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Shield link and field medic see most use for me, but recently i keep swaping between field medic for See you in Hell
Get a player off the ground>Shield boost them so they don't go down as quick for 30s
SYIH is mostly to give your teammates a chance to revive you as it keeps bugs off from you, even after the explosion thanks to the lingering fear effect
as for passive perks..., not much really, i tend to have resupplier on all of my dwarfs
born ready is also cool i guess
2) Field Medic
Thorns: anything that makes swarmers less awful is an instant + in my book, though I don't run it on driller, the radiance upgrades on his flamer and cryo can handle that fine
Born ready: Downright broken on some classes, a useful bonus on others, hate having to reload autocannon or platform gun (though I also don't run this on driller lol)
Strong arm: this ones more S tier on engineer than anything else but it's a great perk nonetheless, lets you light up ceilings easily and look for minerals to place plats at even if the scout isn't present or is in the previous room that way when they do show up they can just go mine the minerals instead of spamming 20+ pings on the nitra vein that you can't see and properly plat anyways because the scout isn't using his flare gun :(
Active:
Field medic: being both a passive 30% revive speed and a 1 time use instant revive makes this perk kind of a safety net, it's not super interesting but it's great for pubs where lots of players tend to go down
Heightened senses: ♥♥♥♥ grabber enemies, thats all I have to say
Iron will kinda gets a mention from me but it's a perk that gets too misused for me to really place it high here, it's like medic where it's a safety net but it's nowhere near as good since you'll probably stand back up then just get knocked away constantly by shellbacks or oppressors before going down again, at best IMO it's a good way to pick yourself back up in a crisis
it's an ok perk but too many people just waste it to pick themselves up even though someone was 50% through reviving them, and not having a passive means it's kinda just a boring pick, specially if you don't go down
2. Thorns
3. Vampire
Born Ready is essential for gunner. Field Medic for scout.
Thorns helps so much with swarmers and naedocytes that I can't live without it.
Born Ready is a massive quality of life improvement for Scout and Engie since they're constantly switching between three things that need reloading, and it's busted on Gunner with his long-ass reloads.
And Iron Will is just a good safety net. You rarely need it, but when you do, it can save the whole mission.
Honorable mentions:
Resupplier for difficult missions. Fast enough to grab in a sticky situation and basically a full-heal.
Deep Pockets on Scout. Gotta get that Nitra.
Heighten Senses is a godsend if you plan splitting up.
Field Medic: 9
(I think I'm runnin' those two on virtually every build)
Born Ready: 8 (for certain builds, very useful)
Past that, it's kinda user's choice. I've been using Sugar Fiend, Elemental Def, and the FF one... depends on the build.
2-deep pocket
3-torn
4-Steeve
Elemental Resistance is, likewise, more useful on some maps than others, but on the maps (and against bugs) that are element-heavy, it's worth considering in place of one of your standbys.