Sentry-Focused Point/Off-tank (Hard to kill)

by BADABOOMBA
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Architectonics
Increase the damage of your Turrets by 20% and reduce their Cooldown by 2s.
Turret
Double-Time
Heal for 50-250 every 1s for 3s after activating Rocket Boots.
Rocket Boots
2
Healing Station
Heal for 25-125 every 1s while standing near your Turret.
Turret
4
Combat Repair
Heal your Turret for 100-500 every 1s while you are standing near it.
Turret
2
Field Deploy
Heal for 20-100 each time one of your Turrets hits an enemy.
Turret
5
One Man's Treasure
Reduce your active Cooldowns by 10-50% after getting an Elimination.
Armor
2

Guide

This deck has gotten me through multiple versions of the game so I can attest to its reliability. You can heal yourself as much as 400 or 450hp/s under optimal conditions with this.

The general tactic for this build, as a point tank, is to be the first one on point with a shield and sentry going up. If you have a healer backing you, great, you're practically unkillable. If not, then protect your sentries and they will keep you alive.

Looking to be a battle engineer off-tank? Go for it, keep your gun close and your sentry closer. Shield and build a sentry in-front of those pesky flankers, healers, heck even other tanks, and watch as they scramble to choose whether to run or try to fight. If they try to fight then they'll be faced with a constantly healing (as long as your sentries are alive), high damage (close-ranged blunderbuss shots + sentry shots), dwarf with an attitude.

Finally, never underestimate your blunderbuss. I know this is a sentry-focused build but your gun does stout damage even at medium range and you can easily pick off any harassers if your aim is true.

[Loadout Explanation]
-"Architectonics": This won't be a sentry-build without it come on now.

-"Double-TIme": This is the "last-ditch effort" card for me, I barely use the rocket boots, but when I do, it's to keep me alive just enough for me to drop a sentry and heal up.

-"Healing Station": This card along with "Field Deploy" is your bread and butter. This card will keep you healed as long as you're near your sentries, stand in between both and you'll get x2 of the healing. anything below 4/5 is too low healing for me, you can set it to 5/5 to get 250hp/s when standing between 2 sentries.

-"Combat Repair": You need this to keep your sentries alive for as long as possible, 1/5 for off-tanking since you won't be sticking to your turrets as much. 2/5 or 3/5 for point-tanking.

-"Field Deploy": Once again, bread and butter. 5/5 is really the only time it's useful, you can get 200hp/s in optimal conditions.

-"One Man's Treasure": Great to have as a way of reducing CDs since you are guaranteed to get eliminations with Barik. "One Man's Scrap" is also a good alternative if you find your turrets getting destroyed more often than not. Finally, if you feel you don't have the need for CD reduction cards, you can use "Failsafe" for synergy with "Double-Time"

[Items]
-"Haven": A mandatory purchase for tanks. I mean it.

-"Cauterize": Only really useful if you're an off-tank and/or the enemy has an amazing healer/s. Otherwise, not a priority purchase.

-"Rejuvenate": A counter to "Cauterize".

-"Deft-hands": This item gets a lot of flack for being sort-of useless, but for Barik? This item allows Barik to rain hell on his enemies with the sustained firepower of his blunderbuss. Of course, you should only buy this when you're positive you won't be needing another item.

-"Bulldozer" and "Wrecker": Barik's blunderbuss is already great at chewing through deployables, especially shields. Add these to that and you can destroy things like Khan's shield or Io's wolf in only a few clean shots.

-"Life Rip": Useful if your aim is true and you hit shots consistently. Probably better for an off-tank, but you're also probably better off using "Kill to Heal"

-"Kill to Heal": I find this better than "Life Rip" since you should be able to get consistent elims as Barik with your sentries and blunderbuss. Most useful for point-tank.

-"Blast Shields": Self-explanatory, buy when enemy makes boom boom.

-"Resilience": Also self-explanatory, buy when enemy makes you stuck.

-"Illuminate": Not really useful for Barik.

-Any items in the utility row can be up to your preference.

Of course, you need to buy items according to what you're going up against.

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