Frontline Capable

by Anonymous
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Architectonics
Turrets now deal 20% more damage, and have a 3s faster Cooldown.
Turret
Bowling Ball
Gain a Shield with 300-1500 Health during Rocket Boots and for 4s after.
Rocket Boots
3
Combat Repair
Standing near your Turret heals it for 100-500 Health every second.
Turret
1
Foundation
Increase the Duration of Barricade by 1-5s.
Barricade
2
Healing Station
Standing near your Turret heals you for 45-225 Health per second.
Turret
5
One Man's Scrap
When your Turret is destroyed heal for 100-500 over 5s.
Armor
4

Guide

One of the biggest issues with Barik is his newfound inability (due to recent patches) to fulfill his purpose as a Frontline. This load out puts a strong emphasis on strategic turret placement, and stacked self-heal bunkering. At the end of the day, if an opponent chooses to chase after turrets they are going to blow the turret up easily. This load-out accepts that reality by pulling focus away from keeping the turrets up, and bringing it to constant turret refresh with a pinch of turret healing for those circumstances where the 6 second barricade goes up and you've got a bruised turret by your side. The medium-grade (3) Bowling ball allows Barik to hit the red eject button, or beef up his own health bar when the going gets tough (AKA the opponent pushed through your wall of pain and they're damage output/defense ratio severely outclasses yours). Your game plan is to reap the benefits of both clinging close to turrets, and resetting them since both provide constant self-healing. Use the barricade to protect yourself and your turrets (and heal them up a tad) and then use the bowling ball shield buff to still push through some nasty hits once you've exhausted your other cooldowns.