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That being said, the one ability you 100% need for the psi op to be useful is domination. Solace, insanity and void rift are the next skills you should prioritize; Inspire, Stasis and Stasis shield after those and then from there it doesn't really matter.
and it's a damn shame because you just wait for the PSI op to level up on Avenger and then have a borderline undefeatable squad for the rest of the game.
Initially I did actually train close to all abilities, but in practice it took ages and they only use a subset of them:
- some can only be used in certain situations
- in a mission you have only aprx. 6 Rounds of combat
In my current campaign I wanted to smartly select 4 to 6 abilities per agent and privilege to train more of them. Then depending on the mission, I thought I can choose the agents who participate depending on mission-type and expected enemies.
any thoughts on how to make this efficient?
insanity and stasis alone are enough to significantly affect the tide of battle. Adding rift and domination to the list and you have to try to lose.
The rest is mostly defensive abilities like solace or the one that provides immunity to elemental status effects
But i would need them ASAP i would rush for fortress, solace, soulfire and stasis. Stasis is a stun that works on everyone who isnt Chosen and having an ability to put a mech or a sectopod out of a fight while its comrades wither away is just perfect. And also if you stasis your mind controlled soldiers it will liberate them. And Soulfire because having undodgeable ranged attack is just great in every way, no more missing flank shoot at that viper with single health digit.
Stasis and soulfire atleast, but otherwise i just wait till they have everything or atleast the majority.
Especially for the last mission, thats a mission where i must have atleast 2 psi operatives.
That's the reason I don't like this design. It never feels right to use a Psi Operative, so I end up only using them in really late game, only a few missions before I close up the game. I like that they develop different from other classes but it would be better if they used XP, so you feel like you need to use them early to get a powerful unit later.
In my next game, I plan to build the Psi Lab early and use them as soon as they have a couple of abilities, but I'll do it only for fun, to do something different. It doesn't feel like a good strategy.
Is Domination the core ability of a Psi Op? Both my Psi Ops have Insanity but not Schism and I wonder how good Insanity is
Yeah, domination is because the enemies health and damage output are a flat increase to your squads power output, even before getting into how you can use whatever abilities the thing you dominate has, and almost everything in the game is vulnerable to it.
Void Rift is the next most important ability after that because it's "repeatable" (massive cooldown though) damage and crowd control.
Insanity is unreliable. It can inflict disorient, which is okay but not really worth the action point, panic which at best takes an enemy out of play for a single round but can be bad in some situations and temporary mind control which is the main reason you even try to use it but it's only something along the lines of a 20% chance to inflict. If you have an opportunity to flank something with the psi op, it's probably not worth casting (though depends, especially once you have schism and so rupture) but it's better than popping off shots against things with high def and cover.
Stasis
Solace
Schism
Void Rift
Stasis is great, because it can easily take one strong enemy out of fight while I focus on less dangerous enemies. Then I can focus on the strong one when there are fewer distractions. Works great on the Chosen or the Rulers.
Solace is basically an AOE mindshield. Especially useful against the Warlock. Frees an item slot for other characters. (I usually put a mindshield to my healer Specialists.)
Schism is not really that useful on its own, more like a support ability to make Void Rift stronger.
Void Rift - AOE that does good damage, bypasses armor. Really strong in combination with Schism, since Schism not only deals additional damage, but also ruptures the target so it takes more damage from future attacks.
Once they get these abilities, I really don't have a problem taking the operatives, even when they lack most of the rest.
somehow there's also a way to give them only one ability per branch. haven't done that myself though.
https://steamcommunity.com/sharedfiles/filedetails/?id=1341646745
if you have sustain they can be taken on missions I suppose because your investment is reasonably protected.
psi ops have a few abilities that make them clutch.
ability 1, DOMINATE. once per combat mind control, lasts until the psi op dies or gets stasis.
I generally use it on andromedons, with 100 PSI its 90% chance to get the andromedon. takes it off the enemy side and on your side.
Ability 2, Stasis. allows you to shut down a large enemy like a gatekeeper or sectopod while your team deals with the rest of the stuff on the map, does not end your turn if cast as a first action.
Ability 3. Inspire. basically gives run and gun to a companion, your assault can move up, shoot, get inspired and shoot again. helps keep slayer chains going.
Ability 4. Direct damage, Soul fire, null lance, and void rift. Void rift also rolls insanity which also rolls schism.
you can insanity a target to disable it, mainly archons and andromedons, the rupture allows for it to be easily dispatched. (superior stock + rupture = 6 damage on a miss)