XCOM 2
Question with specialist build
Hi all,
My question is should I get restoration or capacitor discharge? Obviously restoration is much more powerful on paper, not to mention it is a unique ability, but since I'm playing on veteran I don't usually take much damage so there's not that much chance to use it. Could anyone give me some advice?
Last edited by Epithet Lost; Sep 2, 2016 @ 1:09pm
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Showing 1-15 of 38 comments
discodog Sep 2, 2016 @ 1:39pm 
Both are usefull. I tend to build up one specialist with all the healing abilities and a second with attack abilities. I then use my healing specialist on almost every mission. Restoration has saved my bacon many times. Discharge is useful but it has never saved a mission for me.
SaintKnave Sep 2, 2016 @ 2:11pm 
I also favor Restoration, for one reason alone: the final mission. I too never get hurt enough in ordinary missions to justify the ability, but the last mission is a long one. It's really nice to have the option to grant your squad a second wind.
red255 Sep 2, 2016 @ 2:34pm 
I take capacitor discharge, its basically a flashbang +damage. I use it usually to finish off a map if no better time presents itself.

For the final mission I wouldn't take a specialist.
No hacks, they are kinda dead weight.

Specialists are for hacks and skulljacking INTEL. but not very high priority for the final mission.

for the final mission I take 2 psi ops, 2 sharpshooters and either two rangers or a ranger and a grenadier.

a grenadier with rapid fire ideally give him shredder and holo. Chain shot *could* work but doesn't combo with inspire. and isn't nearly as good.
Kameh Sep 2, 2016 @ 2:44pm 
Originally posted by red255:
I take capacitor discharge, its basically a flashbang +damage. I use it usually to finish off a map if no better time presents itself.

For the final mission I wouldn't take a specialist.
No hacks, they are kinda dead weight.

Specialists are for hacks and skulljacking INTEL. but not very high priority for the final mission.

for the final mission I take 2 psi ops, 2 sharpshooters and either two rangers or a ranger and a grenadier.

a grenadier with rapid fire ideally give him shredder and holo. Chain shot *could* work but doesn't combo with inspire. and isn't nearly as good.

Uh healing? And Rapid fire is an ranger ability. Unless you want to depend on luck with AWS granting an grenadier it.
red255 Sep 2, 2016 @ 3:26pm 
Originally posted by Kameh ( EG - DC ):
Uh healing? And Rapid fire is an ranger ability. Unless you want to depend on luck with AWS granting an grenadier it.

Not really luck, just buy grenadier col until you get one. and for healing we got 2 psi ops, generally with soulfire leech and a medkit, the snipers both have a medkit. the snipers are in regular armor with bluescreen rounds everyone else is in war frames.

so I got 4 medkits for things I generally don't engage, since things are taken care of at squad sight range or with mind games.

you don't get hit. the ranger doesn't leave concealment. Your avatar unit mind controls something to scout a pod and you rain squadsight death on it. You really shouldn't need healing on this mission but 4 kits are plenty.
lwn_1978 Sep 2, 2016 @ 4:11pm 
I usually build them as two different classes really. I even color code the uniforms seperately. One medic, one hacker type.
talemore Sep 2, 2016 @ 4:47pm 
First perk:combat, last perk restoration.
First perk: medic, last perk capacitor.
Kameh Sep 2, 2016 @ 6:10pm 
So red255 plays the game on Rookie, or whatever the easiest setting is. Opinion = nothing than.
a basic bitch Sep 2, 2016 @ 7:07pm 
Originally posted by talemore:
First perk:combat, last perk restoration.
First perk: medic, last perk capacitor.

this is spot on; capacitor discharge is kind of redundant for any hacker with decent hacking ability, for most situations. restoration is a trick that can't be replicated by another ability.
red255 Sep 2, 2016 @ 7:15pm 
Originally posted by Kameh ( EG - DC ):
So red255 plays the game on Rookie, .

I play on commander ironman. Still don't get shot much. you face 9-11 enemies on a map.

3 pods of 3 with a possible fourth pod.

you kill the first pod on the ambush. hell you can take out 2 pods on the ambush later on.

leaving 1-2 pods.

IF they shoot you theres STILL no point healing because just kill those pods.

the only time you really want to heal during the campaign is crystallid poison. early on you just die. later on theres no point.

on the final map I mentioned. you just don't need it, all the time in the world. not sure your hostility.

you only need heals if you get bad activations. and you only get bad activations if you don't know how to play.
learnedhand Sep 2, 2016 @ 7:16pm 
I haven't used a healing spec'd specialist since my first campaign. Red is right, at least for the final mission. Specialists are wasted. Really, any class that only has non-regenerating abilities are not optimal. Just give medkits to the psi-ops if you must.
Last edited by learnedhand; Sep 2, 2016 @ 7:28pm
orion winterfire Sep 2, 2016 @ 7:57pm 
I'm not a fan of Healer specs on classic, but in my legend game it's very helpful.
red255 Sep 2, 2016 @ 8:33pm 
classic? I glanced at the differences between legend and commander. things build slower on the strat layer research is slower things cost more... but on the tactical layer I'm not sure why a medic would be more useful on legend?

Aside from the period where you have plasma and war frames is longer off. but wouldn't that make the grenadier class with its elerium core bombs more valuable over healers?
Last edited by red255; Sep 2, 2016 @ 8:39pm
Agent_137 Sep 2, 2016 @ 9:33pm 
Good question. I struggle with this a lot.

On my commander ironman playthrough I found capacitor discharge to be too limited by range and LOS to really pull through when I needed it, so I switched to restoration for the final mission (otherwise kitted for hacker). I didn't need it, but it made me feel better when going into the final room. On legend I'm trying hacker kit plus restoration again. We'll see.

p.s.
"...stopped using meme beacons." I generally agree offense is better than defense, but when a gatekeeper and his 3 archon buddies walk up (on legend), no amount of "playing smarter" will get you out of that with 0 injuries 100% of the time. That's what I keep the meme beacon for.
Last edited by Agent_137; Sep 2, 2016 @ 9:40pm
orion winterfire Sep 2, 2016 @ 9:48pm 
Originally posted by red255:
classic? I glanced at the differences between legend and commander. things build slower on the strat layer research is slower things cost more... but on the tactical layer I'm not sure why a medic would be more useful on legend?

Aside from the period where you have plasma and war frames is longer off. but wouldn't that make the grenadier class with its elerium core bombs more valuable over healers?
On legend, dead soldiers are more expensive to replace and harder to train up. There are also more enemies per mission.
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Date Posted: Sep 2, 2016 @ 1:09pm
Posts: 38