Forum Overview
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Warhammer 40000: Dawn of War
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Stuck on wave 16 too
[quote name="FABIO"][quote name="Arbit"]It's like the campaign, only fun. Not putting abilities on long cooldowns and instead limiting ability use by your energy pool/regen is SOOOOOO much better. There's some strategy besides "chain long cooldown invulnerability powers while tossing grenades". Highest wave for me is 16. A trio of ranged/spellcasters seems best for PUGs, since later waves require a coordinated team that actually uses healing and invulnerability powers on the captain rather than saving them for themselves. >:( Loving the range of wargear available. Mek can make a very effective tank. SM can drop in a dreadnought![/quote] The Farseer probably has the best abilities. Decking her out with anything but energy boost gear is pointless. So far the best combo seems to be a tank Mek regenerating energy with the choppa constantly casting recharge on the Farseer. Unfortunately it's also the most boring way to play the Mek =( No clue about the space marine since he's horrible for at least the first 5 levels.[/quote]