Difference between revisions of "Guardian (Long War)"

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m (→‎Tank / Healer: Correction and added detail for tank build)
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SGT: '''Repair Servos''' : Self-repair.
 
SGT: '''Repair Servos''' : Self-repair.
  
TSGT: '''Savior''' : Restorative Mist on steroids (+4 HP per heal).
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TSGT: '''Savior''' : Restorative Mist on steroids (+3 HP per heal).
  
 
GSGT: '''Absorption Fields''' : Extra DR.
 
GSGT: '''Absorption Fields''' : Extra DR.
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MSGT: '''Damage Control''' : +1.5 DR.
 
MSGT: '''Damage Control''' : +1.5 DR.
  
This tank build is more versatile than the pure tank build of the Goliath MECWhile it maximizes the healing capabilities of Restorative Mist, it can also overwatch with no aim penalty (Opportunist)For maximum tanking consider equipping Core Armoring (prevents critical hits and +2 HP), and Alloy Carbide Plating (+4 HP). For more versatility replace the ACP with a Battle Computer for +8 Aim/Crit/Defense bonus.  
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The Guardian tank build is much more versatile than the Goliath tank.  This "armored ambulance" can not only take a punch, but it can also heal itself and everyone around it with a healthy supply of Restorative Mist.  Put it in a MEC-5 suit and load up on RMEquip a Core Armoring and Alloy Carbide Plating to maximize tanking, and a Battle Computer for increased aim / defense.  The Guardian tank is also more proficient than the Goliath at using its primary weapon due to its +10 aim progression and the Opportunist perk.  Most of the time the unit will be hunkering down in One for All position, and either OW with ATA, or heal.
  
 
==See also==
 
==See also==

Revision as of 22:58, 13 November 2016

Guardian
Long War Main Page

MEC variant of the Medic class. Guardians are classically specialised in Restorative Mist use, and can greatly increase both its charges and effectiveness. Guardians can also specialise in improving overwatch, and also have a decent selection of defensive perks.

Primary Weapon: MEC Primary Weapons
Secondary Weapon: MEC Secondary Weapon Systems
Class-Limited items: MEC Equipment items

Abilities

Rank Ability
RANK SQUADDIE.png
Specialist
Opportunist
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits.
No other bonuses.
RANK CORPORAL.png
Lance Corporal
Field Medic
Field Medic
For soldiers, grants one free use of a medikit per mission and allows additional medikit items to be used two times per battle instead of one. Also allows Restorative Mist items to be used three times per battle instead of once.
Steadfast
Steadfast
Never panic as a result of getting wounded, allies panicking, allies getting wounded or killed, or the intimidation ability.
Ranger
Ranger
Confers +1 damage with primary weapons, rocket launchers, MEC secondary weapons and sidearms. Negates the long-range accuracy penalty with sidearms when shooting beyond 14 meters.
No other bonuses. +5 Will. No other bonuses.
RANK SERGEANT.png
Corporal
Platform Stability
Platform Stability
Shots taken before any costly actions have +10 Aim and +10% critical chance. Also grants +10 aim for purposes of reducing scatter if the soldier has not moved this turn, and increases range of Blaster Launcher (which does not scatter).
Automated Threat Assessment
Automated Threat Assessment
Confers 0.5 DR (50% chance to absorb one point of damage) at all times, and confers +15 defense when in overwatch until the unit takes an overwatch shot.
Covering Fire
Covering Fire
Allows certain reaction shots to trigger on many enemy actions, not just movement (excludes reload, overwatch, and hunker down actions).
No other bonuses. +2 Will. No other bonuses.
RANK LIEUTENANT.png
Sergeant
Packmaster
Packmaster
Limited-use small items (including those from perks) receive 1 additional use.
Repair Servos
Repair Servos
Repairs up to 50% of damage taken (max 2 per turn). Value on icon represents repairs remaining at 2 points per hp. Additional damage taken before repairs are complete reduces how much can be repaired from prior hits by 50%.
Sentinel
Sentinel
Allows two reaction shots during Overwatch, instead of only one.
No other bonuses. No other bonuses. No other bonuses.
RANK CAPTAIN.png
Tech Sergeant
Savior
Savior
Provides 2 item-free medikit charges and +4 healing bonus to medikits. Restorative Mist units restore three more health per use.
Deadeye
Deadeye
Confers +15 aim against flying targets.
Reactive Targeting Sensors
Reactive Targeting Sensors
Unit gets a free shot back at the first enemy who attacks the MEC each turn, provided there's enough ammo to do so.
No other bonuses. No other bonuses. +2 Aim, +2 Will.
RANK MAJOR.png
Gunnery Sergeant
Vital Point Targeting
Vital Point Targeting
Confers 2 bonus damage with primary guns, and +1 damage with sidearms, against humans and alien targets whose species have been autopsied.
Lock N' Load
Lock N' Load
Primary weapons receive one additional shot or burst before a reload is required, and you may reload your primary weapon as the first action of your turn without ending the turn.
Absorption Fields
Absorption Fields
Reduces most incoming damage to this unit, scaling up as damage increases. Specifically: reduces 40% of any damage taken after 2; after all other damage reduction has been applied.
No other bonuses. No other bonuses. -1 Mobility.
RANK COLONEL.png
Master Sergeant
Ready for Anything
Ready for Anything
If the unit fires without taking any other costly action, it automatically enters overwatch at the end of its turn.
Damage Control
Damage Control
When this unit takes damage, all further damage will be reduced by 1 or 2 points (1.5 DR) for the next 2 turns.
Double Tap
Double Tap
Allows a second action restricted to Standard Shot, Precision Shot, or Disabling Shot as long as the first action was a Standard Shot, Precision Shot, Disabling Shot, or Flush provided no costly actions were taken. 1 turn cooldown. (Note: Double Tap is cancelled in the following cases: (1) the first shot results in a kill, and no more enemies are visible to the unit, or (2) for gunners only, the first shot depletes the ammo.)
+2 Aim, +2 Will. No other bonuses. No other bonuses.


Stat Progression

Rank Health
/level
Health
total
Aim
/level
Aim
total
Will
/level*
Will
total*
Specialist 1 1 3 3 2(3) 2(-3)
Lance Corporal 0 1 3 6 2(3) 4(-6)
Corporal 1 2 3 9 2(3) 6(-9)
Sergeant 0 2 3 12 2(3) 8(-12)
Tech Sergeant 1 3 3 15 2(3) 10(-15)
Gunnery Sergeant 0 3 3 18 2(3) 12(-18)
Master Sergeant 1 4 3 21 2(3) 14(-21)
  • Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).

Sample Builds

Overwatch / Healer

LCPL: Field Medic: Restorative Mist x3.

CPL: Covering Fire : Reaction shot on enemy actions.

SGT: Sentinel : Two OW shots.

TSGT: Savior : Restorative Mist on steroids (+3 HP per heal).

GSGT: Lock N' Load : Reload without ending the turn.

MSGT: Ready For Anything : Automatic OW after firing as first action.

Other than the Valkyrie, the Guardian is the other MEC unit that provides great OW perks with a high Aim progression (+21 total Aim at MSGT). This build can fire up to 3 times per turn including reaction fire on enemy actions. The Guardian is a natural healer - each Restorative Mist item is tripled by Field Medic and made more effective by Savior. So, with up to 9 RMs in your bag, your supply of HP is unlikely to ever run dry, even on the longest missions. If your squad must take damage, try to spread it out, so that you can maximize the effectiveness of RM. Since the Guardian relies on its primary weapon to engage the enemy from a distance, it doesn't benefit much from any other secondary weapons. On most turns you will either fire/OW or reload/OW. On shorter missions, where you are unlikely to need 9 RMs, consider equipping a grenade launcher. Equip anything that increases aim and defense (e.g. Battle Computer, Tactical Sensors).

Tank / Healer

LCPL: Field Medic: Restorative Mist x3.

CPL: Automated Threat Assessment : +0.5 DR and +15 defense while in Overwatch.

SGT: Repair Servos : Self-repair.

TSGT: Savior : Restorative Mist on steroids (+3 HP per heal).

GSGT: Absorption Fields : Extra DR.

MSGT: Damage Control : +1.5 DR.

The Guardian tank build is much more versatile than the Goliath tank. This "armored ambulance" can not only take a punch, but it can also heal itself and everyone around it with a healthy supply of Restorative Mist. Put it in a MEC-5 suit and load up on RM. Equip a Core Armoring and Alloy Carbide Plating to maximize tanking, and a Battle Computer for increased aim / defense. The Guardian tank is also more proficient than the Goliath at using its primary weapon due to its +10 aim progression and the Opportunist perk. Most of the time the unit will be hunkering down in One for All position, and either OW with ATA, or heal.

See also

Lone Wolf (EU2012).jpg Long War: Soldiers 
Soldiers
RANK ROOKIE.png
Soldiers
CLASS ASSAULT.png
Assault
Class Infantry (Long War).png
Infantry
Class Rocketeer (Long War).png
Rocketeer
CLASS HEAVY.png
Gunner
CLASS SNIPER.png
Sniper
Class Scout (Long War).png
Scout
CLASS SUPPORT.png
Medic
Class Engineer (Long War).png
Engineer
MEC
CLASS MECH.png
MEC Troopers
Class Marauder (Long War).png
Marauder
Class Valkyrie (Long War).png
Valkyrie
Class Archer (Long War).png
Archer
Class Goliath (Long War).png
Goliath
Class Jaeger (Long War).png
Jaeger
Class Pathfinder (Long War).png
Pathfinder
Class Guardian (Long War).png
Guardian
Class Shogun (Long War).png
Shogun
Sub-classes and abilities
ABILITY LEAD BY EXAMPLE (EU2012).png
Officers
CLASS PSIONIC.png
Psionics
Gene Mods Soldier Icon (EU2012).png
Gene Mods
ABILITY SHIVCOVER.png
S.H.I.V.s