Warhammer 40,000: Dawn of War II - Retribution

Warhammer 40,000: Dawn of War II - Retribution

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Khalagar Mar 8, 2016 @ 6:26pm
Last Stand Tier List
I've got almost 1000 hours in Last Stand with all characters to 20 and have beat it with just about every combination possible. Mobility is one of the most important things in the entire game. Being able to jetpack or teleport in circles around the map to group enemies up and revive allies is key. If you can't do that, your character is not beating a high level wave unless you have a Farseer there to group teleport your dead body.

In general I would say the best "free win" team for beating Wave 20 is

Deathless Sorc + AOE poison tank Tyrant + Farseer / Claw Marine / Tau Commander

Over all in terms of usefullness to a team I would rank the classes as

Sorc > Farseer > Captain > Tau Commander > Tyrant > Mekboy > Lord General

But it depends on your team comp and what your build is. Tyrant with Sorc or a Farseer is extremely good. Farseer without someone to baby is nearly useless. If both other players can teleport on their own then she is not adding much as she has no damage. A bad Farseer will also cripple your team very, very badly. It's nearly an auto loss in fact.

On to the various builds, I would rank the characters something like this over all with your average team comp.

0: Necron Overlord appears to be top tier so far

1. Chaos Sorcerer with deathless minions - It's by far the easiest way to beat Wave 20 if you make it past 16

2. Hive Tyrant with exploding minions that heal and make invulnerable and poison armor. If Chaos Sorc clones this it's GG, it will solo everything including wave 20 if you keep resummoning it over and over.

3. Claw Marine with jetpack and reactive armor and heal aura and heal on melee. Very useful as he can escape, but also tank and do damage.

4. Tau Commander with twin linked mini guns or plasma rifle + anti armor missile. Very useful all around

5. Support Farseer. She makes things a billion times easier but adds nothing damage wise. She's also insanely hard to use right, a bad Farseer is almost an auto loss.

6. Narc Sorc with Let the Galaxy Burn spam. He does an insane amount of damage but has no escape and needs to be babied. He gets you to wave 17 or so automatically but he dies when he can't escape

7. Mekboy with teleport and basic gun. He has dakka and shoots things but isn't amazing. He's just kind of there later on

8. Marine with plasma rifle and jetpack. He can run dreadnought or what ever, he's alright and won't hurt the team to have, but he's not going to carry you.

9. Hive Tyrant with minion build or anything besides exploding genestealers. No escape, slower than crap, minions are sketchy at best because of the AI. Past wave like 14 you start having a hard time and need something to help you not die when hordes swarm you. Devourer + Ravener build does work and should be higher but I don't want to restructure my whole list. It's good, but it has no mobility so without someone to get melee off you and without a Farseer or Revive Marine to baby you there's not much you can do on wave 16+ where things will swarm you faster than you can fire. It also makes Wave 16 an absolute nightmare for your allies to the point where it's nearly impossible to beat 16 because your clone will kill your entire team before you can kill it, and even if it dies the DoT and Ravener will melt you while it's dead.

10. Tank marine. It's just kind of bad. Any melee marine build that isn't claw is bad

11. Offense Farseer. Please don't do this, it's just bad and will gimp the team

12. Tank Mekboy, he doesn't die, but that's about all he does for the team.

13. Exploding mekboy. He just kills allies and dies non stop on high waves

14. Lord General. He's just bad. I've tried every build possible and have probably played 200 or 300 games with him. He's just bad. More below




A few tips for anyone struggling to beat Last Stand.

Never use the big AOE spells like Eldritch Storm or Roks. They are terrible and will only kill your allies and lag the game up for people with slow computers. They make Wave 16 EXTREMELY annoying and are not worth taking. Take anything else, do not use them, please.

Mobility is 100% the most important thing in the game. If you don't have a teleport or a jetpack you are gimped and past wave 14 or 15 you will be a liability to the team where someone has to circle the map jumping ahead of the horde to revive you. Then you'll die and they repeat the process again and again. This can be countered by having a Farseer with Group Teleport and Invisibility.

The lock down weapons are trash, don't bother. Teleport Dakka Deffgun Mekboy is extremely fun, but it's bad. Plasma Cannon is trash. Don't bother if you want to go past wave 12.

Group up in one of the gates and defend it. Going rambo out in the middle past wave 9 is very hard unless you are extremely well geared and know what you are doing. if you are having trouble making it past wave 14 or 15 just group up together and hold one gate.

When you are having trouble surviving start jumping or teleport in clock wise circles or counter clock wise ones. Hug the outside of the map. The enemies will group up into a giant clump behind you that you can slowly pick off while you try to revive your team mates.

If you are going to die, DO NOT DIE IN THE MIDDLE OF THE MAP!!!. I can't stress this enough. Die in a corner or in a gate, somewhere that can be safely jumped to if things get hectic and your allies are having to jump in a clock wise circle like their life depends on it. If you are in the middle of the map it's almost impossible to revive you.

Don't bother capturing the points unless you are going for a high score. Every time someone dies it resets your score modifier anyway.

Don't take Revive on Captain unless you have some way to kill your clone on Wave 16 instantly. Revive makes Wave 16 almost impossible to beat.

Lord General is very hard to win with as he's just sub par. Mobility is bad and his escape is very sketchy at best, his summons are bad and die, his turrets are bad and die. He's usable, if you are extremely good with him you can do "okay" if you have a good team but they will have an uphill battle with you. He works best with a Farseer who can baby guard him past wave 14. Snipe is okay, and storm troopers are his only decent summon. Bombing run is decent. But over all he's still just mediocre at the every best. Early levels he's garbage

Don't get in buildings ever. You'll die. You can run in them if you are about to die and want to die 20 seconds slower, but that's about the only use for them. Hide behind them and use them as cover instead, they work great for that and you can make the horde split around them and use them to kite etc.

I'm extremely excited for Necron Lord. Hopefully we can play together in Last Stand! Let me know how you guys feel about my tier list, I'm open to discussion and maybe I'm wrong on a point.
Last edited by Khalagar; Mar 10, 2016 @ 3:39pm
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Showing 1-15 of 26 comments
Kblocks Mar 8, 2016 @ 8:00pm 
damn a thousand hours isn't something to brag about. are you disabled irl
Khalagar Mar 8, 2016 @ 8:55pm 
Originally posted by Kblocks:
damn a thousand hours isn't something to brag about. are you disabled irl

Lol I just loved Last Stand and played the crap out of it with friends!
DUKAPb Mar 9, 2016 @ 2:44am 
General is not bad, just need right build and knowledge of enemy respawns.
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
Last edited by DUKAPb; Mar 9, 2016 @ 2:51am
Froh Mar 9, 2016 @ 2:53am 
Disagreeing with him doesn't mean he should delete the topic or uninstall the game =p
Let's keep this topic interesting.
darth.crevette Mar 9, 2016 @ 2:55am 
Mekboy with teleporter and the DLC item can be up there with the best of them. You just blow up almost everything - and anything you can't, will never catch you anyway.

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.

Originally posted by DUKAPb:
If Tau located only at 4 place and even Claw Marine better him - you are absolute bad player. Delete this topic is better way for you.
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.
feral paddy ape Mar 9, 2016 @ 3:27am 
Evidently you people don't know about the absolutely broken permastun AOE nuke tank Tau build.

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.
Last edited by feral paddy ape; Mar 9, 2016 @ 3:30am
darth.crevette Mar 9, 2016 @ 3:42am 
Originally posted by ლ(ಠ益ಠლ):
Evidently you people don't know about the absolutely broken permastun AOE nuke tank Tau build.

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.
That seems like a good way to get Tau Efficiency then ;)
DUKAPb Mar 9, 2016 @ 4:37am 
darth.crevette, you are funny too.
darth.crevette Mar 9, 2016 @ 4:42am 
Originally posted by DUKAPb:
darth.crevette, you are funny too.
Thanks, I'm trying my best.
Khalagar Mar 9, 2016 @ 6:02am 
Originally posted by DUKAPb:
General is not bad, just need right build and knowledge of enemy respawns.
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

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




Originally posted by darth.crevette:
Mekboy with teleporter and the DLC item can be up there with the best of them. You just blow up almost everything - and anything you can't, will never catch you anyway.

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.

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



Originally posted by ლ(ಠ益ಠლ):
Evidently you people don't know about the absolutely broken permastun AOE nuke tank Tau build.

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.
Last edited by Khalagar; Mar 9, 2016 @ 6:07am
Hello_M0to Mar 9, 2016 @ 10:49am 
Keep the fight centered in close proximity to downed clones and the SM doppleganger will never use its revive/invulnerable ability. I guess the AI is only designed to use the ability at a distance.

Hello_M0to Mar 9, 2016 @ 10:51am 
oh and my opinion on this:-

Tau > Tyrant > Sorc > Captain > Mekboy > Farseer > General
T`Zarken Mar 9, 2016 @ 11:07am 
Originally posted by Khalagar:
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 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....
Death Mar 9, 2016 @ 11:32am 
Hmm...good to see actual discussion of LS builds again, if only for the moment. I guess having a new hero come in has refreshed our interest a bit. I can't wait to get into the mechanics of the overlord myself.

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.


Captain

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.


Mekboy

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.


Farseer

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.
Last edited by Death; Mar 9, 2016 @ 7:31pm
Death Mar 9, 2016 @ 11:32am 
Sorcerer

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.


Hive Tyrant

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.


Lord General

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.


Tau Commander

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
Last edited by Death; Mar 9, 2016 @ 7:29pm
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Date Posted: Mar 8, 2016 @ 6:26pm
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