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Amalgamation Savage & Maniac Specializations
   
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11 Nov, 2023 @ 12:54pm
24 Jul @ 3:13am
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Amalgamation Savage & Maniac Specializations

In 1 collection by Harehnoth
modsdsgsdg
526 items
Description
"We have an odd bunch here commander. Albeit they have extreme tendencies that make even those that play dirty take a step back, it's undeniable their skills, power, and versatility. We just need to keep an eye out on them once the war ends..."



General

This needs either one of Primary Secondaries or True Primary Secondaries(TPS) to function, as its melee primary. TPS has been tested more, so it's recomended, but not necessary.

Savage

This is a somewhat rare Primary specialization, couldn't find much to fit to it to make it less rare. It's on the higher end of Melee class, it can use Sword as a primary, and allows Combat Knife as a secondary. They have good action economy and, all in all, will keep you questioning if that last stab was really necessary, or if you should have came back without greeding too much.


Maniac

It's a Tertiary Spec focused in a mix between survival, single-target focus, and somewhat hidden high crit chance that scales with its rank. It provides extra support not only for Savage, but for nearly all other Melee primaries, such as Ravager, Stormcharger, and even Ninja. Oh, also vindicator. It comes with This one is Mine as a Sergeant perk, and can roll things like Parkour so you can really feel them persecuting your enemies till the ends of earth.


Skills

Savage

Squaddie (1)
  • Finesse refunds your first melee attack.
Corporal, Lieutenant(2,4)
  • Mayhem gives +2 dmg.
  • Combatives gives +10 dodge, and will deflect the first melee attack against this unit each turn, then will attempt a reactive melee attack.
  • Blade bash is a 2 turn cooldown active that immobilizes the target.
  • Run and slice is a 4 turn active that deals uses only 1 action.
Sergeant(3)
  • Smart Macrophages gives immunity to poison, acid and reduces wound recovery time for the soldier.
Captain, Major, Colonel(5,6,7)
  • Frostweave gives immunity to Fire and Ice, also freezes melee attackers
  • Make under is a sure-hit melee attack that can only target enemies with less than 3 hp and cost only 1 action.
  • Disarming strike is a 2 turn active that forces the target to reload.
  • Sledgehammer is a 3 turn active that launches the target flying.
  • Keen edge increases the damage by 1/2/3 and gives 2/3/4 armor piercing based on weapon tier
  • Bare Knuckle increases damage by 2, and further by 1 by every 2 levels the unit current has, up to 6 at brigadier.
  • Dogpile make this unit attempt a reaction fire on every time an ally attack an adjacent enemy. Once per enemy per turn.
  • Survival Instinct gives 30 defense and 50 dodge while wounded.
Brigadier(8)
  • Skyfury Blade is a no cooldown, 2 charge per mission attack that deals twice your main weapon damage on a single enemy, if it for some reason survives, it may get panicked or disoriented.
  • Hamstring is a 3 turn cooldown active that removes 30 aim, 7 mobility and 50 dodge from the target permanently.
  • Bladestorm makes so this unit attempt a reaction fire everytime an adjacent enemy makes an action. Once per enemy per turn.


Maniac

Squaddie(1)
  • Fearsome makes so every critical chance has a chance to panic a nearby enemy.
Corporal, Sergeant(2,3)
  • Trial by fire permanently increases this unit's will and aim by 1 every time it's sent on a mission.
  • Rush of battle passively gives 1 adrenalin for every enemy killed, 3 if it's killed by this unit. Every point of adrenalin gives 1 dodge, can be used to heal based on missing hp, spending adrenalin for, on a long cooldown.
  • Parkour allows to climb walls. Windows can't be climbed over.
Lieutenant(4)
  • This one is mine is a 2 turn cooldown actrive that targets an enemy. This unit has +50 crit chance and +50 defense against that enemy. Lasts 3 turns.
Captain, Major, Colone(5,6,7)
  • On the move gives +1 action and -6 mobility passively.
  • Warding Takedown gives 3 shields whenever this unit kills, it refreshes instead of stacking.
  • Double time is a 2 turn cooldown active that gives 1 movement action.
  • Pierce the veil is a 1 turn cooldown active that gives +2 dmg, 15 aim and 3 armor piercing against organic targets, but increases the cooldown of all other skills by 1.
  • Sixth Sense gives immunity to areas of effect and multi-target skills
  • Devil's luck makes this unit ignore the first attack against it every mission.
Brigadier(8)
  • Lacerate is a 2 turn cooldown active that applies a 2 dmg per turn bleeding dot for 10 turns.
  • Butcher gives +30% dmg against organic targets.

Balance and Ideology

Savage is currently on the strong side of specs. On my attempt to make a self-suficient spec, I have swong a bit too far in that direction. Savage still has strong weakness, such as mutons, explosives, melee and immunity, but I've mitigated the one sthat made me more frustrated, such as acid bleed, aoe poison after every hit, and many enemies that just shut down melee-only as a possible playstyle unless you swing really powerfully, such as with Fortis Magi which can currently solo entire missions in 1 or 2 turns. It was so blinding powerful that I thought ninja was weak, ecen though ninja has other ways to work around its weakness with Kunais and Assassinate.

Savage has a more crute and brute as base ideology, rushdown and direct, but with intricate sub playsyles that make you think about every single action: "Should I stab here? run with 2? melee the guy on the other side and end my turn there?" It's... I liked it!

Maniac is more bound to persecution, hyper focus(this one is mine) and tireless assault(Rush of battle), and the panic as someone with a raw smile breaking every ally you have(Fearsome). Giving the enemies the sensation of no escape (parkour). And the ignoring or pain, if feeling at all(Warding barrier). I am happy how it turned out! Honestly, more than Savage itself even. It's a suport skill for melee users, I feel it's balanced.


Compatibility and Required Mods.

Besides base game amalgamation and it's requirements, Only Bitterfrost Protocol, for Savage's ice vest, and the lovely SurplussClassIcons for Savage and Maniac's Icons.


Outro and Thanks

Being my second kind of mods, there is still may have some issues around that I haven't worked around. I did around 60% of a long Covert Infiltration campaing, and 40% of another. Both of which I did extended testing on many different skill sets, made me abandon Endless Vengeance and change to macrophages + ice vest.

Thanks for XpanD for getting me into Spec creation and getting started on my first mod, and, again, for all modders out there for working on this game.
Have a good one!
9 Comments
XpanD 17 Jun @ 2:33am 
...huh, interesting. Will have to try that.
EvilBob22 16 Jun @ 4:57pm 
It confused me for a minute too. AML told me this mod no longer existed, and asked if I wanted to remove it, but it still was in the list (under the new internal name).

Also, with Remove Missing Mods, you don't even have to reload the save you just made. I've had to use it a few times and I never bother with reloading. In fact, I usually immediately delete the new save, any save after that initial "unbind and save" will "remember" that the old mod is gone.
XpanD 14 Jun @ 4:34am 
For anyone looking to fix this: https://steamproxy.net/sharedfiles/filedetails/?id=1127050498

Grab that mod, load your save, finish any battles you're in, open the save menu, click "Unbind mods" (or whatever it is) at the top and make a new save. Load and continue from that save and you're good to go.
Harehnoth  [author] 14 Jun @ 4:14am 
@The_RandomPanda Hello, That is a mistake on my part, before 6th june I lost the files on my computer, and while trying to recover, I accidentally changed the Mod's internal name. This does NOT change anything besides the warning. I confirmed that running campaings still keep the same spec, and no further errors exists. It's just a bit annoying.
The_RandomPanda 14 Jun @ 2:41am 
Not sure if it was the June 6th update or not, but all of a sudden I get an error that this mod is no longer active on my game. It doesn't even show up in AML anymore, I've subscribed and resubscribed but it just doesn't exist for me anymore, any tips? Thank you!
Harehnoth  [author] 21 Apr @ 7:05am 
One more thing, if you use free action melee skills, like lightning cleave, lightning saber, and similar ones, they eat finesse activation, even though it does nothing..
Harehnoth  [author] 21 Apr @ 7:01am 
It shouldn't. It works with swords and other main melee weapons. The excception being glaive, which work inconsistently, that's why I have it unallowed, but it works with main weapons. I also tested all the active skills I used here and they also work with finesse.
Horny Cat 19 Apr @ 10:30pm 
Does finesse work only for secondary weapons?
Harehnoth  [author] 5 Apr @ 7:04am 
It has been fixed already, but if you currently have a broken Savage soldier for the few days it was up, there is a way to fix it using commands, either with rebuildselectedsoldier from additional soldier commands, or with xpand's soldier command's "randomizeselectedsldierspecs" with the soldiers' specs, or reroll to another.