Switch to the venting version, you can unleash 6 charge shot with it without having to use weapon perk. You can spec for faster charge, and more charge shot damage. Edit: larger charge shot radius too. Turning the plasma into effectively an endless GL.
@ no, for heavy, i would recommend either the fire rate or the ammo variant depending on team comp and perk. Reason is, the heavy plasma’s charge shot already deals out bigger damage and wider radius, using more than 3/4 charge shots is a waste. Ammo variant for running solo, and/or with full health revive perk, or need ammo to calculate/arc the shot. I’d stick to this version, it’s quite difficult to estimate the shot. Fire rate is when running with extra ammo perk, and/or with team.
Use the venting version, you can get off 6 charge shot before overheat. I’d go bottom row only, and only get faster charge, and more charge shot damage on top row.
There is a technique that comes with the Overdrive (I think it's called) perk in the chainsword tree that replaces your heavy punch with a charged attack you can hold. If you start this move and immediately animation cancel it into another heavy attack, you can effectively skip forward in the combo chain to access your stomp or shoulder bash faster. It's kind of a finicky technique that requires some practice. Hope this helps!
Probably so everyone can have double gunshot damage? Besides you can gun shots with a block weapons anyway, you can just pommel into a group of gaunts so, what are you talking about... Isnt there a perk for 25% increased dmg for 5 seconds after a gun strike also? Or maybe thats another class but gun strike works without parries
Switch to the venting version, you can unleash 6 charge shot with it without having to use weapon perk. You can spec for faster charge, and more charge shot damage.
Edit: larger charge shot radius too. Turning the plasma into effectively an endless GL.
Do you use venting on heavy also?
@ no, for heavy, i would recommend either the fire rate or the ammo variant depending on team comp and perk.
Reason is, the heavy plasma’s charge shot already deals out bigger damage and wider radius, using more than 3/4 charge shots is a waste.
Ammo variant for running solo, and/or with full health revive perk, or need ammo to calculate/arc the shot. I’d stick to this version, it’s quite difficult to estimate the shot.
Fire rate is when running with extra ammo perk, and/or with team.
@@phucletran2860 okay thx
Just started lvling plasma on tactical, thx
Use the venting version, you can get off 6 charge shot before overheat. I’d go bottom row only, and only get faster charge, and more charge shot damage on top row.
@phucletran2860 yep, this is how I actually building it up, ty
@ glad i could be of some help. You’re welcome.
I prefer the plasma to the GL, much more forgiving on the shots, more accurate, almost endless supply.
Awesome builds and guides! Are these builds good for player parties as well or only for bots?
im not gay
Would someone be able to explain why his heavy combos require 1 light attack less? Is that another benefit of the "combo increased from 4 to 5" perk?
There is a technique that comes with the Overdrive (I think it's called) perk in the chainsword tree that replaces your heavy punch with a charged attack you can hold. If you start this move and immediately animation cancel it into another heavy attack, you can effectively skip forward in the combo chain to access your stomp or shoulder bash faster. It's kind of a finicky technique that requires some practice.
Hope this helps!
Why do you have the gun strike perk when you are not using a fencing weapon
Probably so everyone can have double gunshot damage? Besides you can gun shots with a block weapons anyway, you can just pommel into a group of gaunts so, what are you talking about... Isnt there a perk for 25% increased dmg for 5 seconds after a gun strike also? Or maybe thats another class but gun strike works without parries