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However due to some of the limitations of Bring it Down now and Seize the Initiative not being a thing anymore, it does not make sense to have more than 3 officers in a party.
Navigator Cassia + Jae is more than you need with Cassia doing fine on her own even when focused near solely on Nav talents. Or Navigator Cassia + Officer RT (Sanctic Officer/GS being the best support character in the game in my opinon).
Due to Seize the Initiative no longer giving a turn, Grand Strategist is more important than every for low Initiative toons and always getting the jump on enemies.
Cassia (as always), Pascal Plasma (mostly) and even possibly Idira (became more of a thing post changes and can replace stuff from say Bounty Hunter etc. with more Combat Zone play/moving) are good to make GS now with Officer limitations. Jae still best as Master Tactician.
True.
Yes, you will need to build your guys up in specific ways, you need to know what you're doing, you have to plan how you play your guys from beginning to the end. Sometimes 5 out of your 6 members will die in a combat, or you will experience and early game over, that happens. But it isn't impossible. A bit of luck for initiative also plays into that.
They only really get heavily wounded and heinrix, or a biomancer RT can even revive them mid combat with their staff ability.
Now I get a wish to play some jack alliance 2 where you really had perma death.
Not at all. Act 1 you only have access to one officer unless you use mercs or a RT Officer. However here you can easily clear up with damage if you build your party right. Abelard can make a good frontline, Idira can both buff and aoe nuke with the right talent combinations.
Argenta has very good range damage, Pasqal buffs the party armour whilst stripping enemy armour. Heinrix can tank, damage, buff or a combination of all of them. Not to mention the addition of kibellah makes act 1 a joke.
Going into act 2 if you make cassia a grand strategist you dont need a second officer and it is likely just going to slow you down. Kibbellah with reveal the light and enemies gathered by point of interest solos every encounter. You can go the extra mile to use waking nightmare and a Castigating staff.
Very quickly with gear in Act 2 Argenta becomes a burst fire death machine. If you made Heinrix a chainsaw executioner pyromancer or brought your own RT pyromancer you are going to 1 turn every act 2 encounter.
By act 3 you are getting crazy gears and are already exemplar level. Most combat should be under 40 seconds by this point.
You're probably right that in 90-95% fights of Act 2 it's already enough and yes, since RT get a chainsaw & Biophysical Distortion - Jae role was mostly a back-up and skill monkey. In same time I still had very unlucky battles (awful initiative roll, failed dodge/cover rolls, etc).
So still I think that if you're not running yet-another-walktrough then for an average player having 2nd officer (ideally self-made into Jae) is a better & more reliable way until end of Act 2 (as Inquisitor ring combined with lvl 3 conviction is a crazily powerful kickstart for our heroic spam).
You can't double target officer buffs so stratagem zones are pretty good. I guess jaes MT stacks could help but by the time it is even her turn the combat is over if you got a good line up
It's still optimal in that Cassia is usually 95% Navigator and two officers gives you two uses of "Bring it Down!", for two different DPS characters, and frontloading their damage in the Round further. It also allows you to branch out and take more Officer abilities by end game (Cassia usually only has room for one, maybe two and the rest are Navigator abilities).
Also Finest Hour does not have the same restriction as "Bring it Down!", so they can be used on the same character within the same round. Even better (well the following is what allows for this every combat), when you take Paradox Solved talent on an Officer/GS RT (Allows you to use your Heroic Act without costing Momentum as in free) + Iconoclast Rank 4 ability (allows target other party member to use their Heroic Act free of Momentum).
My first turn mid/late game were cast the entire suite of Word of the Emperor/GS buffs, Target Argenta with Voice of command + Take Aim! (So next attack ignores 60% of all damage reduction for any reason + Cover/Dodge), then hit Cassia with Bring it Down instead. have Cassia group up enemies etc., then end her turn going back to RT, then casting Finest Hour on Argenta (that way all her attacks are basically free), then hit her with Iconoclast ability so she can use AM Heroic Act ability (sort of another extra turn that way), Fight usually over by this point, but then end turn let Cassia take over, who can usually use her Finest Hour by this point + Bring it Down still on Argenta + more CC/Debuff etc. and we're not even to Pascal GS Plasma spam turn or Cassia. :p :P
You can easily mimic Officer pre nerf extra turn power that way. Like you say 98% of fights are over before they begin, but 2 Officers (Two Officer GSes) usually assures that's the case for Bosses as well. :)
You have to remember, the game doesn't care if you do 10K damage to an enemy or enemies, 20K damage, or 2 million damage. Whatever it is It's still dead. :D
And more than a few characters and archetypes can just pulverise everything en mass within a minute or two of the fight starting when built correctly.
Most enemies will be one shotted by a character that does more than 150-200 damage.
Most bosses have 500-750 health going up more towards 1-2K by end game. The main story bosses having like 10-20K health on Unfair.
Argenta herself is able to pretty much once shot (well for a burst weapon) those Bosses or kill them by the end of her first salvos. The Improved Heavy bolter can easily shoot for a good 4-5 seconds after everything already died including the boss lol.
You need a Pyro character as much as you need anything else. There comes a point when more power is redundant.
Hell my Sanctic Officer/GS RT, 100% focused on support was hitting the last boss on Unfair for like 3.5K damage. That was without critting.
The difference is that if you're not min maxing and just playing whatever you want to, and depending on your squad a lot, then having 2 Officers in your party is optimal to get more play out of your primary DPS chatacters (in this case 90% of the time you will have two), it's very optimal in that case.
If Pyro is your thing, you could easily turn Jae into Officer/GS instead of Officer/MT, unlock the Paradox Solved with her with high Logic (I think, Fellowship Skill Monkey), and automatically give your Pyro an extra turn every combat. Unfortunately Jae's Heroic Act Upgrades kind of suck lol.