I almost never use Plasma Soldiers... Their damage is amazing to be sure, but their damn awful range is what keeps them off my roster. I find that the Heavy Levs are more than sufficient to punch holes in almost any Xeno, but have enough range to keep them away. I will certainly include them as a viable build for the purposes of this thread, but I'm just not a fan. Low difficulties they are OP as hell, but on Brutal and up, I'm uncomfortable letting enemies get that close to something without a counter-attack.
I used to use them in the Alpha as a Captain/Engineer escort, and still do once in a while, but their close-in tree takes RP away from my broader strategy. Shredding Fire/Grenade/-MP Armor works very well for them and if you use Rallying Charge they can keep up no problem.
I also like sometimes more range but do just one with that relic ammo with 2x plasma dmg on penetrating hit or pair them with neptunes for ranged Overwatch, coz it is true plasma soldier ow is something closer to melee range... Would you mind if I add something like your soldier guide for berserker?
BERSERKERS: Unstoppable melee specialist If you need a brickwall or a bulldozer then berserker is your man. Strengths: Insane autoblock, one of the best (paladins are better with warding fire), unlimited counterattack, grenades, great endurance, few of the best self-buffs, medicore selfheal and cheap effective Aoe slash. Weaknesses: Almost zero range( there are nice big Aoe grenades, but without points in granedes or quickness (preferably coz +counter-attack), normal speed (depends on team or relic armor with +MP), low accuracy and defense on lower levels. Most Useful Talents: Unbalancing blows 3 is core of every berserker, heat cheap Aoe (+3 heat), -Ap for goliaths/litch/narvidians and also mp and acc debuff... Also If you want more -Ap then go for lvl 8 bit it isn't worth it in my opinion. Uncapped Fury 3 or 4 is nice selfheal with some mirror buffs and debuffs. However what makes it great is that it allows your berserker to operate solo or with medic without the fear of dying orning with low Hp. It is best used more times in one round, because parry penalty can result in more loses than your healed Hp (same approach can be applied to neptunes heat burning ability). Wrathful defense 10 you are going to absorb a lot of Xeno punching so this is allows to take hits without pain and to deliver crushing blows back. Second point is true for Indomitable Defense too but you need just 2 or 4 lvls. For Shieldbearers warding shield 10 is must for autoblock. Least Useful Talents: Berserker slash high heat cost low acc... Bad Bad Bad. Battle-lock no no no... You are Bull of vengeance not turtle of great useless static bonuses. How to use the Berserker: There are two different ways and it isn't axe shield and dual. It depends on backup. Soldier/neptune/Hydra(not best but can do their job)/turrent(very Limited) It's often good to cover back of your partner ( usually on less populated Front) to make for lack of ow area. In some cases if you have one front or severel berserkers/ow you can use good old phalanx formation ( berserker front, back Soldier/...) If these ranged area support your job is to destroy trespassers or clear damaged xenos. Berserker/Paladin/Captain This is for all melee fans. Pumping insane amout of melee dmg. However you need to advance deep into xenos and rush ranged xenos. You need to be dependent on autoblock to survive. Otherwise you are roasted. Captain can balance lack of range with pistol/grenades and paladins can keep Hp full. Anyway best strategy is standing close to each other and spread attacks between templars. However berserkers should take more punishment because of unlimited counterattacks. For this I vote for paladin berserker combo. You can also use scout backup but it is worst lacking crowdcontrol. It can be used with previous combinations or in very small corridors or fronts.
havnor, thanks for the awesome write-up! I'll do some editing and rewording of course, but it's a great start!!! If anyone has any Templars or Specialists they would be interesting in a similar write-up I'll take it in and add it to the Main Thread
pendell, THANK YOU for the permission, that will be a great addition to this project!!
Just popping in to say that I love the idea and am more than willing to lend my brain. I'm a Nightmare/Brutal player that, while not as hardcore as some, definitely has his opinions.
Like, for instance, my unending love for the Hydra and the Paladin. I'd be more than happy to try to write up some info on them if you like, En1gma.
Toss one more agreement for Zhivago's great 1,2,3 guide, especially embracing heat. You need to realize that heat is your friend. It is extremely rare that I have any Templars below read heat, and it's not uncommon for my Templars to be running multiple turns up at 200+ heat. Pretty much the only time I'll really try to drop heat down is when I need to get Rallying Charge back up, and that is only to just below 100 so I can pop Rallying Charge and, well, charge off into the fray.
I'm also 100% in agreement with contributor and the melee tank lead. I pretty much always have my captain kitted out for maximum autoblock and maximum deflection. Right now, my captain is sitting pretty at around 60% autoblock and nearly 80% deflection, but that is only because I have her kitted out in a Warpath Leviathan. I normally like deflection up closer to 90 or 100%. I'd like to have a Berseker up front, but having my captain up front lets me have my most veteran, and therefor most capable, Templar up front.
I have an In-Depth for the Hydra already, but one for the Paladin would be stellar. If you want to take the time on the Hydra, check out the Planning your Next Barbecue thread (do a search) so you don't cover something already done...
Taking everything in as I compile everything for the Master Thread, thanks!!
Engineers: The Utilitarian The Engineer, like the Soldier, is one of the most important Templars in your roster. They tend to fill one of several roles, but will ALWAYS be in charge of capturing and maintaining Tact Points, the lifeblood of your Battleforce. Weaknesses of the Engineer: Besides their lack of Melee defense, the Engineer suffers a major setback in that it cannot hit enemies at a range greater than 4 spaces. This limits how far it can reach out and touch enemies, though they are useful for clean-up. Their weaponry also has consistently low Penetration scores, meaning they have a difficult time punching through enemy armor. They also tend to run hotter than ANY other Templar, due to how may things they are forced to do on the battlefield. WILLPOWER must be utilized to keep their Heat Damage per Turn down to a minimum. Strengths for the Engineer: Engineers are the ONLY Templars capable of deploying Turrets, one of the best additions to your battlefield presence. I will be going into Turrets in-depth later in this thread, so stay tuned for a more detailed summary of what they can do. The Engineer is uniquely equipped to reclaim and maintain the Tact Points needed to employ additional Templars, so protecting the advance force is critical if the Captain wants his Battleforce to see the day. To that end, the Engineers are capable of calling down possibly the best defensive buff in the game: Power Field (Raises Deflection %, Parry, Dodge, and Armor levels). They posses the Heat Sink Talent, capable of removing Heat levels from fellow Templars. New to the Engineer is the ability to deploy Landmines to the Battlefield. While expensive on the Req Tree, Landmines provide yet another powerful tool. Landmines have the same ability to attract the attention of the enemy, and can be used to draw groups away from the Battleforce, only to literally blow up in their face. Most Useful Talents: The Engineer is the sum of its Talents, and several were listed above. First and foremost, your Turrets will be the most vital aspect for your Engineer Corps. They can be used to cover doorways, lanes of approach, aid in defense so your Templars can burn off some heat or make a last stand. Turrets are also very important as they act as another Templar so long as they remain on the field of battle. This means that you can deploy a Turret behind your advancing Battleforce and have them cover your escape as it draws the attention of every Xeno on the field. This should NEVER be taken for granted, as it will save your shiny metal ass more than once. Power Field: A Templar's best friend in times of need-- This one buff will protect your squad from all but the most powerful forms of Xeno, and should always be applied before a major assault or if you're in danger of being overrun.
Heat Sink: Remove Heat from your teammates, at the cost of taking it onto yourself. With the right Reactor and some patience to burn the acquired Heat off, this will save many a Templar from boiling themselves alive due to overtaxing their Leviathan.
Landmines: As mentioned above, Landmines are the newest addition to your arsenal, and they are highly formidable tactical deployments. Holding a demolition charge within their armored casing, Landmines can be detonated in one of two ways: Manually and by being destroyed. Because they can be destroyed by the enemy, it is wise to hide them behind cover, or out of the line of sight of the enemy. Lancers and Cultist Snipers have no problem detonating them at safe ranges, so keep this in mind. Manual Detonation is best done when there is a crowd around your Landmine. When it detonates, it will have a massive initial damage explosion, then will leave essentially Napalm on the surrounding area. THIS CAN BE USED TO SHUT DOWN SPAWN POINTS.
Least Useful Talents: Repair: Too niche to justify the investment. There are a hundred reasons why you'll never need this Talent, and only one reason for it: You let your Tact Point or your Turret take damage. That's fine-- YOU NEED TO BE MOVING and not worrying about fixing them. PERIOD. If your TP needs fixing, Spend the 50-200 RP for Reinforced Structure to raise its total HP. Your Turrets are meant to be expendable-- there are NO penalties if your Turrets are destroyed, so don't worry about them. Chances are that you need the distraction anyway, so instead of making patchwork repairs on something, let its sacrifice be the chance to make your timely escape. I can see no other talents that you should avoid, the Engineer can fill several roles in your Battleforce, and are one of the most balanced classes utility-wise. How to use the Engineer: There are several missions that require you to bring an Engineer. This being said, you need to figure out which role you want them to field. I HIGHLY recommend kitting them out with a point in Capture (2-4 Damage makes a WORLD of difference over 1-4 Damage) and splitting their remaining points between Power Field and Sentry Turret. Power Field gives you powerful defenses, and having the best possible Turrets means they will last longer under pressure and hit enemies reliably (DO NOT neglect the Engineer Skill, as it DIRECTLY affects the quality of the Turrets you will create. I also tend to take a point or two in Grapple... I know what you're thinking: 'En1gma, they aren't meant to be in melee combat and Grapple is for melee!' Hear me out-- As the Engineer frequently finds him/herself in the thick of the fighting during the mad rush to complete the objective, they often must withstand attack from Skitterings or Hunters (Anything else would surely spell disaster, so don't leave them in range unless absolutely necessary!!). Having a 1AP attack with a potent defensive buff can sometimes mean the difference between blocking and taking penetrating hits.
En1gma, your write up on the Hydra really couldn't be better, way nice write up and I can't add to much to it.
However, I'm happy to share my personal feelings on the Paladin, although havnor may take umbrage with my opinions re: paladin vs. berserker
An In-depth look at the Paladin
Paladin: Your Backup Captain The paladin is, in my opinion, unfairly pigeon-holed as a healer. Sure, your paladin can keep your templars alive and well out in the field. Yes, your paladin has a "medic" stat and quite a few talents focused on healing. However, the sheer utility of the paladin leaves those that truly understand it in total awe.
Weaknesses of the Paladin The paladin suffers from being a pure melee specialist to the extent that it cannot even make use of grenades. As such, you will have issues dealing with ranged enemies and should be a little weary of using one when you are using a hydra-heavy strategy. The paladin, just like the berserk, is a mid-to-late-game templar. Low-level paladins are a pain in the butt, they bloom late in life. The paladin, when used in certain roles, will have a lot of issues with heat. You'll want to keep this in mind when thinking about how you want to employ one. The paladin, more than other classes, must specialize in what you want it to do. You can't really have a multi-role paladin (at least at Brutal+ difficulty), so you'll want to make use of that free respec ability frequently. The paladin has a very high cost, this means that you'll generally have to either save or sacrifice other specialist templars if you want to deploy one.
Strengths of the Paladin The paladin has a lot of gear harmony with your captain, especially if you run with a melee captain. This helps to minimize wasted RP. The paladin, when built properly, can be an absolute beast in combat -or- an incredible force multiplier through buffs.
Comments and Strategies You may be that the weaknesses far outweigh the strengths of the paladin, and if you are only considering quantity you might be right. However, we are all taught that quality is better than quantity, right? The first thing that you need to realize with the paladin is that you have two main paths to take; Do you want a support paladin that exponentially multiplies the effectiveness of your other templars, or do you want a combat paladin that can wade into combat, shut down an entire lane of advance, and just generally wreak havoc all by its lonesome? Choose!
Support paladins should be built around medic and tactics, with just a bare minimum of combat ability. Basically, you'll want your paladin to always be in the middle of your squad and acting as a janitor, only moving into combat to pick off damaged xenos or danger-close xenos. With a support build, you'll probably want your gear to focus totally on getting your paladin's auto-block, deflection, and armor up as high as possible (in that order). Ideally, you'll want to follow this basic build strategy:
(Everything is written in order of priority) Attributes: Fortitude, Willpower, and Strength Skills: Medic, Tactics*, Warrior, and Evasion Gear: Auto-block, Deflection, and Armor *only bring this up to 6 or so, rarely will you be able to buff more than that many templars at once.
Talent to go for: Battlefield Medic, is, of course, a good solid choice. Having a couple points in it, level 4 is my favorite sweet spot, is ideal. Battlefield Enhancers can be a nice substitute for Battlefield Medic, sacrificing single templar healing for group healing while also adding in very nice damage and dodge bonuses. Warding Fire is the king of defensive buffs, giving anywhere from 10% to 60% (!) auto-block in addition to dodge.
You may be asking, "well John, what about Inspiration?" I generally avoid it because if I'm running a paladin, I'll generally avoid other melee templars. Melee is fun, but, in my opinion, at Brutal or above you are asking for trouble if you start putting out more than 1 or 2 of templars focused on melee.
Really, what you want to do with your support paladin, is choose between a damage buff focus or a defensive buff focus. The basic talents will be the same regardless, you'll just change priorities based on what you like more.
Damage buffer: Battlefield Enhancers, Warding Fire, and Battlefield Medic Defensive buffer: Warding Fire, Battlefield Medic, and Battlefield Enhancers
Combat paladins should be built around one thing only; Smashing everything in their path. You can choose between a Thor paladin that pastes everything within reach with a giant hammer or a knight paladin that, while slightly less smash happy, has a bit more of a defensive focus. Regardless of your particular kink, you'll want to focus your build like so:
(Everything is written in order of priority) Attributes: Strength, Fortitude*, Willpower*, and Focus** Skills: Warrior and Evasion** Gear: Auto-block, Damage, Deflection, and Armor *these skills are a priority up to a certain point, I usually bring them up to 5 and stop. **only after maxing non-starred entries
There are two talents that are just generally good regardless of your focus, and I'll list them here.
Battlefield Medic is worth sticking a couple points into. Again, level 4 is my favorite sweet spot. War Machine is very good if you want to have a defensive powerhouse. You'll lose MP, but you'll gain max heat, deflection, and auto-block while also healing yourself. This is especially good for thor paladins that are holding a tact point down. Slay is a nice talent to have for some single-target clobberin'. Depending on what you are building for, it my be worthwhile to stick a couple points in it.
Thor paladins are the masters of disaster. You do lose a bit of auto-block, but in its place you gain some amazingly potent offensive buffs. I generally save thor for late game, as I can usually get a decently high auto-block through armor, stats, and tact-systems at that point.
What you want to do with a thor paladin is build around one thing: Righteous Embrace. Getting that kill buff should be your mission in life, and as such, you'll want to be out in front stomping on xeno heads.
Talents to go for, in order of priority, are: Righteous Embrace for its kill buffs, listed below. Death's Embrace (from level 1) grants you +1 MP, +20 damage, +16% auto-block, and +16% penetration. Militant Embrace (from level 3) grants you +6 accuracy, +12 damage, +12% crit, and +12 plasma damage. Ultra Embrace (from level 7) grants you +24% crit, +32 plasma damage, and +16% penetration. Those buffs stack on AoE kills, so if you kill 3 enemies with a single attack you get all three. That means +1 MP, +32 damage, +16% auto-block, +36% crit, +32% penetration, +6 accuracy, and +44 plasma damage ON TOP of the standard buff you'll get from the talents itself (+damage and +accuracy) Staggering Blows gives you the AoE oomph for grabbing the kill buffs above.
Basically, build around getting those kill buffs, so shoot for Righteous Embrace level 3 mid game and 7 late game, and then pump up Staggering Blows and Slay. Watch as your beefy paladin becomes a god, smiting anything that even dares to look at it.
Knight paladins are more traditional killers, relying on their shields for defense and their swords for cleaving through hoards of enemies.
Talents to go for, in order of priority, are: Shieldbearer as it gives you incredible survivability by adding anywhere from 5-30% auto-block and 3-16 parry. Shalun's Wrath is a nice addition to your killing ability because it gives your paladin a buff on hit, increasing damage and crit as well as melee accuracy at higher levels.* Devastating Strikes can be a decent talent to get for its debuffs, it lowers enemy accuracy and dodge.* *One or the other, not both
With your night paladin, you'll want to focus on getting Shieldbearer up high, compliment it with a couple points in Shalun's Wrath for buffs or Devastating Strikes for debuffs, and supplement that with Slay. You basically want to get the buff from Shalun's Wrath and then use Slay on everything.
Last Edit: Apr 7, 2017 2:32:39 GMT -5 by johndramey
I would like to ask of someone has some useful build wich is heavy dependant on bio-poison (no just scouts,Soldier and captain too) I would like to hear it... Im currently starting new Ironman group to try to find it out...I don't know if it is just me,but bio poison weapons dost seem so good (especially for scout).
havnor-- I only use Bio-Poison on my Scouts. Everyone else is too intent on moving toward the objective that to risk leaving enemies alive just to be affected by Bio-Poison is unacceptable.
Scouts are the exception, for me anyway. 9/10 of my Scouts use Crippling Fire in conjunction with Bio-Poison. I like to watch them writhe and waste away before they can make it close to my squad. Since Crippling Fire removes MP from Xeno it affects, Bio-Poison is perfect because I only need to hit them ONE time to kill them (Due to the damage per turn added by any other battlefield conditions such as OW or Hydra fire).
Scouts: Swift Assassins and Cunning Seekers Scouts are uniquely outfitted to utilize Null-Field technology, which masks their signature so that Xeno have problems finding them on their Heat Map (How the Xeno find and react to your Templars). They carry the longest ranged weaponry the game has to offer and often have the highest percentage chance to score a Penetrating hit of any Templar available. Scouts can also overtax their reactors to boost their Movement Points to staggering levels, gaining almost twice the MP of any other Templar per turn. Weaknesses of the Scouts: Their offensive prowess comes with some significant drawbacks, this is certain. By far the most fragile unit in your roster, you can expect them to meet their end at any time, especially if you leave them overextended, near the Fog of War, if enemy ranged units are nearby, if a Hunter enters the AO, if a Goliath looks at him weird... you get the idea. They get no Area of Effect talents whatsoever, and will be able to attack only twice at range, so any misses or sub-par efforts will drastically reduce their effectiveness. Strengths for the Scouts: They are capable of dealing the highest single-target damage of any Templar in your roster. This alone is a great reason to use them, but there are many more iterations for the Scout to be covered. --Single Target Pwnage. With Crit-boosting buffs and Headshot, they are able to deliver crushing amounts of damage per turn, and can often take out all but the most hardened targets in a single shot. --Crippling Fire when used in conjunction with Bio-Poison is perhaps my all-time favorite build for any Templar (aside from the Hydra of course), as it allows the Scout to both protect their squad and kill the enemy, while indulging your inner sadist. Crippling Fire is the -MP talent with the longest range in the game, which allows the Scout to slow targets at maximum distance, ensuring that they will never reach a mobile Batttleforce. Combining this with Bio-Poison means that affected targets will die a slow, painful death as they struggle to fight against both Crippling Fire and the Bio-Poison delivered simultaneously. Combine ALL that with your OTHER battlefield conditions such as a Hydra's Promethium or Overwatch of any kind and you have a staggering combo of epic proportions, potentially the strongest combination of Talents in the ENTIRE GAME. --Mobile Objective Hunter. Overdrive (+MP), when used in conjunction with the Captain's Pressing Need (+MP) and the Soldier's Rallying Charge (+MP), allows the Scout to double its total Movement points (OR MORE), allowing them to outrun any Xeno in the game, and **POTENTIALLY** reach Objectives without escort or danger. Using the Scout in this manner is an EXTREMELY HIGH RISK strategy, and will leave him/her exposed to Xeno attack with ZERO chance of support. Because of these risks, it is HIGHLY recommended that you use Null Field (+ Stealth Talent) to reduce the range and chances of any Xeno detecting the Scout. --Sensorkit Scan: Only the Scout and the Engineer are able to push back the Fog of War with this talent, and it is essential that you at least consider using/raising this talent. I personally don't raise it until mid-late game, but I have a pretty good memory for where and when the Xeno come for me on any given level. You may see fit to raise Sensorkit Scan, and nobody would fault you for it. Most Useful Talents: Any attack talent (not Grapple), either of the +Stealth talents. Honestly so long as you pick a priority and build them around that priority you will do just fine. Least Useful Talents: Field of Focus. +Damage and +Crit are just fine, but since you will rarely be JUST defending and standing still, this talent is simply not needed IMO. Also, losing valuable MP for 4 entire turns is seldom going to be worth it. If you need increased Damage or Crit %, just focus on raising attack Talents. How to use the Scout: --Piercing Fire/Headshot Support. This Scout prefers to stick close to their squad, not going too far ahead or falling behind. Piercing Fire removes both Deflection and Armor, making follow-up attacks get through for higher damage. They can one-two punch very effectively by hitting with Piercing Fire first, then following up with Headshot to take full effect of the lowered defenses. They are very useful when holding position for a few turns to allow your squad to cool down, and would be the only build that should use Field of Focus (IMO). This Scout should have the most powerful, best penetrating Sniper Rifle available to your Battleforce in order to deal maximum damage. --Crippling Fire/Bio-Poison. As described above, this is my favorite build for almost any Templar. This is a pure Synergy build which enjoys being played like the Piercing Fire/Headshot iteration. Due to the added perceived MP (due to the MP reduction from Crippling Fire), the Bio-Scout is able to venture away from the Battleforce in order to complete objectives. Overdrive plus slowed enemies means that you can speed away from threats or keep them at bay while en route to or from objectives. They also shine as a rearguard, especially in conjunction with Promethium or OW provided by Turrets left behind to slow a Xeno hoard. They can slow fast enemies or finish off ranged Xeno who survive OW or Promethium, keeping themselves and their team safe in the process. --Mobility/Stealth Operative. All in on Null Field and Overdrive, heavy emphasis on the Stealth Skill. This fragile Templar can use either weapon class, and should fit talents to their weapon (Crippling Fire/Bio or Headshot/Piercing). They are meant to be hit-and-run operatives, risking major Heat damage to get their objective finished. Consider having a Heat Sink Engineer available for deployment that you can call in mid-level to help your over-taxed Templars cool down, especially your fragile Scouts.
Brutus Aurelius-- The final Templar for this compilation is the Neptune, so I leave it in your capable Gauntlets. No rush, there's still a ton of work to be done, and I'm eager to see what you come up with.