XCOM 2
BoydofZINJ Oct 23, 2017 @ 1:11pm
Final Mission WOTC (Reaper vs Skirmisher vs Templar vs Psi Op vs Spark or None)
In the Final Mission, if you could only bring ONE... which one would you bring - and WHY?

I am playing on Legendary Difficulty. No save scumming during missions.

Reaper vs Skirmisher vs Templar vs Psi Op vs Spark or None of them.

Personally, a strong Psi Op can be useful in the final mission with aliens and baddies all over the place - but the commander fills that role too.

Spark is nice, but seems to be easily targetted and almost impossible to repair - i did not take the repair skill.

Reaper - I LOVE my Reaper, but in the final mission i dont need a hidden assassin do i?

Templar, seems a bit lack luster.

Skirmisher, I got some lucky skills on my original Skirmisher and he seems pretty solid - but ultimately speaking he just fires twice... is that worth a slot?!

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Showing 1-15 of 34 comments
Mhblis Oct 23, 2017 @ 1:56pm 
1. An Extra PsiOps just make it far far easier.

2.Reaper. you just get so much mileage out of an invisible scout.

3. The rest.

Skirmishes has a bunch of utility abilities than can be super useful if that's your playstyle.

Templar can potentially deal to a dig ificant portion of the enemies. Mine just has super low mobility.

Spark is a toss up i personally don't like them but they have their uses.

Any other class . Again is heavily dependent on your playstyle.
Rez Elwin Oct 23, 2017 @ 2:13pm 
SPARK with Blaster Launcher, hard to beat that weapon. A few of those and you can pretty much remove all cover in the last area. Also Bombard can hit anywhere on the map for guaranteed damage. SPARK weapons have shread by default they can be movable full cover and with overdrive fire up to 3 times.

Psi Op is a close second provided trained up all the way, though that takes like 2 months.

Reaper has some nice skills but I didn't feel they were that useful on the last Mission. Banish is a nice skill but they can only use it once. Once powered weapons come into play their claymore losses its usefulness a bit.

Skirmishers are alright, I am never really wowed by them however, shooting twice is nice, and their mobility can help but I always have a Sniper with Icarus Armor so that's a moot point.

Finally Templars have grown on me, they have the ability to do massive damage and have some really nice final skills, if you get a Gifted< Templar they can become a great unit, not sure I'd take on on the last mission as there are a few enemies I wouldn't want to melee on that, several explode, and no shortage of mutons.

SPARK is my choice for Final Mission. In my first WotC playthrough I actually had a full team of sparks to sub in and out because they never get tired and can be sent out when damaged.
jmsand1 Oct 23, 2017 @ 2:22pm 
Maxed-out PsiOp is awesome; their bubble of mental protection is very handy. Templar with bladestorm and high mobility is fun to have along too. The Reaper and the Skirmisher just dont have as much damage dealing or squad-useful skills as I like for the final mission. Spark is also more limited than I like to have along. My final squade now-days is 1 of each base class + a PsiOp + Templar, unless the Templar is unlucky in his skill-tree, in which case a second Specialist or second Grenadier.
talemore Oct 23, 2017 @ 2:44pm 
Psionics and specialists wins. Them can do what a Templar could had been able to do if ghost wasn't restricted to only humans.

Heal, Hack, Hit; the 3 big H's
Wintervoid Oct 23, 2017 @ 3:29pm 
Before the Ionic Ripjack Nerf, I would have gone back and forth between Skirmisher and Psi Ops. As is, Psi Ops all the way.

Spark - Maybe I haven't played the more accurate sparks enough, but I always felt that other classes bring more.

Reaper - Have their value is lost in the final mission. I don't need a scout, I know where everything is. Reaper is nice, but I want more utility then just an ability to instant kill one Avatar.

Templar - The class is fun, but when I brought one on my C/I play through, he was the one underperforming member. I wanted soldiers that could one shot something or do great AoEs repeatedly, or great utility. I didn't have Ionic Storm on him though, so maybe I am wrong here.

Skirmisher - I did like how the Skirmisher operated, he could finish off a creature and lock down another one. Not so much anymore. Still like the class, but Psi Ops just brings more.

Psi Ops - Dominate is a great force multiplier. A few AoE's (One in a line though), Stasis for Crowd Control, WAR Blaster Launcher and self healing make the class great for a long mission like the final mission.


Aranador Oct 23, 2017 @ 3:39pm 
Yah I agree that the skirmisher nerf was pretty much a nail to their coffin. Psi-Ops remain the most versatile. A good specialist is a must too. Reapers are a bit too 'one good shot' to be valuable on the final mission compared to other classes that can do their thing over and over, although I suppose advanced scouting would certainly help you in getting through to the end with minimal casualties. I luv me my jedi templar, but I might have to admit that another class might be better to bring along.

I have yet to play a spark up to higher ranks, but what I see of them I do like - a sort of heavy/specialist hybrid which, if you've been lucky along the way, might just be capable enough to shut down a sectopod, which would be a valuable contribution. Their shred and firepower would always be useful.
Last edited by Aranador; Oct 23, 2017 @ 3:40pm
Lemurian1972 Oct 23, 2017 @ 7:01pm 
Originally posted by BoydofZINJ:
In the Final Mission, if you could only bring ONE... which one would you bring - and WHY?

I am playing on Legendary Difficulty. No save scumming during missions.

Reaper vs Skirmisher vs Templar vs Psi Op vs Spark or None of them.

Personally, a strong Psi Op can be useful in the final mission with aliens and baddies all over the place - but the commander fills that role too.

Spark is nice, but seems to be easily targetted and almost impossible to repair - i did not take the repair skill.

Reaper - I LOVE my Reaper, but in the final mission i dont need a hidden assassin do i?

Templar, seems a bit lack luster.

Skirmisher, I got some lucky skills on my original Skirmisher and he seems pretty solid - but ultimately speaking he just fires twice... is that worth a slot?!

For me it's down to Reaper or Templar.

Reaper with Banish is a guaranteed 1-shot kill for one Avatar. Not to be taken lightly.

Templar is always an excellent tank that can quickly smash reinforcement pods on her own, but for as long as Void Conduit works on Avatars, I will always seriously consider them for that alone.
BoydofZINJ Oct 23, 2017 @ 9:16pm 
Thasnks for the input. Here is my problem. I started before the Skirmisher nerf and he has a level 3 bond with my best grenadier (shredder, holo, chain shot, kill zone, and Rupture makes him my go to killer... plus i have a card that enhances all my mods... so his weapon has +6 ammo, +20% chance to execute and +20% aim

While i could put the Grenadier in alone... without his buddie... the ability to have the skirmisher give him an extra turn in a critical moment is nice, the ability to use dual strike.. is impressive with a level 3 bond of my skirmisher. I can literally have, on a very critical moment have my grenadier use Rupture on the first hit and get an automatic crit plus the target takes extra damage and shredds armor and holo, then use the bond ability to have the skirmisher give my grenadier an extra turn and use chain shot (thats 2 potential hits+shredding armor and holo) then have my skirmisher use the level 3 bond ability of "dual strike" and have the target take a hit from the skirmisher and then another hit from the grenadier... each time a 20% chance to execute and auto kill the target... you can melt almost anything with that combo. Of course, most targets dont need that much firepower... but even spreading the love... thats allot of love i can give around.

However, the cool downs and some of those are one hit wonders... is it that useful to have the skirmisher follow my grenadier around. When i have a spark that has a 50% chance to overwatch every target... has shredding on all attacks... every 3 turns (i think its 3 turns) use overdrive and get 2 or 3 shots... but can not heal and can not get heals... and is in the open (but has intimidate) and can easily be killed by shots.

Reaper is my first love, but i dont see much viability in the last mission for her.

Templar, for me, is lack luster... pretty much a Ranger can do better.
Lemurian1972 Oct 24, 2017 @ 2:29am 
Originally posted by BoydofZINJ:
Templar, for me, is lack luster... pretty much a Ranger can do better.

A Ranger cannot ignore multiple attacks per turn, or freeze an Avatar in place letting everyone else pound on it without having to run around the map. Rangers are great, but the two are not interchangeable and the Templar is not a cut rate Ranger.
BoydofZINJ Oct 24, 2017 @ 3:06am 
Originally posted by Lemurian1972:
Originally posted by BoydofZINJ:
Templar, for me, is lack luster... pretty much a Ranger can do better.

A Ranger cannot ignore multiple attacks per turn, or freeze an Avatar in place letting everyone else pound on it without having to run around the map. Rangers are great, but the two are not interchangeable and the Templar is not a cut rate Ranger.


It might be my play style. I value damage over tanking in XCOM 2. If they are dead they can not shoot :) And yes, there are times i can not kill everything - thats why you have mimick beacons and full cover. It might also explain my injury roster. haha
Last edited by BoydofZINJ; Oct 24, 2017 @ 3:07am
Ygolnac Oct 24, 2017 @ 8:32am 
Originally posted by BoydofZINJ:
Originally posted by Lemurian1972:

A Ranger cannot ignore multiple attacks per turn, or freeze an Avatar in place letting everyone else pound on it without having to run around the map. Rangers are great, but the two are not interchangeable and the Templar is not a cut rate Ranger.


It might be my play style. I value damage over tanking in XCOM 2. If they are dead they can not shoot :) And yes, there are times i can not kill everything - thats why you have mimick beacons and full cover. It might also explain my injury roster. haha

If I may,, the power of the templar is Parry. You can tank one shot without dmg, and if the templar is properly positioned it will soak that one attack for sure. In my opinion Templar is an incredible powerhouse, it can clear pods alone and many of its unique psi abilities are really that good for crowd control or AoE dmg, invaluable things in the last mission.

Also the ability to switch position is really that usefull, especially in the last mission: switch position with last avatar where he is out of cover and near your reaper, then banish and mission finished. Templar really shines over everything else in ther lòast missions, but not only.

Anyway, all of them are good, an it vastly depends on your playstyle. A big thing of WotC is that there is not an unique good strategy/tactics. And all the classes are very good, it's a matter of preferences and different viable playstyles.

It's sad that many lament the templar to be weak tough. I'm sure that if anyone would be willing to get past melee allergy and deeply understands how to use it, everyone would see the potential. If it gets fortress, bladestorm and reaper you have a god in your team and you can live the sidepistol home.
Rootin' Oct 24, 2017 @ 7:49pm 
I would bring my templar.
because as we all know.
WE MUST RETAKE JERUSELEM
DEUS VULT
Gin-chan Oct 24, 2017 @ 8:31pm 
Well.....ignoring the 1 per class limit i'd bring 2 Reapers on the final mission and cheese the hell out of the avatars by killing the 1st normally and banishing the other 2 lol.

But yeah seriously definitely would bring a Reaper to the final mission even if just 1. Her usefulness to my playstyle can't be ignored XD and banish is a get out of jail free trump card that i really like.
Last edited by Gin-chan; Oct 24, 2017 @ 8:33pm
LooDz Nov 25, 2019 @ 1:50pm 
I like having a Reaper for the final room. get in before the squad, finish of all the small enemies before the open fight. (I equip them with superior laser sight, and talon rounds. you will have many opportunities to build up their Soul harvest on the way to the final room: you will have approx 95 to 105% critical hit chance on any flanked enemy)
I like psi op for the defense against mind control and the extra inspire, but if your Templar has Void Conduit, it's very useful so you don't have to chase around teleporting avatars.
krabdr Nov 26, 2019 @ 4:19am 
For me it's Psy Op or Reaper. Psy Op has a lot of utility stealing units, AoE, ranged attack, etc. Reaper has two claymores and Banish. These are pretty powerful in the final room. A well placed claymore can take help neutralize a pack of mobs or help take down an avatar. Banish gives you the final Avatar for a quick end.
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Date Posted: Oct 23, 2017 @ 1:11pm
Posts: 34