My belief is on Master difficulty blademaster can attack until wave 20 then player should act more defensively because waves are getting harder and its very hard to survive after wave 20 on master probably there will be fences all over the base take the mace facebreaker and smash the grub who stucks to fences… but again this kind of play is a suggestion =)
She can definitely still play aggressive after wave 20 on Master, you just have to pick your shots and know who to attack, and when to draw back, at times. I still play aggressive throughout to wave 50; Horde Frenzy is tougher to push.
This is a clip on Master wave 50 (2.5x multiplier), on Clocktower. Got hit with melee, and tanked some shots, in the process.
Hey nice play there =) maybe I am not very good at attacking on master =) why not using facebreaker its very good for offensive play
I like the challenge of not using the breaker mace. Yes, it gives off a ton of damage, but, overall, I don’t like the slowness, I like moving with max speed.
Them tactics of Lahni Baby, shucking and jiving are born in escape.
Nice.
I can agree with this. Breaker Mace is devastating but pretty slow, and Blademaster needs to be in and out FAST. Also, I don’t know about you, but often when I swing the mace at drones they roll away from the swing, which can prevent you from getting the bleed heal necessary to survive. So I too prefer just knifing things to death.
For anyone that watches that video of Blademaster, that is very similar to how Inflitrator is now played and can survive via the stim build. Except instead of melee, it uses shotguns.
Wow, also after seeing someone run that class very well today on Master regency I’m keen to give that a try. Regardless what i thought of a few of the nerfs, Mr Shannon has done a great job of balancing and making those almost never used classes compete. I survive runs with teams that I never would have thought possible.
I’m seeing Anchors, blademasters and even brawlers on master runs. Great stuff. I don’t have single minute play on any of those but I will rectify that.
Absolutely right about that! I was gonna edit my post earlier with that information, but got lazy, lol. Plus, it’s liability to break is another reason.
I love the anchor class now, I feel like it is S-tier in horde.
Respectable bleed damage, huge damage boosting shield, free stim from said shield, and great synergy with most other classes.
I run: barrier size, barrier duration, crazy tough, harness energy, and bloody shot. Boltok bandolier isn’t needed due to the ammo regeneration perk.
Can’t recommend anchor enough!
A friend of mine has been using Anchor heavily with Tri-Shots, since they get boosted. I’ve watched him melt so many things.
Haven’t tried the trishot with him myself, but I have no doubt its strong.
Would be nice if that applied to YOU shooting through your own shield…
I believe it does!
I didnt really see that shooting a trishot through it…
But honesrly, how tc measures damage for purposes of a damage boost is so limiting , its almost worthless…
“50% damage boost” sounds great, until you realize it is 50 of the weapon’s most basic damage per bullet, which is very low for all weapons…
For example (making up number to simplify the math here).
Say a trishot does 200 damage per buller.
50% damage boost perk means we get 300
50% critical damage boost means we get another 50% of the base 200, leaving us 400
Then another 50%/for shooting through the shield doesnt give you 50% of what is going through the shield (400), it gives you another 50% of the base bottom 200 damage, whuch only add another 100… Giving you 500…
So it’s simple interest…
200 + ( 1 + .5+.5+.5] = 500
It should be compound interest:
200 * 1.5 * 1.5 * 1.5 = 675
Then it makes sense.
Otherwise you end up with cases like where you are doing, say, 500 damage, add a “50% damage boost” and end up with… 600 damage…
Stupid…
I see what you mean. I’ve only used the markza and bleeding boltok through the shield, and thats where I noticed the anchor gets the buff as well.
Even if it doesn’t stack in the way that would make the most sense, I personally find it very useful.
It does not as I believe Omen has stated.
I must say I’m glad to see so many running these classes with builds that have been recommended.and or suggested.
Thanks to all who keep adding additional insight on this thread.
@Omen_LP and many others.
Cheers!
haha, Running Veteran as a Markza specialist, with headshot master, flank them, focus, band of brothers and extra stim capacity is interesting… Go flank them, pop your ultimate, charge up your stim,and then go nutz, with over 3,000 damage her each of the 60 Markza headshots you fire as fast you as can pull the trigger, while your stim keeps protecting you (just don’t get boomed or meleed by a juvie)… you can do a lot of damage, you just need to make sure you get back to the base before your ult runs out 
Don’t need the lancer card, don’t need dug in, don’t need to level up your assault rifle perk… But health, yes…
You won’t do as much damage as with 300 shots from a lancer, at 1000 damage each, but you can do a lot more damage per unit time with the markza, and can put down dangerous enemies faster.
I endorse Hu1K_Daddy’s loadout for the Pilot class. All my cards for this build are only level 5 (Enforcer Expert is 6), but this build absolutely destroys.
I stick with using the Enforcer and Dropshot for the entire run. The enforcer is useful through wave 30. By that time, I have a locker full of Dropshots and can do just as much explosive damage as JD and Keegan, with the exception of bleed damage.
I can’t wait to get all those cards up to level 6
Thanks man,
I always try and give the best info possible. As when I play with randoms I can see them struggling a lot but many are not open to help during the game. So hopefully they can pick up some good tips here and apply it to there own play style.
Thanks again bro.
Cheers!