Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Tips:
- All combat depends on high initiative scores. The higher your initiative and the less initiative your talents consume, the more actions you can take per round. initiative is SO important that you need to dismiss any combat crew with low initiative. Seriously. Everyone does this. I personally have all crew use the weapon with the absolute lowest initiative in their class. No sniper rifles. Reduces cost on all those costs 1.5x or 2x weapon initiative talents. 10 int weapons also mean you never take int Penalty. Winning initiative also allows you to remove buffs before they attack....
- Xeno win with buffs and lose without buffs. When you remove their buffs, #1 they waste a turn re-applying the buff instead of attacking you, #2 they lose the buff. Bounty Hunter's lvl 5 Unfaltering Ire removes the first two enemy's buffs 100% of the time, no dodge. It de-buffs xeno accuracy and damage by -25%. All in a level 5 talent that costs like 10 to use. Hunters also have a +20% Dmg/Acc/Piercing talent at lvl 1.
NO MATTER WHAT REMOVING XENO BUFFS IS PRIORITY 1. (in my opinion)
- Second priority, you need to resist or remove the xeno de-buffs on your team immediately. Most combat classes has a lvl 5 or 8 remove debuff talent and a resist de-buff talent. Swordsman has a remove de-buffs from front 2 ranks talent. Bodyguard has a lvl 5 Honor Guard block ability that removes de-buffs from teammates in any position.
- Just as important are the Resist Debuff % talents. Each combat class should self-apply their resist de-buff talent as their 1st action every time. Medic's Lifeline 'big'' heal has a 50% de-buff resistance and a +2 Imitative buff.
Military Officer has the most OP talent: Tactical Edge at _LEVEL ONE_ gives+4 initiative +20% Damage and +10% Armor and cost 6 initiative to use. Every medic needs 1 level in MilOfficer.
So now you have a script for every xeno combat.
1st thing all medics do is put Lifeline on everyone to resist de-buffs+2 Int. 1st thing all combat classes do is self-apply their resist debuff ability. 1st thing Bounty Hunter does is apply Unfaltering Ire over-and-over to remove xeno buffs, accuracy, and damage in the first two ranks. No exceptions. Simple to follow.
2nd thing all medics do is cast the level 1 military officer's Tactical Edge for the +4 imitative +Dmg/Accuracy on everyone. 2nd the Body Guard does is put Honor Guard on people. 2nd thing all combats do is self-apply their +2 Int talent.
All this happens before you take your first attack on the xeno.
Last points:
- Combat classes have high evasion against melee. Unless you're a combat medic, or leveling to your specialist class level 5 abilities, put all your levels into your primary combat class for evasion alone (plus the accuracy is nice). Blade skills also evade melee so my first two ranks are always swordsmen + this specialist class.
- Xeno have armor so high that it your damage per attack is so much lower than them that you can't get in a 'gun fight' damage race without buffs. So bleed abilities bypass this, debuff armor/deflection helps, and high armor penetration attacks are key.
- 4 high-level xeno have too many actions to get ahead of them. You need to debuff and burst damage a single xeno--usually rank 2 where your team's melee and gun attacks overlap. Until the first xeno goes down, you're gradually losing the action economy and can't recover. So you can't relax until you're fighting 3 xeno.
- Gear: Get bonuses until you're 125-ish HP, then all into initiative. Xeno-level dice pools are large enough that the thing that kills you will be an armor penetrating attack, so deflection then soak then initiative on armor. Dodge/parry has very limited impact at high levels with Xeno.
- Personal line-up: I'll call out what I consider the minimum mandatory levels to get the mandatory talents to even look at xeno: 4th position: Bounty Hunter lvl5 - Exo-Scout lvl1 combo. 3rd pos. Pimary healer: 99% points in combat medic with lvl 1 mil officer(I don't like pistol-based damage dealing vs. xeno due to their armor soaking most of it, so no points invested in pistols here). 2nd position is the buffer with military officer lvl1 + medic lvl 11 lifeline + swordsmen or similar for tanking. 1st rank is your rockstar damage dealer so do whatever. For Quality of Life but not essential I do body guard lvl 5 at a minimum, lvl 8 for a nice counter attack that has lots of nice buffs. For me I like lvl 15 blade-dancer here for the Thousand Cut Dance that applies bleed and an armor de-buff to _ALL_4_ENEMY_ in one attack. Without the armor de-buff on the xeno, everyone else's attacks are weaker so combat takes longer. Also has 2 nice self-buffs including a +4 Int buff.
This is just preference and other people's viewpoints are viable or better or counter to all of this...
Swordsman/Zealot/xxx
Swordsman/Zealot/yyy
Soldier/B.Hunter/Xeno Hunter or Exo Scout
Medic/Doctor/M.Officer
Put the most levels into the job classes I listed first. xxx/yyy can be like W.Commando, Assassin, B.Dancer, BGuard, whatever. Key abilities are like Sharp Counter, Balanced Blade, Strength of Steel, Unstoppable Fury, Unfaltering Ire, etc.
Basically, you want to boost your own parry/defense and defbuff the enemy's aim, etc. Put the two blades users up front because they have high parry + defense. If you have the L11 story snubber (Bahamut) you probably want to use that on the Soldier.
I shall be terse here.
0. The strongest combat crew is Captain + 3 officers, with 11-12 combat jobs.
You may also need to upgrade to a 5-officer ship.
1. Blades, Blades, Rifle, Healer. Xeno ground crews are always 3 blades 1 ranged.
Those blades will slaughter your front-row shooters. You must parry them, or they'll wipe you. Then you also need a healer, which leaves only 1 slot for a rifle.
2. Stats. Fighting Captain needs A.Attributes and 30 30 30, else why bother.
Fighting officers want 23+ Init and Fortitude. Recruit many and keep only the champions.
3. Heavy armor. Everybody must rely on soaking damage. By stacking armor, gear, and buffs, you can soak >90% damage, which nerfs xeno hits from 120 down to single digits. That's how you stay alive and win the damage and healing races.
4. Talents. Always take your self-heal. When choosing a 3-combat-job officer, always pick a 3-job combo that has at least 1 self-heal. Un-debuff you. Unbuff them. Push/pull them around. Push/pull friendlies to fix position. Move-and-act to fix positioning.
5. Your rifle guy can be a Xeno Hunter for Irid-Laced Resolve, which is the single best On-Init talent in the game when you're hunting xeno. You probably can't fit 2 Xeno Hunters into one combat crew.
I actually do enjoy having 2-3 Xeno Hunter bridge staff who never fight, solely for their extra copies of Blooded Lure, Macabre Harvest, and later on, Here Be Monsters. They're just another kind of mission specialist. A smuggler playthrough would have Smugglers in those seats, a spy playthrough would have extra Spies, a xeno-farming playthrough has Xeno Hunters, etc. If you're chasing the xeno unlocks, this is almost mandatory. (But also do all of the above, because the point of generating extra xeno fights is to win them all and bank the loot.)
6. Gear from a Contact. You don't get that from A5.
~~~~~~~~
(a) Alas, simply passing enough time to reach L20+ does not, by itself, get you ahead of any power curve. The curve rises equally fast. Enemy xenos will be roughly the same level as you, with equally strong talents.
This is why we emphasize stats, team composition, talent choice, and so on.
(b) A5 is good enough. You're correct that C5-C7 from contacts is not clearly superior.
We generally prefer to swap out the Weapons Locker, because we're also hunting xeno ships in space, and we need +1 small module for more defense.
(c) Briefly: Too many shooters, not enough parry. Xeno always have 3 blades, and they'll chop you down like you're naked. Learn to love ye basic Swordsman, and open with Strength of Steel for the whopping +60% Parry buff, even if you're not yet injured.
~~~~~~~~
In a nutshell, you haven't prepared your combat crew specifically to hunt xeno. Your combat crew is pretty good for being done seat-of-the-pants and on-the-fly, but xenos are deliberately scaled to beat that kind of team.
Try the xeno unlocks
I'm sure my crewmates will be overjoyed to hear that I've gotten the best possible advice when I deliberately lead them into fighting a bunch of xeno. Again.
- a single point in Blade will allow you to dual wield a knife in your second hand, which instantly gives you +6 parry i.e. +6 strong defense dice against melee. This is massive! And why everyone is telling you to go melee at the front. You can also abuse this to turn any pistol user into a front line tank by investing one or a couple of levels in a melee class. A good one is Body Guard, since it also adds pistol, and Tactics which are needed for defense, but a level 5 swordsman with Strength of Steel also looks amazing (see below).
- While you need melee for defense, you will RARELY land a melee blow on the Xeno (never if you don't debuff them), their parry is too high. Your melee fighters need to be built to tank, not deal damage. I was struggling for a long time with the Swordsman since most of his skills require you to land hits to proc. Then I realised the only reason people skill Swordsman is to get access to the ludicrously OP level 5 talent "Strength of Steel" :D So just level Swordsman to 5 to get this talent and forget the rest. You can apply this logic to a lot of classes. Which segways nicely into...
- Easiest way to beat Xeno: Bounty Hunter level 5 with "Unfaltering Ire". If you struggle just start here. Once you understand the fight a bit more, you won't have to rely on this "crutch" too much!
I've been trying 2 Snipers against Xenos on Brutal and have had some success, I won the last fight without access to a debuff! but my two frontline fighters fell and the doc died :/ But it's kinda working, I'm sure with access to a debuff I can wipe them. You can eliminate one xeno on round one easy with 2 sniper rifles. Just make sure they also carry nades if they end up on row 1 and consider giving one of them a retreat talent. This is what I'm aiming for now:
| ExoScout++ | ExoScout15/XenoHunter++/Soldier5 | Assassin++/pistoleer8/spy2 | bodyguard++/combatmedic8/swordsman5 |
Soldier is for the retreat talent,although I also carry nades. The Assassin/spy2 combo is well-known and is based on stacking Stealth defenses (look it up if you are intrigued) and Pistoleer 8 is to get the Pistol debuff skill "Terrifying Accuracy". CombatMedic8 to access the superior heal, Swords5 for the OP talent mentioned above, and the rest in bodyguard.
Anyway, have a plan! Or just use Bounty Hunter 5... :D
If you are going 2 blade users always have 1 job as a Wing Commando on your front 2 blade guys. You want Knife Works. +25% Melee Accuracy, +25% Melee Damage, +10% Critical, +20% Parry for 3 Turns
Plus Swordsman Rash Courage +30% Melee Accuracy, +30% Melee Damage, +10% Armor Piercing, -10% Armor for 4 Turns
Plus a Wing Commando's 2 main attack talents hit with +10% melee accuracy by default.
I would also drop Blade Dancer on the other front 2 guys. Feint is +50% melee accuracy.
swordsman/zealot/blade dancer
swordsman/zealot/wing commando
Plus all of those jobs have attacks that debuff enemy parry, armor and initiative. You can drop -11 init on an enemy. That will probably end their turn and put them into negative for next turn. Making them combat ineffective.
I haven't played since increase level cap. But I routinely slay Jyeeta previous max level 40 while my combat team was level 15-17 on Impossible. It is totally possible to buff to hit them and buff so you dont take much damage. My 4th Position never fires. And my 3rd position mostly drops Unfaltering Ire or Suppressing fire.
So that means my 2 blade users are dealing all the damage.
But there are plenty of ways to create a combat squad. I just wanted to point out it is totally possible to make you blade guys deal a ton of damage