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Relatar um problema com a tradução
Priest is mostly for frenzy, panic doesnt hurt as well. then technician for healing broken limbs and turret spam. (this gets even better if the person also has the 25% more carrying capacity perk)
an all in 1 support.
Or master of robots, technician/infiltrator for turrets and spider mines.
Absolutely, Decoy is a great ability
Ehhhhh, I find that both Technician and Priest have their own thing to do and a trooper with both sets of abilities ends up needing more AP than they have. I like to pair a fighty class with either of them to get the ability to Return Fire or easier overwatch or something instead.
But it depends on self-restriction. The priest gameplay can involve many actions including mind rest turns to restore will. The tech gameplay can involve many actions when you start use turret, repair turret, take back turret to reposition turret, provide armor boost along one turn, and more.
Such topic would need its own thread.
Have personal perks dictate classes choices is hardly the best in a more global perspective, it's too rigid. But have it in mind when wondering about a second class, for sure it's a point to consider. A thread of good examples can help have in mind more choices exploiting this aspect.
The point you highlighted, pick class corresponding to a perk increasing a weapon is very general. Not many classes provide damages increase for their specialized weapons, a lot of skills are valid for a weapons mastered and those personal skills provide it. A good example is AR personal perk increasing damage and precision, in fact it suits well to a Sniper focused on high precision.
Abother example, sniperist, I don't like the -4 will and feel it a serious penalty for a sniper. So I take it only if I have another personal skill giving some + to will. But then it depends of the current class, I won"t pick second class Sniper just because I picked the Sniperist. It makes a lot of sense, but if I have already a ton of snipers I could give up.