Last Stand
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Summary
FIRST OFF, THE CAPTURABLE POWER NODES DO NOT BRING EXTRA EXPERIENCE FOR LEVELING UP, THEY ARE SCORE MULTIPLIERS, SO UNLESS YOU ARE A PRO AND WANT TO GET A HIGH SCORE DONT EVEN BOTHER, BEFORE THINKING ABOUT IT YOU NEED TO LEARN TO PLAY AND LEVEL UP YOUR HERO, THE HIGH SCORES WILL COME ALONE BY THEMSELVES ONCE YOU HAVE MASTERED THIS GAME.
And now we can come with the rest...
It's a sidegame in Dawn of War 2, but despite that works much like CoD's "nazi zombies" in the fact that despite it not being the main thing, it's what people eventually become obsessed with. There is a major difference here, though, and that's that Dawn of War 2 is good, whereas the other game would best be expunged from the multiverse. You've got six (seven if you paid for DLC, hurrdurr) characters to choose from (Ork Mekboy, Space Marine Captain, Lord General, Eldar Farseer, Tyranid Hive Tyrant, Chaos Sorcerer and Shas'O Commander). Yes, you heard me.
You've actually got a variety of builds to go off of despite it just being a 20 round survival match, but in the end most of the characters have maybe 2-3 builds you want to stick with. Three players have to survive the match aiding each other and constantly rezzing their partners. (Why a space marine would be intelligent enough to team up with anything, I don't know.) There's a lot of overpowered skills that needless to say become borderline useless as you progress, but it's still fun enough to make you play till 2 am.
Also, with the release of Retribution, there's a map without the asshat clones and with additional dakka. FUN!*
Below you see a list of builds you may find useful to win the Last Stand, some of them need you to unlock the achievemetns or buy the DLC but come on, if you have the money and time to buy tabletop miniatures then this shouldnt be that hard for you, anyway, take note some of them are good in one map while in the other not so much, this is mostly due the clones from wave 16 in the Bloodied Colosseum making invulnerable oriented builds self-defeating, Anvil of Khorne DOES NOT have a clone wave.
You must also know that the clones from wave 16 receive some bonus which make them stronger in normal combat, unless you have a plan or numerical superiority dont tray to go toe to toe against them.
NOTE: You can predict from where the doppelganger is coming,they always come from the same corner the banshees from wave 9 come.
Space Marine Captain
BUILD 1 - SELF-HEALING TANK
Gear you need: Inscribed Combat Shield, Lightning Claw, Sacred Relic Armor, Litanies of Zeal, Jump Pack, Parable of the Stalwart Brother, Dreadnought Drop Pod.
Maps: Anvil of Khorne
Explanation: Keep fighting, every time you land a blow you heal yourself and your allies (including the dreadnought) 5hp, the Lightning Claw is the fastest weapon the captain has, more even than the chainsword, which by the way can only damage one target while the Claw can damage the whole squad and with the Relic Armor turns this into an area of effect attack so more enemy squads receive damage, in combination with your other items and the dread soaking up some of the enemy fire you may be able to clean a large chunk of the wave, remember, if the situation becomes to dire you always have the jump pack to escape, earning some precious seconds of life and regeneration, it also allows you to throw yourself and disrup enemy formations.
BUILD 2 - ORBITAL NUKER
Gear you need: Bolter, Artificer Armor, Rite of Fortitude, Jump Pack, Parable of the Stalwart Brother, Orbital Targeting Beacon.
Maps: Anvil of Khorne, Bloodied Colosseum
Explanation: You are the nuker of the team, unleash the lance batteries! Remember the beams will take a bit of time to appear, so this is better used at the beginning of the wave when enemy units are spawned and wait for the spawning point gate to open, alternatively you can use the stun grenades which come with the bolter to keep your intended target in place, then the beams will do the job of immobilizing the enemies, by the way, tray to stay out of danger as much as possible, while you have 225 hp you are not intended to be a tank, the hp is just for you to survive long enough to unleash your nukes, use your jump pack to help yourself.
Eldar Farseer
BUILD 1 - DECEIVER-RUNNER
Gear you need: Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Evasion, Runes of Fleetness, Spirit Stone of Vigor
Maps: Anvil of Khorne, Bloodied Colosseum
Explanation: The most Eldar build ever, the idea of this build is to keep yourself out of the fight while you make the enemy do all the dirty work (sounds familiar to you? Yeah, you get the idea), keep casting Confuse on your enemies so they kill each other and Fleet of Foot whenever you see they are closing on to you (you are unshakable by the way, and the witchblade of Isha gives you a lot of energy), prioritize larger targets wheneve you can as they can one-hit other units, watch how wraithlords, carnifexes, Juggernauts, dreads and dreffs decimate their own armies. Oh, and remember wave 16 at Bloodied Colosseum? If you see a clone trying to resurrect another clone cast confuse, this will disrupt him, and don't worry about your clone SHE CANT CAST CONFUSE.
BUILD 2 - RESURRECTER-RUNNER
Gear you need: Pistol of the Warseer, Witchblade of Isha, Armor of Idranel, Runes of the Harlequin, Runes of Warding, Runes of Fleetness, Spirit Stone of Vigor
Maps: Anvil of Khorne
Explanation: A variant of the DECEIVER-RUNNER, the RESURRECTER is built to keep your allies alive, you just stay out of the fight as much as possible as you need yourself alive, then, everytime you see an allied die run to him with Fleet of Foot, cast yourself Ward and resurrect him, tell your allies to fight, no matter if they are going to die again, as long as you stay alive you can resurrect them, while a bit tedious this strategy is great whenever you end in a team of newcomers or low hp nukers, as in the long run they will decimate the wave.