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I almost quit, it was practically an endless stalemate. It was NOT fun. I wish i had quit and respeced everyone.
Hell, even just taking a FRAG grenade on gabe would have probably cut the fight in half.
I was using a commando scout build, so grenades every round helped clear the spawns. I built sid and sniper for a crit, so they did a surprising amount of damage.
That is one of the things I recommend everyone doing.
On the bright side, you finished the campaign without having to retry the final boss
This is pretty much the exact same thing I did, and I also specced the sniper to the point she could unload two clips before ending her turn so the scout would clear one side or heavily damage them then sniper would finish them off then pop the other sides enemies all within one round leaving the the next two rounds to just focus on boss
Dunno what you are talking about. Took me about 50 mins from start to finish on Experienced on a 6lvl squad.
Some friendly advice:
1) Stim grenades are not needed on Suport, frags all the way (never take the talent for -2 turn cooldown on stims). Even with Surgeon (-30% dmg reduction for healed allies) it is not needed. Empower LVL3 is quite strong.
2) There are two Sniper paths I had fun with: a sh-t ton of +crit damage on low base damage or a sh-t ton of damage with low crit chance. The build is the same, but the equipment is way different. I had one of each sniper and honestly I'd say the are quite equal in prowess. 1,300-1,500 crits are fun, and in several almost ideal occasions of +% dmg she could down a Boomer with one shot.
3) Full Commando build Scout with Blast Zone / Grenadier / Utility belts Epic has frag grenade and plant grenade cooldowns of 1 (one turn), which means you can throw a 820+ grenade EVERY turn. And each time you kill someone, your Proximity Mine also gets reduction.
Also: it is not worded well, but Plant Frag Grenade = Proximity Mine which cannot be thrown. In that fight, useful for barricading from reinforcements.
Great upper equipment choices overall:
Support -- Potential
Sniper -- Autoloader
Vanguard -- Untraceable or just plain +hp +crit evasion
Scout -- my were all Grenadiers
Heavy -- whatever flots your boat, Autoloader was fine
Hope it helps.
Great game, had a blast and will do some veteran missions.
Then plant grenade on the ground in front of the door between rounds. (You have to destroy the missile pods because they can destroy the nades on the ground).
Once you can lay grenades at the door, it typically takes just one nade, because the ticker it kills adds to the dmg and usually cleans out all the enemies in one go.
The scout was the only one pulling her weight. She actually had to throw grenades over to the sniper side quute often to help out.
I didn't have empower l3 on gabe, he was like pure healer build with the stim grenade. Although i used it like once the whole campaign.
My sid build was okay, my Reyna (scout) build was good. Maykalia and gabe wete both trash and struggled hard.
I often needed extra turns to clear the trash and could barely ever shoot the boss.
Gabe missed 90% of his shots somehow.
It was miserable to fight that boss in the equipment and specs i had.
Heck, i forgot to take the gear off of my better sniper to put on Maykalia before the mission.
I guess you had roughly the same experience I had :(
Mikayla was doing 6k damage everytime it was on her side per turn - 100% crit every shot with 1 round mags and a proper skill tree does that though. boss died in 3 rotations, used everyone to kill trash mobs while she solo'd ukkon. Auto reload on crit is your friend.
I have my sniper in the tree that gives extra actions. I guess I did it wrong.
Maybe on insane this mission can be relatively hard but below that point minmaxed builds make this boss easier than some normal missions with hard modifiers.