If you are not holding your weapon out when it happens then the ammo will not be refilled. 20% of the repair also heals your. Losing a life only counts as 1 night when recharging. Increases your stamina regen and reduces the time it takes for your stamina to start regenerating after sprinting. Useful for weapons with high initial recoil and automatic firearms that can ADS. This is a perk that is viable on 90% of all builds. Poison, Bleed, Napalm, Boomer's Explosion, and the Toxic puddle are considered indirect damage. This does not work with most types of things that refill armour like, This does work with the armour regen from. Gear is also very good for grinding EXP and kills. The perk will have a greater effect if you upgrade the armor's durability. This perk is mainly used by midgame melee builds and tank builds that have a lot of perk slots and prestiges. Bonus is reduced if you did not lose the ability to ADS from equipping this perk, meaning you would get 20% accuracy and 30% reload speed at lvl 4. (ex. Provides +2.8%/+5.6%/+8.4%/+11.2% critical chance at 16 movement speed. Critical chance are also considered random effects and will scale accordingly to this perk. More effective in low-difficulty runs or when getting the Pacifist award. Gain critical hit chance for every failed critical hit. With 1 other yellow, you get 1.2 value of damage output at the cost of 2 perk slots, with a total value of 2.2, With 2 other yellows, you get 1.8 value of damage output from this at the cost of three perk slots, with a total value of 3.8, With 3 other yellows, you get 2.4 value of damage output from this at the cost of four perk slots, with a total value of 5.4. Can be useful in Pacifist challenge (if there are more than 4 players playing), but not so much in general gameplay. Decreases your minimum weapon spread. Explosive projectiles will explode in mid-air at maximum range. They are equipped in perk slots, which can be interacted with at the top-right corner of the perks menu. Because of the drawback of not being able to receive donations, this perk is not recommended. Kar98k Best Class Setups & Attachments Modern Warfare. Scoring a critical hit will make you regenerate health over 4s. This can be very dangerous for your team, especially on maps where zombies can spawn near the shop. Repair stacks with other players, but at 50% efficiency. Also works with throwable equipment as well as DoT effects. Mainly used for crit Energy Rifle/crit Laser Minigun (Prestiged). As for Perks, I would have at least one Money Perk on you preferably Bargainer since when maxed out it will have a 75% Resale value which can help getting the good stuff faster. 30s Cooldown. The benefit of this perk is so little that almost every red perk in the game would make you more money than this one. Since shotguns work best while close and that it allows players for longer range shots, this is a good survivability perk. (The crit chance gained from unlucky shot does not affect scaling.). Due to this, you are missing out on serious firepower in the endgame. 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. This works for Heavy Sentry, Sentry Gun, Deployable Ammo, Frost Generator, Mortar, Supply Crate, and Combat Drone. If you only apply the DoT once, then this perk will not actually increase your output, as the same damage is done over time, it just happens faster. If the critical multiplier is 5.5x, then the super critical multiplier is 30.25x.). Might be useful if your teammates die often in the early game, or if you're using the Blood God strat. This will not give your DOT effects and equipment more crit chance. 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. Your character will be semi-transparent once this perk is active. Increases the potency of your healing effects and increases the use speed of consumables. Killing an enemy has a 30% to restore ammo in your deployed equipment. Increases your hip-fire damage with scoped weapons. Due to the high health of zombies on higher difficulties and higher waves, this perk tends to be a worse option for healing. Recommended to avoid this perk, especially since it is locking and will ruin you in the endgame. Due to this lowering the hp of zombies combined with the slowing zombies, you will also likely get less hit money. placeatme console command) to power up the Ebony Blade. Weapons w/ detachable mags reload the entire clip all at once. Stealth is broken upon attacking or getting detected. unfortunately it does nothing when I tried, and guns end up doing 0 dmg once you shoot past the magazine capacity. Respec Tokens can be obtains in three ways. Below is a list of all perks in The Final Stand 2. Your explosive grenades and launchers have a chance to spawn extra explosives upon detonation, dealing 75% damage with 50% radius. 2s cooldown. This makes the backup weapon perk irrelevant. 12,026. You can also airburst near the zombie spawn to get a lot of kills using rooftop camper or long range perks, and/or range upgrades. If your weapon is at 1 or 2 pierce, it is recommended to add a pierce mod to make it 1.01 or 2.02 pierce so that you can hit an extra zombie. Impact damage only applies to the zombie that are hit with the projectile. Grenadier originally required grenade kills for grenades to be refilled, giving people a ridiculous amount of XP and in-game money with other perks. Certain perks are locking perks, meaning that once you leave spawn with them equipped, or if you equip them after leaving spawn, they can not be unequipped until the current game ends. Super niche perk, usually only seen with the Freezethrower or M2 flamethrower supporting a tank. Using more than 1 causes the rest to give half as much. Unknown (New challenge may be added in the future update), Beat Underground on Nightmare. Good for bloodgod strat where there's boomers. Blue perks that increases the player's damage resistance, health/armor regen, and survivability. Reduce damage taken from explosions and damage over time effects. Perks are only active when equipped in a perk slot. 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. You can outrun zombies in easy mode except for the crawlers. After taking lethal damage you can keep fighting for a short time with unlimited ammo. Could be used to provide a lot of hp regen to provide for life link, however it is likely better to just not use it at all and instead simply use a weapon. More useful in higher difficulties due to zombies having increased hp and decreased hit money gain. Max 8 targets. 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. If you kill a lot of zombies on a high wave during time freeze, then a lot of zombies will spawn very quickly when time freeze is over. Kills with launchers have a chance to refill your grenades by 15% of a night. By the time you have you have 7/8 perkslots, you probably have a firm understanding of the game and can create builds yourself. The weapons that work with this are generally underwhelming and expensive. While you have temporary health, gain increased action speed. Perks cost 1 perk point to unlock at Level 1. Calculation is based off of your current movement speed. Your healing effects provide a 35% increase to resistance, reload speed and melee attack speed. Due to bait builds being weaker on higher difficulties, this perk is mostly used when trying to beat the pacifist or brawn over brain challenge on normal mode. The perk still triggers when one-shotting zombies with melee even though the model doesn't turn into gold. Increases your critical hit chance with single shot rifles. Would not recommend it even for the Pacifist challenge. These guns have potential beyond their base stats though, through the use of the game's many different attachments. A berserker has 50% resistance penetration making 40% resistance turn into 20% resistance. Contents 1 What are builds? Can potentially be used endgame if your team is able to kill the zombies that counter bait builds. 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. The damage dealt to you may seem like a big downside, but with this perk you can kill them before they get to you entirely (not really). Press question mark to learn the rest of the keyboard shortcuts Zoom bonus can be adjusted in the settings. Unless if you are a melee user, you will not benefit from this perk. By itself it effectively reduces reload time by 9.09%/16.6%/23.08%/28.57%. Wo Long: Fallen Dynasty will be starting off its post-launch content offerings with a collaboration DLC with Naraka: Bladepoint.While the collaboration is already live in Naraka: Bladepoint, Wo Long players will have to wait a little bit longer. Since most of the damage with gas cans and molotovs is through the direct damage and not the napalm, this is often an underwhelming damage increase. Additive with the critical multiplier, so a level 4 Critical plus will increase the 3x damage of crits to 4x. Usually low impact, so avoid using this perk. (1899) - about the life of the medieval king, based on the play by William Shakespeare; Major Wilson's Last Stand (1899) - British silent short war film dramatizing the final engagement of the . Your weapon must be ready to shoot for this perk to start charging. (M79, RPG,etc). Most useful for fast firing weapons with short range, as it is unlikely that far away zombies will have any DOT on them at all, and slow weapons will suffer from wasting damage on overkill. Increases your explosive damage but decreases your total explosive radius. Only have one minigunner or the ammobox will die. This perk is additive damage, meaning it will be diminishing other damage perks. Requires many Prestiges to be viable on Nightmare and Above. Useful if high damage is needed with a molotov and no gas cans are available, otherwise perks like. Killing a zombie gives you a stack towards Freeze Frame. Enemies killed by a headshot have a chance to explode. Only consider using this with weapons with a favorable crit chance (at least 33%). Takes 58.4 kills on average to be equal to, Use this perk with weapons/equipments with DoT upgrades, such as. It might be useful for the pacifist challenge. Weapons that burn through their reserves quickly such as the. Final Stand 2 Wiki is a FANDOM Games Community. Below are builds recommended by veterans of the game. Weapons handling and most reload perks do not affect laser weapons. Once per night, when your armour breaks, gain temporary health, and temporarily gain damage immunity and 50% bonus movement speed. Time Freeze and Freeze Frame are the only two perks with an ability to stop the time. If you use. The Cannon will attack more often and the pellets will travel farther and faster. Duration scales based on the weapon's ammo reserve (e.g. The extra throw speed can often make it harder to land a molotov exactly where you want it. Can be useful sometimes for the early and middle game. If stealthed for at least 1.5 seconds, gain 100% critical chance after breaking stealth. It is instead usually better to just change your playstyle to avoid getting in range of those zombies and avoid using Shockproof. The range bonus affects flamethrowers, but only half as much. Charge resets each shot. Duration now also affects DoT hit money in a way that fast burn no longer increases hit money per second. 6 to 9 (improvement with level 4). "Trust Me" (FNAF Sister Location Song) We're back at it At it again Here for the kill Not here to make friends Don't try Forfeit your life You're all alone No alibis Don't stand there Stay on the move You are the prey But you're not food Without a challenge It's no fun So it's not over Till we say you're done Feel the groove Feel the groove. Each point of movement speed over 12 will increase your critical hit chance. A teammate must be present within a 32 stud radius for this to activate. 6 players with a Level 4 perk will have a total of a 60% chance of infection. Decreases your magazine size by 25%, but increases your reload speed for affected weapons. Only non-knife kills will give the wither to the knife. Due to almost no endgame weapons being able to use this well on nightmare and below and with it being a locking perk, it is recommended to avoid this perk completely. Best use for this is to get money faster on career mode, since it's easier to spawnkill on that mode and the extra money will let you career reset sooner. This perk is essentially a combination of Speedload, Lightweight, and Bullet Storm, as the perspective of the zombies is that the players have moved around a bunch, shot a bunch, and reloaded a bunch in a split moment. The distance between the main zombie spawn and the shop is 500 studs. Gain critical hit chance for every unique DoT effect the target is affected by. The damage scaling is a step function, which means if you shoot a zombie from 215 studs away, you'll only get 8/16/24/32% boost in damage, not 8.5/17/25.5/34% boost. Usually used with the Knife/Bat on wave 1, then a Bat/Katana on wave 2, then Katana on wave 3 and 4. Make sure to buy the scope so you get the full bonus. Restore the health, armour, stamina and ammo for all teammates on death. Highly recommended to have one person using this for the pacifist challenge. The gear provided is bad for early game compared to other strategies, so if you want the charge speed you can just use other strategies and then later put on lightning charge instead of this perk if you are going for a gear build. Generally not a useful perk, as the slight gain to money that this might give over a red perk like. Increases your damage with everything except equipment and DoT. Melee builds with a lot of perk slots may enjoy this with the, Tank builds as well as support builds with. Increases the radius zombies will target you. Increases the amount of money you gain from critical hits. Regenerate health after every zombie you kill. It can be useful with the Barbed Wire to help with getting more hit money and killing zombies early to midgame. You lose 0.5 temporary health per second. Decreases the weight of your weapons. Backup Weapon, Survival Pack, and Gym Membership are the only three perks that provide free weapons/upgrades at the start of the game. Critical hits deal thrice as much damage normally. The stun duration is doubled for equipment. This perk is generally underwhelming, so it is recommended to avoid it. Killing an enemy has 40% chance to increase your maximum health. Jack of Trades used to be a green perk, but it was later changed to purple. The only weapon that can really use this well is the Minigun, and usually a Minigun would rather have another damage output perk. Scoring a critical hit will unleash chain lightning, dealing 100% critical damage. Does not increase your current health if it procs. Acarsd - acarsd is an ACARS decoder for a LINUX or Windows PC which attempts to decode ACARS transmissions in real-time using up. Examples of DoT (Damage over Time) effects include burn, bleed, and poison. Zombies can only be stunned once from this perk. Note that if you do not join the game while it says you are #1 of last week, then you won't get permanent 9th slot. You must have armor at the beginning of the night for this perk to recharge. One shot kill weapons that get a lot of headshot kills benefit the best, especially if they have piercing capabilities. Using this makes it harder to get headshots, to the point that it may often result in lowering damage output instead of increasing it. Reduces stamina consumption by 15%, resulting in 17.65% more stamina. Once the player has prestiged, their level is reset back to 0, all of their perks are "respec'd", and they lose 50 perk points (which are specifically the perk points gained from leveling up) and the perk slots tied to their level. Perk points can be spent in the perks menu to unlock or upgrade perks. C96 upgrades can be found in the same display case as pistols and throwables. Piggy Bank has had its money gain changed between 2000 and 2500 many times. Effectively sprint speed is at 10%/20%/30%/40% when sprinting with a held weapon. Overheating will trigger a fire nova, knocking back enemies and setting them alight. Does not apply to projectiles or swung melee weapons. Probably meant to be used with 3 locking yellow perks and money is power for a lot of perk value, but it actually ends up being pretty underwhelming. Often used with gear builds, as those do not suffer the damage penalty. If you are new, make sure to check out Perk Builds to get some good beginner builds. This setup still grants you a huge DPS boost like the. Other items like Molotovs, Gas Grenades, Frost Generator, and Heal Grenades work similar. Napalm, Bleed, and Poison are the only DoT effects. You can still upgrade them. Killing an enemy has a chance for them to drop a supply package, providing a 40% speed boost as well as ammo, health, armour or money. You cannot get temporary hp from this perk if you are not at max hp and the healing doesn't bring you to max hp. Scales with your max hp, healing up to 6% of your hp per second at lvl 4. Not really useful since you could just get a free upgrade using a red perk. You are ignored while being this far from another player in studs. Interest is given shortly after being given the wave money bonus. The damage is calculated with =((50*X)+50)*(1+Y/200), with X being the current wave and Y being the HP increase from the difficulty (0 for normal, 50 for hard, 100 for nightmare, 200 for impossible) (Example: 150 damage over 3 seconds on wave 2 normal, 375 damage over 3 seconds on wave 4 nightmare. You will sprint slower while holding a weapon with this unless you have the lvl 4 version. Mainly used if you are spawnkilling with a launcher and have molotov and gas grenade on the side to make a bit of extra money during midgame. Tank builds also use this, but those are rarely seen due to requiring a specific team and good teamwork. Increases the damage of your shots against special enemies. Exceeding the Piggy Bank limit will disable function of subsequent Piggy Banks. Increases your explosive damage, but enables 1.5% self damage. Some zombies have resistance penetration, meaning that armour is much less effective against them. Being near the barricade at night will repair it, as long as it has not been recently damaged. Final Waring's Exotic weapon has two unique perks: All at Once = Holding down the trigger marks targets within range and loads multiple bullets, which fire in a burst with . Fully charged shots ignore armour. Isn't really a significant buff total damage wise, especially since this cannot be used with airburst, as airburst does not work with direct hits. Does not work with Bear Traps, as those are snare instead of stun. Can used to deploy gear in a middle of a horde safely. Chick-fil-A is available for delivery at participating restaurants through our national delivery partners - DoorDash, Uber Eats, Grubhub, and Postmates. Almost all of these are locking perks. some of you could check it out maybe you can get it to work. Increases your damage with melee weapons. Multiplicative with the weapon's base pierce. Does not work with deployables. Ammo restoration is reduced by 75% for your explosives. Damage and Attack Speed). Bank breaker is also sometimes seen with this for a large early game boost. Increases your damage and resistance while near the barricade. Chance resets on critical shots. 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). You can use this while you are dead to regen armour, saving you from having to repair armour the next wave. Action Speed includes Refilling, Reloading, Melee Attack Speed. Sometimes seen in bloodgod strats on support units using. Shadow rounds does not deplete a shot from the magazine. Duration refreshes if a teammate dies before Avenger lapses. Additionally disables the ability to receive donations. On higher difficulties, it is difficult to keep the zombies pushed back enough to keep the barricade from breaking. Obtained in "The Final Strand" Exotic Quest. Example: With lvl 3, you will get 3 gas cans and molotovs on 3 out of 4 nights instead of 2. Any of your kills will count for this perk. Increases the ammo and duration of your equipment. Original delay before stamina regens is 3 seconds, this can reduce it all the way down to 0.75 seconds. Gear heavily benefits from packs like Tech 1 and Tech 2. See up to date game codes for The Final Stand 2 [6.0] Underground Map!, updates and features, and the past Month's ratings. Charge refills 2 nights. Increases the chance for random effects to occur. This is also reduced on the M203 from overkill pack and ice rifle as those cannot ADS. For those wondering, yes we are still getting kicked offline every 2-3 declines. Your equipment also recharges faster. You will lose these benefits if the barricade is torn down. Very underwhelming considering it wastes a perk slot for the whole game. Your weapon must have an attached scope for this perk to work. We are proud to present some of the most interesting Resident Evil 2 Remake mods released so far, one of which even allows you to play Resident Evil 2 as Ada, and lots more. Zombies that melee you or zombies you melee become golden, providing extra money. This was later changed in Patch 6.0 to 4%/8%/12%/16%. Entering stealth spawns a shadow clone of yourself that can be used to distract nearby zombies. Duration now also affects DoT hit money in a way that makes it so this no longer reduces the hit money gain per second. Adds a chance to not consume equipment. Majority of perks that give an increase in stats are additive to themselves. The tank will be able to get overhealed, by that Supply Crate. Stops zombies, in-game clock, and DoT effects. With an ensemble cast starring Jennifer Aniston, Courteney Cox, Lisa Kudrow, Matt LeBlanc, Matthew Perry and David Schwimmer, the show revolves around six friends in their 20s and 30s who live in Manhattan, New York City. Effects is reduced by 60% for weapons that can't aim. 00 Free shipping or Best Offer SPONSORED New Wooden LACK Side Home Office Bedroom Decoration End Table Black 22x22 " $26. Perk Builds | Final Stand 2 Wiki | Fandom in: Guides Perk Builds View source Various builds recommended by veterans from the game. Has an additional 50% wither damage on the explosion. 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. Once you are past wave 9, consider getting rid of this perk. It takes 6 perk points total to get a perk to level 3. If you're using this build target Boomers, Toxics, Berserkers, and sometimes Heavy Armoreds. The wither damage is usually enough to kill almost all uncommon and common zombies in the explosion. You want this perk at lvl 2 or lower if using during blood god, otherwise you will waste it on sacrifices. Recommended to avoid since this is useless if you latejoin, and usually isn't great even if you don't latejoin because it's only good on, Affects any weapon that is of Rifle and Sniper Rifle type (it even affects. Duration refreshes if activated during the duration. They are interacted with in the perks menu, which is found on the right side of the main menu. Caltrops, Bear Traps, Sentries and Mortar can also be used more before being broken. Powerful with weapons with high attack speed like the Minigun and AUG. If you have multiple people using the refill variant of Heavy Sentry with this perk, it is quite powerful, but you will want someone to use. Red Perks (Offensive) Red perks are perks that increases the player's damage output and combat effectiveness. The charge speed is additive with lightning charge. Can be used to deal a lot of damage to the swamp giant. The clone essentially acts as a player with infinite hp that will despawn after a short while. Not recommended to have more than 1 person using this. But these aren't the only useful perks in Modern Warfare 2. 84% chance if all 6 have lvl 4. Refilling at least 20% ammo gives you unlimited ammo for weapons with detachable magazines for a short duration. Recommended for weapons with low accuracy and high recoil, like the. Increases the speed in which your equipment recharges. Not really good because you should only use one weapon. Recommended to use with money printing builds, like the. Deep mags and mag size mods do not count for enabling this perk, but upgrades on a gun that increase the mag size to 3+ will work (akimbo sawed off, and mag size upgrades on classic rocket launcher), The bonus for non detachable magazine weapons is 23.45%/33.5%/43.55%/53.6%, Unless you prestige this perk or use a non detachable magazine weapon like the energy rifle, then it is recommended to use. Red perk names indicate a locking perk. This build is good for stunning zombies and protects tanks. Builds with the label [U] Are unchaperoned and are NOT niche and don't require team coordination for them to function, although they can be built to have team coordination with the right perks. You can use gear, barricade, and armour to compensate for when the night is far from midnight. Increases critical hit chance and attack speed with melee weapons. When a player gains a level, they obtain 1 perk point, with 1 additional perk point awarded every 5 levels. Generally an underwhelming perk, recommended to avoid unless you know what you are doing. Once you are below 25% hp, you are no longer linked, and will link back up once you are above 25%. This is all around a very solid M82 build and will allow you to rack up hundreds of kills. Ineffective later on due to the amount of zombies present. Reduces the effectiveness of movement speed penalties. 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. This perk is decent for weapons that have. Useful for an early money boost when using the Blood God strat. This perk is pretty much mandatory for tank builds as zombies will be attracted to the tank rather than the frontliners instead. Deal extra damage on impact with launchers and gain increased velocity. Only decent use with this is with energy rifle using afterimage and shadow strike. Some zombies have resistance penetration. Remaining untargeted upon killing grants stealth and a 25% speed boost. Becoming level 5, 15, and 30, respectively. Best use for this is on the brawn over brains challenge.