XCOM 2
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Tedster's Hoplite for LWOTC/Ted Jam
   
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21 Feb @ 3:12pm
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Tedster's Hoplite for LWOTC/Ted Jam

In 1 collection by Tedster
Ted Jam+ - The successor to Mod Jam
196 items
Description
This is a new redone verson of Kiruka's original Hoplite class. based on the balance changes and new things learned in the 2 years since the previous one was last updated.


This version removes the pistol row and mixes the pistol perks into the XCOM decks and main tree, and features LWOTC 1.2 style XCOM decks for each rank, with 8 perks per rank for a total of 56 different XCOM row perks to mix up how you build them.


The class still has three trees, one focused on the pistol, one focused on melee, and one focused on tanking/utility.


Credits to CaptainPetRock for designing the initial tree and XCOM decks for this version, Kiruka for the original Hoplite class and work on Mod Jam, without which I wouldn't be here. Also thanks to Iridar, Favid, CaptainPetRock, Merist, and others whose perks are being used.


Class Tree:

  • SQD - Pistol Expertise, Spartan Training, Guard, Formidable
  • LCPL - Perfect Shot VS Aegis Vs Moving Target - Utility Pistol Shot, Protect Allies, Run Overwatches slightly safer (should basically make overwatches never hit)
  • CPL - Shoulder To Lean on Vs Paramedic Vs En Garde - Aim To Allies nearby Vs Dash Heal Vs Pseudo Bladestorm
  • SGT -Disabling Shot Vs Whirlwind Vs Shield Charge - Stun vs anti melee units or if you dont want to shield bash it Vs Movement/Guard after bashing Vs knockback/combo potential
  • SSGT - Lightning hands Vs Pact Tactics Vs Shield Trauma, Action Economy Vs potential Squad Overwatch Vs More CC
  • TSGT Nimble Hands Vs Reflex Vs Protect and Serve - Action Economy Reload (they use more ammo now with this set up) Vs Delayed Action Economy after being attacked Vs Action Economy using Shield Wall
  • GSGT - Fan Fire Vs Perfected Guard Vs Bloody Knuckles - Fan Fire go Brr Vs always having at least 1 stack of guard vs melee damage
  • MSGT - Liquidator Vs Double Time Vs Burial Blade - Build around clean up ability vs always good movement action on command vs action economy on kill reset