"Each additional point of Strength adds a +1 Standard Dice to all Strength-based weapon attacks."
"Increases the damage multiplier from Critical Hits from any melee attack. Each point of Strength increases Critical damage by 6%."
"Whenever an Engineer deploys a Sentry Turret, its Attributes and Skills are determined by the Engineer's level in the Engineer skill. Every two point sof Engineer raises a Turret's Fortitude and Willpower by one point. Every three points of Engineer raises a Turret's Quickness and Strength by one point. A Turret's Gunnery skill is equal to the Templar's Engineer skill."
"Every point of Medic skill improves amount of damage healed by any healing Talent. Healing Talents provide a base level of HP restoration, and this is augmented by an amount equal to Medic x Talent Level. Therefore, with Talent level 2 and Medic 5, the healing bonus is +10."
Specifics in a request go a long way
We're always trying to improve, but sometimes we don't see it!
I have to say that I initially wasn't super interested in creating a Leader in the Ranks soldier. It seemed like too much of a sacrifice to give up on one my my over-watchers. Not that they can't still do overwatch, they're just not as good at it. Now however, I'm really, really loving Rallying Charge. At level 4, giving everyone +2 MP, it's changing the way I play levels. Going back to play old groups the first thing I'm doing is switching my first soldier over to LitR.
Especially if you are playing quickly, a mid-level LiTR build will have your core squad buffed the entire level -- for 20 turns no problem. With a few points in Tactics instead of Grenades, his or her AoE and max targets goes up quickly. For me the Talent points are worth it, because across the squad we're talking about a lot of extra Accuracy, Damage and MP across the team.
I tend to equip them with the highest +AR weapon and gear I can find, to offset their weaker attack Talents.
Last Edit: Aug 2, 2015 12:44:42 GMT -5 by Cory Trese