Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It does take 100% of damage from your suppression while you have it, but once your suppression drops to red - all damage goes directly to your HP.
I guess it is just your constant damage and "+Supp on hit" build that let it sustain well enough, but it is not immortal at all.
IMO it is just more straightforward to build for huge damage and leech straight into HP pool, considering that flamers can have "<10% chance to deal double damage and gain HP equal to that amount" or "<10% chance on hit that for next 3 seconds all hits will be critical" and slapping "Heal on crit" all over your items that allow it.
For the secondary weapon I also recommend Multi-Melta, it shares heat damage bonuses with flamer, has 2 ok AOE attacks and all it's abilities can be used quickly to shoot faster (though it overheats like hell) and breaks armored targets which flamer will suck against.
"..100% of Damage received is Suppression Damage, but you're immune to Suppression Damage, so 99% Immortal, and assault jumping restores 80% of health anyway."
In other games, this would be patched in 3 weeks.. here it seems to be the Endgame-standard to survive 99% missions. I´m sure this is one reason why so many of us stop playing after doing Story with different classes.. This OP feeling wears off pretty fast :((