Difference between revisions of "Valkyrie (Long War)"
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== Stat Progression == | == Stat Progression == | ||
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Revision as of 15:33, 14 July 2020
MEC variant of the Infantry class
- Primary Weapon: MEC Primary Weapons
- Secondary Weapon: MEC Secondary Weapon Systems
- Class-Limited items: MEC Equipment items
Abilities
Rank | Ability | |||
---|---|---|---|---|
Specialist |
Light 'Em Up Standard shots no longer end the turn, if taken as the first action. | |||
No other bonuses. | ||||
Lance Corporal |
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. |
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. |
Flush Fire a shot that may cause non-flying enemies to run to new cover. The shot is easy to hit with (+30 aim), but does reduced damage (-50% base weapon damage), and consumes extra ammo (2 ammo). Hunkered units will not relocate. | |
No other bonuses. | +2 Will. | No other bonuses. | ||
Corporal |
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). |
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. |
Rapid Reaction
If on Overwatch, confers a bonus reaction shot (to a maximum three shots total) for every reaction shot that is a hit. | |
No other bonuses. | +2 Aim, +2 Will. | No other bonuses. | ||
Sergeant |
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. |
HEAT Ammo Your primary weapon, not including shotguns, does an additional 50% of its base weapon damage to robotic enemies after any damage reduction is assessed. |
Shredder Ammo The Shredder debuff causes any unit hit to take 40% additional damage (after DR, rounded down) from all sources. Gunners and MECs apply the Shredder debuff for the remainder of the current turn to any target struck by their primary weapon. Rocketeers get an extra rocket that is weaker than a standard rocket (60% rounded down), cannot penetrate cover, has a +50% larger blast radius, and applies the Shredder debuff to all targets struck by the rocket for the next 3 turns. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Tech Sergeant |
Sharpshooter +10 critical chance in all situations, +10 Aim against enemies in full cover. |
Opportunist
Eliminates the Aim penalty on reaction shots, and allows reaction shots to cause critical hits. |
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. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Gunnery Sergeant |
Collateral Damage Area of effect attack that destroys most cover and hits all eligible targets for 1/3rd damage. Unlike most abilities, damage increasing items and perks also only apply 1/3rd damage (note: HEAT and flak cannot be reduced below +2 damage though). This attack cannot critically hit. Shredder ammo and holo-targeting are NOT applied. |
Aggression Confers +10% critical chance per enemy in sight (max +30%). Aliens visible via squadsight are not counted for bonus. |
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%. | |
No other bonuses. | No other bonuses. | No other bonuses. | ||
Master Sergeant |
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. |
Rapid Fire Take two shots against a single target in quick succession. Each shot carries a -15 penalty to Aim. |
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. |
Stat Progression
- Note that, even without Hidden Potential turned on, there is a chance of gaining 1 extra will per level (shown in parentheses above).
Tactical Advice
Intended Role: Frontline Offensive Support
With a decent selection of both offensive and defensive perks, this versatile MEC can lock down aliens with precise overwatch or simply brute force it's way through firefights.
The Valkyrie is nearly identical to the Infantry class in terms of roles and versatility. With Light 'em up as the first ability, the Valkyrie's primary weapon is its Main Gun.
With perks such as Automated Threat Assessment, Rapid Reaction, and Opportunist the Valkyrie can excel in Overwatching enemy troops and locking down terrain during firefights. although it sacrifices defensive capabilities for this and importantly lacks Covering Fire. With a decent aim progression and it's increased damage output, by virtue of being a MEC, it handily replaces the Infantry's role as the primary Overwatcher during the late game. At Sergeant the Valkyrie can pick up HEAT Ammo, Shredder Ammo, or Lock 'n Load, adding to the squad versatility; if your squad already has Shredder Ammo, use a HEAT Valkyrie, and vice versa. Rapid Reaction allows the Overwatch build to fire up to four times per turn.
As it utilizes its main gun, due to its abilities, it's very important to keep an eye on its ammo reserve. Reloading often and giving it perks and utility items that increases its ammo capacity, ensures that it will never run dry, during a critical moment.
Sample Builds
Overwatch Specialist
LCPL: Ranger: +1 damage.
CPL: Rapid Reaction : Fire up to 3 times in OW. Core perk.
SGT: Lock N' Load : Reload as 1st action does not end turn.
TSGT: Opportunist : No Aim penalty on reaction shots. Core perk.
GSGT: Aggression: Increases crit chance (+30% max) for all shots taken.
MSGT: Vital Point Targeting : +2 damage against autopsied enemies.
This build maximizes damage dealing and number of shots per turn (up to 4). LnL allows the Valkyrie to enter OW on every turn, but can be replaced with HEAT Ammo or Shredder Ammo depending on your needs. This is a fragile build, so keep it some distance behind your main tank. High aim and defense are key for this build, so equip a Battle Computer and Tactical Sensors. If you have an available slot take a Core Armoring to avoid critical hits.
Overwatch Tank
LCPL: Automated Threat Assessment : +0.5 DR and +15 Defense until 1st OW shot is taken.
CPL: Rapid Reaction : Fire up to 3 times in OW.
SGT: HEAT Ammo or Shredder Ammo : Take your pick.
TSGT: Opportunist : No Aim penalty on reaction shots.
GSGT: Repair Servos: Self-repair.
MSGT: Absorption Fields : Core tanking perk reduces damage.
With a good balance between offensive and tanking capability, the Valkyrie can serve as your main tank while dealing significant damage with up to 4 shots per turn. The good aim progression alone make the Valkyrie a more versatile tank than the Goliath. To maximize survivability , replace Opportunist with Damage Control. Core Armoring is a must-have item for a tanky MEC that will draw enemy fire. A Battle Computer and a scope will improve the unit's killing power. As with most tank builds, try to keep its defense rating on the low side.