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
Just adds the extra channel.
Very powerful stuff.
-a debuff that goes with the channel
-a BUFF that also goes with the channel if the unit using it has a psionic buff ability, like a psi heal, or guidance, or what have you. works even if it is a seconary weapon item that gives you the psi buff ability, like that pyramid that heals everyone for 20. all those psi buffs get added to the heal.
btw, that brings up how you can dominate with syndicate.
1. build armies of four indoctrinated and 2 overseers.
2. once the armies are prime rank, the indoctrinated gain a point of range (8).
3. load your overseers with psi buffing mods (and give them the mod that allows them to buff all indentured at once). these will apply whenever they use their normal buffing abilities on the indentured, and give them some seriously good buffs. don't bother with offensive mods on your overseers, only focus on psi buffing mods channeled through their abilities. the bio channel mod that changes psi damage to poison damage... if used as a buff instead gives your units 5 extra resistance to bio damage and status effects. very handy when facing zerg xeno.
4. load your indoctrinated with the best electrical mods (stun, branching, etc)
5. win the game.
seriously, when fully buffed, indentured have 18 electrical attack at 8 range, overwatch, and you can make them act twice with each overseer, as well as buff them with extra shields, +15 health, and 20% extra evasion. for a t1/t2 combo, it's hugely strong. usually I could hold cities against invasions of t3/t4 mobs with just 2 prime ranked fully modded indentured and 1 fully modded overseer plus the standard militia.
if you haven't tried it, do. it's a solid 3 unit team for any stack, and relatively cheap. I used those plus 2 heroes plus 1 random elite unit as my primary stacks for all the syndicate missions. never had any problems clearing anything. never lost a unit even.