Difference between revisions of "Classes and Skills"

From wiki.phoenixpoint.com
Jump to navigation Jump to search
m
Line 18: Line 18:
 
=Overview=
 
=Overview=
  
<span id ="class"></span>Human (and [[the Forsaken]] and [[the Pure]]) characters belong to one of seven different classes of soldiers: [[file:assault_training.png|30px|link=#Assault]] [[#Assault|Assault]], [[file:Heavy_training.png|30px|link=#Heavy]] [[#Heavy|Heavy]], [[file:sniper_training.png|30px|link=#Sniper]][[#Sniper|Sniper]], [[file:Berserker_training.png|30px|link=#Berserker]] [[#Berserker|Berserker]], [[File:infiltrator_training.png|30px|link=#Infiltrator]] [[#Infiltrator|Infiltrator]], [[file:Technician_training.png|30px|link=#Technician]] [[#Technician|Technician]] or [[file:Priest_training.png|30px|link=#Priest]] [[#Priest|Priest]].  
+
<span id ="class"></span>Human (and [[the Forsaken]] and [[the Pure]]) characters belong to one of seven different classes of soldiers: [[file:assault_training.png|30px|link=#assault|Assault]] [[#Assault|Assault]], [[file:Heavy_training.png|30px|link=#Heavy]] [[#Heavy|Heavy]], [[file:sniper_training.png|30px|link=#Sniper]][[#Sniper|Sniper]], [[file:Berserker_training.png|30px|link=#Berserker]] [[#Berserker|Berserker]], [[File:infiltrator_training.png|30px|link=#Infiltrator]] [[#Infiltrator|Infiltrator]], [[file:Technician_training.png|30px|link=#Technician]] [[#Technician|Technician]] or [[file:Priest_training.png|30px|link=#Priest]] [[#Priest|Priest]].  
  
 
<span id ="skill">Each class has seven [[#level|levels]], each of them corresponding to a '''<u>Skill</u>'''</span>, including a starting skill that defines the character as belonging to that particular [[#class|class]], and a 4th level skill that enables dual classing ''(so there really are 5 unique skills to acquire in each class)''. For a complete description and commentary on the class skills, see below.
 
<span id ="skill">Each class has seven [[#level|levels]], each of them corresponding to a '''<u>Skill</u>'''</span>, including a starting skill that defines the character as belonging to that particular [[#class|class]], and a 4th level skill that enables dual classing ''(so there really are 5 unique skills to acquire in each class)''. For a complete description and commentary on the class skills, see below.
Line 30: Line 30:
 
- Proficient with assault rifles and shotguns (complete list [[Assault weapons|here]])  
 
- Proficient with assault rifles and shotguns (complete list [[Assault weapons|here]])  
  
As with all classes in Phoenix Point, the role of the [[file:assault_training.png|30px|link=]] operative depends on how you build it. Some of the skills are compatible with a support role ([[File:Ready_for_action.png|30px|link=#ready for action]], [[File:rally_the_troops.png|30px|link=#onslaught]]), others are better suited for the offense ([[File:Return_fire.png|30px|link=#return fire]],[[file:RapidC.png|30px|link=#rapid clearance]]), and [[File:Dash.png|30px|link=#dash]] is something that you wish all your operatives had regardless of their role or class.   
+
As with all classes in ''Phoenix Point'', the role of the [[file:assault_training.png|30px|link=]] operative depends on how you build it. Some of the skills are compatible with a support role ([[File:Ready_for_action.png|30px|link=#ready for action|Ready for Action]], [[File:rally_the_troops.png|30px|link=#onslaught|Onslaught]]), others are better suited for the offense ([[File:Return_fire.png|30px|link=#return fire|Return Fire]], [[file:RapidC.png|30px|link=#rapid clearance|Rapid Clearance]]), and [[File:Dash.png|30px|link=#dash|Dash]] is something that you wish all your operatives had regardless of their role or class.   
  
It is very common to multiclass other classes into [[file:assault_training.png|30px|link=]] to take advantage of [[File:Dash.png|30px|link=#dash]] and [[file:RapidC.png|30px|link=#rapid clearance]].   
+
It is very common to multiclass other classes into [[file:assault_training.png|30px|link=]] to take advantage of [[File:Dash.png|30px|link=#dash|Dash]] and [[file:RapidC.png|30px|link=#rapid clearance|Rapid Clearance]].   
  
 
==Dash <span id="dash"></span>==
 
==Dash <span id="dash"></span>==
  
[[File:Dash.png|40px|link=]]: <code>(cost 3[[character Development#wps|WPs]] and 1[[Combat#aps|AP]]) move up to 1/2 of the [[character Development#movement|movement stat]] of the character</code> (e.g. with a [[character Development#movement|movement stat]] of 20, a soldier can move 10 tiles casting [[File:Dash.png|30px|link=]]), <code>limited to 2 uses per turn</code>
+
[[File:Dash.png|40px|link=|Dash]]: <code>(cost 3[[character Development#wps|WP]] and 1[[Combat#aps|AP]]) move up to 1/2 of the [[character Development#movement|movement stat]] of the character</code> (e.g. with a [[character Development#movement|movement stat]] of 20, a soldier can move 10 tiles casting [[File:Dash.png|30px|link=|Dash]]), <code>limited to 2 uses per turn</code>
  
Useful whenever you want to move 2 APs at the cost of one and you are willing to pay 3WPs for it, which happens very often ''(in fact, too much, as you can be tempted to cast it multiple times, e.g. to attack a faraway enemy, neglecting good positioning, exposing your soldier to retaliation and unnecessarily depleting its WPs)''.  
+
Useful whenever you want to move 2 [[Combat#aps|AP]] at the cost of one and you are willing to pay 3[[character Development#wps|WP]] for it, which happens very often ''(in fact, too much, as you can be tempted to cast it multiple times, e.g. to attack a faraway enemy, neglecting good positioning, exposing your soldier to retaliation and unnecessarily depleting its [[character Development#wps|WP]])''.  
  
 
Often used to get close to an enemy, attack it, and get back to safety.   
 
Often used to get close to an enemy, attack it, and get back to safety.   
  
Also useful in conjunction with [[File:rally_the_troops.png|30px|link=#onslaught]] to assist another operative.  
+
Also useful in conjunction with [[File:rally_the_troops.png|30px|link=#onslaught|Onslaught]] to assist another operative.  
  
'''''How to achieve <span id="extreme mobility">extreme mobility</span> (and kinda break the game):'''''
+
How to achieve <span id="extreme mobility"><u><b>Extreme Mobility<u><b></span> (and kinda break the game):
  
''The max speed attribute is 20. Some armors and augmentations provide a bonus to Speed; a combination of the [[File:1acolyte_body_armor.png|30px|link=Body_Armor]] [[Body_Armor|Acolyte Body Armor]] and [[Mutations|Agile Legs]] mutation provides a bonus of +7. The [[File:Quarterback.png|30px|Link=Personal_perks]] [[Personal perks|Quarterback]] perk adds 2 to Speed. Casting [[File:Instil_frenzy.png|30px|link=Mutations]] [[Mutations|Frenzy]] (using the [[Mutations|Judgement Head]] Priest mutation) provides a +50%. [[file:Bloodlust.png|30px|link=#bloodlust]] [[#bloodlust|Bloodlust]] (LVL5 Berserker passive skill, increases the damage and speed up to 50% in proportion to damage suffered) can provide an additional +50%.''  
+
''The max [[character development#movement]] that can be derived from the [[character development#attributes|speed attribute]] is 20. Some [[combat#armor|armors]] and augmentations provide a bonus to [[character development#movement|movement]]; a combination of the [[File:1acolyte_body_armor.png|30px|link=Body_Armor]] [[Body_Armor|Acolyte Body Armor]] and [[Mutations|Agile Legs]] mutation provides a bonus of +7. The [[File:Quarterback.png|30px|Link=Personal_perks|Quarterback]] [[Personal perks|Quarterback]] perk adds 2 to [[character development#movement|movement]]. Casting [[File:Instil_frenzy.png|30px|link=Mutations]] [[Mutations|Frenzy]] (using the [[Mutations|Judgement Head]] Priest mutation) provides a +50%. [[file:bloodlust.png|30px|link=#bloodlust|Bloodlust]] [[#bloodlust|bloodlust]] (LVL5 Berserker passive skill, increases the damage and [[character development#movement|movement]] up to 50% in proportion to damage suffered) can provide an additional +50%.''  
  
''Thus, a soldier’s Speed can be increased to 58, while most maps in Phoenix Point are 48 tiles in length, a single [[File:Dash.png|30px|link=#dash]] (29 tiles) allowing the soldier to move half the map at the cost of 1 AP and 3 WP.''
+
''Thus, a soldier’s [[character development#movement|movement]] can be increased to 58, while most maps in ''Phoenix Point'' are 48 tiles in length, a single [[File:Dash.png|30px|link=#dash|Dash]] (29 tiles) allowing the soldier to move half the map at the cost of 1 [[Combat#aps|AP]] and 3 [[character Development#wps|WP]].''
----
+
 
[[File:Return_fire.png|40px|link=]] '''Return Fire''' <span id="return fire"></span>(passive skill) shoot back at an enemy when it attacks, providing that soldier is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range.
+
==<span id="return fire"></span>Return Fire==
 +
[[File:Return_fire.png|40px|link=|Return Fire]]: <code>(passive skill) shoot back at an enemy when it attacks, providing that soldier is using a direct-fire projectile weapon with proficiency, and the enemy is within half [[character development#perception|perception]] range</code>
 +
 
 +
All [[file:arthron icon.png|30px|link=Arthrons]] wielding [[file:arthron mg.png|x30px|link=arthrons#mg|Machine Gun]] [[arthrons#mg|MG]] have [File:Return_fire.png|30px|link=|Return Fire]]
 +
 
 +
<code>Does not activate in the following circumstances:
 +
 +
# On [combat#melee|melee]] attacks
 +
# If the character is on [[combat#overwatch]], unless the [[combat#overwatch|overwatch]] is activated immediately before the attack </code>(for example, if an enemy runs into the [[combat#overwatch|overwatch]] cone, setting it off, and then the same enemy or a different one attacks the character)
 +
# <code>Does not activate if the character  is [[File:dazed.png|30px|link=Status_effects#DAZED]] [[Status effects#DAZED|dazed]]</code>
  
Does not activate on melee attacks
+
<code>For purposes of calculating the [[character development#perception|perception]] range, the [[character development#stealth|stealth]] stat of the attacker is taken into account</code>. So if the attacking enemy has a [[character development#stealth|stealth]] of 50%, and the character has a [[character development#perception|perception]] of 35, [[File:Return_fire.png|30px|link=|Return Fire]] will not activate unless the enemy is within 8 tiles of the operative.
  
Does not activate if the soldier is on Overwatch, unless the Overwatch is activated immediately before the attack (for example, if an enemy runs into the Overwatch cone, setting it off, and then the same enemy or a different one attacks the operative)
+
When attacking an enemy with the [[File:Return_fire.png|30px|link=|Return FIre]], usually if it will be activated when attacked you should see this image [[file:return fire icon.png|30px|link=]] in the top right hand corner of its icon. <b>However, if you are attacking from behind [[combat#high cover|high cover]], requiring stepping out of cover to shoot, you will not see this icon but '''the enemy's [[File:Return_fire.png|30px|link=]] will activate if attacked provided the rest of the conditions are met</b>. 
  
Does not activate if the soldier is [[File:dazed.png|30px|link=Status_effects#DAZED]] [[Status effects#DAZED|dazed]]
+
==<span id="ready for action"></span>Ready for Action==
 +
[[File:Ready_for_action.png|40px|link=]]: <code>(passive skill) reloading and inventory management costs 0 [[Combat#aps|AP]]</code>
  
For purposes of calculating the perception range, the stealth stat of the attacker is taken into account. So if the attacking enemy has a stealth of 50%, and the operative has a perception of 35, [[File:Return_fire.png|30px|link=]] will not activate unless the enemy is within 8 tiles of the operative.
+
This is useful for moving [[grenades]] from the backpack to the quick inventory slots. With high [[character development#strength|strength]], [[file:Boom_blast.png|30px|link=#Boom Blast|Boom Blast]] [[#boom blast|Boom Blast]] and [[file:Quarterback.png|30px|link=Personal_perks#quarterback|Quarterback]] [[Personal perks#quarterback|Quarterback]] trait the operative can throw up to 4 [[grenades]] in a single turn (without taking into account [[Combat#aps|AP]] refund [[#skill|skills]], [[file:Rally_the_troops.png|30px|link=#onslaught]] and [[file:RapidC.png|30px|link=#rapid clearance|Rapid Clearance]]) at a range of <code>[[character Development#strength|strength]] x 0.6 x 2 tiles </code> (to a maximum of 42 tiles]], essentially acting like ultra-precise artillery.
  
When attacking an enemy with the [[File:Return_fire.png|30px|link=]], usually if it will be activated when attacked you should see this image '''missing pic''' in the top right hand corner of its icon. However, if you are attacking from behind high cover, requiring stepping out of cover to shoot, you will not see this icon but '''the enemy's [[File:Return_fire.png|30px|link=]] will activate if attacked provided the rest of the conditions are met'''''.  
+
''It can also be used for equipment sharing in the field: by positioning the operative with [[File:Ready_for_action.png|30px|link=#ready for action|Ready for Action]] in the middle of a group of soldiers, it is possible to move items between them and to reload their weapons for free. This is useful when, for example, [[combat#Capturing Pandorans|attempting to paralyze a large Pandoran]] when you only have a single [[File:1hera.png|30px|link=sniper_weapons#hera|Hera]] [[Sniper weapons#hera|Hera]] (and plenty of ammo for it)''   
 
----
 
----
[[File:Ready_for_action.png|40px|link=]] '''Ready for Action''' <span id="ready for action"></span>(passive skill) reloading and inventory management costs 0 AP
+
==<span id="onslaught"></span>Onslaught==
 +
[[File:rally_the_troops.png|40px|link=|Onslaught]]: (cost 4[[character Development#wps|WP]] and 2[[Combat#aps|AP]]) refunds 2[[Combat#aps|AP]] to another operative within 12 tiles, can only be used once per turn by the same soldier
  
This is useful for moving grenades from the backpack to the quick inventory slots. With high strength, [[file:Boom_blast.png|30px|link=#Boom Blast]] [[#boom blast|Boom Blast]] and [[file:Quarterback.png|30px|link=Personal_perks]] [[Personal perks|Quarterback]] trait the operative can throw up to 4 grenades in a single turn (without taking into account AP refund skills, [[file:Rally_the_troops.png|30px|link=#onslaught]] and [[file:RapidC.png|30px|link=#rapid clearance]]) at a range of nearly [40? check] tiles, essentially acting like ultra-precise artillery.
+
Although no [[Combat#aps|AP]] are generated, but merely transferred from one operative to another, this is a very useful [[#skill|skill]] as very often an operative low on [[Combat#aps|AP]] can make a better use of them than the [[file:assault_training.png|30px|link=#Assault|Assault]]. For example, this can be used to allow a [[file:heavy_training.png|30px|link=#Heavy|Heavy]] to get into position using the  [[file:jet_jump.png|30px||link=#jet jump|Jet Jump]] [[#jet jump|jet jump]] and then fire the main weapon.
  
''It can also be used for equipment sharing in the field: by positioning the operative with [[File:Ready_for_action.png|30px|link=#ready for action]] in the middle of a group of soldiers, it is possible to move items between them and to reload their weapons for free. This is useful when, for example, attempting to paralyze a large Pandoran when you only have a single [[File:1hera.png|30px|link=sniper_weapons]] [[Sniper weapons|Hera]] (and plenty of ammo for it)'' 
+
''Can be used several times by different operatives on the same soldier (this is known as 'Cheerleading'), for example to maximise the utility of [[file:Boom_blast.png|30px|link=#boom blast|Boom Blast]] [[#boom blast|Boom Blast]], [[file:RapidC.png|30px|link=#rapid clearance|Rapid Clearance]] or [[file:Adrenaline_rush.png|30px|link=#adrenaline rush|Adrenaline Rush]] [[#adrenaline rush|Adrenaline Rush]], or run around the map taking advantage of [[#extreme mobility|extreme mobility]].''
----
 
[[File:rally_the_troops.png|40px|link=]] '''Onslaught''' <span id="onslaught"></span>(cost 4WPs and 2APs) refunds 2APs to another operative within 12 tiles, can only be used once per turn by the same soldier
 
  
Although no APs are generated, but merely transferred from one operative to another, this is a very useful skill as very often an operative low on APs can make a better use of them than the [[file:assault_training.png|30px|link=#Assault]]. For example, this can be used to allow a [[file:heavy_training.png|30px|link=#Heavy]] to get into position using the jet jump '''missing pic''' and then fire the main weapon.
+
==<span id="rapid clearance"></span> Rapid Clearance==
  
''Can be used several times by different operatives on the same soldier (this is known as 'Cheerleading'), for example to maximise the utility of [[file:Boom_blast.png|30px|link=#boom blast]] [[#boom blast|Boom Blast]], [[file:RapidC.png|30px|link=#rapid clearance]] or [[file:Adrenaline_rush.png|30px|link=#adrenaline rush]] [[#adrenaline rush|Adrenaline Rush]], or run around the map taking advantage of [[#extreme mobility|extreme mobility]].''
+
[[file:RapidC.png|40px|link=]]: <code>(cost 5[[character Development#wps|WP]]), get back 2 [[Combat#aps|AP]] for each kill</code>
----
 
[[file:RapidC.png|40px|link=]] '''Rapid Clearance''' <span id="rapid clearance"></span>(cost 5WPs), get back 2 APs for each kill.
 
  
This is perhaps one of the most abused skills in Phoenix Point and the most common ingredient in the <span id ="terminator_build"></span> '<u>Terminator Builds</u>'.  
+
This is perhaps one of the most abused [[#skill|skills]] in ''Phoenix Point'' and the most common ingredient in the <span id ="terminator_build"></span> <b>'<u>Terminator Builds</u>'</b>.  
  
If, once activated, the operative can consistently kill for 2 APs or less, he can clear large chunks, or entire maps of enemies on the first turn before they even had a chance to move.  
+
If, once activated, the operative can consistently kill for 2 [[Combat#aps|AP]] or less, he can clear large chunks, or entire maps of enemies on the first turn before they even had a chance to move.  
  
 
Several things have to come together for this, but it's very easy for it to happen if you keep stacking buffs as the game encourages you to:
 
Several things have to come together for this, but it's very easy for it to happen if you keep stacking buffs as the game encourages you to:
Line 84: Line 91:
 
1) you need to maximize damage, which in the game you can currently do up to +>200%:  
 
1) you need to maximize damage, which in the game you can currently do up to +>200%:  
  
+100% from [[file:sneak_attack.png|30px|link=sneak attack]] [[#sneak attack|Sneak Attack]],  
+
+100% from [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|sneak attack]],  
  
+50% from [[file:bloodlust.png|30px|link=#bloodlust]] [[#bloodlust|Bloodlust]] (maximum)
+
+50% from [[file:bloodlust.png|30px|link=#bloodlust|Bloodlust]] [[#bloodlust|bloodlust]] (maximum)
  
+20%-25% from one of the [[Personal perks|weapon proficiency personal perks]] ([[file:bombardier.png|30px|link=personal_perks]], [[file:close_quarters_specialist.png|30px|link=personal_perks]], [[file:self_defense_specialist.png|30px|link=personal_perks]], [[file:sniperist.png|30px|link=personal_perks]], [[file:strongman_old.png|30px|link=personal_perks]] or [[file:trooper.png|30px|link=personal_perks]]), +20% from [[file:reckless.png|30px|link=personal_perks]] [[personal perks|Reckless]]
+
+20%-25% from one of the [[Personal perks|weapon proficiency personal perks]] ([[file:bombardier.png|30px|link=personal_perks#bombardier|Bombardier]], [[file:close_quarters_specialist.png|30px|link=personal_perks#close quarters specialist|Close Quarters Specialist]], [[file:self_defense_specialist.png|30px|link=personal_perks#self defense specialist|Self Defense Specialist]], [[file:sniperist.png|30px|link=personal_perks#sniperist|Sniperist]], [[file:strongman_old.png|30px|link=personal_perks#strongman|Strongman]] or [[file:trooper.png|30px|link=personal_perks#trooper|Trooper]]), +20% from [[file:reckless.png|30px|link=personal_perks#reckless]] [[personal perks|reckless]]
  
+10% from Vivisection research
+
+10% from [[project Phoenix research#Vivisection|vivisection research]]
  
+10 damage per attack from [[file:mark_for_death.png|30px|link=#mark for death]] [[#mark for death|Mark for Death]]
+
+10 damage per attack from [[file:mark_for_death.png|30px|link=#mark for death|Mark for Death]] [[#mark for death|mark for death]]
  
 
+ 50% from [[file:brawler.png|30px|link=#brawler]] [[#brawler|brawler]] if attacking with a [[Combat#melee|melee weapon]]  
 
+ 50% from [[file:brawler.png|30px|link=#brawler]] [[#brawler|brawler]] if attacking with a [[Combat#melee|melee weapon]]  
  
2) you might need to reduce the AP cost of firing the weapon, which you can do with
+
2) you might need to reduce the [[Combat#aps|AP]] cost of firing the weapon, which you can do with
[[file:Quick_aim.png|30px|link=#quick aim]] [[#quick aim|Quick Aim]], [[file:Boom_blast.png|30px|link=#boom blast]] [[#boom blast|Boom Blast]] or [[file:Adrenaline_rush.png|30px|link=#adrenaline rush]] [[#adrenaline rush|Adrenaline Rush]].  
+
[[file:Quick_aim.png|30px|link=#quick aim|Quick Aim]] [[#quick aim|quick aim]], [[file:Boom_blast.png|30px|link=#boom blast|Boom Blast]] [[#boom blast|Boom Blast]] or [[file:Adrenaline_rush.png|30px|link=#adrenaline rush|Adrenaline Rush]] [[#adrenaline rush|Adrenaline Rush]].  
  
3) you need to deliver the damage to your helpless victims ... errh, I mean the awful, terrible, dangerous, and scary Pandorans! This can be easily done using a fraction of the [[#extreme mobility|extreme mobility]] that you can currently achieve in the game.
+
3) you need to deliver the [[combat#Standard Damage|damage]] to your helpless victims ... errh, I mean the awful, terrible, dangerous, and scary Pandorans! This can be easily done using a fraction of the [[#extreme mobility|extreme mobility]] that you can currently achieve in the game.
  
And you can have up to 8 soldiers on most missions so they can soften enemies for each other and cast [[File:rally_the_troops.png|30px|link=#onslaught]] [[#onslaught|Onslaught]] to keep the [[file:RapidC.png|30px|link=]] killer loops going.  
+
And you can have up to 8 soldiers on most missions so they can soften enemies for each other and cast [[File:rally_the_troops.png|30px|link=#onslaught|Onslaught]] [[#onslaught|onslaught]] to keep the [[file:RapidC.png|30px|link=|Rapid Clearance]] killer loops going.  
  
The most effective and well-known abuse of [[file:RapidC.png|30px|link=]] is casting it by a [[file:berserker_training.png|30px|link=#berserker]] / [[file:assault_training.png|30px|link=#assault]] with [[file:strongman_old.png|30px|link=Personal_perks]] [[personal_perks|Strongman]] equipped with a [[file:1deceptor.jpg|30px|link=heavy_weapons]] [[heavy_weapons|Deceptor]] benefitting from [[#extreme mobility|extreme mobility]] and casting [[file:Adrenaline_rush.png|30px|link=#adrenaline rush]] [[#adrenaline rush|Adrenaline Rush]] afterward.  
+
The most effective and well-known abuse of [[file:RapidC.png|30px|link=|Rapid Clearance]] is casting it by a [[file:berserker_training.png|30px|link=#berserker|Berserker]] / [[file:assault_training.png|30px|link=#assault|Assault]] with [[file:strongman_old.png|30px|link=Personal_perks#strongman|Strongman]] [[personal_perks#strongman|strongman]] equipped with a [[file:1deceptor.png|30px|link=heavy_weapons#deceptor||Deceptor MG]] [[heavy_weapons#deceptor|Deceptor MG]] benefitting from [[#extreme mobility|extreme mobility]] and casting [[file:Adrenaline_rush.png|30px|link=#adrenaline rush|Adrenaline Rush]] [[#adrenaline rush|Adrenaline Rush]] afterward.  
  
However, even something as basic as an [[file:assault_training.png|30px|link=#assault]] with the [[file:Self_defense_specialist.png|30px|link=Personal_perks]] [[Personal_perks|Self Defense Specialist]] perk (and a [[file:1gorgon.png|30px|link=technician_weapons]] [[technician_weapons|Gorgon Eye-A]]) can do ''obscene'' amounts of damage and keep recovering APs with each kill.
+
However, even something as basic as an [[file:assault_training.png|30px|link=#assault|Assault]] with the [[file:Self_defense_specialist.png|30px|link=Personal_perks#self defense specialist|Self Defense Specialist]] [[Personal_perks#self defense specialist|self defense specialist]] perk (and a [[file:1gorgon.png|30px|link=technician_weapons#gorgon|Gorgon Eye-A]] [[technician_weapons|Gorgon Eye-A]]) can do ''obscene'' amounts of [[combat#Standard Damage|damage]] and keep recovering [[Combat#aps|AP]] with each kill.
 
----
 
----
  
=[[file:Heavy_training.png|60px|link=heavy]] [[Heavy]] <span id="heavy"></span>=
+
=[[file:Heavy_training.png|60px|link=Heavy]] [[Heavy]] <span id="heavy"></span>=
  
 
- Proficient with machine guns, cannons and grenade launchers (see complete list [[heavy weapons|here]])  
 
- Proficient with machine guns, cannons and grenade launchers (see complete list [[heavy weapons|here]])  
  
As always, remember that in Phoenix Point ''classes'' don't dictate ''roles''. This can be a fast, lightly armored, hard hitting melee fighter, a tank, a dedicated shooter, a crowd controller, a long range artillery piece, etc.: a [[file:Heavy_training.png|30px|link=heavy]] will be what ''you'' build it to be.   
+
As always, remember that in ''Phoenix Point'' ''classes'' don't dictate ''roles''. This can be a fast, lightly armored, hard hitting melee fighter, a tank, a dedicated shooter, a crowd controller, a long range artillery piece, etc.: a [[file:Heavy_training.png|30px|link=#heavy|Heavy]] will be what ''you'' build it to be.   
  
Some things to bear in mind before we look at the skills:
+
Some things to bear in mind before we look at the [[#skill|skills]]:
  
- They are notoriously inaccurate when fully clad in heavy armor (that inflicts a 30% penalty on their accuracy), wielding a [[file:1hel.png|30px|link=heavy_weaopons]][[heavy weapons|Hel 2 Cannon]] or a [[file:1deceptor.png|30px|link=heavy_weapons]][[heavy weapons|Deceptor]] (which have short [[combat#Accuracy|effective range]]) and targeting small or medium sized enemies at anything more than 5-10 tiles.   
+
- They are notoriously inaccurate when fully clad in heavy armor (that inflicts a 30% penalty on their accuracy), wielding a [[file:1hel.png|30px|link=heavy_weaopons#hel|Hel II Cannon]][[heavy weapons#hel|Hel II Cannon]] or a [[file:1deceptor.png|30px|link=heavy_weapons#deceptor|Deceptor MG]][[heavy weapons#deceptor|Deceptor MG]] (which have short [[combat#effective range|effective range]]) and targeting small or medium sized enemies at anything more than 5-10 tiles.   
  
''However, the advantage of heavy weapons is that they pack such a punch that it doesn't matter ''where'' they hit their targets, which means that often they can engage them at the same range as [[file:assault_training.png|30px|link=#assault]] with their assault rifles, which do have to target specific body parts when dealing with armored enemies.''   
+
''However, the advantage of [[heavy weapons]] is that they pack such a punch that it doesn't matter ''where'' they hit their targets, which means that often they can engage them at the same range as [[file:assault_training.png|30px|link=#assault|Assault]] with their assault rifles, which do have to target specific body parts when dealing with armored enemies.''   
  
- If you invest enough in Strength, they can easily one-bash kill most Arthrons and Tritons, or at least [[file:dazed.png|30px|link=status effects#DAZED]] [[status effects#DAZED|daze]] them (see [[Combat#Melee|melee]]; in summary, bashing scales with Strength of the character and weight of the weapon, so a [[file:Heavy_training.png|30px|link=]] with, e.g. 20 Strength, wielding a [[file:1hel.png|30px|link=heavy_weaopons]][[heavy weapons|Hel 2 Cannon]] will do 20*5 = 100 damage, with [[file:Brawler.png|30px|link=#brawler]] +50%, so 150 damage; with 30 Strength it goes up to 225).  
+
- If you invest enough in [[character development#strength|strength]], they can easily one-bash kill most [[file:arthron icon.png|30px|link=Arthrons]] [[Arthrons]] and [[file:triton icon.png|30px|link=Tritons]] [[Tritons]], or at least [[file:dazed.png|30px|link=status effects#DAZED]] [[status effects#DAZED|daze]] them (see [[Combat#Melee|melee]]; in summary, bashing scales with [[character development#strength|strength]] of the character and weight of the weapon, so a [[file:Heavy_training.png|30px|link=|Heavy]] with, e.g. 20 [[character development#strength|strength]], wielding a [[file:1hel.png|30px|link=heavy_weaopons#hel|Hel II Cannon]][[heavy weapons#hel|Hel II Cannon]] will do 20*5 = 100 [[combat#Standard Damage|damage]], with [[file:Brawler.png|30px|link=#brawler|Brawler]] +50%, so 150 [[combat#Standard Damage|damage]]; with 30 [[character development#strength|strength]] it goes up to 225).  
  
- <span id = "jet jump"></span> With the [[file:jet_jump.png|30px|link=]] '''<u>Jet Jump</u>''' ability, they can move 20 tiles for 3 APs and 2 WPs. Therefore they can neglect Speed and Willpower in favor of Strength, which gives them more HPs and increases their throwing distance and the damage they do with bash '''missing pic'''.
+
- <span id = "jet jump"></span> With the [[file:jet_jump.png|30px|link=]] '''<u>Jet Jump</u>''' [[combat#abilities|ability]], they can move 20 tiles for 3 [[Combat#aps|AP]] and 2 [[character Development#wps|WP]]. Therefore they can neglect speed and willpower  [[character development#attributes|attributes]] in favor of strength, which gives them more [[character Development#hps|HPs]] and increases their throwing distance and the [[combat#Standard Damage|damage]] they do with bash.
  
''They are the only operatives capable of using the [[file:jet_jump.png|30px|link=]] jet jump ability of the heavy body armor without a chance to '''[missing anchor fumble]'''''
+
''They are the only operatives capable of using the [[file:jet_jump.png|30px|link=#jet jump|Jet Jump]] [[#jet jump|jet jump ability]] of the [[body armor|heavy body armors]] without a chance to [[combat#fumble|fumble]]''
  
- The mounted weapons proficiency allows them to use [[file:1destiny3.jpg|30px|link=heavy_weapons]] [[heavy weapons|Destiny III]], which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 damage each for only 1 AP, easily outperforming any sniper rifle.     
+
- The mounted weapons proficiency allows them to use [[file:1destiny3.jpg|30px|link=heavy_weapons#destiny|Destiny III]] [[heavy weapons|Destiny III]], which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 [[combat#Standard Damage|damage]] each for only 1 [[Combat#aps|AP]], easily outperforming any [[sniper weapons|sniper rifle]].     
----
+
 
[[file:brawler.png|40px|link=]] <span id="brawler"> </span> '''Brawler''' (passive skill) [[combat#Melee|Bash and melee attacks]] deal 50% more damage.
+
==<span id="brawler"> </span> Brawler==
  
This is a must have skill for a melee oriented [[file:Heavy_training.png|30px|link=]], very effective in combination with [[file:jet_jump.png|30px|link=]] jet jump.
+
[[file:brawler.png|40px|link=|Brawler]]: <code>(passive skill) [[combat#Melee|Bash and melee attacks]] deal 50% more damage</code>
  
It can also be used in a multiclass build with an [[file:assault_training.png|30px|link=#assault]] with the [[bionics|vengeance torso]] to create a melee [[#terminator build|'Terminator']].  
+
This is a must have [[#skill|skill]] for a [[combat#Melee|melee]] oriented [[file:Heavy_training.png|30px|link=|Heavy]], very effective in combination with [[file:jet_jump.png|30px|link=#jet jump|Jet Jump]] [[#jet jump|jet jump]].  
  
----
+
It can also be used in a multiclass build with an [[file:assault_training.png|30px|link=#assault|Assault]] with the [[bionics|vengeance torso]] to create a [[combat#Melee|melee]] [[#terminator build|'Terminator']]. 
  
[[file:war_cry.png|40px|link=]] <span id="war cry"> </span> '''War Cry''' (3WPs 1AP) limits the APs of all enemies within 10 tiles to 2.
+
==<span id="war cry"> </span> War Cry==
 +
[[file:war_cry.png|40px|link=|War Cry]]: <code> (3[[character Development#wps|WP]] 1[[Combat#aps|AP]]) limits the [[Combat#aps|AP]] of all enemies within 10 tiles to 2</code>
  
In practice what this does is prevent most of the enemies affected by [[file:war_cry.png|30px|link=]] from attacking you on their turn. This is because usually they want to move before shooting, and with just 2 APs they can't do that. Some enemies will never attack at all because they need 3APs for that (Chirons indirect fire, for example).  
+
In practice what this does is prevent most of the enemies affected by [[file:war_cry.png|30px|link=|War Cry]] from attacking you on their turn. This is because usually they want to move before shooting, and with just 2 [[Combat#aps|AP]] they cannot do that. Some enemies will never attack at all because they need 3[[Combat#aps|AP]] for that ([[file:chiron icon.png|30px|link=Chirons]] [[Chirons]] indirect fire, for example).  
  
[[file:warcry radar.gif|thumb|center|link=|Plus this [[#skill|skill]] is also a detector of hidden enemy units even without activating it: just selecting the ability shows all the enemies that will be affected by it, even if you haven't seen them yet (reminiscent of that other exploit in Phoenix Point: if you can't move to that tile, it's because there is an enemy on it).]]
+
==<span = "boom blast"></span>Boom Blast==
  
----
+
[[file:boom_blast.png|40px|link=|Boom Blast]]: <code>(5[[character Development#wps|WP]]), reduces the cost of using explosives by 1 [[Combat#aps|AP]] and increases their range by 50% until the end of the turn</code>
  
[[file:boom_blast.png|40px|link=]] <span = "boom blast"> </span> '''Boom Blast''' (5WPs), reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn.
+
''Also works with [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] [[heavy weapons#destiny|Destiny III]] and [[File:1archangel.png|30px|link=heavy_weapons#archangel|Archangel RL1]] [[heavy weapons|Archangel RL1]]''
  
''Also works with [[file:1destiny3.png|30px|link=heavy_weapons]] [[heavy weapons|Destiny III]] and [[File:1archangel.png|30px|link=heavy_weapons]] [[heavy weapons|Archangel RL1]]''
+
This skill allows launching 2 [[grenades]] from the [[file:1goliath.png|30px|link=heavy_weapons#goliath|Goliath GL 2]] [[heavy weapons|Goliath GL2]] ''and'' a [[heavy weapons#launchers|mounted rocket]] ''(or four [[grenades]] and a [[heavy weapons#launchers|rocket]] using [[file:ready_for_action.png|30px|link=#ready for action|Ready for Action]] [[#ready for action|ready for action]]''  
  
This skill allows launching 2 grenades from the [[file:1goliath.png|30px|link=heavy_weapons]] [[heavy weapons|Goliath 2 Grenade Launcher]] ''and'' a mounted rocket. ''(or four [[grenades]] and a rocket using [[file:ready_for_action.png|30px|link=#ready for action]] [[#ready for action|Ready for Action]]''
+
There are [[personal perks]] that make these attacks even more effective ([[file:Strongman_old.png|30px|link=personal_perks]] [[personal perks|Strongman]] for a [[heavy weapons#launchers|grenade launcher]], [[file:bombardier.png|30px|link=personal_perks#bombardier|Bombardier]] [[personal perks|bombardier]] for [[heavy weapons#launchers|rockets]], and [[file:reckless.png|30px|link=personal_perks#reckless|Reckless]] [[personal perks|reckless]] for both)
  
There are third-row skills that make these attacks even more effective ([[file:Strongman_old.png|30px|link=personal_perks]] [[personal perks|Strongman]] for a grenade launcher, [[file:bombardier.png|30px|link=personal_perks]] [[personal perks|Bombardier]] for rockets, and [[file:reckless.png|30px|link=personal_perks]] [[personal perks|Reckless]] for both)
+
''And you can cross a [[file:Heavy_training.png|30px|link=|Heavy]] and an [[file:infiltrator_training.png|30px|link=#infiltrator|Infiltrator]] [[#infiltrator|Infiltrator]] and top the whole thing off with another +100% to [[combat#Standard Damage|damage]] from [[file:sneak_attack.png|30px|link=#sneak_attack|Sneak Attack]] [[#sneak attack|sneak attack]]''
  
''And you can cross a [[file:Heavy_training.png|30px|link=]] and an [[file:infiltrator_training.png|30px|link=#infiltrator]] [[#infiltrator|Infiltrator]] and top the whole thing off with another +100% to damage from [[file:sneak_attack.png|30px|link=#sneak_attack]] [[#sneak attack|Sneak Attack]]''  
+
==<span id ="inspire></span> '''Inspire'''==
----
+
[[file:inspire.png|40px|link=|Inspire]]: <code> (passive) Killing an enemy grants allies 1 additional [[character Development#wps|WP]] </code>
[[file:inspire.png|40px|link=]] <span id ="inspire></span> '''Inspire''' (passive) Killing an enemy grants allies 1 additional will point
 
  
This is very useful to replenish the will points of the other operatives in the squad by killing small enemies such as worms, eggs and mindfraggers, especially when using AoE attacks against them.   
+
This is very useful to replenish [[character Development#wps|WP]] of the other operatives in the squad by killing small enemies such as [[file:worm icon.png|30px|link=Worms]] [[worms]], [[file:egg icon.png|30px|link=Eggs]] [[eggs]] and [[file:mindfragger icon.png|30px|link=Mindfraggers]] [[Mindfraggers]], especially when using area of effect attacks against them.   
  
''Note that it doesn't grant the additional will point to the [[file:Heavy_training.png|30px|link=]]''
+
''Note that it doesn't grant the additional [[character Development#wps|WP]] to the [[file:Heavy_training.png|30px|link=|Heavy]] himself''
  
 +
==<span id="rage burst"></span>Rage Burst==
 +
[[file:rage_burst.png|40px|link=|Rage Burst]]: <code>(5[[character Development#wps|WP]] + standard [[Combat#aps|AP]] cost of firing the weapon), fire the weapon 5 times in an arc, limited to one use per turn by the same soldier</code>
 
----
 
----
[[file:rage_burst.png|40px|link=]] <span id="rage burst"></span> '''Rage Burst''' (5WPs + standard AP cost of firing the weapon), fire the weapon 5 times in an arc, limited to one use per turn by the same soldier.
+
What this [[#skill|skill]] offers is shooting the target multiple times for the same [[Combat#aps|AP]] cost, but without being able to freeaim and expending excess ammunition.
----
 
What this skill offers is shooting the target multiple times for the same AP cost, but without being able to freeaim and expending excess ammunition.
 
  
Though you aim with a cone, you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter).  
+
Though you aim with a cone, <span style=”color:green”>you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter)</span>.  
  
It doesn't work against multiple targets unless they are *very* closely packed together.  
+
It doesn't work against multiple targets unless they are <b>very</b> closely packed together.  
  
It works best against very large targets (such as [[file:Scylla_icon.png|30px|link=]] Scylla), and using burst weapons (such as the [[File:1deceptor.png|30px|link=heavy weapons]] [[Heavy weapons|Deceptor]] or any assault rifle or personal defense weapon).  
+
It works best against very large targets (such as [[file:Scylla_icon.png|30px|link=Scyllas|Scylla]] [[Scyllas|Scylla]]), and using burst weapons (such as the [[File:1deceptor.png|30px|link=heavy weapons#deceptor|Deceptor MG]] [[Heavy weapons|Deceptor MG]] or any [[assault weapons|assault rifle]] or [[technician weapons|personal defense weapon]]).  
  
 
Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).
 
Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).
----
 
  
=[[file:sniper_training.png|60px|link=sniper]][[Sniper]]=
+
 
 +
=[[file:sniper_training.png|60px|link=sniper|Sniper]][[Sniper]]=
  
 
- Proficient with sniper rifles and pistols (see complete list [[sniper weapons|here]]).
 
- Proficient with sniper rifles and pistols (see complete list [[sniper weapons|here]]).
Line 180: Line 187:
 
Everyone likes sniper rifles because of their high accuracy and high damage per shot. It's an easy package for reliably overcoming armor at long distances.  
 
Everyone likes sniper rifles because of their high accuracy and high damage per shot. It's an easy package for reliably overcoming armor at long distances.  
  
Snipers skills make it even better with cheaper Overwatch (Focus) and cheaper direct fire (Quick Aim), even higher accuracy when there are no enemies nearby (Marksman), removal of armor from the body part that gets disabled (Weakspot) and a damage multiplier spell (Marked for Death).  
+
Snipers skills make it even better with cheaper [[combat#overwatch|overwatch]] (Focus) and cheaper direct fire (Quick Aim), even higher accuracy when there are no enemies nearby (Marksman), removal of armor from the body part that gets disabled (Weakspot) and a damage multiplier spell (Marked for Death).  
  
Now, I'm not crazy about sniper rifles. Their damage per AP is the lowest of all types of weapons and they don't shred armor. However, the Sniper skills are useful with other weapons, whether through multiclassing or third-row weapon proficiency. Below some comments and ideas on a couple of them:
+
Now, I'm not crazy about sniper rifles. Their damage per [[Combat#aps|AP]] is the lowest of all types of weapons and they don't shred armor. However, the Sniper skills are useful with other weapons, whether through multiclassing or third-row weapon proficiency. Below some comments and ideas on a couple of them:
 
----
 
----
  
[[file:extreme_focus.png|40px|link=]] <span id="extreme_focus"></span> '''Extreme Focus''' (passive) [[Combat#Overwatch|Overwatch]] cost is reduced by 1 [[Combat#aps|action point]]  
+
[[file:extreme_focus.png|40px|link=]] <span id="extreme_focus"></span> '''Extreme Focus''' (passive) [[Combat#[[combat#overwatch|overwatch]]|[[combat#overwatch|overwatch]]]] cost is reduced by 1 [[Combat#aps|action point]]  
  
It can reduce the cost of [[Combat#Overwatch|Overwatch]] to 0 [[Combat#aps|AP]] if the weapon only costs 1 [[Combat#aps|AP]] to shoot, so it is very common to use this skill to setup a free [[Combat#Overwatch|Overwatch]] with a [[sniper weapons#pistols|handgun]]. Alternatively, it can be used to set up [[Combat#Overwatch|Overwatch]] with a [[sniper weapons#sniper rifles|sniper rifle]] after making a shot with it using [[file:quick_aim.png|30px|link=#quick aim|Quick Aim]]  
+
It can reduce the cost of [[Combat#[[combat#overwatch|overwatch]]|[[combat#overwatch|overwatch]]]] to 0 [[Combat#aps|AP]] if the weapon only costs 1 [[Combat#aps|AP]] to shoot, so it is very common to use this skill to setup a free [[Combat#[[combat#overwatch|overwatch]]|[[combat#overwatch|overwatch]]]] with a [[sniper weapons#pistols|handgun]]. Alternatively, it can be used to set up [[Combat#[[combat#overwatch|overwatch]]|[[combat#overwatch|overwatch]]]] with a [[sniper weapons#sniper rifles|sniper rifle]] after making a shot with it using [[file:quick_aim.png|30px|link=#quick aim|Quick Aim]]  
  
 
----
 
----
  
[[file:quick_aim.png|40px|link=]] <span id="quick aim"></span> '''Quick Aim''' (3WPs) The AP cost of the next shot with proficient weapon is reduced by 1
+
[[file:quick_aim.png|40px|link=]] <span id="quick aim"></span> '''Quick Aim''' (3[[character Development#wps|WP]]) The [[Combat#aps|AP]] cost of the next shot with proficient weapon is reduced by 1
  
 
The most common use of this skill is to shoot a [[sniper weapons#sniper rifles|sniper rifle]] twice in a single turn, but of course it offers interesting combinations for other weapons as well (Dash + Quick Aim to land a shotgun blast being a favorite). Even more interesting effects happen when this is used with weapons that cost only 1 [[Combat#aps|AP]] to use, such as most [[sniper weapons#pistols|handguns]] and all PDWs, especially in combination with Rapid Clearance, as it nets 2 [[Combat#aps|APs]] per kill. So a broken rapid clearance chain can be resurrected with a pistol kill, perhaps with an assist from a buddy.
 
The most common use of this skill is to shoot a [[sniper weapons#sniper rifles|sniper rifle]] twice in a single turn, but of course it offers interesting combinations for other weapons as well (Dash + Quick Aim to land a shotgun blast being a favorite). Even more interesting effects happen when this is used with weapons that cost only 1 [[Combat#aps|AP]] to use, such as most [[sniper weapons#pistols|handguns]] and all PDWs, especially in combination with Rapid Clearance, as it nets 2 [[Combat#aps|APs]] per kill. So a broken rapid clearance chain can be resurrected with a pistol kill, perhaps with an assist from a buddy.
Line 212: Line 219:
 
   
 
   
 
   
 
   
[[file:mark_for_death.png|40px|link=]] <span id = "mark for death></span> '''Mark for Death''' (4WPs), increases damage suffered by the target by 10 from each hit until the end of the turn.  
+
[[file:mark_for_death.png|40px|link=]] <span id = "mark for death></span> '''Mark for Death''' (4[[character Development#wps|WP]]), increases damage suffered by the target by 10 from each hit until the end of the turn.  
  
 
This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.  
 
This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.  
Line 224: Line 231:
 
Berserker is essentially a meta-class. There is no reason at all to use Berserkers as melee fighters. It's probably the one thing they are actually bad at, and this is neatly reflected by their skill set.  
 
Berserker is essentially a meta-class. There is no reason at all to use Berserkers as melee fighters. It's probably the one thing they are actually bad at, and this is neatly reflected by their skill set.  
  
[[file:armor_break.png|40px|link=]] <span id="armor break" ></span>'''Armor Break''' (3WPs), next attack will shred an additional 30 armor.  
+
[[file:armor_break.png|40px|link=]] <span id="armor break" ></span>'''Armor Break''' (3[[character Development#wps|WP]]), next attack will shred an additional 30 armor.  
  
 
Using this with a melee weapon is a very poor choice indeed:  
 
Using this with a melee weapon is a very poor choice indeed:  
Line 240: Line 247:
 
----
 
----
  
[[file:Bloodlust.png|40px|link=]] <span id="bloodlust"></span>'''Bloodlust''' (passive) Damage and Speed are increased proportionally to the health lost (up to double).  
+
[[file:Bloodlust.png|40px|link=]] <span id="bloodlust"></span>'''Bloodlust''' (passive) Damage and [[character development#movement|movement]] are increased proportionally to the health lost (up to double).  
  
 
It doesn't matter how, or when the health was lost, so friendly fire and denial of health care are fair (meta) game.  
 
It doesn't matter how, or when the health was lost, so friendly fire and denial of health care are fair (meta) game.  
Line 254: Line 261:
 
----
 
----
  
[[file:Adrenaline_rush.png|40px|link=]]<span id="adrenaline rush" ></span>'''Adrenaline Rush''' (5WP) All abilities cost 1 Action Point until the end of the turn, can't use any abilities that cost WPs after casting it, accuracy reduced by 50% and you are dazed the next turn.
+
[[file:Adrenaline_rush.png|40px|link=]]<span id="adrenaline rush" ></span>'''Adrenaline Rush''' (5[[character Development#wps|WP]]) All abilities cost 1 Action Point until the end of the turn, can't use any abilities that cost [[character Development#wps|WP]] after casting it, accuracy reduced by 50% and you are dazed the next turn.
  
The first thing to take into account is that you can still use abilities that cost WPs *before* casting Adrenaline Rush... Like Rapid Clearance, for example.  
+
The first thing to take into account is that you can still use abilities that cost [[character Development#wps|WP]] *before* casting Adrenaline Rush... Like Rapid Clearance, for example.  
  
The second is that you can use weapons that cost 3 APs at the cost of 1AP, particularly Heavy Weapons (including the Grenade Launcher) and Sniper Rifles.  
+
The second is that you can use weapons that cost 3 [[Combat#aps|AP]] at the cost of 1[[Combat#aps|AP]], particularly Heavy Weapons (including the Grenade Launcher) and Sniper Rifles.  
  
The penalty to accuracy can be negated by armor/augmentations, or by extreme mobility. This is what the number one Terminator Build amounts to: Berserker/Assault with the Strongman perk and top Speed, wielding a Deceptor. It can clear maps in one turn all by itself. (Yes, that's an 'it', because it's clearly not human).
+
The penalty to accuracy can be negated by [[combat#armor|armor]]/augmentations, or by extreme mobility. This is what the number one Terminator Build amounts to: Berserker/Assault with the Strongman perk and top [[character development#movement|movement]], wielding a Deceptor. It can clear maps in one turn all by itself. (Yes, that's an 'it', because it's clearly not human).
  
 
Last but not least - what Adrenaline Rush doesn't do is anything to make Berserkers more interesting as melee fighters.
 
Last but not least - what Adrenaline Rush doesn't do is anything to make Berserkers more interesting as melee fighters.
Line 272: Line 279:
 
- Proficient with crossbows and spider drones (see complete list [[infiltrator weapons|here]])  
 
- Proficient with crossbows and spider drones (see complete list [[infiltrator weapons|here]])  
  
- Gain +25% to [[#Stealth|stealth]] while undetected  
+
- Gain +25% to [[character development#stealth|stealth]] while undetected  
  
 
Infiltrators are very versatile, their skill set allowing them to fulfill very different roles even without multiclassing.  
 
Infiltrators are very versatile, their skill set allowing them to fulfill very different roles even without multiclassing.  
Line 280: Line 287:
 
Unlike with other operatives, you always know when the infiltrator is undetected because of the blue hue and the crossed-out eye on top of the screen when you select him (this icon [[file:undetected icon.png|30px|link=]])  
 
Unlike with other operatives, you always know when the infiltrator is undetected because of the blue hue and the crossed-out eye on top of the screen when you select him (this icon [[file:undetected icon.png|30px|link=]])  
  
Though infiltrators are stealthy because of their training (as long as they are undetected, they get a +25% boost to [[#stealth|stealth]]) and their class-specific'' 'styx' ''armor ([[file:1styx_helmet.png|30px|link=helmets]],[[file:1styx_body_armor.png|30px|link=body_armor]] and [[file:1styx_leg_armor.png|30px|link=leg_armor]]), you can choose not to take advantage of it until they achieve a higher level, because their armor makes them squishy and they don't get a buff to their damage for attacking from stealth until they are LVL7 with the [[file:sneak_attack.png|30px|link=#sneak attack]] [[#sneak attack|Sneak Attack]] skill.  
+
Though infiltrators are stealthy because of their training (as long as they are undetected, they get a +25% boost to [[character development#stealth|stealth]]) and their class-specific'' 'styx' ''armor ([[file:1styx_helmet.png|30px|link=helmets]],[[file:1styx_body_armor.png|30px|link=body_armor]] and [[file:1styx_leg_armor.png|30px|link=leg_armor]]), you can choose not to take advantage of it until they achieve a higher level, because their [[combat#armor|armor]] makes them squishy and they don't get a buff to their damage for attacking from stealth until they are LVL7 with the [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|sneak attack]] skill.  
  
Their starting [[file:1eros.png|30px|link =infiltrator_weapons]] [[infiltrator_weapons|Eros CRB III]] crossbow is not a bad weapon - it does the damage and has the AP cost of the NJ pistol [[file:1iron_fury.png|30px|link=sniper weapons]] [[sniper weapons|Iron Fury]] but has nearly three times the precision (effective range of 34 vs 14) and is also silent. The biggest drawback is the clip size (only 3 bolts).
+
Their starting [[file:1eros.png|30px|link =infiltrator_weapons]] [[infiltrator_weapons|Eros CRB III]] crossbow is not a bad weapon - it does the damage and has the [[Combat#aps|AP]] cost of the NJ pistol [[file:1iron_fury.png|30px|link=sniper weapons]] [[sniper weapons|Iron Fury]] but has nearly three times the precision (effective range of 34 vs 14) and is also silent. The biggest drawback is the clip size (only 3 bolts).
  
''The way I approach them, infiltrators have two defensive skills, [[file:deploy_decoy.png|30px|link=#deploy decoy]] [[#deploy decoy|Deploy Decoy]] and [[file:spider_drone_pack.png|30px|link=#spider drone pack]] [[#spider drone pack|Spider Drone Pack]], and two offensive skills, [[file:vanish.png|30px|link=#vanish|Vanish]] [[#vanish|Vanish]] and [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|Sneak Attack]], while their'' 'styx' ''armor is only really meaningful if they are used as scouts''
+
''The way I approach them, infiltrators have two defensive skills, [[file:deploy_decoy.png|30px|link=#deploy decoy]] [[#deploy decoy|Deploy Decoy]] and [[file:spider_drone_pack.png|30px|link=#spider drone pack]] [[#spider drone pack|Spider Drone Pack]], and two offensive skills, [[file:vanish.png|30px|link=#vanish|Vanish]] [[#vanish|Vanish]] and [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|sneak attack]], while their'' 'styx' ''armor is only really meaningful if they are used as scouts''
 
----
 
----
 
[[File:Surprise attack.png|40px|link=]] <span id="surprise attack"> </span> '''Surprise Attack''' (passive) Attacks from behind gain [[Damage types#Shock Damage|shock damage]] equal to 3 times the [[Combat#Damage|damage]] dealt.  
 
[[File:Surprise attack.png|40px|link=]] <span id="surprise attack"> </span> '''Surprise Attack''' (passive) Attacks from behind gain [[Damage types#Shock Damage|shock damage]] equal to 3 times the [[Combat#Damage|damage]] dealt.  
  
The difficulty of taking advantage of this skill is that directional positioning in '' Phoenix Point'' is more accidental than intentional. However, it can be quite useful situationally, because it is one of the few ways of inflicting [[Damage types#Shock Damage|shock damage]] at a distance and [[status effects#DAZED|dazing]] an enemy can be a life-saver (for example, to break [[status effects#MIND CONTROLLED|mind control]] of a [[file:Siren icon.png|30px|link=Sirens|Siren]] [[Sirens|Siren]] over an operative).  
+
The difficulty of taking advantage of this skill is that directional positioning in ''Phoenix Point'' is more accidental than intentional. However, it can be quite useful situationally, because it is one of the few ways of inflicting [[Damage types#Shock Damage|shock damage]] at a distance and [[status effects#DAZED|dazing]] an enemy can be a life-saver (for example, to break [[status effects#MIND CONTROLLED|mind control]] of a [[file:Siren icon.png|30px|link=Sirens|Siren]] [[Sirens|Siren]] over an operative).  
  
 
As the [[file:1eros.png|30px|link =infiltrator_weapons]] [[infiltrator_weapons|Eros CRB III]] has limited damage potential (it does 60 [[Combat#Damage|standard damage]], thus 180 shock damage with this skill) it might require softening the target before it is effective, or use a weapon with a high damage per projectile (such as a [[sniper weapons|sniper rifle]].  
 
As the [[file:1eros.png|30px|link =infiltrator_weapons]] [[infiltrator_weapons|Eros CRB III]] has limited damage potential (it does 60 [[Combat#Damage|standard damage]], thus 180 shock damage with this skill) it might require softening the target before it is effective, or use a weapon with a high damage per projectile (such as a [[sniper weapons|sniper rifle]].  
 
----
 
----
[[File:Deploy decoy.png|40px|link=]] <span id="deploy decoy"></span> '''Deploy Decoy''' (4WP 1AP) Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies.
+
[[File:Deploy decoy.png|40px|link=]] <span id="deploy decoy"></span> '''Deploy Decoy''' (4[[character Development#wps|WP]] 1[[Combat#aps|AP]]) Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies.
  
 
It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot ''and'' there are no more convenient targets for the AI, it will go after it.  
 
It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot ''and'' there are no more convenient targets for the AI, it will go after it.  
 
----
 
----
[[File:Spider drone pack.png|40px|link=]] <span id="spider drone pack"></span> '''Spider Drone Pack''' (2AP) Deploy 3 Spider Drones with one action.
+
[[File:Spider drone pack.png|40px|link=]] <span id="spider drone pack"></span> '''Spider Drone Pack''' (2[[Combat#aps|AP]]) Deploy 3 Spider Drones with one action.
  
 
A great way to distract enemies by presenting them with three convenient targets. Though spider drones can also be used offensively, without the  [[file:Technician_training.png|60px|link=#Technician]] [[#Technician|Technician's]] [[File:Manual control.png|40px|link=#manual control|Manual Control]] [[#manual control|Manual Control]] to control them directly, you can't use them on the same turn that you deploy them, and have to wait until next turn (as long as you have an active [[File:infiltrator_training.png|30px|link=|Infiltrator]], you can manually control the spider drones, but if he dies, [[combat#panic|panics]] or [[Mission Types #evac|evacs]] the AI will take over controlling them).  
 
A great way to distract enemies by presenting them with three convenient targets. Though spider drones can also be used offensively, without the  [[file:Technician_training.png|60px|link=#Technician]] [[#Technician|Technician's]] [[File:Manual control.png|40px|link=#manual control|Manual Control]] [[#manual control|Manual Control]] to control them directly, you can't use them on the same turn that you deploy them, and have to wait until next turn (as long as you have an active [[File:infiltrator_training.png|30px|link=|Infiltrator]], you can manually control the spider drones, but if he dies, [[combat#panic|panics]] or [[Mission Types #evac|evacs]] the AI will take over controlling them).  
Line 302: Line 309:
 
You can also use them for scouting, but beware of using them in [[File:Lair icon.png|30px|link=mission Types#Lairs|Lairs]] [[mission Types#Lairs|Lairs]] and [[File:Citadel icon.png|30px|link=mission Types#Citadel|Citadels]] [[mission Types#Citadel|Citadels]] as they can easily activate [[File:terror sentinel icon.png|30px|link=other Pandorans#terror|Terror Sentinels]] [[other Pandorans#terror|Terror Sentinels]], and their psychic scream affects every operative in a 24 tile radius.  
 
You can also use them for scouting, but beware of using them in [[File:Lair icon.png|30px|link=mission Types#Lairs|Lairs]] [[mission Types#Lairs|Lairs]] and [[File:Citadel icon.png|30px|link=mission Types#Citadel|Citadels]] [[mission Types#Citadel|Citadels]] as they can easily activate [[File:terror sentinel icon.png|30px|link=other Pandorans#terror|Terror Sentinels]] [[other Pandorans#terror|Terror Sentinels]], and their psychic scream affects every operative in a 24 tile radius.  
 
----
 
----
[[File:Vanish.png|40px|link=]] '''Vanish''' <span id="vanish"></span> (4WP) Move within 5 tiles and disappear from view for the next turn (or until spotted).
+
[[File:Vanish.png|40px|link=]] '''Vanish''' <span id="vanish"></span> (4[[character Development#wps|WP]]) Move within 5 tiles and disappear from view for the next turn (or until spotted).
  
Combined with [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|Sneak Attack]], it is one of the easiest and most reliable ways of doing extreme damage.  
+
Combined with [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] [[#sneak attack|sneak attack]], it is one of the easiest and most reliable ways of doing extreme damage.  
  
To benefit from the [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] buff [[File:infiltrator_training.png|30px|link=|Infiltrator]] must remain undetected at the time of the [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]], and the best way to achieve this is by casting [[file:vanish.png|30px|link=#vanish|Vanish]]. It's the only way to achieve it if you want the infiltrator to use [[Combat#melee|melee]] weapons, because no matter his [[#stealth|stealth]] he will be [[Combat#detected|detected]] when getting close to enemies (at a distance of 5 tiles, to be precise).  
+
To benefit from the [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]] buff [[File:infiltrator_training.png|30px|link=|Infiltrator]] must remain undetected at the time of the [[file:sneak_attack.png|30px|link=#sneak attack|Sneak Attack]], and the best way to achieve this is by casting [[file:vanish.png|30px|link=#vanish|Vanish]]. It's the only way to achieve it if you want the infiltrator to use [[Combat#melee|melee]] weapons, because no matter his [[character development#stealth|stealth]] he will be [[Combat#detected|detected]] when getting close to enemies (at a distance of 5 tiles, to be precise).  
  
 
----
 
----
Line 326: Line 333:
 
  one interesting multiclass is infiltrator/technician, clad in stealth armor (so no exo-arms). He can scout ahead, remaining undetected, and leave a turret, or two, closer to the enemies than to your team.  
 
  one interesting multiclass is infiltrator/technician, clad in stealth armor (so no exo-arms). He can scout ahead, remaining undetected, and leave a turret, or two, closer to the enemies than to your team.  
  
Turrets (as well spider drones and turret vehicles) can be controlled several times by different soldiers and the 600 pts of damage that the laser turret can deliver per attack at the cost of 1AP and 3WPs is *a lot*.
+
Turrets (as well spider drones and turret vehicles) can be controlled several times by different soldiers and the 600 pts of damage that the laser turret can deliver per attack at the cost of 1[[Combat#aps|AP]] and 3[[character Development#wps|WP]] is *a lot*.
 
----
 
----
 
[[File:Fast use.png|40px|link=]] <span id="fast use"></span> '''Fast Use''' (passive) The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1.  
 
[[File:Fast use.png|40px|link=]] <span id="fast use"></span> '''Fast Use''' (passive) The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1.  
Line 332: Line 339:
 
This is mostly for dedicated healers.  
 
This is mostly for dedicated healers.  
 
----
 
----
[[File:Manual control.png|40px|link=]] <span id="manual control"></span>'''Manual Control''' (3WP 1AP) Take manual control of a turret or vehicle weapon and shoot at a target.  
+
[[File:Manual control.png|40px|link=]] <span id="manual control"></span>'''Manual Control''' (3[[character Development#wps|WP]] 1[[Combat#aps|AP]]) Take manual control of a turret or vehicle weapon and shoot at a target.  
  
 
Devastating when used with any auto turret, particularly a [[file:1scorcher.png|30px|link=technician weapons#scorcher|Scorcher AT]] [[technician weapons#scorcher|Scorcher AT]], as it has an unmatched [[Combat#dps|DPS]] of 600 per a single [[Combat#aps|AP]].  
 
Devastating when used with any auto turret, particularly a [[file:1scorcher.png|30px|link=technician weapons#scorcher|Scorcher AT]] [[technician weapons#scorcher|Scorcher AT]], as it has an unmatched [[Combat#dps|DPS]] of 600 per a single [[Combat#aps|AP]].  
Line 338: Line 345:
 
Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.  
 
Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.  
  
[[file:Technician_training.png|30px|link=]] does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as [[#wps|WPs]], [[Combat#aps|APs]] (if multiclassed and using rapid clearance) or [[#xps|XPs]].  
+
[[file:Technician_training.png|30px|link=]] does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as [[#wps|[[character Development#wps|WP]]]], [[Combat#aps|APs]] (if multiclassed and using rapid clearance) or [[#xps|XPs]].  
  
 
Can't be used to make [[File:scarab.png|55px|link=Vehicles#scarab|Scarab]] [[Vehicles#scarab|Scarab]] shoot more than once per turn. ''All rocket weapons are hard-coded to be used only once per turn''
 
Can't be used to make [[File:scarab.png|55px|link=Vehicles#scarab|Scarab]] [[Vehicles#scarab|Scarab]] shoot more than once per turn. ''All rocket weapons are hard-coded to be used only once per turn''
 
----
 
----
[[File:Field medic.png|40px|link=]] <span id="field medic"></span> '''Field Medic''' (2WP 2AP) Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored.  
+
[[File:Field medic.png|40px|link=]] <span id="field medic"></span> '''Field Medic''' (2[[character Development#wps|WP]] 2[[Combat#aps|AP]]) Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored.  
  
 
Requires [[file:1vva2.png|30px|link=technician weapons#vva2|VVA-2 Exo Arms]] [[technician weapons#vva2|VVA-2 Exo Arms]] and costs one charge (ammo).  
 
Requires [[file:1vva2.png|30px|link=technician weapons#vva2|VVA-2 Exo Arms]] [[technician weapons#vva2|VVA-2 Exo Arms]] and costs one charge (ammo).  
Line 349: Line 356:
  
 
----
 
----
[[File:Remote deployment.png|40px|link=]] <span id="remote deployment"></span>'''Remote deployment''' (1AP) Turrets can be thrown and deployed for 1 action point.
+
[[File:Remote deployment.png|40px|link=]] <span id="remote deployment"></span>'''Remote deployment''' (1[[Combat#aps|AP]]) Turrets can be thrown and deployed for 1 action point.
 
----
 
----
[[File:Electric reinforcement.png|40px|link=]] <span id="electric reinforcement"></span>'''Electric reinforcement''' (6WP 1AP) Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack.
+
[[File:Electric reinforcement.png|40px|link=]] <span id="electric reinforcement"></span>'''Electric reinforcement''' (6[[character Development#wps|WP]] 1[[Combat#aps|AP]]) Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack.
  
 
=[[file:Priest_training.png|60px|link=priest]] [[Priest]]=
 
=[[file:Priest_training.png|60px|link=priest]] [[Priest]]=
Line 359: Line 366:
 
- Can use special head mutations.
 
- Can use special head mutations.
  
The Priest is focused on decreasing enemy WPs (using Viral weapons and Psychic Scream) and taking advantage of it (Mind Control and Panic). He also has an area of effect attack that can be ''metaed'' into something wicked (Mind Crash), and what can be best described as a combined haste & bravery spell (Frenzy).
+
The Priest is focused on decreasing enemy [[character Development#wps|WP]] (using Viral weapons and Psychic Scream) and taking advantage of it (Mind Control and Panic). He also has an area of effect attack that can be ''metaed'' into something wicked (Mind Crash), and what can be best described as a combined haste & bravery spell (Frenzy).
  
 
There is a defensive-support side to the Priest, with Psychic Ward ("Allies within 10 tiles are immune to panic and psychic damage attacks").  
 
There is a defensive-support side to the Priest, with Psychic Ward ("Allies within 10 tiles are immune to panic and psychic damage attacks").  
  
Then there is also the Mind Sense passive skill ("All organic enemies within 15 tiles are automatically revealed"), but in Phoenix Point you don't need to be a psychic to spot most enemies much further away.  
+
Then there is also the Mind Sense passive skill ("All organic enemies within 15 tiles are automatically revealed"), but in ''Phoenix Point'' you don't need to be a psychic to spot most enemies much further away.  
  
 
A particularity of Priests is that they have access to a different set of head Mutations, each of them adding another "spell" to their repertoire:  
 
A particularity of Priests is that they have access to a different set of head Mutations, each of them adding another "spell" to their repertoire:  
  
- Judgment Head: Instils Frenzy in friendly characters within 20 tiles for 2 turns, increasing their Speed by 50% and making them immune to panic  
+
- Judgment Head: Instils Frenzy in friendly characters within 20 tiles for 2 turns, increasing their [[character development#movement|movement]] by 50% and making them immune to panic  
  
 
- Screaming Head: Scream, reducing Will Points of all enemy units in an 8 tile radius.
 
- Screaming Head: Scream, reducing Will Points of all enemy units in an 8 tile radius.
Line 373: Line 380:
 
- Synod Head: Living allied units within 7 tiles recover 2 Will Points at the start of the turn.
 
- Synod Head: Living allied units within 7 tiles recover 2 Will Points at the start of the turn.
  
However, the Judgement Head and the Frenzy spell that comes with it are the best choices by far in most circumstances. A 50% increase in speed ''and'' immunity to panic for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer.  
+
However, the Judgement Head and the Frenzy spell that comes with it are the best choices by far in most circumstances. A 50% increase in [[character development#movement|movement]] ''and'' immunity to panic for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer.  
  
- How do Viral weapons work? Whenever a projectile from a Viral weapon inflicts any damage on the target, it also suffers a set amount of viral damage. The total amount of viral damage incurred by a character is subtracted from his pool of WPs at the beginning of its turn. The takeaway is that ''some'' damage must be inflicted with the weapon for the target to incur viral damage, meaning that the armor has to be overcome and that you have to wait until the enemies turn for the viral damage to take effect. This means that you can't use Viral weapons to reduce the WPs of an enemy to lower the cost of Mind Controlling it on the same turn or to Panic it.  
+
- How do Viral weapons work? Whenever a projectile from a Viral weapon inflicts any damage on the target, it also suffers a set amount of viral damage. The total amount of viral damage incurred by a character is subtracted from his pool of [[character Development#wps|WP]] at the beginning of its turn. The takeaway is that ''some'' damage must be inflicted with the weapon for the target to incur viral damage, meaning that the armor has to be overcome and that you have to wait until the enemies turn for the viral damage to take effect. This means that you can't use Viral weapons to reduce the [[character Development#wps|WP]] of an enemy to lower the cost of Mind Controlling it on the same turn or to Panic it.  
  
 
- How to use Mind Control effectively.  
 
- How to use Mind Control effectively.  
  
The cost in WPs of initiating Mind Control of an enemy is its current WPs and the cost of maintaining MC on each subsequent turn varies on the type of character (1WP for worms, 2WPs for Arthrons and Humans, 3WPs for Tritons, 5WPs for Sirens and Chirons, and 10WPs for Scyllas).  
+
The cost in [[character Development#wps|WP]] of initiating Mind Control of an enemy is its current [[character Development#wps|WP]] and the cost of maintaining MC on each subsequent turn varies on the type of character (1[[character Development#wps|WP]] for worms, 2[[character Development#wps|WP]] for Arthrons and Humans, 3[[character Development#wps|WP]] for Tritons, 5[[character Development#wps|WP]] for Sirens and Chirons, and 10[[character Development#wps|WP]] for Scyllas).  
  
 
*Beware that
 
*Beware that
  
- if casting MC will lower your WPs to 0, you will lose the WPs and fail to MC the enemy;
+
- if casting MC will lower your [[character Development#wps|WP]] to 0, you will lose the [[character Development#wps|WP]] and fail to MC the enemy;
  
 
- if the enemy is panicked, you can MC them but they can't do anything;
 
- if the enemy is panicked, you can MC them but they can't do anything;
  
- while under MC the enemy is for all intents and purposes on your team, which means that it will gain WPs from Inspire and from killing enemies.  
+
- while under MC the enemy is for all intents and purposes on your team, which means that it will gain [[character Development#wps|WP]] from Inspire and from killing enemies.  
  
So what you want to do is reduce the WPs of your target before casting MC, and you want to start by reducing its max WPs by disabling its head. You will probably want to bring the WPs even lower by, for example, casting Psychic Scream, or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast Psychic Scream, ''and then'' disable the target's head, the reduction in max WPs will absorb those initial losses and you will not lower the cost to MC.  
+
So what you want to do is reduce the [[character Development#wps|WP]] of your target before casting MC, and you want to start by reducing its max [[character Development#wps|WP]] by disabling its head. You will probably want to bring the [[character Development#wps|WP]] even lower by, for example, casting Psychic Scream, or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast Psychic Scream, ''and then'' disable the target's head, the reduction in max [[character Development#wps|WP]] will absorb those initial losses and you will not lower the cost to MC.  
  
 
All this means that with MC you want to carefully plan ahead and do some math before you pick a victim.  
 
All this means that with MC you want to carefully plan ahead and do some math before you pick a victim.  
  
Finally, don't forget that you can release the critter from MC if it is convenient for any reason (for example, to avoid paying the cost of maintaining MC next turn, or because you want its water... I mean, WPs for dispatching it).  
+
Finally, don't forget that you can release the critter from MC if it is convenient for any reason (for example, to avoid paying the cost of maintaining MC next turn, or because you want its water... I mean, [[character Development#wps|WP]] for dispatching it).  
  
 
- Tuning the Mind Crush
 
- Tuning the Mind Crush
Line 399: Line 406:
 
Initially, Mind Crush does 100 damage to all enemies in a 10 tile radius. That is enough to kill all kinds of worms (though not mindfraggers), and do considerable damage to humans, Arthrons and Tritons, but you can stack it with Reckless or Sneak Attack to give it a more murderous touch. Or you can cross the Priest with a Heavy for the ultimate crowd control experience. Or with assault to gain Rapid Clearance. I haven't used any of these meta-Mind Crush builds in a long while, so if anyone has more recent experience with them, please do share it!
 
Initially, Mind Crush does 100 damage to all enemies in a 10 tile radius. That is enough to kill all kinds of worms (though not mindfraggers), and do considerable damage to humans, Arthrons and Tritons, but you can stack it with Reckless or Sneak Attack to give it a more murderous touch. Or you can cross the Priest with a Heavy for the ultimate crowd control experience. Or with assault to gain Rapid Clearance. I haven't used any of these meta-Mind Crush builds in a long while, so if anyone has more recent experience with them, please do share it!
  
[[File:mind_control.png|40px|link=]] <span id="mind control"></span> '''Mind Control''' (WP cost equal to enemy's current WP, 1AP) Gain control of an enemy. Costs 1-10 WPs per turn to maintain, depending on target type.  
+
[[File:mind_control.png|40px|link=]] <span id="mind control"></span> '''Mind Control''' ([[character Development#wps|WP]] cost equal to enemy's current [[character Development#wps|WP]], 1[[Combat#aps|AP]]) Gain control of an enemy. Costs 1-10 [[character Development#wps|WP]] per turn to maintain, depending on target type.  
 
----
 
----
  
[[File:induce_panic.png|40px|link=]] <span id="induce_panic"></span> '''Induce Panic''' (3WP, 1AP) Cause a target to panic if its current will points are less than the Priest's.  
+
[[File:induce_panic.png|40px|link=]] <span id="induce_panic"></span> '''Induce Panic''' (3[[character Development#wps|WP]], 1[[Combat#aps|AP]]) Cause a target to panic if its current will points are less than the Priest's.  
 
----
 
----
  
Line 411: Line 418:
 
----
 
----
  
[[File:mind_crush.png|40px|link=]] <span id="mind crush"></span> '''Mind Crush''' (6WP, 1AP) Deal 100 damage to all enemy entities within 10 tiles.  
+
[[File:mind_crush.png|40px|link=]] <span id="mind crush"></span> '''Mind Crush''' (6[[character Development#wps|WP]], 1[[Combat#aps|AP]]) Deal 100 damage to all enemy entities within 10 tiles.  
 
----
 
----

Revision as of 19:01, 23 November 2020

Mentaculus.png
Getting Started
Geoscape
Combat
Character Development
Classes and Skills
Mission Types

Overview

Human (and the Forsaken and the Pure) characters belong to one of seven different classes of soldiers: Assault Assault, Heavy training.png Heavy, Sniper training.pngSniper, Berserker training.png Berserker, Infiltrator training.png Infiltrator, Technician training.png Technician or Priest training.png Priest.

Each class has seven levels, each of them corresponding to a Skill, including a starting skill that defines the character as belonging to that particular class, and a 4th level skill that enables dual classing (so there really are 5 unique skills to acquire in each class). For a complete description and commentary on the class skills, see below.

Each operative can also unlock 3 random personal perks (often called third-row skills, because of their location on the character sheet).

Among these the perks providing buffs to damage are particularly important - that is: Bombardier.png Bombardier, Close quarters specialist.png Close Quarters Specialist, Self defense specialist.png Self Defense Specialist, Sniperist.png Sniperist, Strongman old.png Strongman,Trooper.png Trooper and Reckless.png Reckless

Assault training.png Assault

- Proficient with assault rifles and shotguns (complete list here)

As with all classes in Phoenix Point, the role of the Assault training.png operative depends on how you build it. Some of the skills are compatible with a support role (Ready for Action, Onslaught), others are better suited for the offense (Return Fire, Rapid Clearance), and Dash is something that you wish all your operatives had regardless of their role or class.

It is very common to multiclass other classes into Assault training.png to take advantage of Dash and Rapid Clearance.

Dash

Dash: (cost 3WP and 1AP) move up to 1/2 of the movement stat of the character (e.g. with a movement stat of 20, a soldier can move 10 tiles casting Dash), limited to 2 uses per turn

Useful whenever you want to move 2 AP at the cost of one and you are willing to pay 3WP for it, which happens very often (in fact, too much, as you can be tempted to cast it multiple times, e.g. to attack a faraway enemy, neglecting good positioning, exposing your soldier to retaliation and unnecessarily depleting its WP).

Often used to get close to an enemy, attack it, and get back to safety.

Also useful in conjunction with Onslaught to assist another operative.

How to achieve Extreme Mobility (and kinda break the game):

The max character development#movement that can be derived from the speed attribute is 20. Some armors and augmentations provide a bonus to movement; a combination of the 1acolyte body armor.png Acolyte Body Armor and Agile Legs mutation provides a bonus of +7. The Quarterback Quarterback perk adds 2 to movement. Casting Instil frenzy.png Frenzy (using the Judgement Head Priest mutation) provides a +50%. Bloodlust bloodlust (LVL5 Berserker passive skill, increases the damage and movement up to 50% in proportion to damage suffered) can provide an additional +50%.

Thus, a soldier’s movement can be increased to 58, while most maps in Phoenix Point are 48 tiles in length, a single Dash (29 tiles) allowing the soldier to move half the map at the cost of 1 AP and 3 WP.

Return Fire

Return Fire: (passive skill) shoot back at an enemy when it attacks, providing that soldier is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range

All Arthron icon.png wielding Machine Gun MG have [File:Return_fire.png|30px|link=|Return Fire]]

Does not activate in the following circumstances:

  1. On [combat#melee|melee]] attacks
  2. If the character is on combat#overwatch, unless the overwatch is activated immediately before the attack (for example, if an enemy runs into the overwatch cone, setting it off, and then the same enemy or a different one attacks the character)
  3. Does not activate if the character is Dazed.png dazed

For purposes of calculating the perception range, the stealth stat of the attacker is taken into account. So if the attacking enemy has a stealth of 50%, and the character has a perception of 35, Return Fire will not activate unless the enemy is within 8 tiles of the operative.

When attacking an enemy with the Return FIre, usually if it will be activated when attacked you should see this image 30px in the top right hand corner of its icon. However, if you are attacking from behind high cover, requiring stepping out of cover to shoot, you will not see this icon but the enemy's Return fire.png will activate if attacked provided the rest of the conditions are met.

Ready for Action

Ready for action.png: (passive skill) reloading and inventory management costs 0 AP

This is useful for moving grenades from the backpack to the quick inventory slots. With high strength, Boom Blast Boom Blast and Quarterback Quarterback trait the operative can throw up to 4 grenades in a single turn (without taking into account AP refund skills, Rally the troops.png and Rapid Clearance) at a range of strength x 0.6 x 2 tiles (to a maximum of 42 tiles]], essentially acting like ultra-precise artillery.

It can also be used for equipment sharing in the field: by positioning the operative with Ready for Action in the middle of a group of soldiers, it is possible to move items between them and to reload their weapons for free. This is useful when, for example, attempting to paralyze a large Pandoran when you only have a single Hera Hera (and plenty of ammo for it)


Onslaught

Onslaught: (cost 4WP and 2AP) refunds 2AP to another operative within 12 tiles, can only be used once per turn by the same soldier

Although no AP are generated, but merely transferred from one operative to another, this is a very useful skill as very often an operative low on AP can make a better use of them than the Assault. For example, this can be used to allow a Heavy to get into position using the Jet Jump jet jump and then fire the main weapon.

Can be used several times by different operatives on the same soldier (this is known as 'Cheerleading'), for example to maximise the utility of Boom Blast Boom Blast, Rapid Clearance or Adrenaline Rush Adrenaline Rush, or run around the map taking advantage of extreme mobility.

Rapid Clearance

RapidC.png: (cost 5WP), get back 2 AP for each kill

This is perhaps one of the most abused skills in Phoenix Point and the most common ingredient in the 'Terminator Builds'.

If, once activated, the operative can consistently kill for 2 AP or less, he can clear large chunks, or entire maps of enemies on the first turn before they even had a chance to move.

Several things have to come together for this, but it's very easy for it to happen if you keep stacking buffs as the game encourages you to:

1) you need to maximize damage, which in the game you can currently do up to +>200%:

+100% from Sneak Attack sneak attack,

+50% from Bloodlust bloodlust (maximum)

+20%-25% from one of the weapon proficiency personal perks (Bombardier, Close Quarters Specialist, Self Defense Specialist, Sniperist, Strongman or Trooper), +20% from Reckless.png reckless

+10% from vivisection research

+10 damage per attack from Mark for Death mark for death

+ 50% from Brawler.png brawler if attacking with a melee weapon

2) you might need to reduce the AP cost of firing the weapon, which you can do with Quick Aim quick aim, Boom Blast Boom Blast or Adrenaline Rush Adrenaline Rush.

3) you need to deliver the damage to your helpless victims ... errh, I mean the awful, terrible, dangerous, and scary Pandorans! This can be easily done using a fraction of the extreme mobility that you can currently achieve in the game.

And you can have up to 8 soldiers on most missions so they can soften enemies for each other and cast Onslaught onslaught to keep the Rapid Clearance killer loops going.

The most effective and well-known abuse of Rapid Clearance is casting it by a Berserker / Assault with Strongman strongman equipped with a Deceptor MG Deceptor MG benefitting from extreme mobility and casting Adrenaline Rush Adrenaline Rush afterward.

However, even something as basic as an Assault with the Self Defense Specialist self defense specialist perk (and a Gorgon Eye-A Gorgon Eye-A) can do obscene amounts of damage and keep recovering AP with each kill.


Heavy training.png Heavy

- Proficient with machine guns, cannons and grenade launchers (see complete list here)

As always, remember that in Phoenix Point classes don't dictate roles. This can be a fast, lightly armored, hard hitting melee fighter, a tank, a dedicated shooter, a crowd controller, a long range artillery piece, etc.: a Heavy will be what you build it to be.

Some things to bear in mind before we look at the skills:

- They are notoriously inaccurate when fully clad in heavy armor (that inflicts a 30% penalty on their accuracy), wielding a Hel II CannonHel II Cannon or a Deceptor MGDeceptor MG (which have short effective range) and targeting small or medium sized enemies at anything more than 5-10 tiles.

However, the advantage of heavy weapons is that they pack such a punch that it doesn't matter where they hit their targets, which means that often they can engage them at the same range as Assault with their assault rifles, which do have to target specific body parts when dealing with armored enemies.

- If you invest enough in strength, they can easily one-bash kill most Arthron icon.png Arthrons and Triton icon.png Tritons, or at least Dazed.png daze them (see melee; in summary, bashing scales with strength of the character and weight of the weapon, so a Heavy with, e.g. 20 strength, wielding a Hel II CannonHel II Cannon will do 20*5 = 100 damage, with Brawler +50%, so 150 damage; with 30 strength it goes up to 225).

- With the Jet jump.png Jet Jump ability, they can move 20 tiles for 3 AP and 2 WP. Therefore they can neglect speed and willpower attributes in favor of strength, which gives them more HPs and increases their throwing distance and the damage they do with bash.

They are the only operatives capable of using the Jet Jump jet jump ability of the heavy body armors without a chance to fumble

- The mounted weapons proficiency allows them to use Destiny III Destiny III, which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 damage each for only 1 AP, easily outperforming any sniper rifle.

Brawler

Brawler: (passive skill) Bash and melee attacks deal 50% more damage

This is a must have skill for a melee oriented Heavy, very effective in combination with Jet Jump jet jump.

It can also be used in a multiclass build with an Assault with the vengeance torso to create a melee 'Terminator'.

War Cry

War Cry: (3WP 1AP) limits the AP of all enemies within 10 tiles to 2

In practice what this does is prevent most of the enemies affected by War Cry from attacking you on their turn. This is because usually they want to move before shooting, and with just 2 AP they cannot do that. Some enemies will never attack at all because they need 3AP for that (Chiron icon.png Chirons indirect fire, for example).

Boom Blast

Boom Blast: (5WP), reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn

Also works with Destiny III Destiny III and Archangel RL1 Archangel RL1

This skill allows launching 2 grenades from the Goliath GL 2 Goliath GL2 and a mounted rocket (or four grenades and a rocket using Ready for Action ready for action

There are personal perks that make these attacks even more effective (Strongman old.png Strongman for a grenade launcher, Bombardier bombardier for rockets, and Reckless reckless for both)

And you can cross a Heavy and an Infiltrator Infiltrator and top the whole thing off with another +100% to damage from Sneak Attack sneak attack

Inspire

Inspire: (passive) Killing an enemy grants allies 1 additional WP

This is very useful to replenish WP of the other operatives in the squad by killing small enemies such as Worm icon.png worms, Egg icon.png eggs and Mindfragger icon.png Mindfraggers, especially when using area of effect attacks against them.

Note that it doesn't grant the additional WP to the Heavy himself

Rage Burst

Rage Burst: (5WP + standard AP cost of firing the weapon), fire the weapon 5 times in an arc, limited to one use per turn by the same soldier


What this skill offers is shooting the target multiple times for the same AP cost, but without being able to freeaim and expending excess ammunition.

Though you aim with a cone, you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter).

It doesn't work against multiple targets unless they are very closely packed together.

It works best against very large targets (such as Scylla Scylla), and using burst weapons (such as the Deceptor MG Deceptor MG or any assault rifle or personal defense weapon).

Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).


SniperSniper

- Proficient with sniper rifles and pistols (see complete list here).

Everyone likes sniper rifles because of their high accuracy and high damage per shot. It's an easy package for reliably overcoming armor at long distances.

Snipers skills make it even better with cheaper overwatch (Focus) and cheaper direct fire (Quick Aim), even higher accuracy when there are no enemies nearby (Marksman), removal of armor from the body part that gets disabled (Weakspot) and a damage multiplier spell (Marked for Death).

Now, I'm not crazy about sniper rifles. Their damage per AP is the lowest of all types of weapons and they don't shred armor. However, the Sniper skills are useful with other weapons, whether through multiclassing or third-row weapon proficiency. Below some comments and ideas on a couple of them:


Extreme focus.png Extreme Focus (passive) [[Combat#overwatch|overwatch]] cost is reduced by 1 action point

It can reduce the cost of [[Combat#overwatch|overwatch]] to 0 AP if the weapon only costs 1 AP to shoot, so it is very common to use this skill to setup a free [[Combat#overwatch|overwatch]] with a handgun. Alternatively, it can be used to set up [[Combat#overwatch|overwatch]] with a sniper rifle after making a shot with it using Quick Aim


Quick aim.png Quick Aim (3WP) The AP cost of the next shot with proficient weapon is reduced by 1

The most common use of this skill is to shoot a sniper rifle twice in a single turn, but of course it offers interesting combinations for other weapons as well (Dash + Quick Aim to land a shotgun blast being a favorite). Even more interesting effects happen when this is used with weapons that cost only 1 AP to use, such as most handguns and all PDWs, especially in combination with Rapid Clearance, as it nets 2 APs per kill. So a broken rapid clearance chain can be resurrected with a pistol kill, perhaps with an assist from a buddy.


Master marksman2.png Master Marksman (passive) Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles

Currently the bonus to accuracy is not shown in the info panel, but it still applies as long as the conditions are met.

This skill is particularly useful as part of kitting out an operative for 'extreme' Combat#Accuracy, in combination with other buffs to accuracy, and not necessarily used with sniper weapons.


Weak spot2.png Weak Spot (passive) Disabling a body part also remove that body part's armor

This is based in combination with another operative to make a heavily armored target extremely vulnerable.




Mark for death.png Mark for Death (4WP), increases damage suffered by the target by 10 from each hit until the end of the turn.

This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.

However, it is not worth it to use it to increase the damage from single short weapons, like sniper rifles.


Berserker training.png Berserker

Berserker is essentially a meta-class. There is no reason at all to use Berserkers as melee fighters. It's probably the one thing they are actually bad at, and this is neatly reflected by their skill set.

Armor break.png Armor Break (3WP), next attack will shred an additional 30 armor.

Using this with a melee weapon is a very poor choice indeed:

First, the one advantage of melee weapons is that they have the highest damage per hit of any type of weapon, so they naturally overcome armor; if you are close enough to someone to hit them with a hammer, just club them to death and forget about the armor.

Second, even if for some reason you want to strip armor from the target while standing right next to it, don't do it with a melee weapon, because you have no idea what part you are going to hit and if it needs removing armor or not (remember, it is not possible to target body parts with a melee attack).


Close quarters evade.png Close Quarters Evade (passive) attacks from enemies within 10 tiles deal 25% less damage.

It's nice, being a passive skill, but it's not a game-changer by any stretch. Also, it doesn't encourage the use of melee weapons.


Bloodlust.png Bloodlust (passive) Damage and movement are increased proportionally to the health lost (up to double).

It doesn't matter how, or when the health was lost, so friendly fire and denial of health care are fair (meta) game.

If anything, this encourages to keep the berserker away from the action, indulging in the Bloodlust high from a safe distance with, say, a sniper rifle.


Ignore pain.png Ignore pain (passive) Disabled body parts remain functional. Cannot Panic or be Mind Controlled.

This makes Berserkers particularly useful for dealing with Sirens and Terror Sentinels in Lairs but doesn't really encourage using them as melee fighters.


Adrenaline rush.pngAdrenaline Rush (5WP) All abilities cost 1 Action Point until the end of the turn, can't use any abilities that cost WP after casting it, accuracy reduced by 50% and you are dazed the next turn.

The first thing to take into account is that you can still use abilities that cost WP *before* casting Adrenaline Rush... Like Rapid Clearance, for example.

The second is that you can use weapons that cost 3 AP at the cost of 1AP, particularly Heavy Weapons (including the Grenade Launcher) and Sniper Rifles.

The penalty to accuracy can be negated by armor/augmentations, or by extreme mobility. This is what the number one Terminator Build amounts to: Berserker/Assault with the Strongman perk and top movement, wielding a Deceptor. It can clear maps in one turn all by itself. (Yes, that's an 'it', because it's clearly not human).

Last but not least - what Adrenaline Rush doesn't do is anything to make Berserkers more interesting as melee fighters.

[quote="Yokes, post:5, topic:10746"] that combo of Evade, Bloodlust and Ignore Pain makes them good as tanks which with better armor may want to attract enemy hits. [/quote]

Infiltrator training.pngInfiltrator

- Proficient with crossbows and spider drones (see complete list here)

- Gain +25% to stealth while undetected

Infiltrators are very versatile, their skill set allowing them to fulfill very different roles even without multiclassing.

To use infiltrators properly it's important to first understand how detection works.

Unlike with other operatives, you always know when the infiltrator is undetected because of the blue hue and the crossed-out eye on top of the screen when you select him (this icon Undetected icon.png)

Though infiltrators are stealthy because of their training (as long as they are undetected, they get a +25% boost to stealth) and their class-specific 'styx' armor (1styx helmet.png,1styx body armor.png and 1styx leg armor.png), you can choose not to take advantage of it until they achieve a higher level, because their armor makes them squishy and they don't get a buff to their damage for attacking from stealth until they are LVL7 with the Sneak Attack sneak attack skill.

Their starting link =infiltrator_weapons Eros CRB III crossbow is not a bad weapon - it does the damage and has the AP cost of the NJ pistol 1iron fury.png Iron Fury but has nearly three times the precision (effective range of 34 vs 14) and is also silent. The biggest drawback is the clip size (only 3 bolts).

The way I approach them, infiltrators have two defensive skills, Deploy decoy.png Deploy Decoy and Spider drone pack.png Spider Drone Pack, and two offensive skills, Vanish Vanish and Sneak Attack sneak attack, while their 'styx' armor is only really meaningful if they are used as scouts


Surprise attack.png Surprise Attack (passive) Attacks from behind gain shock damage equal to 3 times the damage dealt.

The difficulty of taking advantage of this skill is that directional positioning in Phoenix Point is more accidental than intentional. However, it can be quite useful situationally, because it is one of the few ways of inflicting shock damage at a distance and dazing an enemy can be a life-saver (for example, to break mind control of a Siren Siren over an operative).

As the link =infiltrator_weapons Eros CRB III has limited damage potential (it does 60 standard damage, thus 180 shock damage with this skill) it might require softening the target before it is effective, or use a weapon with a high damage per projectile (such as a sniper rifle.


Deploy decoy.png Deploy Decoy (4WP 1AP) Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies.

It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot and there are no more convenient targets for the AI, it will go after it.


Spider drone pack.png Spider Drone Pack (2AP) Deploy 3 Spider Drones with one action.

A great way to distract enemies by presenting them with three convenient targets. Though spider drones can also be used offensively, without the Technician training.png Technician's Manual Control Manual Control to control them directly, you can't use them on the same turn that you deploy them, and have to wait until next turn (as long as you have an active Infiltrator, you can manually control the spider drones, but if he dies, panics or evacs the AI will take over controlling them).

You can also use them for scouting, but beware of using them in Lairs Lairs and Citadels Citadels as they can easily activate Terror Sentinels Terror Sentinels, and their psychic scream affects every operative in a 24 tile radius.


Vanish.png Vanish (4WP) Move within 5 tiles and disappear from view for the next turn (or until spotted).

Combined with Sneak Attack sneak attack, it is one of the easiest and most reliable ways of doing extreme damage.

To benefit from the Sneak Attack buff Infiltrator must remain undetected at the time of the Sneak Attack, and the best way to achieve this is by casting Vanish. It's the only way to achieve it if you want the infiltrator to use melee weapons, because no matter his stealth he will be detected when getting close to enemies (at a distance of 5 tiles, to be precise).


Sneak attack.png Sneak Attack (passive) Damage dealt while not spotted is increased by 100%.

This applies to any damage dealt by the operative with any attack but not to Damage over Time (DoT) effects. So, for example, the Psyche CRB IV Psyche CRB IV will deal Standard Damage 100 (because 50 increased by 100%), but will continue to inflict Poison Damage 40, not 80. However, all other special damages besides DoT will be increased by 100%. So, for example, Blast Damage Blast Damage, or the Mind Crush attack, will be increased by 100%.




Technician training.png Technician

- Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)

need corrections

one interesting multiclass is infiltrator/technician, clad in stealth armor (so no exo-arms). He can scout ahead, remaining undetected, and leave a turret, or two, closer to the enemies than to your team. 

Turrets (as well spider drones and turret vehicles) can be controlled several times by different soldiers and the 600 pts of damage that the laser turret can deliver per attack at the cost of 1AP and 3WP is *a lot*.


Fast use.png Fast Use (passive) The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1.

This is mostly for dedicated healers.


Manual control.png Manual Control (3WP 1AP) Take manual control of a turret or vehicle weapon and shoot at a target.

Devastating when used with any auto turret, particularly a Scorcher AT Scorcher AT, as it has an unmatched DPS of 600 per a single AP.

Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.

Technician training.png does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as [[#wps|WP]], APs (if multiclassed and using rapid clearance) or XPs.

Can't be used to make Scarab Scarab shoot more than once per turn. All rocket weapons are hard-coded to be used only once per turn


Field medic.png Field Medic (2WP 2AP) Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored.

Requires VVA-2 Exo Arms VVA-2 Exo Arms and costs one charge (ammo).

One of two only ways for the player to restore disabled non-augmented limbs in combat (the other is Aspida Aspida.


Remote deployment.png Remote deployment (1AP) Turrets can be thrown and deployed for 1 action point.


Electric reinforcement.png Electric reinforcement (6WP 1AP) Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack.

Priest training.png Priest

- Proficient with viral weapons, The Redeemer The Redeemer and The Subjugator The Subjugator

- Can use special head mutations.

The Priest is focused on decreasing enemy WP (using Viral weapons and Psychic Scream) and taking advantage of it (Mind Control and Panic). He also has an area of effect attack that can be metaed into something wicked (Mind Crash), and what can be best described as a combined haste & bravery spell (Frenzy).

There is a defensive-support side to the Priest, with Psychic Ward ("Allies within 10 tiles are immune to panic and psychic damage attacks").

Then there is also the Mind Sense passive skill ("All organic enemies within 15 tiles are automatically revealed"), but in Phoenix Point you don't need to be a psychic to spot most enemies much further away.

A particularity of Priests is that they have access to a different set of head Mutations, each of them adding another "spell" to their repertoire:

- Judgment Head: Instils Frenzy in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% and making them immune to panic

- Screaming Head: Scream, reducing Will Points of all enemy units in an 8 tile radius.

- Synod Head: Living allied units within 7 tiles recover 2 Will Points at the start of the turn.

However, the Judgement Head and the Frenzy spell that comes with it are the best choices by far in most circumstances. A 50% increase in movement and immunity to panic for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer.

- How do Viral weapons work? Whenever a projectile from a Viral weapon inflicts any damage on the target, it also suffers a set amount of viral damage. The total amount of viral damage incurred by a character is subtracted from his pool of WP at the beginning of its turn. The takeaway is that some damage must be inflicted with the weapon for the target to incur viral damage, meaning that the armor has to be overcome and that you have to wait until the enemies turn for the viral damage to take effect. This means that you can't use Viral weapons to reduce the WP of an enemy to lower the cost of Mind Controlling it on the same turn or to Panic it.

- How to use Mind Control effectively.

The cost in WP of initiating Mind Control of an enemy is its current WP and the cost of maintaining MC on each subsequent turn varies on the type of character (1WP for worms, 2WP for Arthrons and Humans, 3WP for Tritons, 5WP for Sirens and Chirons, and 10WP for Scyllas).

  • Beware that

- if casting MC will lower your WP to 0, you will lose the WP and fail to MC the enemy;

- if the enemy is panicked, you can MC them but they can't do anything;

- while under MC the enemy is for all intents and purposes on your team, which means that it will gain WP from Inspire and from killing enemies.

So what you want to do is reduce the WP of your target before casting MC, and you want to start by reducing its max WP by disabling its head. You will probably want to bring the WP even lower by, for example, casting Psychic Scream, or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast Psychic Scream, and then disable the target's head, the reduction in max WP will absorb those initial losses and you will not lower the cost to MC.

All this means that with MC you want to carefully plan ahead and do some math before you pick a victim.

Finally, don't forget that you can release the critter from MC if it is convenient for any reason (for example, to avoid paying the cost of maintaining MC next turn, or because you want its water... I mean, WP for dispatching it).

- Tuning the Mind Crush

Initially, Mind Crush does 100 damage to all enemies in a 10 tile radius. That is enough to kill all kinds of worms (though not mindfraggers), and do considerable damage to humans, Arthrons and Tritons, but you can stack it with Reckless or Sneak Attack to give it a more murderous touch. Or you can cross the Priest with a Heavy for the ultimate crowd control experience. Or with assault to gain Rapid Clearance. I haven't used any of these meta-Mind Crush builds in a long while, so if anyone has more recent experience with them, please do share it!

Mind control.png Mind Control (WP cost equal to enemy's current WP, 1AP) Gain control of an enemy. Costs 1-10 WP per turn to maintain, depending on target type.


Induce panic.png Induce Panic (3WP, 1AP) Cause a target to panic if its current will points are less than the Priest's.


Minds sense.png Mind Sense (passive) All organic enemies within 15 tiles are automatically revealed.


Psychic ward.png Psychic Ward (passive) Allies within 10 tiles are immune to panic and psychic damage attacks. check


Mind crush.png Mind Crush (6WP, 1AP) Deal 100 damage to all enemy entities within 10 tiles.