Recommended Offensive Buff Set (ClS) (MGS)

Feb 15, 2019 at 5:48 PM
Recommended Offensive Buff Set (ClS) (MGS)
  • Recommended Offensive Buff Set (Cleanse Scenario) (MGS V2.1.5)

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    Offensive Buff Set

    Buffs: <top>
    1. (SURV) Knife
    2. (SURV) Goggles / |E| Dying Berserk+*
    3. (SURV) |E| Weak Point Spotter
    4. (SURV) |E| Zapping Gun+
    5. (SURV) Deflection Suit / Tank Slayer*
    6. (SURV) Avenger
    7. (SURV) |E| Berserk+
    8. (SURV) |V| Bird Whistle
    9. (SURV) |E| Non-Aggression Pact
    10. (SURV) |E| Sacrifice
    11. (SURV) |V| Flamethrower / |Q| Piercing Bullets+*
    12. (SURV) |E| Slaying Automata+ / |E| Focused*
    13. (SURV) |E| Sticky Bomb+
    14. (SURV) |C| Discharger
    15. (SURV) |V| War Wounds
    16. (SURV) |V| Assassin Drone+ / |E| Shrapnel Shot*

    Buff Enhancements Used:
    1. |E| Out With A Bang: Upon death, you will deal 1,500 explosive damage to all nearby infected. Each activation of this effect reduces damage by 250, down to 500 minimum. (|E| Dying Berserk)
    2. Loaded Zap: Zapping Gun only activates when at 100% charge. (|E| Zapping Gun)
    3. Juggernaut: Duration 20 secs but resist CC, SI pins (unstoppable effect) and tank punch stuns when active. Cooldown 4 mins. (|E| Berserk)
    4. |E| Armor Piercing Bullets: Shots may reduce more Tank armor, Flesh armor or Barrier health. Bonus reduction is equal to the weapon's bonus damage per shot. All weapons except AWP/Scout have 1/3 chance to activate. (|Q| Piercing Bullets)
    5. Explosive Automata: Turret gains 5% chance to shoot Grenade Launcher. (|E| Slaying Automata)
    6. Safety Bomb: Bomb doesn't affect allies, radius reduced to 200. (|E| Sticky Bomb)
    7. Medic Assassin: Assassin Drone shot has chance to heal for 80HP. Chance is equal to 3% of damage dealt. (|V| Assassin Drone)

    Notes: <top>
    • If you have binded the Goggles Buff with the Binder item, you can swap it out for the |E| Dying Berserk Buff.
    • If you want additional damage over true damage, you can swap out the Deflection Suit Buff for the Tank Slayer Buff.
    • If you want to use the AWP sniper rifle instead of the Flamethrower M60 rifle, you can swap out the |V| Flamethrower Buff for the |Q| Piercing Bullets Buff.
    • If you want to use the AWP sniper rifle for headshots instead of a turret, you can swap out the |E| Slaying Automata Buff for the |E| Focused Buff.
    • If you want to deal true damage through shrapnel bullets rather than drone attacks, you can swap out the |V| Assassin Drone Buff for the |E| Shrapnel Shot Buff.

    Weapons used in this buff set:
    • M60 Rifle or AWP Sniper rifle
    • Any Secondary Weapon

    Benefits of this buff set: <top>
    • Knife: Gives you 1 knife that can be used to release yourself from an SI attack once. Your knife can be used after 1 second of being pinned, by pressing ZOOM button.
    • Goggles: Obtain goggles that protect you from bile. Buff includes "Cheap Goggles" buff effect.
    • |E| Dying Berserk: Upon taking lethal damage (except fall damage) you become spared from death for 6 seconds. You don't consume ammo or gain fatigue, damage will ignore enemy defenses and immunities and become immune to bad status and CC effects. Buff attack bonuses are halved during this duration and you will also draw tank aggro if no-one else is and the tank isn't on taunt cooldown. <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS>
    • |E| Weak Point Spotter: Allows you to randomly ignore defenses and immunities on infected. <Chance: 3%> <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS>
    • |E| Zapping Gun: Moving around charges the pistol. For each 1% charge, +10 bonus damage dealt. When fully charged, +2 second stun on target affected. Each shot resets charge to 0. <Charged shot activates on special infected and tanks only> <Tanks can't be stunned in 15 seconds of another stun/freeze> <Gun recharge rate: 3% per second running, 1% crouching/walking> <✖ VS>
    • Deflection Suit: Reflect 50% of melee damage taken against infected. Against tanks and witches, reflect 25% of melee damage taken. <Damage returned won't generate Tank aggro> <✖ VS>
    • Tank Slayer: You deal +300HP bonus damage to tanks every 4 seconds with ranged weapons. <✖ VS>
    • Avenger: On any infected kill on a survivor, +200% increased damage dealt to the killer and cannot be killed by it for 8 seconds. Increased damage dealt scales down overtime. Effect time resets if the killer kills again. <You can have more than one revenge target> <✖ VS>

    <top>

    • |E| Berserk: When active, ignore defenses and immunities for 30 seconds. If you die, the effect ends and goes on cooldown. <Available in the !buy menu> <Cooldown: 5 minutes> <Piercing immunities sets all attack bonuses for that shot to zero> <✖ VS> (Command: sm_berserk)
    • |V| Bird Whistle: Use a bird whistle to call crows to attack. Infected within 600 units take damage every second for 5 seconds equal to: - Common and Special: 1,000 HP - Tanks 1: 1% max health, Tier 2+: 0.4% max health (max 1,500) <Only one whistle can be active at the same time> <Activate in !buy menu, 5 minute cooldown, requires 500 unit headroom> <✖ VS> (Command: sm_bwhistle)
    • |E| Non-Aggression Pact: If 50%+ of survivors are dead. You can use the !buy menu to form a pact for 20 seconds. All survivors and tanks become damage immune, Special Infected will release their victims and cannot pin and survivor use actions can't be interrupted. <No effect if a Tank is Desperate/Guarded or to actions that directly kill> <Once per round between all survivors> <✖ VS> (Command: sm_pact)
    • |E| Sacrifice: When activated, sacrifice yourself and become undefibbable. You revive all dead survivors within 500 units with 33% max HP as bonus HP and 5 seconds of Moustachio Bless. <Activate from !buy menu, press attack to confirm, or shove to cancel> <Cannot use if pinned by infected or incapacitated> <✖ VS> (Command: sm_sacrifice)
    • |V| Flamethrower: Replaces your M60 weapon with a powerful flamethrower that can affect fire-immune tanks. While held, no move speed bonuses. It deals 75 true damage every 0.1 seconds. <Flamethrower cannot benefit from damage, fire rate or ammo save modifiers> <Cannot buy or use special ammo (can still buy ammo packs)> <✖ VS>
    • |Q| Piercing Bullets: Upon shooting the same Special Infected/Tank, +1% increased damage/bullet (+2% with Hunting Rifle/Single Pistol and +3% with Magnum pistol, AWP or Scout sniper rifles). Effect resets when changing target, changing weapon, or reloading. With shotguns, chance to gain 1% per pellet, chance = 75% - (weapon tier * pellet count). <Max bonus: +150%>
    • |E| Slaying Automata: Allows you to deploy a turret once per round which shoots at nearby infected each second in 600 units, 180* arc, dealing 150 damage. It goes idle if it hasn't shot in 20 seconds and if the owner is over 300 units away. Anyone can press USE on it to wake it. <Turret can be rotated by pressing USE> <Max 4 active turrets, idle turrets will be replaced by new ones> <✖ VS> (Command: sm_turret)
    • |E| Focused: On Special Infected Headshot kill, +25% bonus headshot damage for the current round. Uber Infected take half bonus damage. Assault Rifles take 2 bullets to headshot kill SI. <Max bonus damage: 400%> <No bonus damage to Tanks> <✖ VS>

    <top>

    • |E| Sticky Bomb: Holding USE and shoving a tank will deploy a bomb for 30 seconds. When it blows, all infected in 350 units take 15,000 true damage. Survivors nearby take 15% max HP damage and be stunned for 5 seconds. Bomb fails if tank dies. Only 1 bomb attachable at a time. <Target must have 100k HP or more> <Uses on the same target halves damage up to 2 times> <Once per round> <✖ VS>
    • |C| Discharger: Allows you to deploy a defibrillator in the ground. It damages, ignites and stuns infected around. On the last tick, it resurrects back all nearby survivors and deals more damage. <Shove floor with defib while crouching to activate> <Tank can't be stunned in 15 seconds of another stun/freeze> <Damage: 300 every 0.5 seconds for 8 seconds (3000 on last tick)> <Once per round> <✖ VS>
    • |V| War Wounds: After reviving or being revived from incapacitation only caused by infected, +7 per level above 201 additional maximum HP for the rest of the round. <Hanging revives don't count> <Max gain per revive: 250 HP, Overall: 2,500HP> <✖ VS>
    • |V| Assassin Drone: Allows you to summon a assassin drone that shoots at special infected and tanks only, dealing 300 damage every 4 seconds on each shot. Each consecutive shot on the same target deals +300 additional damage (Max: 900HP). Upon reaching maximum damage, damage resets to 300HP. <Incompatible with other drones> <✖ VS>
    • |E| Shrapnel Shot: Your shots against infected have a 10% chance to hit up to 10 infected near the target for 50% damage dealt. The shrapnel damage ignores all attack and defense modifiers. The chance is halved on headshots. 2% chance if against Common Infected, if using the M60 rifle or Zombie Erradicator Buff. If incapacitated, the chance is doubled. <Radius: 200 units> <✖ VS>

    Tips for effectively using this buff set: <top>
    • When the tank appears and is generating fury, try to avoid stunning/freezing the tank at all costs until after it activates the lethal ability, in the event that this ability happens to be Division. That way, you'll be able to save the survivor targeted before he/she becomes permanently dead.
    • The Shadow Tank is well known for its high damage resistance, so feel free to swap out the AWP sniper rifle for the Flamethrower M60 rifle if it'll make it easier for you to damage the tank.
    • If you are shadow marked, be sure to shoot the tank once every 3 seconds or so to avoid taking any damage from his Shadow Taunt ability.