For example, the 'Tide of Shadows' strat is fantastic on a key turn to just shrug off and immunise yourself to status effects for several turns. I'd rather shrug off chip damage and save my research time/Seeds for stuff that matters. It''ll pop like 5-6 times a mission regardless. Same reason why I never bother with anti-Surge upgrades or Stratagems. Warp Surge isn't impactful enough for me to worry about. I disagree on spamming aegis, increasing the charge on the meter at the top isnt needed with proper placement. Early game is still about spamming Aegis until you get better armour, and you'll want to get better weapons ASAP. Originally posted by Fun Police:Easy mode is a bit more forgiving, but the base mechanics still work exactly the same. The starting Apothecary I send to the GM and then back to Titan. So I go with Falchion/Sword/Halberd, whichever one I have that is best. If you don't have that I like Falchions for the cool dual wield look and crit.įor Justicars, the warding staff is tempting but in my game the Aegis Shield proc is broken and when it procs I don't actually get the armor. Astral Aim is a must for both of them, eventually.įor Interceptor go with the pre-order hammer the whole game. Personally I go with Psilencer on my Purgators and build one into Psilencer tree first and the other into grenades. Apothecary is a bad class right now and you don't need healing if you are playing well,įor Purgator load out I think the Incinerator is cool but IMO it is bad compared to the other 2H ranged options. Last one-two spots should go to one or two Purgators (again you start with two). You need at least one if not two Justicars (every game starts with two) and the Interceptor that comes with teleport. To anyone having difficulty on Merciful I would suggest looking at your squad composition and load outs. The first seed carrier mission definitely ramps up the difficulty out of nowhere and the game should be changed to at least let the player know this and that killing/extracting the last seed results in reinforcements next turn.
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