Hunter features a mix of abilities (like Chain Shot) that will let you receive a bonus action for hitting a target. Since the sniper class usually only has three shots before needing to reload, this can save you a lot of hassle.Īlternatively, you have the Hunter and Stalker branches. It gives you +1 ammo whenever you hit an enemy with a critical chance. It’s one of the last abilities on the Marksman branch, but also invest in the Extra Round abiliity. Since you’re often the first to fire on an enemy, this skill has saved my hide from a full-health grenadier many a time. Personally, I also found it worthwhile to invest in the First Blood ability, which gives your character a 50% damage bonus if an enemy is at full health, and can be upgraded to 100%. When the game presents you with multiple side missions during a chapter, any soldiers you send on one mission won’t be available for the other, so you don’t want to leave yourself stranded with no healing abilities. One final note, since Gabe Diaz is your default support unit at the start of the game, invest in a second and perhaps even third support unit for side missions. Considering you’ll have the heavy class, vanguard class, and sniper doing plenty of damage already, I didn’t see much use for it. The Strategist branch is far more focused on buffing damage through High-Powered Shot. If you’re finding yourself constantly wishing you had just one more action point, perhaps consider investing in this branch, but like I said, it didn’t strike me as terribly useful. Personally, I never had much use for the Paragon branch, which focuses heavily on its Empower skill to give squadmates 1-2 additional action points during a turn, along with a couple of damage buff abilities. If you’re more interested in healing the whole group at once (albeit in smaller chunks), invest points in the Combat Medic branch, which gives you the Group Therapy ability, but overall has a bigger focus on using combat actions to apply additional healing to your squad. The surgeon branch will allow you to heal a single soldier using the Stim ability, and you can heal a large amount over three turns using the Recovery Patch. This and the combat medic branch are the strongest abilities for healing members of your squad who’ve taken heavy amounts of damage. If you find yourself barely using their abilities, you can always spend one of your reset tokens.Įvery class in Gears Tactics has four possible branches they can explore in their skill tree, and for support, none may be more important than the Surgeon branch. That said, really think about what kind of role you want your soldier to fill, and commit to that. Even after finishing Gears Tactics, I barely finished one branch of a character’s skill tree.
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