Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Engineers with grapple in particular are likely to out-damage their pistols unless you're rocking some of their better pistols.
But the only time I've done grapple seriously was with a melee-only, no grenades challenge. Then I had grapple 8 or so on a soldier and he held the line like crazy.
...is very diffuclt to play alone. But in tandem with Paladin, they are unstopabble in every situation.
Basic stats is pretty obvious for warriors so I make it short. Put points in Warrior, Strenght Evasion and Quickness on low levels.
Low level bersekr is real pain and it is not in use too much.
Hint: Play with him on low difficulty first, before you replay on higher difficulty to lvl him up
On the other side high level Bersekr is true war machine, but not alone. Paladin must be by his side, so I will decribe them both. Focused their stats on critical strikes.
Talents:
Indomitable defense -must have for unlimited counter attacks
Bersekr Slash-must have for multiple damage at one time
Gear:
Axe and shield
(my have Null Shield,Devastator Axe and Giltwing Assault armor with 10 evade)
Paladin
Talents:
Warding Fire - must have for Auto-Block boost
Shaluns Wrath - must have for critical chance boost
Battlefield Medic (3)
Righteous Embrace
Gear:
Heaviest Witch hammer you can carry (Arcums Anchor(relic) is best of the best)
Giltwing Assault armor with 10 evade
Before attack you buff Bersekr with Indomitable defense and Warding fire.
In your turn you slay most dangerous enemies with Paladins hammer and with Bersekr most enemies with Bersekr slash and you leave Besekr surrounde with rest of the enemies.
In enemy turn they attack your bersekr, but he has unlimited counter attack so you slay plenty of them.
In your next turn you heal bersekr if needed, but Paladins auto-block buff prevets to get Bersekr damaged in almost every cases. But luck is not always on your side and for that cases you heal him some times. Against meele attacks they are very resistant, some problem could arise with more ranged attacks. In most cases is just complication, not problem.
Lower lvl Hydras should rely on Napalm strike as much as possible and work as deffenders and "watch-your-back teammates"
Thea are not suitable for offensive roles due to their area damage type attacs (which is most effective) and they can quickly overheat and damage rest of your squad.
Hydra needs to be treated as OverWatched Neptun. But when Hydra is done, no flowers can grow ;-)
Stats: 16 in Focus/Strenght/Gunnery/Tactics and 3 Quickness or 16 in F/G/T , 10 in S , 8-9 in Q
Talents: 10 in Napalm and Hellstorm and 3 inInferno Seal,
Gear: Hellgout Cannon, Roavin Rurnace(Relic), Thermal enclosure and Descendant Flame-Tank armor (relic)
His role in most of my game-plays as an "corridor closer" and deffender. He is powerful when you want to :
1)purge swarm
2) seal multiple pathways with flame when you want to deffend your tact point or squad position ( in combination with Engineers turrets you can stop almost every unit even carapaces and control very large area)
3)Putting your talents in Inferno seal gives you an ability to buff your sqad with Fire resist and move freely in flamed areas without damage (for decent time, heat incerasing is inevitable)
Did some edits to the engineer section correcting turret stance (I thought it was for the engineer only, turns out it can be used on allies) and adding in landmines to skill list. They were bad when I tested them, but it's late game in brutal new game ++, so they're probably fine before that point. (level 27 captain, tested on Deck 7)
I tend to have a scout built to overdrive 3 for a fast runner / crippling shot 3/ piercing fire what's left (with a second one in barracks for the 3 missions it's useful for), a soldier for Rallying Charge 4 rest defensive stand, and then a pile of neptunes. I might bring an engineer built to heat dump on some maps but most require too much mobility for that to work to my satisfaction.
On maps where I lack the CP to bring my pile of neptunes I am likely to bring extra soldiers built for overwatch since they're affordable and more defensive than scouts, despite the higher cost.
so my ideal is scout, soldier, neptunes.
I need to do another playthrough, been 6 months and I know devs did some updates. would hate to be out of date. Aiming to update guide within 2 weeks.
which classes should you recommand to bring to battle field??
there are total 8 class, most mission can only bring 4-6 templar, not to mention 1 Captain should be always there. so which should I bring to field?