Post by En1gma on Jun 7, 2016 12:07:05 GMT -5
Vae Victus, Templars! I’m sure your Lineages are full of everything on this subject, so consider this a refresher course on everything you already know. I’ll be going over how Promethium is… applied to the battlefield, and more importantly, how best to make use of quite possibly our greatest tactical advantage against the Xeno.
Promethium, you know-- the HOT stuff, burns at [temperatures still not specified by Cory Trese or fallen , so if I ever find out I’ll adjust this to reflect], more than hot enough to destroy even your Leviathan suit, should you decide to stand in it for any length of time. So don’t. We’ll go over that later. It is placed onto the battlefield via your Incinerators. [I’ll take the time to post the specs of each here]. Some of these Incinerators are meant for certain tasks-- while most are general use, some have a shorter range, and are perfectly suited for certain attack talents (Incinerator and Heat Waves)
Promethium will behave differently depending on your Talent Level. The lowest levels add little in the way of residual damage, and the flames themselves tend to die out rather quickly. [[If there are any hard numbers or ranges for damage and turns on the battlefield, I’d like to know so I can add it to the thread]] The more talent points you invest in any given attack talent, the more damage the residual flames will deal, and the longer they will last.
YOU CAN SET YOUR ENTIRE SQUAD ON FIRE. That is correct. If you are careless with your button presses, expect to drop a Napalm Charge or Lance down in the middle of your squad. Should you be unfortunate enough, your Templars’ Heat will rise, and they will likely take major damage because of your negligence. Fire Resistance gear and buffs will mitigate some of this damage, but the effects are more than enough to spell death should your squadmates be flirting death already. THIS BEING SAID, the situation may arise that the damage and Heat gain from the Napalm may be worth killing an enemy within the attack’s template, so it can be valuable, though should ONLY be done as a last resort.
One major point to keep in mind is that in order to affect mass amounts of targets with any initial blast of Promethium, you will need to invest in Tactics. Every point you put into Tactics will add an additional target to the template. Do not neglect Gunnery, however, as you will need to be able to actually hit the enemies to be able to set them on fire. I play exclusively on Brutal, and I have not brought my lead Hydra's Tactics over 5, as there is rarely a situation where there are more than this to attack at one time. If you play on Nightmare and Ironman, you may find that there are more enemies at one time, simultaneously realizing that those same enemies are far harder to hit without Gunnery, so plan accordingly.
*****************
As a Hydra, your job is two fold: Suppress Xeno spawns, and provide area denial in conjunction with Overwatch.
Spawn Suppression:
-Hydra are capable of something that no other Templar can achieve-- we can suppress enemy spawn points. Dousing them in Promethium renders them useless for as long as the flames burn. Herein lies the very crux of our purpose in the fight against the Xeno hoard.
-Your Napalm attacks (Charge and Lance) are able to deploy anywhere within range, and are guaranteed to set every legal square ablaze (Only squares that you can step on are legal squares for promethium, though you can select them as a target, they will not catch fire). HOWEVER, the Napalm will still attempt to fill its template, so though the target square may not matter, the surrounding squares can still be factored in. [Insert Pic of Napalm deploying around non-legal squares]
-The mighty Napalm abilities are undeniably the most important to the Hydra, and therefore the entire Battleforce-- Only these attacks can shut off the Xeno Spawn Points. Keep in mind that both Napalm attacks are LIMITED USE, meaning that you must use them wisely. This is not to say that they must be hoarded-- they are useless if you don’t use them, so try to pace your output and you should have more than enough to see yourself through almost any battle.
Area Denial:
-This is where the hard theory comes in. While the other Templars may be playing checkers, the Hydra must play chess. You need to pick a path for your Templars to follow, and douse every other way that Xeno can attack/approach with your Napalm. Having only Napalm Charge is NOT enough for the discerning Hydra, and they should absolutely invest in both Charge AND Lance, should they be assigned to area suppression and spawn denial duty. Hydras are best when they are on the move, usually at the rear of the formation. By using Talents (Rallying Charge) and +MP reactors, they can follow the group through a choke-point, then immediately turn and cover their retreat with Napalm, ensuring that anything chasing them will take heavy damage.
**This is what happens when you devote the Hydra to bringing up the rear-- note that nearly every single square on the path north is engulfed in flames**
-Napalm is most powerful when enemies are FORCED to travel through it in order to reach your squad. Napalm not put between (Or on!) Spawn Points and yourself is wasted Napalm. Napalm not put between(Or on!) Xeno and your squad is wasted Napalm. [Insert pics here]
The MOST valuable asset to Area Denial tactics is without a shadow of a doubt the liberal use of Overwatch. Three classes are capable of such support, and I will provide the merits of each, in descending order.
--Soldier: In my opinion, this is the perfect companion to a Hydra. High mobility in the way of Rallying Charge, powerful Overwatch abilities mean that anything walking through Promethium to face a Soldier with a rifle at the ready isn’t long for this world. Calling Shots is also useful in conjunction with Napalm Lance, as the chance of scoring a critical hit raises as the two abilities grow in level.
--Engineer: Second best OW partner for the Hydra, as their Sentry Turrets are highly capable of multiplying the damage of the Napalm attacks. Though they aren’t mobile, they are perfect sentinels for Tact Points, and when a pair of them are working in conjunction with Napalm and a skilled Hydra, nothing short of Goliaths and Carapaces will make it through their firewall. Note that heavy investment in both Engineering and the Sentry Turret abilities will be required to keep damage up enough to ensure this tactic works.
--Neptune: Arguably the most powerful OW user in the game, it takes last place simply because to deploy them would take more Req points than one would want to spend on the Specialist tree. THIS IS NOT to say that they wouldn’t make perfect partners, but the Soldier wins every time because of the group buffs that push group mobility and damage to new heights. Plus Neptunes are the slowest moving units in the game.
Overwatch is best placed directly in the midst of the Napalm itself. Should you be out of range, it will still work, but the goal is to make the Xeno second guess themselves. Allow me explain: Overwatch has a tendency to force the Xeno to RETHINK their turn, often scaring them into not moving at all. When they decide to not rush into more bullets, we want them to be right in the middle of a god damn firestorm. This keeps them in the fire longer, meaning that if they don’t die from the withering hail of bullets, their skin will melt off before they have a chance to move. [Insert pics here]
**Great example of a simple but very effective defense, using Napalm and Overwatch**
Reconnaissance: One cannot know where to place the Napalm if they don’t know their surroundings.
This means that battlefield awareness is key, so the second natural companion to a Hydra is a Scout Sniper.
-In my opinion, this Scout should be outfitted with the best Bio-Poison weapon you can afford. Their primary Talents need to include Crippling fire and Overdrive. Crippling Fire will slow the Xeno to the point that they can only move a few squares at a time, making them sitting ducks for Overwatch, as well as making them slog through Napalm.
-The aim of the Scout will be to cripple the Xeno so that their turn ends with them roasting in Promethium. Think of the damage potential should your Scout apply Bio-Poison, then that same Xeno walks into an inferno, then begins taking damage from Overwatch. It is this combination that allows the Hydra and a well coordinated team completely shut down any hope the Xeno may have of reaching the Battleforce.
**Here is an example of this tactic at its finest-- I honestly could have held my ground indefinitely in this scenario, at least from the front, anyway.**
The Walking Crematorium: The final offensive iteration I will cover here.
-This Hydra is best placed at the very front of an assault, using a 3-range Incinerator (because of the added Fire Damage) and using the -2 MP armor such as the Vigilant Plating which gives 46 Armor and an amazing 82% Deflection. Yes, they will move more slowly, but this can be mitigated by Rallying Charge or Pressing Need, both of which will allow him/her to remain at the forefront of the charge and continue the onslaught.
-The preferred attacks for this most deadly niche warrior are Incinerator and Heat Waves (And Hellstorm). Both of these short-range attacks will either turn a Xeno into a smouldering heap of ash, or cripple an enemy to to point where their attacks are no longer effective.
-If you use the 3-range versions of your weaponry, I would be EXTREMELY CAREFUL about your Napalm placement, and not bother taking Napalm Charge past level 6, as there will be very few places you can put it down without frying yourself.
Now that we have the basics, we can start comparing the merits of the various talents.
Non-Napalm Attacks: Attacks which must damage an enemy to leave their flames on the battlefield.
-Hellstorm: Basic Area of Effect attack. This attack will raise your heat level by 6, and is a Hydra’s least costly attack to use, making for a great go-to ability, though its inability to be put down anywhere can limit its use in some instances. Hellstorm can be used an unlimited number of times during a deployment.
-Incinerator: This is a brutal short-range, single target attack, limited to TWO squares, no matter which model weapon you employ. The tradeoff here is that Incinerator has a much better chance to penetrate enemy armor, a decent chance to score a critical hit, and has the highest amount of Fire damage of any attack. Incinerator can be used an unlimited number of times in a deployment.
-Heat Waves: The Hydra’s only cursing attack is the Hydra’s only attack that relies SOLELY on the WEAPON to determine Fire Damage, as it adds none of its own to the attack. It is an Area of Effect attack, which will only damage targets downrange or adjacent to the targeted enemy. Damage must be dealt to the targeted enemy to both apply the crippling effects and activate the template to affect other enemies. Heat Waves serves to cripple enemy Movement, Melee accuracy, and Damage (All damage, not limited to melee). Heat Waves is a limited use attack, so use it wisely.
Napalm Attacks: Area of Effect attacks which can shut down Xeno Spawn Points and can be deployed almost anywhere within range.
-Napalm Charge: Your first Napalm talent is also the most useful, in my opinion. No matter where you chose to place it, it will always take effect. Only Napalm attacks have the ability to disable Xeno Spawn Points. Napalm Charge begins as a 9-block Area of Effect attack, at level 3, it becomes a 13 target diamond, and at level 7 it becomes a 25 target diamond. Steady amounts of Accuracy and Damage, but as always, the real perk of the Napalm talents is the residual Fire Damage. Napalm Charge is a limited use attack, so use it wisely. [Insert pics of each template]
-Napalm Lance: The second Napalm talent available to you is this. It is restricted to a 9-block Area of Effect, but makes up for this by boosting its critical percentage through the roof. It is also the Hydra’s most accurate attack, tied with Hellstorm.
Buffs:
There are two buffs that the Hydra may decide to employ.
-Inferno Seal: A group buff which will simultaneously raise Deflection, Armor, and Fire Resistance. Should you expect to be in close range fighting, this buff in particular should be in your arsenal.
-Redline Reactor: A self-only buff which will raise the amount of TOTAL heat for the Hydra, as well as providing a major boost to Fire Damage. Very useful, and great for extended deployments where you expect to be running very hot.
Hydra Weaponry: [[[Full thanks to pendell for compiling this list. All the credit for this section goes to you, and thanks again for such a thorough compilation!!!]]]
Hydra Cannon
AP cost: 2
Gear cost: 2
ACCURACY: +4
RANGE: 4
PENETRATION: 8%
DAMAGE: 32-48
ADDITIONAL: +36 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [None / Starting Weapon]
Hydra Incinerator
AP cost: 2
Gear cost: 5
ACCURACY: +5
RANGE: 4
PENETRATION: 12%
DAMAGE: 40-56
ADDITIONAL: +38 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 1]
Hellfire Incinerator
AP cost: 2
Gear cost: 7
ACCURACY: +6
RANGE: 4
PENETRATION: 24%
DAMAGE: 48-64
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 3]
Reaper-VX2 Hellfire Cannon
AP cost: 2
Gear cost: 7
ACCURACY: +7
RANGE: 3
PENETRATION: 24%
DAMAGE: 52-68
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra / Close In Fire 2 ]
Reaper-C Hellfire Cannon
AP cost: 2
Gear cost: 9
ACCURACY: +5
RANGE: 3
PENETRATION: 24%
DAMAGE: 38-54
ADDITIONAL: +92 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross 3]
Slayer-C Hellfire Cannon
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 4
PENETRATION: 12%
DAMAGE: 58-68
ADDITIONAL: +102 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire Master (End of Precision Flames Path)]
Reaper VX Inferno
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 3 (NOTE: Short ranged).
PENETRATION: 32%
DAMAGE: 64-80
ADDITIONAL: +86 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross Master (End of Napalm Cross Path)]
*****************
In conclusion, I hope my efforts in explaining the finer points of the Hydra Specialist can help to clarify how to make best use of their abilities, and will provide a new insight for how to improve your game play. If you feel like I forgot to cover something, PLEASE LET ME KNOW and I will make changes. I hope you enjoyed the read!!
This is still a work in progress, and I will be adding a TON of pictures to illustrate the different subjects. I will be taking screenshots as I play, so this may take a while but I will be able to get some killer examples to make this thread even bettah!
Promethium, you know-- the HOT stuff, burns at [temperatures still not specified by Cory Trese or fallen , so if I ever find out I’ll adjust this to reflect], more than hot enough to destroy even your Leviathan suit, should you decide to stand in it for any length of time. So don’t. We’ll go over that later. It is placed onto the battlefield via your Incinerators. [I’ll take the time to post the specs of each here]. Some of these Incinerators are meant for certain tasks-- while most are general use, some have a shorter range, and are perfectly suited for certain attack talents (Incinerator and Heat Waves)
Promethium will behave differently depending on your Talent Level. The lowest levels add little in the way of residual damage, and the flames themselves tend to die out rather quickly. [[If there are any hard numbers or ranges for damage and turns on the battlefield, I’d like to know so I can add it to the thread]] The more talent points you invest in any given attack talent, the more damage the residual flames will deal, and the longer they will last.
YOU CAN SET YOUR ENTIRE SQUAD ON FIRE. That is correct. If you are careless with your button presses, expect to drop a Napalm Charge or Lance down in the middle of your squad. Should you be unfortunate enough, your Templars’ Heat will rise, and they will likely take major damage because of your negligence. Fire Resistance gear and buffs will mitigate some of this damage, but the effects are more than enough to spell death should your squadmates be flirting death already. THIS BEING SAID, the situation may arise that the damage and Heat gain from the Napalm may be worth killing an enemy within the attack’s template, so it can be valuable, though should ONLY be done as a last resort.
One major point to keep in mind is that in order to affect mass amounts of targets with any initial blast of Promethium, you will need to invest in Tactics. Every point you put into Tactics will add an additional target to the template. Do not neglect Gunnery, however, as you will need to be able to actually hit the enemies to be able to set them on fire. I play exclusively on Brutal, and I have not brought my lead Hydra's Tactics over 5, as there is rarely a situation where there are more than this to attack at one time. If you play on Nightmare and Ironman, you may find that there are more enemies at one time, simultaneously realizing that those same enemies are far harder to hit without Gunnery, so plan accordingly.
*****************
As a Hydra, your job is two fold: Suppress Xeno spawns, and provide area denial in conjunction with Overwatch.
Spawn Suppression:
-Hydra are capable of something that no other Templar can achieve-- we can suppress enemy spawn points. Dousing them in Promethium renders them useless for as long as the flames burn. Herein lies the very crux of our purpose in the fight against the Xeno hoard.
-Your Napalm attacks (Charge and Lance) are able to deploy anywhere within range, and are guaranteed to set every legal square ablaze (Only squares that you can step on are legal squares for promethium, though you can select them as a target, they will not catch fire). HOWEVER, the Napalm will still attempt to fill its template, so though the target square may not matter, the surrounding squares can still be factored in. [Insert Pic of Napalm deploying around non-legal squares]
-The mighty Napalm abilities are undeniably the most important to the Hydra, and therefore the entire Battleforce-- Only these attacks can shut off the Xeno Spawn Points. Keep in mind that both Napalm attacks are LIMITED USE, meaning that you must use them wisely. This is not to say that they must be hoarded-- they are useless if you don’t use them, so try to pace your output and you should have more than enough to see yourself through almost any battle.
Area Denial:
-This is where the hard theory comes in. While the other Templars may be playing checkers, the Hydra must play chess. You need to pick a path for your Templars to follow, and douse every other way that Xeno can attack/approach with your Napalm. Having only Napalm Charge is NOT enough for the discerning Hydra, and they should absolutely invest in both Charge AND Lance, should they be assigned to area suppression and spawn denial duty. Hydras are best when they are on the move, usually at the rear of the formation. By using Talents (Rallying Charge) and +MP reactors, they can follow the group through a choke-point, then immediately turn and cover their retreat with Napalm, ensuring that anything chasing them will take heavy damage.
**This is what happens when you devote the Hydra to bringing up the rear-- note that nearly every single square on the path north is engulfed in flames**
-Napalm is most powerful when enemies are FORCED to travel through it in order to reach your squad. Napalm not put between (Or on!) Spawn Points and yourself is wasted Napalm. Napalm not put between(Or on!) Xeno and your squad is wasted Napalm. [Insert pics here]
The MOST valuable asset to Area Denial tactics is without a shadow of a doubt the liberal use of Overwatch. Three classes are capable of such support, and I will provide the merits of each, in descending order.
--Soldier: In my opinion, this is the perfect companion to a Hydra. High mobility in the way of Rallying Charge, powerful Overwatch abilities mean that anything walking through Promethium to face a Soldier with a rifle at the ready isn’t long for this world. Calling Shots is also useful in conjunction with Napalm Lance, as the chance of scoring a critical hit raises as the two abilities grow in level.
--Engineer: Second best OW partner for the Hydra, as their Sentry Turrets are highly capable of multiplying the damage of the Napalm attacks. Though they aren’t mobile, they are perfect sentinels for Tact Points, and when a pair of them are working in conjunction with Napalm and a skilled Hydra, nothing short of Goliaths and Carapaces will make it through their firewall. Note that heavy investment in both Engineering and the Sentry Turret abilities will be required to keep damage up enough to ensure this tactic works.
--Neptune: Arguably the most powerful OW user in the game, it takes last place simply because to deploy them would take more Req points than one would want to spend on the Specialist tree. THIS IS NOT to say that they wouldn’t make perfect partners, but the Soldier wins every time because of the group buffs that push group mobility and damage to new heights. Plus Neptunes are the slowest moving units in the game.
Overwatch is best placed directly in the midst of the Napalm itself. Should you be out of range, it will still work, but the goal is to make the Xeno second guess themselves. Allow me explain: Overwatch has a tendency to force the Xeno to RETHINK their turn, often scaring them into not moving at all. When they decide to not rush into more bullets, we want them to be right in the middle of a god damn firestorm. This keeps them in the fire longer, meaning that if they don’t die from the withering hail of bullets, their skin will melt off before they have a chance to move. [Insert pics here]
**Great example of a simple but very effective defense, using Napalm and Overwatch**
Reconnaissance: One cannot know where to place the Napalm if they don’t know their surroundings.
This means that battlefield awareness is key, so the second natural companion to a Hydra is a Scout Sniper.
-In my opinion, this Scout should be outfitted with the best Bio-Poison weapon you can afford. Their primary Talents need to include Crippling fire and Overdrive. Crippling Fire will slow the Xeno to the point that they can only move a few squares at a time, making them sitting ducks for Overwatch, as well as making them slog through Napalm.
-The aim of the Scout will be to cripple the Xeno so that their turn ends with them roasting in Promethium. Think of the damage potential should your Scout apply Bio-Poison, then that same Xeno walks into an inferno, then begins taking damage from Overwatch. It is this combination that allows the Hydra and a well coordinated team completely shut down any hope the Xeno may have of reaching the Battleforce.
**Here is an example of this tactic at its finest-- I honestly could have held my ground indefinitely in this scenario, at least from the front, anyway.**
The Walking Crematorium: The final offensive iteration I will cover here.
-This Hydra is best placed at the very front of an assault, using a 3-range Incinerator (because of the added Fire Damage) and using the -2 MP armor such as the Vigilant Plating which gives 46 Armor and an amazing 82% Deflection. Yes, they will move more slowly, but this can be mitigated by Rallying Charge or Pressing Need, both of which will allow him/her to remain at the forefront of the charge and continue the onslaught.
-The preferred attacks for this most deadly niche warrior are Incinerator and Heat Waves (And Hellstorm). Both of these short-range attacks will either turn a Xeno into a smouldering heap of ash, or cripple an enemy to to point where their attacks are no longer effective.
-If you use the 3-range versions of your weaponry, I would be EXTREMELY CAREFUL about your Napalm placement, and not bother taking Napalm Charge past level 6, as there will be very few places you can put it down without frying yourself.
Now that we have the basics, we can start comparing the merits of the various talents.
Non-Napalm Attacks: Attacks which must damage an enemy to leave their flames on the battlefield.
-Hellstorm: Basic Area of Effect attack. This attack will raise your heat level by 6, and is a Hydra’s least costly attack to use, making for a great go-to ability, though its inability to be put down anywhere can limit its use in some instances. Hellstorm can be used an unlimited number of times during a deployment.
-Incinerator: This is a brutal short-range, single target attack, limited to TWO squares, no matter which model weapon you employ. The tradeoff here is that Incinerator has a much better chance to penetrate enemy armor, a decent chance to score a critical hit, and has the highest amount of Fire damage of any attack. Incinerator can be used an unlimited number of times in a deployment.
-Heat Waves: The Hydra’s only cursing attack is the Hydra’s only attack that relies SOLELY on the WEAPON to determine Fire Damage, as it adds none of its own to the attack. It is an Area of Effect attack, which will only damage targets downrange or adjacent to the targeted enemy. Damage must be dealt to the targeted enemy to both apply the crippling effects and activate the template to affect other enemies. Heat Waves serves to cripple enemy Movement, Melee accuracy, and Damage (All damage, not limited to melee). Heat Waves is a limited use attack, so use it wisely.
Napalm Attacks: Area of Effect attacks which can shut down Xeno Spawn Points and can be deployed almost anywhere within range.
-Napalm Charge: Your first Napalm talent is also the most useful, in my opinion. No matter where you chose to place it, it will always take effect. Only Napalm attacks have the ability to disable Xeno Spawn Points. Napalm Charge begins as a 9-block Area of Effect attack, at level 3, it becomes a 13 target diamond, and at level 7 it becomes a 25 target diamond. Steady amounts of Accuracy and Damage, but as always, the real perk of the Napalm talents is the residual Fire Damage. Napalm Charge is a limited use attack, so use it wisely. [Insert pics of each template]
-Napalm Lance: The second Napalm talent available to you is this. It is restricted to a 9-block Area of Effect, but makes up for this by boosting its critical percentage through the roof. It is also the Hydra’s most accurate attack, tied with Hellstorm.
Buffs:
There are two buffs that the Hydra may decide to employ.
-Inferno Seal: A group buff which will simultaneously raise Deflection, Armor, and Fire Resistance. Should you expect to be in close range fighting, this buff in particular should be in your arsenal.
-Redline Reactor: A self-only buff which will raise the amount of TOTAL heat for the Hydra, as well as providing a major boost to Fire Damage. Very useful, and great for extended deployments where you expect to be running very hot.
Hydra Weaponry: [[[Full thanks to pendell for compiling this list. All the credit for this section goes to you, and thanks again for such a thorough compilation!!!]]]
Hydra Cannon
AP cost: 2
Gear cost: 2
ACCURACY: +4
RANGE: 4
PENETRATION: 8%
DAMAGE: 32-48
ADDITIONAL: +36 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [None / Starting Weapon]
Hydra Incinerator
AP cost: 2
Gear cost: 5
ACCURACY: +5
RANGE: 4
PENETRATION: 12%
DAMAGE: 40-56
ADDITIONAL: +38 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 1]
Hellfire Incinerator
AP cost: 2
Gear cost: 7
ACCURACY: +6
RANGE: 4
PENETRATION: 24%
DAMAGE: 48-64
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire 3]
Reaper-VX2 Hellfire Cannon
AP cost: 2
Gear cost: 7
ACCURACY: +7
RANGE: 3
PENETRATION: 24%
DAMAGE: 52-68
ADDITIONAL: +42 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra / Close In Fire 2 ]
Reaper-C Hellfire Cannon
AP cost: 2
Gear cost: 9
ACCURACY: +5
RANGE: 3
PENETRATION: 24%
DAMAGE: 38-54
ADDITIONAL: +92 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross 3]
Slayer-C Hellfire Cannon
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 4
PENETRATION: 12%
DAMAGE: 58-68
ADDITIONAL: +102 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Precision Fire Master (End of Precision Flames Path)]
Reaper VX Inferno
AP cost: 2
Gear cost: 11
ACCURACY: +6
RANGE: 3 (NOTE: Short ranged).
PENETRATION: 32%
DAMAGE: 64-80
ADDITIONAL: +86 Fire Damage
APPLICABLE SKILL: Strength, Gunnery
REQUIRED: [Hydra/ Napalm Cross Master (End of Napalm Cross Path)]
*****************
In conclusion, I hope my efforts in explaining the finer points of the Hydra Specialist can help to clarify how to make best use of their abilities, and will provide a new insight for how to improve your game play. If you feel like I forgot to cover something, PLEASE LET ME KNOW and I will make changes. I hope you enjoyed the read!!
This is still a work in progress, and I will be adding a TON of pictures to illustrate the different subjects. I will be taking screenshots as I play, so this may take a while but I will be able to get some killer examples to make this thread even bettah!