SteamWorld Heist II

SteamWorld Heist II

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Guide to Jobs: How to Use Them, and the Best Skills
由 GIRL 制作
After having beaten the game multiple times, and gotten every character to level 5 in every job, here's the culmination of my experience with the Job system. I'll go over the basics, how to use job skills, advanced uses of job skills, and a ranking of each skill overall. Your one-and-all guide to understanding Jobs, and by extension, how to make ungodly unstoppable monstrosities out of your adorable bots.
   
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Introduction to Jobs
Jobs are a new feature in Heist II that were not present in Heist I. They essentially take the passive "level-up" unlocks from the characters in Heist I, and sort them into six different playstyles - Brawler, Boomer, Engineer, Sniper, Reaper, and Flanker. Jobs are selected by changing weapon type - for example, selecting a shotgun makes your bot a Flanker.

Note: Snipers come with the unique trait that they have to reload after shooting. This can be mitigated in a few ways, but is a general rule. The first character you get uses a Sniper, so you'll get used to this mechanic fairly quickly.

Each Job comes with unique passives that can only be utilized while using that job - But more importantly, a whole slew of non-job-specific perks that can be unlocked and equipped by anyone, with any job.



You level up jobs by completing missions while using that job. Job exp is not tied to game difficulty, or even mission difficulty, so there's no need to worry about "min-maxing" job experience - just play the game and have fun, and you'll level up jobs quickly!

Raising your job level unlocks the next column of skills on the job screen. While you're using that job, these skills will all be turned on for free, with no need for cog points. When you switch to another job, you'll be given said cog points based on your levels in other jobs, which can then be spent to turn on skills from jobs you aren't currently using.

Note: You must first unlock the skills you want to equip via cogs first by training in that job, before you can use them on another job.


Unlocking a column with this icon on it grants an additional cog point. You can get cog points in other ways too, such as auxiliary items.

So, to recap; Level up a job by using its associated weapon in missions -> Unlock skills that you can use for free in that job, -> Get cogs to equip skills from jobs you've trained but aren't currently using.

Below is a list of every job skill in the game, including passive stats you gain permanently for leveling them up.
Brawler Skills
Brawler
The dedicated melee class of the game. It specializes in tanking hits, drawing attention, and occasionally charging across rooms to take out key targets hiding behind obstacles. Keep in mind, your damage output as a Brawler will be on the lower end - the key strength here is survival.

Inherent Skills:


Adrenaline: Heal 1 health when you scrap an enemy with a melee attack.
Trusty Sidearm(+): A pistol sidearm that can be used an infinite number of times, but has a cooldown. (Upgrade: +1 damage)
Brawler Toughness: Gain +1 armor (take 1 less damage from all attacks).

Level-Up Skills:

Level 1:

Hard Shell(+): Gain +1 armor for the first attack against you each turn. (Upgrade: Gain +2 armor instead of +1).

Guts: If you have more than 1 HP and would be killed by damage, survive with 1 HP (no limit to how often this can be used).

Level 2:

Payback(+): When damaged, your next attack will deal +1 damage (Upgrade: heal you for 1 HP if you scrap an enemy with a revenge attack).

Blast Shield: Explosions won't deal more than 1 damage to you unless it's a direct hit.

Level 3:

Free Sidearm: All Sidearms (including Trusty Sidearm) become Free Actions (meaning they won't end your turn).

[+1 Cog capacity]

Level 4:

Shifty: Each time you scrap an enemy, you can move again for half your normal movement range.

Level 5:

Second Wind: Scrapping an enemy heals you for 1 HP, no strings attached.

[+1 HP]
Boomer Skills
Boomer
The AoE specialist. Straight-forward, but effective. Boomers can damage and potentially scrap huge amounts of enemies at once, making them idea for missions with hordes of weak enemies. They're far from useless on most missions, however, as enemies often spawn in groups, meaning Boomers can excel at "spawn-camping" doors when alarm levels get high.

Inherent Skill:


Hidden Explosives(+): Free action. Detonate any one obstacle, damaging nearby bots (including allies) for 2 damage. 2 uses per mission. (Upgrade: +1 damage and use per mission).

Level-Up Skills:

Level 1:

Slot Machine (+): Get an extra equippable item slot. (Upgrade: Becomes a free upgrade, and automatically enabled on any character that has it unlocked).

Level 2:

Boom Boom: Removes friendly fire from grenade and rocket equippable items, and increases the explosive radius of those items by 50%.

Fortify: On the enemy turn, all cover (anything a bot can "duck" behind) will survive 1 hit that would've destroyed it with 1 health instead.

[+1 HP]

Level 3:

Mines: Once per enemy phase, any enemy that steps within [Aura 1] of you takes 3 damage.

[+1 HP]

Level 4:

Squeeze: Items with limited uses gain +1 use per mission.
Note: Squeeze doesn't affect job active skills with limited uses. Believe me, I forget sometimes.

Level 5:

Loose Cannon(+): Free action. Your next attack fires twice (Upgrade: Reduced cooldown, and Snipers will not have to reload after firing).

[+1 HP]
Engineer Skills
Engineer
This job specializes in team support and defense. Their weapon type, pistols, can usually fire more than once, and make enemies vulnerable in the process. Their skills center around buffing or healing allies, making them good to have in the middle of a group of allies. For other jobs, their skill tree offers the most Cog Capacity upgrades of any job, making it a lucrative class to train up for any bot.

Inherent Skill:


Break(+): Dealing damage to enemies Breaks them, making them take +1 damage from all sources (Upgrade: Broken enemies take +2 damage instead).

Level-Up Skills:

Level 1:

Build Cover: Free action. Twice per mission, allows you to build a blockade to take cover behind.

Greased Up(+): When opening a door, you and allies within [Aura 2] gain +2 movement for that turn (Upgrade: Also grants +1 damage to you and allies for that turn).

[+1 Cog Capacity]

Level 2:

Amped Up(+): Allies within [Aura 1] of you gain +1 damage on all attacks. If this effect activates, you also get +1 damage on your attacks as well (Upgrade: Damage boost increased to +2).

Wide Aura: Increases your Aura by 1.

[+1 Cog Capacity]

Level 3:

Maintenance Protocol: 1 use per mission. Heal yourself and allies within [Aura 1] for 4 HP.

[+1 Cog Capacity]

Level 4:

Reactivate: 2 uses per mission. Grant an ally who's already acted another action, and reloads their weapon if unloaded.

Level 5:

Feel the Burn: All your gun and melee attacks deal +1 damage and ignite enemies for 3 turns.

[+1 HP]
Sniper Skills
Sniper
Daisy, your first character in the tutorial, is a Sniper, so you should already understand a bit about how they work. Snipers need to reload after every shot (with some work-arounds), but deal the most single-target damage of any class. Naturally, you want Snipers near the back of your line, or in the center of a defensive hold, where they can safely pick off annoying targets from afar.

Inherent Skill:


Power Shot(+): Free action. Your next shot deals +1 damage (Upgrade: Next shot deals +2 damage instead of +1).

Level-Up Skills:

Level 1:

Perfect Aim: Free action. Your next shot has full aimline and greatly reduced weapon sway.

Reticle Eyes: Increased aimline and reduced weapon sway.

Level 2:

Focus(+): If you haven't moved on your current turn, your attacks deal +1 damage (Upgrade: damage boost increased to +2 damage).

Level 3:

Surgical Strike: +50% Crit Chance. Note: Crit Chance bonuses are multiplicative, not additive.

Hot Reload: If you don't move during your turn, automatically reloads your weapon when your the turn ends (Free passive, since it's only relevant for Sniper).

[+1 Cog Capacity]

Level 4:

Smoke Bomb: 1 use per mission. Turns you and allies within [Aura 1] invisible for 1 turn, making enemies ignore you, and their shots pass through you. You can still act while invisible.

Reticle Eyes (again)

Level 5:

Hunter's Mark(+): Each turn, an enemy is marked. If you scrap that enemy, you can shoot again. (Upgrade: Marked enemies take +2 damage from your attacks). Interestingly, if multiple allies have this skill equipped, multiple enemies will be marked, and the effect will work regardless of which marked enemy you scrap. Also, yes, each mark killed will give you another shot. Have fun with that knowledge.

[+1 HP]
Reaper Skills
Reaper
Oh, jeez. What can be said about Reaper? In my opinion, it's probably one of the best classes in the game, but it's a tough call between Flanker and Sniper. I'll get into more detail down below, where I'll rank every equippable job skill, but for now, know that Reaper is incredibly powerful. Top-class DPS, and the ability to continue killing after scrapping enemies, and a skill that instantly deletes an enemy of your choice? What more do you want?

Inherent Skills:


Kill Shot: Once per turn, after scrapping an enemy directly (aka, not counting stuff like falling explosives, etc), you can shoot again.
Close to Death -1 HP. A pitiful attempt to balance the horror that is Reaper.

Level-Up Skills:

Level 1:

Warcry(+): Free action. Buff you and allies within [Aura 1] with +1 damage for the rest of the turn (Upgrade: Damage buff increased to +2). Note: Allies don't need to stay near you to keep the buff, they just need to be near when you apply it.

Crit Damage: +1 damage on critical hits.

Level 2:

Rage(+): If you've lost at least 3 health, your attacks deal +1 damage (Upgrade: Gain an additional +1 damage for every subsequent 3 health lost).

Level 3:

Momentum: Scrapping an enemy grants you +1 movement into your next turn, stacking up to +3 movement. Lose all stacks if you fail to kill an enemy during your turn.

Crit Damage (again)

Level 4:

Harvest: 2 uses per mission. Free action. For 1 turn, every time you scrap an enemy directly, you get to attack again. It's Reaper's inherent skill, but can keep going as long as you keep getting kills. Yes, it's as silly and busted as it sounds.

Level 5:

Grim Reaper: Kill any grounded, non-boss enemy instantly, and teleport to their position. Has a long cooldown.

[+1 HP]
Flanker Skills
Flanker
My personal favorite class for just how fun it is. Flanker specializes in having really, really high movement, being able to attack even after "sprinting" (ending your move on a blue movement range zone), and being able to pick up a bunch of loot at once (then moving again after doing that). This is THE job for quickly looting a map after clearing enemies out, or picking off enemies too hard to reach for your Sniper(s). Flankers generally act as "scouts," not really sticking with the team unless absolutely necessary.

Inherent Skills:


Wheel 'N Deal(+): Free action. That turn, allows you to attack after sprinting and grants +1 damage with your main weapon's attacks (Upgrade: Damage boost increased to +3 damage).
Cash Flow: Can pick up loot from [Aura 1] tiles away, and pick up multiple loot items at once.
Flanker Speed: +1 movement.

Level-Up Skills:

Level 1:

Backbiter(+): Shooting enemies from behind deals +1 damage to them (Upgrade: Shooting enemies from behind also ignores their Armor). Note: You don't necessarily have to be standing behind an enemy to trigger this skill - if you ricochet a shot into their back while standing in front of them, Backbiter will still trigger.

Nimble Feet: +1 movement.

Level 2:

Cool: Reduces ALL cooldowns by 1 (including equippable items).

Sidestep(+): Free action. Teleport to a space within [Aura 3] (Upgrade: Faster cooldown, and can teleport to a space within [Aura 4]).

Level 3:

Payroll: When collecting loot, gain another action point. Once per turn. Cannot have more than 2 actions (meaning that you can't attack twice per turn. There is a weird exception to this rule if you're running Shifty; if you use Shifty's move to walk onto loot after having attacked, you can attack again. Don't tell anyone).

[+1 Cog Capacity]

Level 4:

Light Step: Negates all harmful floor effects for you.

Nimble Feet (again).

Level 5:

Penetrator: Free action. For one turn, your shots penetrate enemies with no limit. Note: Doesn't work on Boomer weapons or grenades/rockets!

[+1 HP]
Skill Tier List - Must-Haves
With every job and skill explained to you, it's time to drop some non-objective knowledge on you, in the form of this tier list. I have a concerning amount of hours on this game, probably more than most players, so I hope this list rings true for most of you. It certainly does for me.

P.S. I will be referring to skills as their + (upgraded) versions here, and assuming you have a good number of cogs to spare. This tier list won't necessarily be useful early-game, but will become more and more relevant as you progress.


Frankly, you're losing a huge tactical advantage you could've otherwise had, if you don't take these. Hard Shell+ and Payback+ make for possibly the most powerful synergy in the game, and it only costs you 4 cogs to take both (2 if you're Daisy, because what is balance).

The Hard Shell+/Revenge+ Combo
Hard Shell+ makes it so you almost never take more than 1 damage per turn, if you're even remotely good at keeping your bot behind cover. Then, on your turn, you get a kill with a Revenge+ boosted attack, healing that 1 HP back. Did I mention? Revenge+'s healing effect works with AoE damage. That's right - you can take 1 damage, trigger Revenge+, then shoot a grenade at a crowd of enemies and get more health back than you lost.

This combination alone almost completely negates the need to bring healing items/skills to a mission, outside of boss fights where you may go multiple turns without the opportunity to scrap anything.

Light Step, Second Wind, Payroll, and FtB
All of these are just obviously very good. For just 2 cogs each, you get:
- Complete immunity to annoying floor hazards, which start appearing after you get past what is essentially the tutorial chapter, and only get worse from there.
- Free 1 HP heal on kill, any kill, no matter how you got it. Arguably a direct upgrade to Payback+, though I consider them sidegrades, since you'll only ever need to heal once you've already been damaged, and at that point the +1 damage is a nice bonus. Take both, and enjoy never dying to anything ever.
- Extra movement and attacks for just picking up loot, which you're already doing anyways. I love Payroll's design, because it turns an otherwise mundane "thing" into a tactical tool, that you can choose to save for later or use in the moment based on the situation.
- More damage. And you can burn everything with AoE attacks. Works with Penetrator, too.
Skill Tier List - Extremely Useful

You'll almost always want these skills somewhere in your party. Just not on every class, like I could argue for the skills in the tier above. Not every build/character necessarily benefits from these skills, but every build that does benefit from them, benefits immensely.

Grim Reaper and Harvest? Whuuuhh? Are you dumb??
You may be surprised to see Grim Reaper and Harvest here. Grim Reaper is here because it has an insanely long (10 turn) cooldown, and is really more of a mobility tool than an offensive killing tool. A 10-turn cooldown warp is still quite good, but it's not always useful, like those in the tier above are. Harvest is only - and I repeat, only down here because it doesn't perform very well on Flanker and Engineer, and is practically useless on Brawler. On the classes that like Harvest, it is undeniably top-tier. It just isn't a "must-have" on every character.

The Shifty-Payroll Combo
Shifty is here because it synergizes very well with Payroll, and even outside of that, is free movement. The only reason it's not any higher is because at 3 cogs, it's kind of a hard sell. Payroll already gives you a lot of free movement, and in my experiences there's not many times I've attacked an enemy and went, "Damn, I wish I had Shifty to let me move 2-3 tiles somewhere else." You should ideally be attacking from a safe place already, or making sure there's no threats left in your vicinity after you attack.

Cool, Loose Cannon, and Hunter's Mark
I don't really think I need to explain these, they're just generally very good. Cool is borderline "must-have" tier, but some builds may just not have enough active abilities to justify it. It works best when you have 2-3 equippable weapons, but you won't always want that. Loose Cannon and Hunter's Mark are essentially extra DPS, but again, the job may not call for them (example: Brawler can't make great use of Hunter's Mark. I mean, they can use it, but you might want to put those points elsewhere, like in Cool or Momentum, for more consistent benefits).

War Cry, Smoke Screen, and "Aura Bots"
An "Aura Bot" as I'm dubbing it, is a character fully built with as much Aura (and skills that require it) as possible. Judy and Tristan make great Aura Bots, since their personal skills already benefit from buffs to Aura. As you can imagine, Aura Bots can greatly buff their team in tons of ways, using things like - well, these two skills, but also - Repair items (especially Rejuv. Field), the Sentinel Generator (utility item), Maintenance Protocol, Greased Up, and even Mines.

These two skills are obviously great on Aura Bots, but they're also just good to have on almost anyone. The only reason they're not "must-haves" is because you only technically need 1 bot to apply buffs like these to your whole team, you just need good positioning.
Skill Tier List - Very Useful

Skills in this tier are plain good, and I wouldn't say you're wasting any cogs for speccing into any of them. They're only here because they're not the skills above them. You'll still want at least a few of these somewhere in your team composition.

Surgical Strike, and how Crit works
Unlike Heist I, where you just never crit on a body shot, and always crit on a headshot, in Heist II, you have a % chance to crit on headshots, and actually can have a chance to crit on bodyshots if you're using explosive or melee weapons. That % chance is the multiplicative value of all your crit % bonuses, and Surgical Strike just straight up gives you 50%. Whether your build uses crit or not, it's not bad to take - on a character with no crit chance, that's an immediate +50% buff, and on a character who wants to crit a lot, it's a noticeable step closer towards 100%.

I'd say this is almost a must-have on Snipers, who want to crit all the time, and really good on everyone else. If you feel your Brawler isn't doing enough damage, and you'd want them to do more, this is one of the few ways to increase their DPS as well.

Squeeze
Arguably, I should've put this in the Niche Use tier, or put Boom Boom up here with Squeeze, because they synergize really well. The idea behind both is to stock your bot up with usable items like Grenades and Medkits, then get extra use out of them with Squeeze.

Still, Squeeze works on all utility items, whereas Boom Boom only works with rocket and grenade items. It's also really good on Aura Bots who use items like Rejuv. Field and Sentinel Generator.

Back Biter+ and Penetrator
I considered putting Back Biter+ higher because it's essentially just free damage, and ignoring Armor is kind of huge against some tankier enemies, but in practice you just don't get to use it as much as you'd like. It really only shines on Snipers, Flankers (who get it for free anyways), and sometimes Reapers (I'd take it on Reaper, btw). Everyone else, don't bother.

Penetrator similarly looks really strong on paper, and can be very potent in the right scenario, but is hard to make the best use out of. Due to the verticality of most room layouts, and the abundance of obstacles, it's hard to make clear shots through multiple enemies. Still, it can be extremely potent on Snipers, for reasons that are hopefully self-evident.

Guts and Mines
Guts and Mines are really good, because they each only cost 1 cog, making them appealing options when you have 1 cog left, and don't know where to put it. Guts is health insurance and be used again and again as long as you heal back just 1 HP, and Mines negate those stupid bone rattlers and Navy swordsman once per turn, saving you from having to move out of their way to shoot something.
Skill Tier List - Useful

We're entering the waters of mediocrity now. By no means are these skills bad, per se, but if you still have cogs left and haven't spent them all on the choices in the above tiers, you might wanna do that instead (unless you have a specific build in mind... or just wanna have fun. Hey, I'm not a cop).

Amped Up is kind of a sleeper skill and I maybe should've put it higher
Okay so immediately I'm looking at this, and I'm like, "Hm, maybe Amped up deserves better." It's pretty good. With the right positioning, it's almost a free +2 damage to your whole squad, and really shines on boss maps where you're all more-or-less in the same place the entire mission.

Still, it takes 3 cogs, which is a lot, and you don't need it on everyone. Save it for Aura Bots or Reapers if you think they'll stay near someone the entire mission. That 3 cog cost really just nags me I guess. It feels like such a 2-cog skill. You definitely notice it when it's working, though, so try it out on 1 or 2 bots and see how much mileage you get.

I'll also just mention Wide Aura while I'm here too, I guess, since it synergizes with Amped Up. Again, the reason it's here is because it's best used on Aura Bots, but still, at just 1 cog, you can really slap it on anyone so long as there's something in their kit that uses Aura.

Reactivate is pretty cool but not game-breaking
Yeah, you'd think a refresher skill would be really powerful in a setting like this, but in my experience, I haven't used it much. There's two main things holding it back - The first is that it only refreshes one action point. So, whoever you're refreshing can either move, or attack, but not both, which leaves it feeling a bit underwhelming. Secondly, you're often better off using another of your own actions than refreshing someone else.

You can probably imagine cases where Reactivate shines, though, and I won't deny it has potential. If your Reaper's Harvest ability is on cooldown and they need to clear a room out, you can have them kill 2 enemies, then Reactivate them to kill another 2, which is usually more action economic.

Not bad by any means, but after using my cogs on most of the skills above, I often find it hard to justify spending 2 more on a skill I might not even need to use every mission.

Momentum, Maintenance Protocol, Sidestep+, and Free Sidearm+
They're ok. Worth noting though, that you typically want to move in groups, and wait before opening doors, so Momentum's movement boost can easily be wasted. Maintenance Protocol is only good on Aura Bots (who tend to double as healers in my playthroughs).

Sidestep actually has a niche, but cool use - you can use it to get behind "big" enemies (like the bone berserkers, or navy riot guards), which can actually be pretty game changing if one of them happens to be in a really annoying spot that's preventing you from progressing.

Free Sidearm+ is meh, if you like using sidearms, that's fine, but typically your primary weapon is better than a Sidearm. Brawler is really the only one who always benefits from it, but they already get the skill for free.

The stat-stick passives
If it wasn't clear earlier, you actually have to pay cogs for these skills. 1 cog each gives you either +1 crit or +1 movement, and you can get 2 of them if you want. It's actually kind of nice, like, you get to invest however much you want into the extra crit or movement. If they had been "+2 crit" and "+2 move" for 2 cogs each, I might've actually rated them even lower. As-is, they're perfectly acceptable stat-sticks that make for great filler for when you're almost done assigning cogs, and have just 1 or 2 spare cogs left over. You can't go wrong with either.
Skill Tier List - Not Very Useful :(

I'd recommend against most of these options unless you have a very specific build that requires them, or don't care about "optimizing" anything (games are to have fun with, primarily).

Greased Up (i messed up, sorry)
Starting with the best skill on this tier, which arguably could be in the "Useful" tier, Greased Up is an Aura skill that grants movement. So, it's good on Aura Bots. Thing is, you rarely need the added movement.

Typically, how entering a room goes is: Open door, see enemy locations, take position behind cover (or send Brawler/Flanker to pick off someone in the back, neither of which are desperate for movement points), have firefight. The +1 damage is nice I guess, but once you have enough skills unlocked, you'll usually be killing anything you set your eyes on in 1 hit anyways.

Thinking about it, Greased Up is actually a pretty good early-game skill, because you lack tons of movement buffs in the early-game. Scratch it, I guess, Greased Up is at least Useful tier. I don't know why I put it so low. It's good, especially early on, since it even unlocks at level 1. If it unlocked at level 4 or 5, I'd probably keep my opinion that it's kind of bad.

I promise the other ones kind of suck though

Fortified, Focused+, and Reticle Eyes (another stat-stick you can take 2 of) are pretty bad. You rarely stay behind cover long enough for Fortified to matter, you rarely stay still long enough for Focused+ to show any results, and Reticle Eyes... lol. Reticle Eyes. If you have 1 or 2 cogs left to spend on a stat-stick, get more crit or movement speed. If you actually care about aim, you're a Sniper, and you have them for free.

I do have one positive thing to say for Fortified, I guess, and that is that hiding behind an ice block (you know, the things that spawn skeletons/totems when broken) can save them from being opened by enemy fire, which can be nice when it happens. If it happens.
Skill Tier List - Niche Use

Keep in mind, this tier isn't "even worse than Not Very Useful," it's sort of it's own tier. The stuff here is practically useless on most bots, but can serve an important purpose on specific characters/builds.

Boom Boom is only for Wesley, change my mind
Boom Boom is a cool skill, and allows for one of the most cathartic things you can do in this game to happen (getting the 'Mini Nuke' utility weapon and throwing it in the middle of a room with Boom Boom equipped).

That said, the only character who really makes use out of this... is Wesley. His passive trait lets him use grenades as free actions (the nuke counts as a grenade btw), so a skill that buffs grenades naturally benefits him more than anyone else.

Set Wesley up with the Box of Grenades (a utility item that gives you infinite grenades, on a cooldown), an explosive of your choice, the Cooler Unit (utility that reduces all cooldowns by 1), and the Cool skill from the Flanker tree. Watch as he can now use a grenade every other turn, with each one capable of clearing a small room, and he can do it without spending any action points.

Build Cover is for Snipers, not Engineers
Build Cover is a pretty low-tier skill in my opinion, unless you're a Sniper, then it's pretty good actually. Combine it with Fortified, and now you can build yourself a cozy camping spot anywhere on the map. It's especially an easy choice to make on Daisy, who's naturally a Sniper, but who also gets the (stupidly broken) passive that reduces all Cog costs by 1, making Build Cover a 1-cost skill.

I should mention it now, because I haven't mentioned it anywhere, but I think one of the best builds you can do in this game is the Harvest Sniper. With enough damage boosts, Perfect Aim, and enough patience to find juuuuust the right angles, you can essentially clear out entire MAPS from just one spot.

Blast Shield enables not-suicide bombing enemies which is pretty funny
Believe it or not, you can actually hurt yourself quite a lot with rocket launchers aimed right next to your feet. Shocking, really, but thankfully there's Blast Shield. This skill lets Boomers run into rooms, get in the middle of a crowd of enemies, then essentially blow themselves up for no real danger to themselves. The best part about blowing yourself up in this game - it triggers Revenge+ before damaging enemies, meaning you'll get the +1 damage and healing effects of it too.

Is this at all practical? Should you just shoot them from afar instead of up close? Well, I'm not going to tell you, it's time for you to practice those critical thinking skills for this one.
Skill Tier List - It's Free, and also Perfect Aim

I hope you weren't expecting me to write anything longer than 2 sentences for these skills. They're literally free (well, after getting Slot Machine's upgrade, anyways) and one of them doesn't even do anything if you're not a Sniper.

I kind of made this tier as a joke, but then I matured and grew as a person and realized saying, "just aim better" wasn't really funny, but we're stuck with this now. Seriously though, Perfect Aim is a literal waste of cogs on everyone, there's no scenario where you'd want this outside of Sniper, who comes with it already installed. What would you even do with it? Perfect-aim a Boomer rocket? Perfect-aim your SMG shots? Lol.

Hey, I guess if you're having a really hard time knocking hats off of the enemies for your hat collection, go for it. I'm sure Perfect Aim Chrono Blaster Reaper is actually top-tier in the competitive hat-collecting scene.

Full tier-list:
D a i s y


i want to introduce you to something frightening

maybe even a little bit scary

that is... Daisy. and her passive Studious

I'm not sure what the devs were thinking, but it turns out when you reduce the cost of every job skill across the board by 1 (unfortunately, or perhaps fortunately for us, 1-cost skills are not made free), terrible things happen. Daisy happens.

I want you to try something. If you've come this far, and you yourself are studious, and want to learn all the horrible knowledge I have learned, read on.

Step 1: Get your Daisy to max level in every job. It'd recommend completing the game before this, because there's a gem gear (you know, those things you get at the bars for completing every mission in the area) right before the end that gives you +100% job exp gain. Load her up with Experience Badges if the process is still too slow.

Step 2: Try a build like this (She'll be a Sniper, btw):
Brawler tree: Hard Shell+, Payback+, and Second Wind
Boomer tree: Loose Cannon (and Mines, if you want)
Engineer tree: Feel the Burn
Reaper tree: Warcry, Crit Damage (both, if you can afford it), Harvest, Grim Reaper
Flanker tree: Backbiter+, Cool, Payroll, Light Step, Penetrator

I think you can afford all this with just a +2 Cog Chain. Use the +4 or +6 Cog Chains for even more unethical results. I don't care. besides the Cog Chain give her 2 damage-boosting items like Critical Rounds, Precision Goggles, or T-1000 Titanium Casings.

For your weapon, use The Matchstick. Just trust me.

Step 3: Go to any level that has a huge room with lots of enemies in it. The missions What a Steal, School of Sharp Shots, The Roasters, Hall of the Infinite King, and of course - The Kraken - come to mind. There are probably more.

Step 4: Make sure her allies can boost her damage further. Use an Aura Bot with War Cry and Amped Up to give her even more

Step 5. enter.

Step 6 activate all and i mean ALL of your free action skills and use Grim Reaper if you want to get into a better spot to kill KILL kill kill kill make sure Harvest/Penetrator is active

step 7shoot something shoot anything just hit an enemy watch the stupid bullet fly all over the ♥♥♥♥♥♥♥ room obliterating literally everything in existence shoot your gun shoot you gun and watch them fall before you. nothing shall survive nothing can stand against your wrath

nothing can stand

against

d a i s y

hope you have fun. your enemies won't.
15 条留言
Dnedri 10 月 30 日 上午 9:01 
"Boom Boom is only for Wesley, change my mind" Not always. I really like it on Beacon & other bots alike, so you can have a splash attack each other turn on top of having your primary. It's a very strong combo for a rather weak item.
| Also cool thing that i've discovered on my max diff. playthrough is the Payback does work on the fixed damaging actions (hidden explosives, Judy's skill) but it doesn't wear off.
| Also Shifty is really good with sidearms and/or Poe.
Adeon Hawkwood 3 月 25 日 上午 10:13 
I disagree with your assessment on Perfect Aim. While it is a bit niche I think it's actually quite useful on both Engineers and Brawlers. Unlike the other classes their pistols and sidearms have a decent range and don't have to worry about spread (with the exception of a couple of rare pistols). Perfect Aim lets them take advantage of this to pull of the sort of trick shots that are normally the domain of snipers. Additionally it applies to all shots made on a turn so if you give them a sidearm utility item then you can potentially take multiple shots this way.

I'm not saying that it's top tier but I think it has a solid niche usage that you're neglecting.
JourneyMap 3 月 22 日 下午 10:01 
I didn't think too much of engineer until I realized that damage buffs affect every single shot.

Tri-Blaster gets two shots, so that's the one with the most melting potential. Build a character with every damage boost, activate rage+, two sidearms (or harvest, but I didn't have that in my run) and melt the final boss with a 100-damage turn.

Also, Tristan Brawler. That's pretty funny.
Stormer 2 月 12 日 上午 3:05 
I can say with 100% certainty you are wrong about harvest being bad on engineer since I just nuked the end boss on elite with it
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3425951091

Also reapers cooldown decreases on kill so you can use it fairly often if playing aggressively
pavlodeshko92 2 月 2 日 下午 12:58 
you're soooo wrong about Perfect Aim. For Boomer with arching projectile launcher (full damage in the blast area) it's a must. Yes, it shows both where the grenade lands and the blast circuit as well as eliminate sway
Instinct of destruction 1 月 15 日 上午 8:49 
the game is cool, but there is no one to discuss it with.
played last time in November
Instinct of destruction 1 月 15 日 上午 8:48 
Light Step - on elite difficulty, maybe I'm wrong, there is no damage from freezing when stepping on the cold, but on lower difficulties there is. I played a long time ago, so I can be wrong. I just used the skill only for fun "1 hero against 2 elite bosses".
Instinct of destruction 1 月 15 日 上午 8:46 
also this skill (Sidestep) does not reset the sniper's bonus damage when he is not moving
Instinct of destruction 1 月 15 日 上午 8:45 
Sidestep(+): it can be improved by increasing the aura area and it can be done every turn (or every 2 turns) (due to the item "refrigerator" and the scout skill "freeze"). for a sniper it is a gift.