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How To Form Powerful Elemental Combos In FAR FAR WEST

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Welcome to Far Far West, a one to four

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player western heist extraction RPG

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shooter. But to make sure that you're

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going to be a quality cow poking

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teammate, that's a weird puzz. Or if you

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want to try to survive solo, I'm going

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to break down how to get more out of the

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game's elemental combo system to make

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some pretty destructive synergies. Like

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a cactus type spell that summons an

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object like Mino can be imbued with

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elemental properties to deal higher

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damage. However, a bonus effect happens

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if you combine the electricity spell

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strikes with any player summoned object

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like Mino, forming a large AoE

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detonation of electricity around the

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point of impact on that cactus mine.

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Electrified mines have another bonus on

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top of that, arcing short-range zaps of

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electricity to nearby targets, giving

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this kind of like an extended attack

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reach. If you go to the loadout bot,

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then select your sidearm, then hit

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customize, you can change its default

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elemental shot type. If you set it to

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electricity, you then have an easy tool

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for quickly converting those Minos mines

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to electrical without the need to put

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another spell on cooldown. Useful for

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priming an area with electrified traps.

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Another combo with these cactus mines,

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if you cast drain on an enemy nearby,

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that'll change the mine into this purple

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voodoo form. If an enemy passes through

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a voodoo imbued mine like this and

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doesn't die from the explosion, it'll be

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converted to fight on your side. Then it

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just runs around and kills enemies for

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you before eventually crumbling. The

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cactus turret spell called pistol arrow

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can be imbued with acid fire or

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electricity as well, increasing its

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damage. So, if you're placing these and

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not elementally infusing them, you're

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kind of missing out on DPS. Casting the

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strike spell on this turret does the

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same area of effect blast of electricity

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around it, which can be further

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harnessed by the turret to create a

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strong synergy. Put down the pistol

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arrow, cast strikes on it, then hit it

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with acid damage from your sidearm or a

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spell. If an enemy is standing in the

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electrified ground close to the turret,

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the acid shots of the turret will

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automatically combo to create a strong

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storm explosion each shot. Against small

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basic enemies, they're not going to live

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long enough for this to make much of a

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difference. But against larger health

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pool enemies and some bosses, this can

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pretty rapidly drain their health if you

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get them within range to trigger this.

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Next one. Instead of coating an enemy

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with acid like with the thrower spell,

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then detonating that effect with a pyro

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spell like fireball, try that idea but

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the other way around. Light the enemy on

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fire with fireball, then spray them with

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the acid thrower to make a volatile

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rapid explosion throughout the entire

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animation. Against higher HP enemies,

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this can be the more effective route.

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You can also achieve a similar effect by

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applying electricity first, like with

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the strike spell, then laying into them

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with the thrower spell. If you change

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your sidearm to innately deal

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electricity damage or fire damage, you

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can pop the target with just one shot,

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then use the acid thrower, saving you

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from having to rely on two spells to

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achieve this combo. The next tier of

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powerful elemental synergies can be done

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by casting something like the acid

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geyser combined with fireball to

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repeatedly trigger a large area of

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effect explosion around the base of that

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geyser. Just don't get too close when

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casting this or you will get hurt by

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your own renegade pyrochnics.

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Another option, cast geyser, then hit it

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with the electrical shock of the strike

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spell. This will spawn multiple geysers

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around that detonation point and

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continually blast storm explosions all

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around the area. Dangerous, but

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satisfying.

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Take the acid geyser, combine it with

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fire beam, and you just found the

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special recipe for a flaming tornado.

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Neat. Take that unnecessary, ridiculous

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step further by casting strikes on the

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geyser fire tornado combo. And now you

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pretty much have the apocalypse in your

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pocket.

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If you want to go a maximum screen

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melting how much did you spend on your

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graphics card build, go into the next

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mission with geyser, firebeam, and

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strikes. Enjoy. Stay out of the blast

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radius.

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Elemental effects that coat the ground

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like spraying the acid thrower can be

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chained into a detonation with

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electricity or with fire damage,

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altering then that section of ground to

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that corresponding element. However,

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squirt some acid around combined with a

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voodoo spell like drain will actually

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summon these little purple healing

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candles around the elementally infused

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floor. You can use that sequence to deal

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damage, drain enemies health for

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yourself, and spawn health candles that

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everyone can pick up for health. Your

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teammates will appreciate the candle

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drops. This doesn't just work with the

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ground acid, though. It'll also chain

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through the path of electricity or

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burning sections of ground.

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Combine that voodoo effect with some

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concepts I explained earlier. Put down a

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mine, hit it with strikes to make a

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large area of electricity, then cast

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drain to summon healing candles all

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around it. or put down a cactus turret,

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hit it with strikes, pop it with a

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sidearm imbued with acid, then cast

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drain and you'll have formed that

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electrical storm explosion effect with

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the turret and have some nice healing

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snacks littered around it. And now the

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last thing that I have here is more of

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just a good all-around build you can put

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together with the basic spells you start

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with if you're just brand new. Take the

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spells Mino, thrower, and drain with a

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sidearm imbued with electrical damage.

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This lets you easily trigger that

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electricity into acid thrower combo. Big

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damage sequence. Use drain to heal

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yourself, which can also spawn those

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extra healing candles on the elementally

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infused ground that we leave behind. Or

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prime the mines with their electrical

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shock effect. And as a bonus, you can

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cast drain near your mind to turn it

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into a trap that converts enemies to

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fight for you. A lot of options there

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for just one build, one person.

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Good in a team, but also great for solo

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play if you want something that'll keep

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you alive and take down those larger

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hordes. I'll throw some bonus raw

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gameplay of how I use this build playing

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solo on higher difficulties at the very

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end of the video.

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All right, that's Far Far West and some

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of the ways you can take advantage of

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its elemental combo mechanics. If you

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found any other useful synergies and

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would like to share them with the rest

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of the barely paying attention class,

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put them down in the comments and I'll

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check out what you've got. Also, if

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you're playing Far Far West, what do you

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think of it so far? Pretty impressed

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that this is like day one of early

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access.

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Okay, now if you happen to see me out

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there in a lobby, make sure to say

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cowpoke. That's how I I'll know it's

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you. Yeah. And as always, I'm Alex.

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Thanks for checking this out today.

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Fire.

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the far far west. When I roll into the

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far far west. When I stroll into the far

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far west. When I bounce into the far far

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west, we

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