So this is my take on a Back Slash-friendly build for Dual Swords.
Dual Swords are often left out in DPS terms because they "rely so much in positioning" and are generally weak anyways.
While I don't believe that they rely a lot in positioning to achieve great damage, here's how you can have your opponent where you want, in order to exploit your Arts that get benefits from behind.
When an enemy is toppled, it won't be able to retaliate or move at all, so if you can Topple it, you don't need any more defenses and you can build on your offense, and, since your opponent can't move at all, once you get behind your opponent, they can't do anything to avoid your strongest attacks
Special thanks to Chiron and Zipzo for inspiring this build... speaking of wich, here's Zipzo's take on this weapon combination, a much cleaner and better explained video: https://www.youtube.com/watch?v=5x36g...
BUILD OVERVIEW:
=== What you need to have ===
- Enough TP before battle or enough Arts: Gain TP augments (this build struggles generating TP outside of Overdrive)
- Enough Resistance reduction (I went with two Resistance Reducer XX augments, and one Resistance Reducer XIV on my Boots. Gradivus might resist you sometimes, so if you want to bring more, better. Topple Topper, Tactical Analyst and Deep Fang as skills also work, but I'd advise against Deep Fang)
- Long Topple (This skill is basically a must for any Topple Lock. Alternatively, you can use Aura Rapid Cooldown augments, but...)
=== What you might like to have ===
- Core Crusher with Ether Dual Swords (Gladiis), Secondary Accelerator, Aura Assault. (Those skills are top tier, Core Crusher and Aura Assault will help with damage, and Secondary Accelerator is excellent to get your Assault Hammer / Breaker to Tertiary Cooldown quickly, where you can use them again inmediatly)
- High Potential (The more augments you can afford in your armor, the better, but don't risk by at not having enough Resistance Reducer augments)
- Some Appendage Crusher augments (They will increase your damage a lot, and with Core Crusher, you can use them nonstop. 5 of them will net you the best results)
*** Arts ***
Shadowrunner: Excellent damage Aura for Tension arts. You can have Killing Machine if your Melee Attack is high and you'd rather have a Non-Tension Art variant of this build. You can also use Gunforce and, with Upper Hand, try a Critical-Hit based variant of this build
Hundred Shells: Very strong if you can position yourself right, and you WILL position yourself right. Be sure to use it with more than 3000 TP, so you can cancel it with Overdrive in case of Emergency.
Stream Edge: Still a very strong Tension Art, but far more useful than Hundred Shells since doing a Ranged Combo is easier than getting behind (but not on this build!)
Burst Grenade: This is Thermal, so it won't benefit from Core Crusher. Still, in non-nemesis runs, this won't bother you since most enemies have less HP than their combined appendages have. Is mostly there to power up Stream Edge, but you can use anything from your Assault Rifle instead. I just use it because I can afford it with my TP
(Overdrive here)
Side Slash: Excellent for generating TP all around - especially during Overdrive, due to being a 2-hit Debuff with a fast animation, fast cooldown and Inmediate Reuse on Secondary/Tertiary cooldown. The more TP arts you have, the more you'll have to rely on this. Also, while this build technically also allows you to exploit the from the side added effect, don't worry about it. At all. It's not important, and will actually hinder you if you bother to do this, especially against larger enemies.
Assault Hammer: The fundamental pillar of this build. Without this art, the build doesn't work at all. If the enemy moves a lot during their Topple animation (like Millesaurs or Coronids) Topple them back during their getup animation. If not (like Telethias or Yggraliths, for nemesis) you can topple them anytime.
Assault Breaker: Stun is to Topple what Effect Stasis is to any buff: it stops the timer. Use it before doing your Ranged Combo for Stream Edge, or Hundred Shells since that one has a long animation
Last Stand: This one is honest filler, and this build would perform better with Upper Hand or Power Dive as a Buff Art, but if you go with AI partners, they will thank you forever. Use this before Hundred Shells to build up your Overdrive counter (but use it after Assault Breaker!)
And if you're reading until here, thank you for the interest on this build. You're awesome and you deserve an Amana Durian. Cheers!
Also, special thanks for Eienjl for ever inspiring me, especially when it comes to Topple locking. Stay awesome.
Dual Swords are often left out in DPS terms because they "rely so much in positioning" and are generally weak anyways.
While I don't believe that they rely a lot in positioning to achieve great damage, here's how you can have your opponent where you want, in order to exploit your Arts that get benefits from behind.
When an enemy is toppled, it won't be able to retaliate or move at all, so if you can Topple it, you don't need any more defenses and you can build on your offense, and, since your opponent can't move at all, once you get behind your opponent, they can't do anything to avoid your strongest attacks
Special thanks to Chiron and Zipzo for inspiring this build... speaking of wich, here's Zipzo's take on this weapon combination, a much cleaner and better explained video: https://www.youtube.com/watch?v=5x36g...
BUILD OVERVIEW:
=== What you need to have ===
- Enough TP before battle or enough Arts: Gain TP augments (this build struggles generating TP outside of Overdrive)
- Enough Resistance reduction (I went with two Resistance Reducer XX augments, and one Resistance Reducer XIV on my Boots. Gradivus might resist you sometimes, so if you want to bring more, better. Topple Topper, Tactical Analyst and Deep Fang as skills also work, but I'd advise against Deep Fang)
- Long Topple (This skill is basically a must for any Topple Lock. Alternatively, you can use Aura Rapid Cooldown augments, but...)
=== What you might like to have ===
- Core Crusher with Ether Dual Swords (Gladiis), Secondary Accelerator, Aura Assault. (Those skills are top tier, Core Crusher and Aura Assault will help with damage, and Secondary Accelerator is excellent to get your Assault Hammer / Breaker to Tertiary Cooldown quickly, where you can use them again inmediatly)
- High Potential (The more augments you can afford in your armor, the better, but don't risk by at not having enough Resistance Reducer augments)
- Some Appendage Crusher augments (They will increase your damage a lot, and with Core Crusher, you can use them nonstop. 5 of them will net you the best results)
*** Arts ***
Shadowrunner: Excellent damage Aura for Tension arts. You can have Killing Machine if your Melee Attack is high and you'd rather have a Non-Tension Art variant of this build. You can also use Gunforce and, with Upper Hand, try a Critical-Hit based variant of this build
Hundred Shells: Very strong if you can position yourself right, and you WILL position yourself right. Be sure to use it with more than 3000 TP, so you can cancel it with Overdrive in case of Emergency.
Stream Edge: Still a very strong Tension Art, but far more useful than Hundred Shells since doing a Ranged Combo is easier than getting behind (but not on this build!)
Burst Grenade: This is Thermal, so it won't benefit from Core Crusher. Still, in non-nemesis runs, this won't bother you since most enemies have less HP than their combined appendages have. Is mostly there to power up Stream Edge, but you can use anything from your Assault Rifle instead. I just use it because I can afford it with my TP
(Overdrive here)
Side Slash: Excellent for generating TP all around - especially during Overdrive, due to being a 2-hit Debuff with a fast animation, fast cooldown and Inmediate Reuse on Secondary/Tertiary cooldown. The more TP arts you have, the more you'll have to rely on this. Also, while this build technically also allows you to exploit the from the side added effect, don't worry about it. At all. It's not important, and will actually hinder you if you bother to do this, especially against larger enemies.
Assault Hammer: The fundamental pillar of this build. Without this art, the build doesn't work at all. If the enemy moves a lot during their Topple animation (like Millesaurs or Coronids) Topple them back during their getup animation. If not (like Telethias or Yggraliths, for nemesis) you can topple them anytime.
Assault Breaker: Stun is to Topple what Effect Stasis is to any buff: it stops the timer. Use it before doing your Ranged Combo for Stream Edge, or Hundred Shells since that one has a long animation
Last Stand: This one is honest filler, and this build would perform better with Upper Hand or Power Dive as a Buff Art, but if you go with AI partners, they will thank you forever. Use this before Hundred Shells to build up your Overdrive counter (but use it after Assault Breaker!)
And if you're reading until here, thank you for the interest on this build. You're awesome and you deserve an Amana Durian. Cheers!
Also, special thanks for Eienjl for ever inspiring me, especially when it comes to Topple locking. Stay awesome.
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