01
02
03
04
05
06
07
08
09
10
11
12
13
14
15
16
17
18
19
Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
Longshanks Boom Boom Beetle GH guide.
A Blue Beetle guide by LongshanksLast updated: May 11th, 2014
Link to guide: www.dawnbase.com/guides/longshanks-boom-boom-beetle-gh-guide
2,600 0
1
Ability levelling order
Starter items
Core items
Offensive item options
Defensive item options
Situational item options
Augments
Modifiers
Stolen Powers
Longshank's GH BB build.
Too start off i first want to say this is my first guide to Dawnbase and have been playing the game since closed beta.
Amps: I usually roll with AD Crit amps to get a max of 6% from the get go. Combined with Zeiss Goggles @ tier 3 with the 6% increase from the mod its super effective early game.
Mods: Atomic Axe modded with +9 damage should be the first item bought to make this build effective, assuming you land a few early game kills, you can go ahead and buy Tier 2 of Zeiss Goggles and level that until Tier 3. From then on max Joe Chill's (modded 75% crit damage) and Koda Blade, following up the last tier of Atomic Axe. Most players prefer to build attack speed late game so going with Velocity 9's and Deathstroke's Claymore seems ideal.
Stolen Powers: DD Shield and Superman's Super Strength. The shield is self explantory and the Super strength buff scales as you level making it as it you had another Artifact of a sort.
Gameplay: I usually roll top lane from the start throwing a large vehicle @ turret 1. Assuming you have the upper hand you land as many Q's as you can utilizing you E ability as well if you can. BB feels like more of a marks player than a solid Assassin, but can be super effective after poking a few times then hitting your R>Q>E to finish. BB is harder to play with this build if you have zero CC. It's ideal to always have 1 Enforcer/Controller to keep the flow of things in your favor.
Any questions or further comments can obviously be posted here, also find me in game and feel free to add me.
-Longshanks
Too start off i first want to say this is my first guide to Dawnbase and have been playing the game since closed beta.
Amps: I usually roll with AD Crit amps to get a max of 6% from the get go. Combined with Zeiss Goggles @ tier 3 with the 6% increase from the mod its super effective early game.
Mods: Atomic Axe modded with +9 damage should be the first item bought to make this build effective, assuming you land a few early game kills, you can go ahead and buy Tier 2 of Zeiss Goggles and level that until Tier 3. From then on max Joe Chill's (modded 75% crit damage) and Koda Blade, following up the last tier of Atomic Axe. Most players prefer to build attack speed late game so going with Velocity 9's and Deathstroke's Claymore seems ideal.
Stolen Powers: DD Shield and Superman's Super Strength. The shield is self explantory and the Super strength buff scales as you level making it as it you had another Artifact of a sort.
Gameplay: I usually roll top lane from the start throwing a large vehicle @ turret 1. Assuming you have the upper hand you land as many Q's as you can utilizing you E ability as well if you can. BB feels like more of a marks player than a solid Assassin, but can be super effective after poking a few times then hitting your R>Q>E to finish. BB is harder to play with this build if you have zero CC. It's ideal to always have 1 Enforcer/Controller to keep the flow of things in your favor.
Any questions or further comments can obviously be posted here, also find me in game and feel free to add me.
-Longshanks
Latest comments