I personally prefer to equip Purgators with psilencers starting out, as this allows them to provide more utility to the team, and psilencers generally have larger ammo reserves than psycannons. Just make sure that you don't one-shot a seed carrier with Astral Aim, or you won't get the seed. It's useful for everything from disabling annoying/dangerous ranged enemies (they can't shoot, overwatch, or suppress if their gun is lying on the floor along with their arm), and for collecting seeds from range before you have an extractor skull. +2 damage to a group of plague marines can help you put them down much faster.Īnd as you stated quite astutely, Astral Aim is a great skill. On higher difficulties, "Sanctified Kill Zone" is also very handy to have, especially in the early game when you don't have much in terms of +stun equipment and your damage output isn't that high. With Empyrean Brain Mines in one slot and your most damaging grenades (frags or psyk-out) in the other, Purgators work very well for helping set up stun and execution chains. If you hit an overwatching enemy with disrupt shot and his overwatch isn't cancelled, it's likely because of a resistance mutation.īut with Purgators in general, I typically like to build them to maximize grenade usage, and equip them with the "Warrant of Flame" power armour to provide even more grenades. Unless the enemy in question has resistances (due to mutations). Some of the enemies have some really nasty auto abilities, and a purgator with a psilencer shuts them down. Originally posted by CharlandoSunsOfStmChrts:And disrupt shot(from psilencer) disables overwatch and many other auto abilities.
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