Crisis suit is useless compared to any others. Everything else has some use more or less, but the grenades and mines are unlikely to be of much use.
The Tau Commander cannot fight in melee. In fact he doesn't even melee at all, he just sort of awkwardly blocks blows. This weakness is entirely mitigated by the fact that he always has JETS, so use them anytime you get into too-close combat and get back into ranged. Besides that he is squishier than you might expect, so be mindful of that. He might be able to solo if you are skilled enough on either map, but he certainly can carry, perhaps better than any other hero sans the farseer.
So overall, in terms of the ability to win games I'd put my ranking as this:
Farseer > Tau = Tyrant = Sorcerer > Captain >> Mekboy >> Lord General