wip extended class guide

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    This is a guide that explains skills and play styles of the 3 classes for Pvt and 2 for Pfc (250

    experience can be earned rather quickly, so you can have that rank after one game), that will

    act as an supplementing for everthing4me's Beginner guide. Pfc actually offers 3 classes, but

    the Combat Engineer is really complex, that is why he got his own guide. Rifleman, Navy

    Corpsman, Flamethrower and Machinegunner are (hopefully

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    Base HP: 480

    Base Armour: 4

    Base Mana: 175

    Sight (Day): 1200

    Sight (Night): 1075

    Additional weapons: Colt M1911, Combat KnifeSkills: Critical Strike, Focused Fire, Saline IV, Light Weapons Training

    Special: K-9 companion for Sgt Rifleman (dog with attack capability and one item slot),

    starts with a stack of Smoke Grenades

    Skills: 3 of the rifleman's skill focus on improving his damageoutput, may it be active or

    passive, the remaining one is the self heal.

    Critical Strike

    Grants you a chance to critically hit your target. 15 % chance on all levels, damage multiplierincreases upon leveling.

    Focused Fire

    Increases your attackspeed by 20% per Level and decreasing movespeed by 12%. 10 %

    damage bonus on all levels.

    You can freely switch between the modes, there is no cooldown

    Level 1 20%

    Level 2 40%Level 3 60%

    Level 4 80%

    Level 5 100%

    Light Weapon Training

    Increases damage by 3 and reduces reload time by 0,65 seconds per Level.

    Usually you temporarily lose a bit of sight on reload, when you raise this skill to level 3, this

    effect does not occur any longer.

    Saline IV

    After a short delay, your marine regains lost health. At Level 3 open wounds will be cured.

    At Level 5 minor poisons like oxalic are cured and at Level 7 even the stronger ones can be

    neutralized. It is the only skill for the rifleman that costs mana.

    Level Health Time to Administer

    1 40 0,75 seconds

    2 55 0,75 seconds

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    3 70 0,75 seconds

    4 85 0,75 seconds

    5 100 0,75 seconds

    6 110 0,7 seconds

    7 120 0,7 seconds

    The Rifleman is one the three classes avaiable for Privates. Although it is a popular choice by

    new players, it is not really a very terrific or even useful class. It is basically a class with

    gunning capabilities, good armour,good hp and a self heal. Okay for beginners, but

    concerning Colt is unlocked at Pfc you will need to survive for quite some time in the first

    game, until you receive a weapon for personal defence. That being said a shotgun is your

    item of choice, if you can get one.

    It doesn't really matter what skills you choose, since they are not revelant for your team. Theyonly buff the rifleman.

    Recommended skillorder:

    1. Focused Fire, option to fire faster and you get the 10 % damage bonus.

    2-4. Saline IV, having the option to heal yourself can be nice to be more independent from a

    Navy Corpsman and being able to cure open wounds is an additional bonus (if you would like

    the have the other boni to you might choose to max it out).

    5-7. Light Weapon Training, for the special effect of Level 3.

    From here on it depends on you. It is better to level Critical Strike after you pick up items that

    grant you this ability for best effects (Last skill/item picked will trigger when several

    crits/Stuns occur and since Crit Skill can do more damage it is better to take it later), so if you

    have one or two of them feel free to go ahead.

    Or you can just level crit without having items that grant Crit/Stun, but don't pick them up

    afterwards leveling crit.

    The Rifleman doesn't offer any teamoriented skills and and his damage output is beaten by

    several other classes like Machinegunner or Designated Marksman. That is why he is a rare

    choice in serious games.

    Navy Corpsman

    Range: 1300

    Damagetype: Piercing

    Base Damage: 57-70

    Base HP: 415

    Base Armour: 3

    Base Mana: 295

    Sight (Day): 1300

    Sight (Night): 1150

    Additional weapons: Desert Eagle

    Skills: Critical Strike, Field Aid, Anabolic Steroids, First Aid Skills

    Special: starts with a stack of medkits

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    3 of the skills avaiable for the Navy Corpsman revolve around healing and/or supporting your

    team, Critical Strike is damage orientated.

    Critical Strike

    Level Damage Multiplier in %

    1 200

    2 375

    3 450

    4 525

    5 600

    6 650

    7 700

    Grants you a 10% chance to critically hit your target. The further you level this skill, the

    higher the damage multiplier up to a maximum of 700%

    (Rifleman and Infantry Unit Leader have 15% but their max damage multiplier is only

    450%).

    Field Aid

    This skill let you actively heal an organic unit, based on a HP/Mana ratio that can be

    improved by leveling the skill. In addition the amount of health healed by a medkit that youas Navy Corpsman use is increased by 15 per level.

    Level HP per Second Bonus HP per Medkit Use

    1 2.75 15

    2 3.25 30

    3 3.85 45

    4 4.50 60

    5 5.00 75

    6 5.50. 90

    7 6.00 105

    (It works like the Repair Skill, of the Combat Engineer/MQ-3 Predator)

    Level 3 surpasses Blood Transfusion in matter of Price/Benefit ratio.

    Anabolic Steroids

    Improves move- and attackspeed of the designated organic target. It is a good idea to boostclasses with slow attacks ( Combat Engineer, Delta Operator, Designated Marksman).

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    Boosting classes that already have a high base attackspeed will result in more overkill=waste

    of ammunition. Manacost on every Level is 30.

    Auto Cast will automatically boost nearby allied units that engage hostile units in combat

    with gunfire.

    Level Attackspeed Increase in%

    Movespeed Increase in%

    Duration inseconds

    Cooldown inseconds

    1 8 12 45 30

    2 11 15 50 25

    3 14 18 55 20

    4 17 21 60 15

    5 20 24 65 10

    First Aid Skills

    This is the most useful choice for the Navy Corpsman and should always be maxed first.

    These skills allow you to cure any possible ailment that can occur in the game.

    Level Description EffectCooldown in

    secondsManacost

    1 Antivenom Cures any poisons 6 30

    2Blood

    TransfusionHeals 150 over 15 seconds 45 45

    3Cauterize,

    Mend

    Cures open wounds, causes target to loose 15

    Hp/fractures8,10 30,30

    4Vitalssigns,

    Antibiotics

    Let you see medical status of the team, heals

    the target by 45 hp cures weak poisions

    increases resistance to ailments by 3%

    5/30 2,20

    5 Resistance

    increases HP regeneration of the NC by 2 and

    grants a 5% chance to stun a target for 0,5 sec

    and do additional 25 damage

    - -

    The Navy Corpsman is a very teamorientated class, who keeps a squad alive and kicking. She

    can cure any possible ailment that can occur in the game on your teammates (and yourself)

    with no or only small drawbacks (Cauterize) and offers various ways to regenerate health. It

    is a nice class to start with as a beginner, since it is easier to survive when you are the healer

    in the team. Most ailments have a visual effect, so watch out to see who's wounded or if they

    move unnaturally slow. In addition pay attention to the chat to see if someone demands a

    heal/cure. Later on, you can analyse the medical status of the squad easier by using Vital

    Signs. Damagewise, the Navy Corpsman deals damage similar to the Rifleman, so it isn't a

    bad shooter at all. The slightly reduced range in comparison to the former mentioned classdoes not represent a disadvantage at all, since you won't be able to fire at maximum range

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    without the help of tools, skills or items providing extended sight. You can really pump up

    damage output with a machinegun, if there is no machinegunner around the Navy Corpsman

    is a good candidate for this weapon. Desert Eagle being unlocked at Corporal means you will

    be without Sidearm for quite some games, so a shotgun is a good weapon for personal

    defence, unless you feel really more comfortable with the Grenade Launcher.

    Recommended Skill Order, based on what most experienced players choose:

    (Note: It is mandatory for every Navy Corpsman Build to level the first 3 tier's of the First

    Aid Skills, so you will be able to cure all ailments in the game)

    Level 1: First Aid Skills

    Level 2: Anabolic Steroids

    Level 3: First Aid Skills

    Level 4: Anabolic Steroids

    Level 5: First Aid Skills

    Level 6: Anabolic SteroidsLevel 7: First Aid Skills

    Level 8: Anabolic Steroids

    Level 9: First Aid Skills

    Level 10: Anabolic Steroids

    From here on it depends on your personal choice, if you want to level the other heal skill or

    increase damageoutpit via Critical Strike.

    Flamethrower

    Replay with Flamethrower: http://jk2pach.perso.sfr.fr/replay/replay_20110423015138.w3g

    Range: 550

    Damagetype: Chaos

    Base Damage: 40-50

    Base HP: 455

    Base Armour: 8

    Base Mana: 190

    Sight (Day): 1300

    Sight (Night): 1150

    Additional weapons: NoneSkills: Napalm, Burst Fire, MK-2 Fuel Transmission , Fortitudine

    Special: Immortals and Amphisbaena (parasites that can revive) are killed for good when the

    last strike is performed by a Flamethrower (it does not matter, what kind of weapon or skill

    does the last hit, it just has to come from the Flamethrower), uses Mana for shooting, is not

    bound to reload unlike other Mos.

    Napalm

    Adds damage that burns units close to the firestream, so it is especially useful versus tight

    crowds of enemies (also works against air units).

    http://jk2pach.perso.sfr.fr/replay/replay_20110423015138.w3ghttp://jk2pach.perso.sfr.fr/replay/replay_20110423015138.w3g
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    Burst Fire

    Fires a burst with a large cone with a range around 600. Mana Cost on every Level is 20,

    Cooldown time 5 seconds.

    Level Damage Fuel Cost

    1 300 15

    2 400 20

    3 500 25

    4 650 30

    5 800 35

    MK-2 Fuel Transmission

    Lowers mana used by the Flamethrower for shooting and increases its range.

    Level 3 of this skill unlocks a special skill, that can be reached via Marine Actions (Z) to

    syntesize a small number of fuel (always do as soon as the cooldown is over)

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    Fortitude

    Adds armour to all nearby organic units (including the Flamethrower). Additionally increases

    your resistance to ailments by 10% per level (stacks additive, Level 2 20% and so on).

    The Flamethrower is another very useful class and in addition very easy to get started with

    due to high Armour and outstanding close range damage capabilities. You don't have a Colt

    or a Desert Eagle, but Fire Burst offers a fair trade. It can easily neutralize crowds of creeps

    of low/medium hp. His damage type is Chaos Damage so his attack is very effective versus

    anything. Being free of reload means you will be never caught off guard at inopportune

    times. His armour aura has a fairly large radius and is always a nice backup for your team and

    yourself in case of massive rushes. Furthermore being able to kill Immortals and later on

    Amphisbaena for good is a very useful and important trait, because these type of enemies can

    be a really annoying obstacle to any defensive fire position (camp). Arclite Hecate is yourdesignated primary weapon (2 of them dropped during the first item drop phase). It offers an

    inbuild Level 3 Burst Fire without the Mana Cost and boost to damage and attackspeed. If

    you find one take it and never drop it. Since you have a superior personal defence weapon

    with Burst Fire, you can easily use a Grenade Launcher instead of a Shotgun, if you like.

    For a Flamethrower there are no skills that are absolutely "Must Have", but skills have

    different priorities during the course of the game.

    Recommended Skillorder:

    (Levels 1 to 4 are the core of almost any Flamethrower Build providing a skill to crowdcontrol early masses of weak creeps and granting access to Fuel Synthesizing)

    http://www.servimg.com/image_preview.php?i=5&u=16135901http://www.servimg.com/image_preview.php?i=4&u=16135901
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    Level 1 Burst Fire

    Level 2 MK2- Fuel Transmission

    Level 3 MK2- Fuel Transmission

    Level 4 MK2- Fuel Transmission

    (If you still feel like it would come in handy to use even less Mana on Shooting and/or havingmore Range take the remaining Levels of MK2- Fuel Transmission, otherwise you can

    directly proceed to Napalm/Fortitude)

    Level 5 MK2- Fuel Transmission

    Level 6 MK2- Fuel Transmission

    From here on it pretty much depends on you and the situation which skills further to max first

    or to alter between.

    Feel like you need more direct damage? Take some more Burst Fire Levels

    Taking to much damage from Rushes? Go Fortitude

    Need more passive damage in the front lines? Napalm

    Designated Marksman

    http://jk2pach.perso.sfr.fr/replay/replay_20110417152153.w3g (Nightmare Win Silent Hill,

    Delta, Magnificient Bastards)

    Range: 2800

    Damagetype: Piercing

    Base Damage: 229-347

    Base HP: 425

    Base Armour: 2Base Mana: 200

    Sight (Day): 1450

    Sight (Night): 1250

    Additional weapons: Colt M1911, Combat Knife

    Skills: Critical Strike, Monofilament Cartridge, Optical Scope, Muzzle Brake Compressor

    Special: Immortals are killed for good when the last strike is performed by the Designated

    Marksman (it does not matter, what kind of weapon or skill does the last hit, it just has to

    come from the Designated Marksman).

    Critical Strike

    The Marksman's Critical Strike is the only one that raises the critical hit chance, beside

    damage. Damage increase is lower than that of most other classes, but this is compensated by

    the high base damage.

    http://jk2pach.perso.sfr.fr/replay/replay_20110417152153.w3ghttp://jk2pach.perso.sfr.fr/replay/replay_20110417152153.w3g
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    Monofilament Cartridge

    This is one the most powerful spells in the entire game, when it comes to providing direct

    damage and/or disabling enemies.

    Manacost and Cooldown are fixed values ( 30 Mana, 6 Seconds). Damage, stun duration and

    range increase per on a regular basis per level (the last one is not shown in the skill

    description). The more you level this skill, the more you get for using your 30 Mana.

    Level Damage Stun Duration Range

    1 600 1 800

    2 1000 2 900

    3 1400 3 1000

    4 1800 4 1100

    5 2200 5 1200

    Optical Scope

    This skill allows you to to provide a field vision in an area of your choice with a range of

    3000. While the scope is activated, you deal more damage, but your attackspeed/movespeed

    is reduced. Additionally your normal field of vision is temporarily lowered. At level 3 the

    scope also detects invisible units and provides camouflage. This skill is useful to spot and

    neutralize targets from range, so use it on places where you know enemies will appear or at

    least expect them to be there. It is not advised to use this skill, when there is already a huge

    number of creeps nearby your position or triggered rushes spawn.

    Cooldown and Duration are set with 6 seconds, meaning you can spam scope as long as youhave enough mana. Attackspeed is always reduced by 15% when using this skill.

    Level Damage Bonus Area of Effect Movespeed Reduction Manacost

    1 40 800 50 15

    2 40 850 45 12

    3 40 900 40 10

    4 80 950 35 8

    5 80 1000 30 5

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    Muzzle Brake Compressor

    This is a passive improvement. You attract less creeps by shooting and you won't miss yourtarget (unless it has some sort of evade). Regular attackspeed/movespeed increase per Level.

    The Designated Marksman is the MOS with the highest range and base damage, but also a

    rather slow attackspeed. His purpose is primarily to kill zulus, but in a different way than a

    FT or MG. That has pro and cons. When you get rushed, you cannot simply hope that your

    gunfire will be enough to deal with the threat. This is where (Level 5) Mono comes in. This

    skill allows you to neutralize massive amounts of ground organical targets in a line. You can

    really start to shine with it on the incoming waves after boat mission triggered. Despite his

    high range a Marksman should always be at the front of the action, so he can freely use Mono

    and doesn't risk a teamkill. Camping with a Marksman is quite easy. He stands at the front

    and shoots. When too many ground zulus come to close he uses a Mono and the path is clear.Repeat on Demand. In case of emergency /air Zulus there is Colt. The other use of Mono is to

    stun bosses in conjunction with a Firemission of the Forward Observer to help him hit his

    target. With 30 Mana Mono is not that cheap to use, so ensure you make ur shots count. On

    the other hand he won't waste any ammunition and can deal medium splash damage or high

    single damage. Early on in the game you can easily oneshot weak zulus and get easy multiple

    kills with splash. Later on in the game you should try to find your critical weapons and level

    Crit afterwards. When a Critical Strike triggers, splash won't occur. If you need Crowd

    Control you still have Mono/Colt + a possible secondary weapon at your disposal, and that

    instant kill on a devourer can be quite nice. Muzzle Brake Compressor is a nice passive buff.

    Taking the first level for the no miss ability should be a no brainer, it depends on what you

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    get in the game and personal preference if you want to level this further straight away or

    choose other skills. Personally i am no big fan of Scope and i really don't know where to fit it

    into a Marksman build. When you want to level it early in the game it means you have to pass

    up on Mono, which means you have to use more Colt (and Ammo) and lack instant

    damage/stun, which can already be essential at convoy stage to possibly stun an early spottedEta. When you want to level it after Mono then you have to forgo about Crit/MBS for quite

    some time and lack passive damage improvement. Since it reduces your base vision and your

    attackspeed to gain increased damage and sight on a specific area the usefulness the purpose

    for combat is to spot targets, which did not enter normal area of sight yet. Which will be a

    very rare occurence during normal game, since you are constantly attacked by zulus for the

    major part of the game. In Lost Cause it is indeed useful to spot helicopters and rival

    Marksman early on, especially with the effects of Level 3 Scope for self protection. In case of

    camping a hill near town you can also use it to directly attack town guardians. Other than that

    Scope can help on scouting the map. Due to a bug in LC, you have to skill Scope before

    chapter change, otherwise the Mana Aura will block the Slot, which is reserved for Scope and

    you won't be able to use it. The combat knife can be used to finish single weak or heavily

    damaged zulus to save ammo. When running zick-zack you can often avoid being hit. In

    addition it is useful for moving, because ur MS is increased by 12 while you wield your

    combat knife and it can act as "safety mode" to prevent shooting on bosses that will be

    damaged by a Fire Mission or Transceiver. With field light and Sam'r you have the highest

    base vision ingame, which allows you to pick off targets before they get into range of your

    teammates. The combination of Communications Array+ Raven Sentry allows to have

    permanent vision on areas you would usually have to use sight spells like Flare or Scope on,

    to further increase this effect. Overall the Designated Marksman is a teamorientated DamageMos, which has the option of Crowd Control and High Single Target Damage. Plus it is

    incredibly useful to kill Immortals for good, since their revive ability and their 3 second

    damage nullify skill followed by that can cause serious problems to a camping squad.

    Skill Order for Damage Orientated Marksman:

    In case you have DM as MOS then choose Optical Scope beside Mono on Level 1.

    Level 1 Mono

    Level 2 Mono

    Level 3 Mono

    Level 4 Mono

    Level 5 Mono

    Level 6 Muzzle Brake Compressor (When Hades is dead /Moirae spawned and you got

    preferably Sam'r+AP you are free to skill Crit from here on if you want, otherwise i would

    level MBS and hope to get this items by the time MBS is Level 5 or earlier)

    Depending on the Situation and personal preference (for LC reasons you should insert one

    Level of Scope around this level range, in case you haven't already):

    Level 7-10 MBSLevel 11-17 Critical Strike

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    or

    Level 7-13 Critical Strike

    Level 14-17 MBS

    Remaining Levels Optical Scope