XCOM 2
Musashis RPG Overhaul
Specializations combinations?
I'm so at a loss lol. There's so many >.< I thought ahHA I know, I'll have a demolitions expert, then went oh wait, one perk requires the grenade launcher the other requires the wrist rocket, well ♥♥♥♥.
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Showing 1-6 of 6 comments
Mrvecz 13 Aug, 2019 @ 4:08am 
Take the grenade perks, they are more worthwhile than rockets due to large number of grenades you can create, giving them versatility.

If that is what you are asking about...

Troubles The Cat 13 Aug, 2019 @ 4:41am 
That helps! Haha, but sort of I suppose you could call it soldier/squad builds? I'm forgetting which requires what, which mix well, leaving some out and doing what I said in the title mixing wrong ones forgetting about certain gadgets lol.
Mrvecz 13 Aug, 2019 @ 7:13am 
Sentinels with cannons are somewhat lethal combination. Also grenadiers and psiops with bullpups are my favourite so they can shoot twice, or shoot AND act. Perfect for shredding armour with additional perks.

Infantry units (those with double standart attacks) with shredding abilities and surgical precision.
Snipers with surgical precision are overpowered since they can with their high aim already snipe people through solid cover as if it wasnt even there.

Infantry with ripjack, these especially proved themselves in Long War of the Chosen as they can get in to position with free action and fire their weapon twice and they can pull enemies out of cover, retribution makes them dangerous for melee units. Or one shot a sectopod with whiplash.

Machinegunners with gremlins or easy packs (no secondary weapon) can lead create a really hard to hit support unit that either uses gremlin or suppresion.

Snipers with Big Game Hunter perks (One of addon's class), they can panic enemy troops in few title radius if they score a critical hit which is easy to amass with other perks.

Snipers with Irregular perk and perks that benefit the soldier with perks while in concealment. This can really go out of hand quickly, 3+ damage on hit from concealment, +50% crit chance or even the hit from concealment will always crit with in the zone and death from above perk and you have a sniper that can, on his own, destroy entire pods that re-enters concealment at the start of his turn if nobody sees him. Its like a reaper on steroids.

Claymore instead of secondary weapon is really potent combination in early game. Perfect for those who dont need a secondary weapon.



Troubles The Cat 13 Aug, 2019 @ 8:34am 
Ooh they sound nice thanks!!
AftDifference59 17 Aug, 2019 @ 5:01am 
Mrvecz has some good ones there; allow me to bolster his work:

I tend to go with about three skill trees from commanders choice; but I typically regard a soldier as 'one' class, with backup skills - it'll make sense in a moment. For now; my A-team:

=====

Jason 'The Ripper' Jackson. - Heretic/Lightning Reflexes.
Rifle: Bloodlust - Suppressor, Laser, Chainsaw Bayonet.
Sword
Medium armour, Mindshield, Hazmat.
Stats Priority: Mobility/Health/Defence/Dodge
Bondmate: D.O.A.


Ranger//Scout//Assault - The ranger reaper skill is nice, but with the stealth tactics brigadier perk, this soldier is a nightmare for advent. I equip with a suppressor-rifle rather than the standard shotgun; allows him to take pot shots while on scouting duty, then switching to the sword once spotted. also rather fun to 'tag' a pod to raise their alert, then while concealed, run in and position yourself for a bladestorm flurry. Untouchable makes this strategy work wonders.

*mandatory hockey mask not included

=====

Angela 'D.O.A.' Roberti - DamnGoodGround/DeepCover
Sniper: Mortician - Supressor, Magazine, Laser.
Specops Knife
Wraith armour, Talon Rounds.
Stats Priority: Aim/Aim/mobility/Aim
Bondmate: The Ripper


Sniper/Scout/Ranger - Ripper and DOA run a fairly straightforwards spotter/sniper tag team - her Serial ability makes short work of anything that survived his bladestorm flurry on a pod activation. The sniper scout tree combos allow for some excellent crit values, and talon rounds boost it to *disgusting* levels. I have to play beta strike with grim horizon on legendary for these two to NOT be able to instawipe a pod once they both hit brigadier. The spec knife lets her be viable in tight blind maps like the sewers - prioritizing sectoids and the like before the battle is joined, while the scout tree again boosts this damage, and provides an escape route through relocation, with rinse and repeat from the brig perk.

=====

Tomasz 'Papa Bear' Wisniewski - DrivenByVengeance/ (blast pads OR scrapper/survivor/renegade)
Cannon: Grizzly - Magazine, Stock, Trigger
Launcher
RAGE Suit: Shredstorm, Stock Grenade, Flashbang, Smoke, Tracer Rounds
Stats Priority: Health/Defence/Health, and MOAR HEALTH
Bondmate: Angel

Grenadier/Gunner/Sentinel - Frontline berserker/tank playstyle: if someone else is getting shot, you're playing this guy wrong - Grizzly should be hosing down the sectopod with full auto from point blank range - Driven perk means each time this guy gets hurt, he gets a little more deadly - permanently. and as the previous buy noted, cannon + sentinel = metal storm.
The RAGE strike can be used to set him up in the perfect position for it too: about the only things that survive the following hose down are berserkers - and , well, they panic and run.
when he has to take a moment to reload, that's what you got SIX grenades for - The slot perks from gunner+grenadier trees make this guy a walking arsenal. I have sent him solo against a sectopod. It was unfair. So I upped the pod count. It was still hilarious.

=====

Claire 'Angel' Lefevre - Lightning Reflexes/Xenobiologist
Rifle: Mercy - Bayonet, Scope, Magazine
Gremlin
Icarus Armour; Medkit, Mimic beacon
Stats Priority: Mobility/Dodge/Aim/Health
Bondmate: Papa Bear

Medic/Hacker/Sentinel - Play her almost like a vanilla specialist; but take the icarus suit and the rescue protocols in combo mean this girl can get herself and her squad out of trouble in an instant. The mimic beacon really isn't used for rescue at this point, but rather, baiting the enemies to move where i want them (ideally on a path that takes them within swinging distance of Ripper) the sentinel line up means this girl should spend most of her time sprinting - she gets a free overwatch at the end of it. with her and Bear both running sentinels while DOA and Ripper are in perma concealment, you not only bait the ayys where you want them to go, but they only shoot at who YOU decide to let them shoot.

=====

That's my A-team - with three trees each, the synergy is amazing - it's why there's only four soldiers: the other two slots are for training rookies these guys work that well.
You may notice the names are (mostly) stock - these guys were random gen characters from vanilla xcom2 that worked rather well - with new mods, rather than go nuts with new combinations, I tried to build upon a solid foundation: the results are outstanding.

P.S. DOA and Ripper (if leveled in the right order) can handle mox's rescue mission immediately after lost and abandoned - even with the sensor fences mods and stupidly high pod sizes - and any other rescues that may be needed. for that reason alone, these two are forbidden from ever going on a covert op with a capture risk - they're too damn valuable.

Other Good combos:

=====

Pacifist+Panoptic//Scout+Spotter

run an SMG and a holotargeter and this combo lets a squad full of rookies play at being a sniper - even on max force level. I recommend the AI sniper defence fix mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1502740820
) to even the field for advent.
To be clear: this soldier never fires the weapon - just targets from concealment.

=====

Sniper+Medic - the ultimate in long range squad support.

Gunner+Gunslinger - The armour shredding perk applied to face-off will denude a family of mutons in a single action. hilarious if used with tracer rounds (musashi's makes tracer rounds apply holotargeting) - making this soldier the 'herald' of your forces - marking and stripping Those Who Are About To Die. very sneaky if used with shadowkeeper.

Some combos will need primary secondaries; eg:

purifier+ranger (sword and gauntlet) = Suffer not the sectoid to live

Ranger+Skirmisher = (sword and ripjack) the Butcher of Advent. friend to all reapers! Get your freshly made Xcom burgers at Vostok Haven!

The Baroness - Hunts aliens for sport - scout+enforcer, use the Crossbow with riot rounds (mod required) - stun ALL the things!

If you use musashi's augmentations and Honey's Heavy Support items, you can essentially insert Adam Jensen from deus ex - or wolverine if you prefer.

It gets pretty limitless at a point.

Feel free to run a few combos past for suggestions :)



Mrvecz 17 Aug, 2019 @ 6:14am 
When playing the LWOTC i use the 3 specializations choice too to mimic the base design of three talent trees.

But besides i wanted to also share perks that are must have, you might not or have them depending on addons you have.

Devils Luck - Immunity to the first hit during a map, works against AOE too.
Self Treatment - Immunity to acid, poison and fire... and infinite 3HP regen a turn AND reduced recovery time.
Watch em Run - Using grenade launchers gives you overwatch, perfect since enemies will run to new cover but they will be hit while making a run for it.
Thousands to go - Gives you a bonus action if you score a kill, so soldiers aside from infantry can attack more than once
Shake it off - Pretty much renders your soldier immune to CC since he will self clean constantly in a single turn.
Alien Hunter - 30% damage boost
Surgical precision - Renders cover almost useless for the enemy and your troops will be able to easily shoot through it. Especially deadly with units that can fire more than once or for snipers.
Warning shot - Causes panic, doesnt need to hit to do its job.
AI Decription - Cannot miss against robots
Biotic Barrier - Gives your trooper a shredable, self regenerating health which can be further upgraded. Hits against a barrier will not cause injury time.
Biotic traversal - Gives your trooper a +10 defence and the ability to fly on any terrain, so he doesnt need ladders or things like that to move around.
Fearsome - Critical hits can panic enemies who are in a vicinity of the reciever of said crit. Can snowball with other perks to a massive degree.
Pierce the Veil - Increases aim, free action, perfect for infantry toops.
Sixth sense - Permament immunity to AOE attacks.


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