Post by redartrats on Oct 17, 2016 13:37:54 GMT -5
So in my last playthrough (new captain + Replay+), I've been trying out a melee-based captain instead of my usual pistol captain. I've found that when it comes to melee, the captain is doing pretty well -- powerful attacks, decent defense, and better talent distributions, thanks to not needing to spend talent points on range-related skills.
However, I've been finding that the captain is having a consistently low kill score. In fact, Dalan has a far higher kill score now, and at one point was even a level above the captain. What gives? Well, maybe it's my playing style... mostly keeping my distance, nailing things from afar before they can reach me, using OW for crowd control, etc.. Quite often by the time the cappy is ready to step in and show off his Slash 10 melee prowess, the xeno are already splattered against the far wall and don't need any more beatings. Or the remaining xeno are too far away from the reach of his great sword. It seems that my playing style has relegated the captain mostly to a side role, useful for the occasional heavy-damage strikes against the odd tough opponent or stationary target, but for the most part having his men do most of the real work for him. Not a bad arrangement, strategically speaking, but XP-wise pretty lackluster. I mean, here I am spending much thought in selecting the best equipment and skill/talent balance, but not getting much XP for my captain in return.
What am I missing?? How to adjust my strategy to have a more active role for cappy?
Last Edit: Oct 17, 2016 13:38:23 GMT -5 by redartrats
Post by contributor on Oct 17, 2016 15:36:51 GMT -5
Now you're getting all sorts of conflicting advice, but do look at Warrior's Wrath. I like it for my meele caps because it makes them decent at everything and gives a little extra mp boost. I keep Blade Weave at 1 just for the aoe and pump WW.
Post by redartrats on Oct 17, 2016 19:11:36 GMT -5
contributor Hmm, that's a very interesting idea indeed. Rather than spend twice the amount of talent points to get Slash and Blade Weave at decent levels of damage, spend the talent points just once to pump WW, and you get good damage at every skill. Probably leaves extra points for non-combat skills too. Awesome, gotta try!
This will sound boring... But count tiles. My melee class kills went way up taking the extra bit of time to make sure I'll be one square away from attack range at end of enemy turn. Also, slash and run can be effective if you've planned the moves out. For example, letting a turret hit, leaving you with a one move in, slash, and 2 moves (minimum) retreat to cover. I've read your posts so I know you use Crippling Fire already, that makes for great support for any melee class. Just FYI, I can't remember the last time I kept the pistol on my Captain past the opening tutorial. My lead Soldier is always close in total kills, but Capt overtakes him as levels go on. Also, correct me if I'm wrong fallen, but total kills or kills per level have nothing to do with leveling up. It's just whoever gets deployed gets XP as far as I know. And last, I'm pretty sure the game is designed for a Soldier to overtake Capt level, if you use the "Dalan" (first Soldier) and deploy him every time. I think it's level 20 it starts, but anyway the XP required for the next level is less for Soldier than Capt. It isn't much, but I think around lvl 21 or 22 my Dalan always overtakes Capt, as I use that soldier in every deployment.
By Shalun, by the Core, Hit Kaldun, 'tis no more, Ask War Worm, how's it feel? Slashed, shot, burned, fire and steel!