the final stand 2 best perks

This cap increases by 2 for each additional night. . This build for stunning zombies and protects tanks. This was later changed in Patch 6.0 to 4%/8%/12%/16%. Sometimes used with melee that has some crit chance if the crit shocks are able to one hit kill most zombies. Blue perks that increases the player's damage resistance, health/armor regen, and survivability. Increases the amount of money you gain from critical hits. The benefit from this perk is so little that almost every red perk in the game would make you more money than this one. Mainly used for crit Energy Rifle/crit Laser Minigun (Prestiged). Slow, hard-hitting weapons with critical chance benefit better than faster ones. Your shotgun shots will knock enemies back and have increased range. Locking, so it ruins your potential in the endgame since you can't replace it with a red perk. Weapons handling and most reload perks do not affect laser weapons. You must deal the killing blow for this perk to have a chance to activate. After not attacking or being targeted for 15s, enter stealth. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. Increases the damage you take by 100%, but also increases the damage you deal. Often used with gear builds, as those do not suffer the damage penalty. Stage 2 Haki - 4,000 XP. Fully charged shots ignore armour. Requires at least one prestige into either Head Breaker or Critical Plus to be just effective enough on Nightmare (or 3 tier 3 unlucky mods on the p90), This is due to the Multiplicative nature of the, Headshots are very important, Prioritize Accuracy over Bullets Fired, This is about as strong as a Minigunner and cheaper but is very inconsistent due to the randomness of Crits. The gun owned by the second sniper is an assault rifle of unknown variant (possibly AR-15). This perk allows you to double or triple your dps with launchers due to allowing you to hit the same zombies multiple times while hitting new ones, while also providing a stun that makes it take longer for each zombie to reach the shop, essentially lowering the amount of zombies that your team has to deal with each minute, while also getting them lower to be easier to deal with. Recommended for weapons with low accuracy and high recoil, like the. Using assassin for this is not recommended since you are likely to accidentally fire another shot right after getting the kill that puts you in stealth, meaning you will leave stealth too early to be able to get shadow strike. You would then donate to someone, and leave. Due to the nature of the XP boost decreasing by 50% every 20 levels, it is physically impossible to have an XP multiplier beyond 200% from prestiging. Gain critical hit chance for weapons, every point over 3 weight reduces the chance by, 33.3%. This works for Heavy Sentry, Sentry Gun, Deployable Ammo, Frost Generator, Mortar, Supply Crate, and Combat Drone. Originally a L4D2 mod by Ada Wong. The damage scales with the current wave and difficulty. This is good with the Cannon, Tesla Coil, and Floodlights, as those have infinite durability. Both players will be wiped of DoT debuffs and freeze debuffs on swap. Can be used to deal a lot of damage to the swamp giant. Generally an extremely weak perk, since these zombies rarely spawn and this hurts endgame potential due to being locking. Increases your interaction speed and ammo efficiency. You cannot stun a zombie that has already been stunned by this. Using this to support someone using melee is the main use, however it is extremely niche and often low impact so it is recommended to avoid using this perk. 40% of each of the perks: stopping power, juggernaut, lightweight, and profiteer. Combined with their higher damage, it results in this perk usually not doing very well. You will sprint slower while holding a weapon with this unless you have the lvl 4 version. The Final Warning exotic sidearm introduced in Destiny 2 Lightfall might need to be nerfed. Duration now also affects DoT hit money in a way that fast burn no longer increases hit money per second. Every reset rewards a Respec Token along with 1 mod per $1,000,000 when resetting. A berserker has 50% resistance penetration making 40% resistance turn into 20% resistance. The third way is to do a Career Reset for $10,000,000 in Career Mode. Mostly seen during blood god strat, as it refills the ammo and hp of the blood god as well as the supporters. To unlock the dodge-buffing Observation Haki, you need to reach level 300 and have killed the Saber Expert. This is used mainly for crowd control, when zombie count is at its peak. Would not recommend it even for the Pacifist challenge. Using a gun without armour pierce makes this perk get countered by armour zombies. Manage all your favorite fandoms in one place! Builds with the label [T] benefit heavily from team coordination, and builds with the label [T] absolutely require team cooperation or they will not work. Put tank mods on pistol and hold it out for more resistance. Respec Tokens are items in the game that allows you to reset all of your perks back to normal and returns all of your Perk Points. Disables your ability to aim down sights, but increases your accuracy and reload speed. If you cannot spawn kill zombies, then you probably should not use this perk in the first place, as you would get almost the same exact money by using. Once per night, before you take lethal damage, temporarily become immune from all damage and regenerate 15% max health/s. No teammates from a 32 stud radius must be present for this perk to activate. Try not to take #1 again so other people can get permanent 9th slot. While you have temporary health, gain increased action speed. Not really good because you should only use one weapon. Rifles do not lose the critical chance if they get an auto upgrade. Might be able to make bait builds viable on higher difficulties, but it would require a lot of teamwork and is likely to not work due to some of the uncommons countering bait builds very strongly. script final stand 2. By itself, effectively reduces damage by 10.71%/19.35%/26.47%/32.43%. Increases your hip-fire damage with scoped weapons. It gains 0.6 value for every yellow when compared to a red perk (standard red perks are considered 1 value) and can get up to 2.4 value with 4 yellows. If you have 6 heavy sentries on your team with the upgrade that allows for refilling then you can have one person use this perk to allow for faster refilling on the heavy sentries as well as using less ammo from ammo box to refill them. Very situational perk, however weapons with 20+ crit chance and fast attack speed benefit greatly from this perk. The clones have a bonus 16 lure radius so that you can be near them and not get targeted. The QYCHHJ Hard Carrying Case for PSVR 2 successfully holds the headset, controllers, and full cable length. Final Stand 2 Perks While I love this game alongside Super Bomb Survival I can't help but realize that some of these perks in this game are either super useless or just kinda Generic when you equip them. Otherwise, avoid this perk. Respec tokens can not remove and respec locked perks. Napalm, Bleed, and Poison are the only DoT effects. The sniper now uses the M82, and the second sniper uses the M4. The weapons that work with this are generally underwhelming and expensive. some of you could check it out maybe you can get it to work. This setup still grants you a huge DPS boost like the. This is a perk that is viable on 90% of all builds. This bag features: A durable ripstop nylon exterior. Beserker had 15%/30%/45%/60% max damage instead of 20%/40%/60%/80%. Shots against enemies will apply 1 stack of vulnerability. Builds with the label [N] are considered niche and require several perks that are not used often outside of that build and can result in wasted points or prestiges. The Ebony Blade is a fierce weapon of which absorbs the life essence of your foes. This perk is the opposite of a yellow perk, as it causes you to need more money to max out. Prestiged perks are permanently at level 4, not even using a respec token can change the level 4 perk. Not really useful since you could just get a free upgrade using a red perk. Being on the roof is required for this perk to activate. It supports direct input from an RTL-SDR dongle, and with the RTL-SDR can listen to four ACARS channels. Instead of taking all damage instantly, take a percentage of it over 8s instead. Add comment. Damage dealt is not reduced. Only affects the Damage statistic on Grenade type equipment. Increases the amount of ammo you can hold. Other players can see that players have prestiged by looking at their level. Decreases your minimum weapon spread. Critical hits will slow enemies for 1.5s. Applies Napalm that burns over 3 seconds. The first sniper is male, while the second sniper ( Double Trouble upgrade) is female. This can be changed to all players in the settings. Additionally reduces stamina consumption by 15%. Propanes, Tesla coils, Shurikens, Kunais, Zombie bait, Pipe Bomb, Cannons, along with some others do not benefit from this. The game has been in development since 2013, and as of May 2017, it has been officially released. Swamp giant does not give hit money, and killing it is nearly impossible outside of normal mode on wave 11-15, so this perk would be even worse on the swamp map. Deal increased damage to enemies from behind. They are unlocked by doing the following: Note that if a new map is added, you will lose these slots and have to beat the new map to get them back. Can be used with shadow strike to get up to 16 seconds of crit chance every roughly 30 seconds, but usually just better to use replace the 2 perk slots with normal red perks or to use ghost instead. Going to the rooftop doesn't prevent you from getting targeted. Final Stand 2 Wiki is a FANDOM Games Community. Shadow rounds does not deplete a shot from the magazine. If you're using this build target Boomers, Toxics, Berserkers, and sometimes Heavy Armoreds. All forms of incoming damage including direct and DoT damage are doubled. Giao nhanh 1h, em nhiu mu chn. Money is Power stands out from the rest of yellow perks for the following characteristics: It is the only yellow perk that doesn't affect player's monetary gain in any way. A difficult perk to use, as it requires the player to go stealth, and does not show much use unless the player is in stealth for a while. Increases the duration of your stun effects. Some zombies have resistance penetration, meaning that armour is much less effective against them. Stacks at 50% efficiency. Sign Up , it unlocks many cool features! Your shots will gain more damage the further they travel. Best use for this is on the brawn over brains challenge. While a popular choice amongst newer players, this perk is not very good as in most situations you should not be dying in the first place, and by using this over a damage perk, you are actively reducing your potential. This is because the XP boost follows a convergent series, in which the boost constantly cuts in half, therefore making it so it'll infinitely shrink before ever making it past the 200% mark. If you are strong enough to keep the zombies off the barricade, then you would have been winning without this perk regardless. Purple perks have different bonuses that can fit into multiple perk categories. Increases your damage and resistance for every enemy that targets you within 80 studs. It showed the names of perks rather than images. Barricade's Barbed Wire and Shop Sniper are considered shop upgrades. You can lower the range of charmer in the settings. Your explosive grenades and launchers have a chance to spawn extra explosives upon detonation, dealing 75% damage with 50% radius. Increases your reload speed, weapon control and resistance when closer than 32 studs from your team. The extra throw speed can often make it harder to land a molotov exactly where you want it. Walk over a scavenger package to pick it up. After taking lethal damage you can keep fighting for a short time with unlimited ammo. Generally not a useful perk, as the slight gain to money that this might give over a red perk like. Tank builds also use this, but those are rarely seen due to requiring a specific team and good teamwork. It takes 6 perk points total to get a perk to level 3. Increases your damage, accuracy and range while on the roof. Due to how small the output increase is from the max decay bonus, it is recommended to avoid using this perk and instead use other red perks if using heat weapons, even with nine perk slots. Explosive projectiles will explode in mid-air at maximum range. Builds are several carefully chosen perks used in tandem to significantly increase a player's performance. Your damage output does not actually increase very well with this perk, since it requires you to not fire for 5 seconds in order to turn it on for 3 seconds and has a long cooldown. Cluster bombs are affected by perks and mods. [2] 10 Position your character in front of the wall that takes you back to the storage room. You can control the range of this perk in the settings. Due to this slowing zombies, you will deal with fewer zombies per minute if you are farther back, lowering your kills by a bit. Using this with Ghost means not firing for roughly 18 seconds before getting up to 24 seconds of crit duration, so you will want around three people using this to have a 100% somewhat consistent uptime. Investor: Probably the Weakest Profiteer perk in the game cause by default that 2% interest at the end of a wave is barely helpful at later waves. Yellow perks are very situational, but not horrible to be looked down on. Very useful with single-shot weapons as the free shot effectively skips a reload. Scoring a critical hit will make you regenerate health over 4s. Final Warning works like Titanfall's smart A teammate must be present within a 32 stud radius for this to activate. Stronger zombies will be more resistant to the freeze. It is instead much better to just take another perk to enhance your gun or gear build. Wraiths, Frost wraiths, Drench Wraiths, Destroyers, Lurkers, Berserkers, Swamp Giant, Spongers, and the Boss are considered special enemies. This makes the backup weapon perk irrelevant. Perks | Final Stand 2 Wiki | Fandom in: Gameplay Perks Edit Contents 1 Basics 2 Advanced Information 3 Perks List 3.1 Offensive Perks 3.2 Defensive Perks 3.3 Mobility Perks 3.4 Monetary Perks Basics Whenever a player gains enough experience to advance to their next level, they gain 1 perk point. Kills with launchers have a chance to refill your grenades by 15% of a night. Does not increase your current health if it procs. With Landmines and Trip Mines, having level 2 or higher with 3 explosions will turn it into 4 explosions (3.6 rounds up to 4). Dying from self damage will display the death message, "[USERNAME] was killed by Danger Close". Unknown (New challenge may be added in the future update), Beat Underground on Nightmare.