Dude, I just want to give you some love. This game is awesome and unfortunately, I feel like a lot of content for it is bad. Your guides are exceptional and they've improved my play tremendously. Thank you and keep up the great work.
This guide is especially helpful for me cause you do a good job at explaining how the different skills and passives interact between each class in ways I wasn’t even aware of, especially the Beserkers armor shred ability applying to other weapons. Thank you
Normally, I'd just thumbs up a comment and move on, but since they're all so old... Love the long form tutorial style videos dude, your chaosgatr videos brought me in, but the phoenix point ones are what keep me coming back. There isn't nearly enough quality content for this game. Yours is some of the best. Thanks!
I know you did these guides a while ago but I only just got the game for PS5 (since they finally stopped patching it) and I have CONSUMED all your guides in rapid succession I know some of the details will be a little out of date, because patches, but they have been invaluable for a newbie to learn the game Thank you, sir 🙏
My thoughts on best combinations. Assault/Technician: MEDIC Assault/Infiltrator: Shotgun stealth one shots basically everything from behind. Heavy/Berserker: Play DOOM music in background. Heavy/Assault: DOOM music Sniper/Infiltrator: Yep Heavy/Priest: Tanky Priest, jet jump in for a multi mind melt. Basically aoe for life.
Thank you, I'm glad you liked it. It was long, but I thought it was important to go over each of the skills that the different classes have first before talking about how to try to combine them. There are a lot of new people coming into PP, especially on consoles, who don't necessarily know everything each class can do. It added to the video length by a lot, but I think it turned out well.
@@JericsGamescape I just noticed that it came out on consoles, that's good to hear. The game is in an excellent state right now, I have played it over the years as it evolved and I'm glad to see it's still improving. Your guide was great for me as I'm bottlenecked by RNG on my current legend campaign by lack of access to Synedrion, so it was nice to sit here and contemplate builds to navigate my stunted progression. If you ever plan on updating this multiclass guide I'd add that a very important aspect to the priest is the type of mutated head they have. For example, a Synod can hang back as the anchor of your base of fire and be a priest/sniper, while a screaming or judgement head can grow into a powerfully mobile priest/assault.
Tech works as a sub simply because you can forgo your turn to let loose two bursts from the true turret so long as you got a tech to toss it for you. It lets you hold a good spot that isn't good that turn. Swapping your pistol for an smg can be nice.
Sniper/Tech is probably my favorite combo, just a sniper with a kickass laser pdw instead of a pistol. And robo arms and turrets to provide even more support for your team.
Hey man, thank you for this video! Your whole Phoenix Point series is really well made and convinced me to buy the game for my ps5 even though I was on the fence before. Keep up the good work!
Thanks for video. Playing the game for a while, and always interested in new ideas. PS: PDW translates to Personal Defence Weapon. A NATO program from the 70-th.
Personal defense weapon - Good to know. I suppose Point Defense Weapon sort of implies that it's mounted on a vehicle or structure or something, huh? Thanks! I appreciate the info!
Heavy tech worked great. Key was that he is SUPPORT for the true tech. You go with heavy armor and shoulder weapon (Lazer best, but you start with rockets) to use 1 point, your heavy weapon (mine wag GL) FOR 3, and remote the turret for 2 (or twice for 4). This guy controls well placed turrets from the tech, OR jumps up to goot vantage points and throws his OWN turret for the tech to control. The teamwork between the two is the key. Turn 1 can either be a jump and toss followed by it shooting immediately twice via the tech... or the tech moves and throws and fires with your heavytech firing two MORE times if the enemy is closer. Just getting remote to control turrets is extremely powerful.
My 4 favorite builds are: Assault/Berserker, Priest/Technician, Sniper/Infiltrator and Heavy/Mutoid, with that I can cover all abilities without repeating classes, and I find those combinations the most effective, at least for my playstile.
IMO Synod-headed Techpriest is the ultimate support unit with tons of utility - stick a step behind your frontline and project auras for armor, morale, willpower regen, delete any worms launched by Chirons with mind crush, panic/MC anything that survives crossfire, heal/repair your buddies when neccessary and throw turrets for close fire support + your assaults can pump him full of AP for repeated healing/remote control. Also neural torsos can accept attachments like robotic arms or the Heavy's various shoulder cannons.
Excellent! Very lucky timing, then, I guess. Just remember, what's in this video is just my thoughts. Try different things out for yourself, you could easily find niches or synergies that I've missed. Experiment and have fun!
1:03:40 that one is good, but there is a way to do one better with the Heavy/Assault Grenade Burst. See, later in the tech tree there's a light grenade launcher. Single shot, same damage as the basic Odin grenade, ammo doesn't stack, BUT it only costs 1 AP to fire. Which with Boom Blast goes to *zero.* Then, you're only limited by your reload AP. Which with Assault *ALSO* goes to zero. I actually built a trooper around this one. Now I just have to get him on a squad with a vehicle so I can stock ITS inventory, that my boom-assault can pull from for free, with reloads as well. Costly? YES. Effective? Debatable. Satisfying?? *You bet your sweet ass it is!!*
I love Heavizerkers. It has such good synergy, especially if you use explosives. Shredding 200 armor from a scylla with a single grenade is pretty useful, and adrenaline rush allows you to spam rage burst which is just hilarious to watch.
Fun idea, but unfortunately you can't activate rage burst after you use Adrenaline Rush. Rage Burst costs 5WP and Adrenaline Rush doesn't allow you to spend any more will points after you activate it. But the heavy and the berserker are still a good combination. Armor Break with a grenade launcher is really good, and if you're looking at a melee class, the two combine really well for both good damage and high durability at close range. The only sort-of downside is you don't get any kind of speed boost unless you take damage, so it may be a little tricky to get engaged in melee and still be able to get the first hit in, but heavy armor + Close Quarters Evade + Ignore Pain should let you survive the first hits and get your attack in next turn unless you run into a group. War Cry can help mitigate some of that damage too by reducing their AP, allowing you to position one turn and then attack the next.
Great series of info. One thing you didn't mention for a combo of the infiltrator-heavy. Sneak attack with rage burst on a scylla using a Jericho MG cannon. What to see it go down fast, especially if you can do surpriise attack, and have your sniper paint the target also. Even if you don't kill it with that attack, you've pretty much stripped its armor as well.
Good tip. I'm on the fence about Rage Burst because it's mostly only useful against Scyllas and it costs a lot of skill points to pick up. Of course, if you need it, then I guess the SP are points well spent, but it's still a pretty niche need. In most other situations, you just burn up a lot of ammo and don't really hit much, so I think it's pretty limited compared to most of the other level 7 skills. If you like it, definitely take it, but I seem to get along OK without it in my games.
You can use mind crush though walls and at level 7 the infiltrator get 50% added damage so you do 150 damage. That 50% is added to all attacks, so even a heavy/infiltrator with boom blast and the Echo Head(2 hits with same damage as 3 grenades, but more gets past armor) and that can farm up some will points with Inspire.
in case nobody's brought it up, PDW in the context of small arms is *Personal* Defense Weapon, a subclass of firearms specializing in magazine size, ease of use, automatic fire, and overcoming light to medium body armor; principle examples in the real world are the FN P90 and the MP7.
@@JericsGamescape sorry to pile on, then! I scrolled a couple pages down and didn't see it brought up so I kinda... felt compelled? In all seriousness though these guides are really great for getting a basic grip on this stuff and getting a refresher or centralized knowledgebase on subjects, thanks for taking all this time to compile it!
late to the party here but one minor point about the tech/assualt is having your medic carry an assualt rifle, which I don't think was mentioned. I guess it should already be obvious but just thought I'd add it fwiw
22:35 I don't know what Phoenix Point calls them, since I am doing some research before starting the game, but in real life PDW stands for Personal Defense Weapon. Just a small grievance of mine, otherwise I'm fully invested into this guide and appreciate the work you put in to help Phoenix Point noobs like me who want more of the Xcom experience without playing Xcom all the time. 😂
Technician/priest is OP as you use the judgement head and a tech or priest, with both will point adding perks. The reason is high will points for electric reinforcement, remote control, and instill frenzy. You use an assault/technician and instill frenzy. The assault/technician dashes in and remote deploys turrets. The technician/priest then uses remote control. The Scorcher AT does 60 x 8 = 480 damage per 2 AP 2WP, so from a safe location you get an additional 960 max damage, so a turret can do a max of 1,440 damage in a turn. You want speed and carry weight perks on the assault/technician and Neural Torso works with the VVA-2 Arms adding 100% carry weight. Next turn you can get a max 2,400 damage out of a turret with the 2 of them, making them OP as they can also heal.
PDW are great - best damage per AP outside the best shotguns and they outrange those. You may need to shred armour first - fine on a big monster but a pain on Pure /Forsaken. I love the self defence perk on Heavies or Priests to give access to a good low AP weapon. In fact my reason to MC priests is to get better proficiencies though perks are cheaper. I think with MC you can be simply adding some of the abilities of one class to enhance another or you can be creating some sort of hybrid monster using the L7 talents. Assaults feature prominently in either case as the mobility and utility they provide is always good and Clear the Area is the last super OP level 7 ability (with a nod to Adrenaline Rush)
Yeah, I've warmed up to PDWs. They're pretty nice weapons. Heavies always benefit from 1AP attack options, and yeah, when you start looking at Rapid Clearance, you can really start chaining kills together if you're careful about it.
Assault/Heavy is a good combo, plus if we have the body part of the machines, the one that are like stealth, plus rocket legs, you get to dash in quick or jump, the body makes melees cost one point and has an increased melee, meaning q lot of kills in one turn with one soldier
You mentioned using another classes armour - anyone can use any armour without penalty, there's just a chance to fumble with jet jump if you're not proficient.
32:22 also, unfortunately, for anyone reading, no you can't Onslaught your heavy and overstack their AP to jump and shoot in the same turn. You have to Onslaught them *after* the jump, which means you have to be either jumping to where an assault already is, or you're jumping somewhere that isn't that far from where they started to begin with. There's edge cases with this, but not a go-to strategy.
Hey, thanks a lot for the video! Also, a heads-up, the 1:17:28 Assault/Berserker timestamp is wrong, it should be 1:07:28, this way not only does this timestamp point to the wrong spot in the video, but also the two following timestamps are not added correctly into the timeline of the video because they're "earlier" than 1:17:28 and thus skipped.
I really enjoy your videos, but I do have a couple of critiques on this one. 1: I'm know some mechanics work differently on PC, I'm a console pleb; and I've found that remote turrets, like spider drones don't act independently (AI controlled) unless there isn't an active Technician/Infiltrator on the map. 2: One of the Zerker combos you mentioned, while stated as mediocre, relied on using Remote Control after activating Adrenaline Rush, which can't happen cos in requires Will Points. Aside from that I loved the vid; I got some interesting new build ideas; keep up the great work.
My only critique would be video lengths for tips and playthroughs need to be shortened. If u can find a way to get the info to us within 45min - 50 mins that would be fantastic! Hope to see u reach 100 subs by end of the year
Infiltrator is always nice sub... can surrender 2 action and some will to dump 3 remote bombs. Got an "oh crap" button handy. In fact... if nothing sounds good, toss this on there.
Yeah, you could do that, but I don't know how productive it is. Depends on what you're shooting at, I guess. Also, something I've learned that I didn't know about when I made this video is you take a 50% accuracy penalty when you activate Adrenaline Rush. It's not documented in the description or anything, but it's there. it's definitely going to increase the chances that you're going to miss those shots.
All of my soldiers have Heavy as one of the two classes. The War Cry ability is mandatory. You also get rage burst and jump jet armor with mounted weapons, and boomblast for the the ancient-tech grenade launcher. For all my builds except for heavy/sniper and heavy/assault, i prefer them to also have the sniperest perk. For Heavy/Assault, I prefer them to have the shotgun perk as well as dame perk. Goes great with the Shardgun. I only use rage burst against large targets like Scylla when i'm next to them. You hit 4-5 times that way. My squads consist of: 4 man squad = Hvy/Priest with sniperest perk (with Synod hear for 2 WP to all within 8 tiles) Also packs a rebuke. Hvy/Tech with sniperest. Also packs a rebuke. Hvy/Assault with Shardgun, shiled and neurazer Hvy/Sniper. Mainly because it's hard to get hvy's with sniperest. Also packs a rebuke. 8 man squads I add: Another hvy/priest, hvy/assault, hvy/sniper, and a Hvy/Infiltrator.
I'm a big believer in War Cry as a crowd control mechanism too. Great ability, though I don't take it to quite the extreme you do. I do see where you're coming from though. Having the heavy armor, jump jets, and mounted weapons on all of your soldiers would make for a tough team.
@@JericsGamescape Yeah, ensures you have unlimited war cry's and can hit a few mobs at the same time in different areas. War cry also renders Chirons completely helpless. The PURE are also very vulnerable to it which really helps in the early game.
For me it sometimes depends on their talents. Like if I get a sniper who also has Thief, I'll usually hold off multiclassing until I get the Infiltrator. But it's not totally necessary to wait. Assault/Sniper and Heavy/Sniper are both really strong combinations, and Assault/Heavy can be OK too.
It doesn't because the turret is its own entity. When you activate control turret, it basically just gives the turret a free shot, but you still have to select the turret itself to take that shot, which basically means you're giving the turret another "turn" to do something - the technician just enables the shot, it's the turret itself that is actually doing the shooting, so the technician's skills don't apply.
if you have a sniper that has the 3 aux skills as x y z and a heavy with the aux skills exactly the same, so that part of the build is identical. would these 2 soldiers be different all at if the sniper multi to heavy and the heavy multi to sniper?
The Biochemist talent gives your soldier virus damage, if they're lucky enough to get it. You also don't have to be proficient with virus weapons to use them, you just take an accuracy penalty if you aren't. Against Scylla's and other large enemies it's not the worst
@@JericsGamescape ya, i was just curious as i got a priest virus riffle early from a kill drop, that i reverse engineered, so my guys dident have that great of aim. also, i was hoping to use this gun with a biochemist heh.
I know I'm a bit late to the party. But you know those random abilities that your soldiers got sometimes sniperist or close combat specialist. Let's say I get an assault with the random ability of snipeist I won't that soldier I will not turn into a sniper for multi-class I'll give him another class like heavy or technician or berserk or something like that that way that soldiers able to equip three or four different type of wepons so they can be effective in different situations. I have a heavy that is muticlassed with assault and the three rondom abilities are sniperist close combat specialist and bombadier. He uses the new Jericho mini gun for his heavy weapon a disciples anu shotgun for close combat the lazer sniper rifle and the mounted missile luncher. Idk why but when I shoot a sniper rifle with a heavy his mounted weapon also pop out his armor like he just shot a rocket.
Yeah, for sure you want to play to an individual soldier's strengths. The video was just sort of about what's generally good together and maybe what isn't quite as good, (though I'm not saying I'm even right about all of that - this is all just the World According to Jeric). There are way too many combinations to go over in a video when you start adding in all the different talents soldiers can get :)
@@JericsGamescape this video was definitely very informative I never even thought about using the assault to reload other soldiers weapons for zero action points then until I saw this vid.
Ok, but the individual's abilities kinda pick what they are. You're whining about which weapon to use when many recruits come with abilities to be proficient in a weapon not in either class.
It seems you are not aware of how powerfull turrets are. You will rethink the technican! Technican/Infiltrator is also fun. Scout, deploy turret, repeat.
Yea I think berserkers need a buff. They are a bit underwhelming. More so as enemies than pp soldiers. Anu priests are scary but assaults and berserkers are kinda meh. Basically you gun them down before they get to do anything. Id probably give iconoclast +6 range and nergal's wrath +4 range and maybe tweak the accuracy modifiers on berserker armor and mutations to make them more threatening at range. I think Id also change the pp shotgun while Im at it to deal +5 damage and have -2 range, so that the iconoclast would be more of a side grade than just a direct upgrade.
I can even think some lore for these changes. Mercy shotgun was developed to counter arthrons. Phoenix Point scientists took the old shotgun models but increased to size of the pellets for maximum penetration while sacrificing some effective range. Anu's iconoclast on the other hand was pretty much modeled after old world shotguns with very little changes and retaining the similar effective range. (as shotguns really have quite a long range)
The Berserker has a lot of abilities that make other classes REALLY good, but standing on its own it has some issues. it's supposed to be a really good melee fighter, but its abilities don't really help it in that regard. Most of the berserker's abilities are more centered around it being able to tank damage. It doesn't really get any help with actually outputting damage until it gets Blood Lust at level 5, and even then, the problem with Blood Lust is you have to take damage before it does you any good. And with the light armor that the Berserker is supposed to use, the line between "damaged enough to be useful" and just straight-up dead is pretty thin. Mutations help this somewhat, and at level 7 with Adrenaline Rush plus the armored head mutation (which keeps the berserker from being dazed), the berserker finally comes into its own and can do what it was intended. But having to wait until level 7 to really become effective, (as a single classed soldier), is something that is pretty uniquely unenviable to the Berserker class. Most other classes start really shining around level 3 or so. Its abilities coupled with other classes can really become pure gold, though. Armor Break isn't limited to just melee attacks, it's any attack, (including grenades). It's not as useful in melee because you can't aim your melee attacks, but you put armor break on a grenade attack, and it's shredding all kinds of armor, or on a sniper rifle, you can pretty much choose which body part you want to shred armor from. Ignore pain is an excellent ability, as is Adrenaline Rush if you're prepared to deal with the daze afterword, for any soldier using any kind of ranged attacks. Cross-classing Berserkers is almost required, but they bring a lot to the table in that respect.
I just used the command console to give myself a soldier of each different class. There are a couple of hoops you have to jump through to enable command console on the PC - I'll let you google how to do that for yourself. If you're on Play Station or XBox, I don't know if there even is a command console available.
The Kaos weapons are pretty good, yeah. The shotgun is great - tons of damage with the accuracy of an assault rifle? Yes please! Just make sure you have a backup weapon!
@@JericsGamescape I think the heavy weapons are weak, except the handy grenade launcher or attachments to the armor. The cannons have a 3 ap cost and are highly inaccurate. The only time I use them is against very large targets after the armor is worn down some. And even then, you can do up to 800+ damage with 2 full shotgun hits. I think heavy cannons need to be rebalanced, they are just not flexible enough, too heavy, and the shock value is not that great of a bonus, you are looking to kill enemies outright asap. Maybe I am missing something? Let me know, I am still newish to the game.
@@JericsGamescape That penalty is the only reason I have not tried sniper/berserker yet, I may anyway, but only use AR when the enemies are medium range or closer. But I think you are correct, the assault/sniper is better for sure. You put out some great content by the way, no disrespect intended. Thanks for the entertaining and helpful vids......
Dude, I just want to give you some love. This game is awesome and unfortunately, I feel like a lot of content for it is bad. Your guides are exceptional and they've improved my play tremendously. Thank you and keep up the great work.
Thank you, I really appreciate that. I'm glad you're getting some good stuff out of these videos!
@@JericsGamescape i second Kyle
Thank you, you guys are great!
This guide is especially helpful for me cause you do a good job at explaining how the different skills and passives interact between each class in ways I wasn’t even aware of, especially the Beserkers armor shred ability applying to other weapons. Thank you
@@JericsGamescape yeah, a lot of videos on this game suck ass but you make most of the few good ones. Keep on rocking white boy
Normally, I'd just thumbs up a comment and move on, but since they're all so old...
Love the long form tutorial style videos dude, your chaosgatr videos brought me in, but the phoenix point ones are what keep me coming back. There isn't nearly enough quality content for this game. Yours is some of the best. Thanks!
Thank you so much! Really glad you're enjoying them!
I know you did these guides a while ago but I only just got the game for PS5 (since they finally stopped patching it) and I have CONSUMED all your guides in rapid succession
I know some of the details will be a little out of date, because patches, but they have been invaluable for a newbie to learn the game
Thank you, sir 🙏
Just wanted to say thanks, there are a lot of mechanics and it can be a bit overwhelming, you've really helped..
Glad you found it helpful!
My thoughts on best combinations.
Assault/Technician: MEDIC
Assault/Infiltrator: Shotgun stealth one shots basically everything from behind.
Heavy/Berserker: Play DOOM music in background.
Heavy/Assault: DOOM music
Sniper/Infiltrator: Yep
Heavy/Priest: Tanky Priest, jet jump in for a multi mind melt. Basically aoe for life.
Just decided to skim this, and it's pretty solid. Appreciate the amount of work that went into this.
Really good guide. You explain things without going on tangents, it's a long video but the length is justified. Thanks.
Thank you, I'm glad you liked it. It was long, but I thought it was important to go over each of the skills that the different classes have first before talking about how to try to combine them. There are a lot of new people coming into PP, especially on consoles, who don't necessarily know everything each class can do. It added to the video length by a lot, but I think it turned out well.
@@JericsGamescape I just noticed that it came out on consoles, that's good to hear. The game is in an excellent state right now, I have played it over the years as it evolved and I'm glad to see it's still improving.
Your guide was great for me as I'm bottlenecked by RNG on my current legend campaign by lack of access to Synedrion, so it was nice to sit here and contemplate builds to navigate my stunted progression.
If you ever plan on updating this multiclass guide I'd add that a very important aspect to the priest is the type of mutated head they have. For example, a Synod can hang back as the anchor of your base of fire and be a priest/sniper, while a screaming or judgement head can grow into a powerfully mobile priest/assault.
Thanks for a serious in depth coverage on aspects of PP. 👍🏻
My pleasure, man. Glad it was helpful!
somebody needs to organize this vid, Really helpful but finding what we need is too hard
Edit : Thanks for Adding Timestamps
Done! I've added chapters to the video description and the video progress bar should be showing them as well.
@@JericsGamescape thank you
Tech works as a sub simply because you can forgo your turn to let loose two bursts from the true turret so long as you got a tech to toss it for you. It lets you hold a good spot that isn't good that turn.
Swapping your pistol for an smg can be nice.
Sniper/Tech is probably my favorite combo, just a sniper with a kickass laser pdw instead of a pistol. And robo arms and turrets to provide even more support for your team.
Hey man, thank you for this video! Your whole Phoenix Point series is really well made and convinced me to buy the game for my ps5 even though I was on the fence before. Keep up the good work!
Thank you very much, I appreciate the compliment. Glad you're enjoying the videos!
Thanks for uploading this!
Thanks for video. Playing the game for a while, and always interested in new ideas.
PS: PDW translates to Personal Defence Weapon. A NATO program from the 70-th.
Personal defense weapon - Good to know. I suppose Point Defense Weapon sort of implies that it's mounted on a vehicle or structure or something, huh? Thanks! I appreciate the info!
Ha! I was just sitting here trying to guess and that’s what I guessed. Thanks !
Heavy tech worked great. Key was that he is SUPPORT for the true tech. You go with heavy armor and shoulder weapon (Lazer best, but you start with rockets) to use 1 point, your heavy weapon (mine wag GL) FOR 3, and remote the turret for 2 (or twice for 4).
This guy controls well placed turrets from the tech, OR jumps up to goot vantage points and throws his OWN turret for the tech to control.
The teamwork between the two is the key. Turn 1 can either be a jump and toss followed by it shooting immediately twice via the tech... or the tech moves and throws and fires with your heavytech firing two MORE times if the enemy is closer.
Just getting remote to control turrets is extremely powerful.
Dude, thank you (for the whole playlist)!!
maaaaan , that is a lot of hard work. Thanks for the lecture . I managed to pick up on few new things . Cannot wait to try them out on some bad crabs
Glad you found it useful!
My 4 favorite builds are: Assault/Berserker, Priest/Technician, Sniper/Infiltrator and Heavy/Mutoid, with that I can cover all abilities without repeating classes, and I find those combinations the most effective, at least for my playstile.
IMO Synod-headed Techpriest is the ultimate support unit with tons of utility - stick a step behind your frontline and project auras for armor, morale, willpower regen, delete any worms launched by Chirons with mind crush, panic/MC anything that survives crossfire, heal/repair your buddies when neccessary and throw turrets for close fire support + your assaults can pump him full of AP for repeated healing/remote control. Also neural torsos can accept attachments like robotic arms or the Heavy's various shoulder cannons.
Sounds like a really strong support soldier!
Comprehensive! Thank you.
Perfect timing on this video. I'm literally at the point in my game where I need to start doing this.
Excellent! Very lucky timing, then, I guess. Just remember, what's in this video is just my thoughts. Try different things out for yourself, you could easily find niches or synergies that I've missed. Experiment and have fun!
1:03:40 that one is good, but there is a way to do one better with the Heavy/Assault Grenade Burst. See, later in the tech tree there's a light grenade launcher. Single shot, same damage as the basic Odin grenade, ammo doesn't stack, BUT it only costs 1 AP to fire. Which with Boom Blast goes to *zero.* Then, you're only limited by your reload AP. Which with Assault *ALSO* goes to zero. I actually built a trooper around this one. Now I just have to get him on a squad with a vehicle so I can stock ITS inventory, that my boom-assault can pull from for free, with reloads as well. Costly? YES. Effective? Debatable. Satisfying?? *You bet your sweet ass it is!!*
thats whats i was looking for, thanks
You're welcome. Glad you found it helpful!
I love Heavizerkers. It has such good synergy, especially if you use explosives.
Shredding 200 armor from a scylla with a single grenade is pretty useful, and adrenaline rush allows you to spam rage burst which is just hilarious to watch.
Fun idea, but unfortunately you can't activate rage burst after you use Adrenaline Rush. Rage Burst costs 5WP and Adrenaline Rush doesn't allow you to spend any more will points after you activate it. But the heavy and the berserker are still a good combination. Armor Break with a grenade launcher is really good, and if you're looking at a melee class, the two combine really well for both good damage and high durability at close range. The only sort-of downside is you don't get any kind of speed boost unless you take damage, so it may be a little tricky to get engaged in melee and still be able to get the first hit in, but heavy armor + Close Quarters Evade + Ignore Pain should let you survive the first hits and get your attack in next turn unless you run into a group. War Cry can help mitigate some of that damage too by reducing their AP, allowing you to position one turn and then attack the next.
Great series of info. One thing you didn't mention for a combo of the infiltrator-heavy. Sneak attack with rage burst on a scylla using a Jericho MG cannon. What to see it go down fast, especially if you can do surpriise attack, and have your sniper paint the target also. Even if you don't kill it with that attack, you've pretty much stripped its armor as well.
Good tip. I'm on the fence about Rage Burst because it's mostly only useful against Scyllas and it costs a lot of skill points to pick up. Of course, if you need it, then I guess the SP are points well spent, but it's still a pretty niche need. In most other situations, you just burn up a lot of ammo and don't really hit much, so I think it's pretty limited compared to most of the other level 7 skills. If you like it, definitely take it, but I seem to get along OK without it in my games.
You can use mind crush though walls and at level 7 the infiltrator get 50% added damage so you do 150 damage.
That 50% is added to all attacks, so even a heavy/infiltrator with boom blast and the Echo Head(2 hits with same damage as 3 grenades, but more gets past armor) and that can farm up some will points with Inspire.
Pdw means personal defense weapon. The P90 in real life would be a great example. Amazing video btw
Thanks just got into it on Xbox and there are not a lot of guides on UA-cam 👍👍👍
Glad I could help, and good luck in your own game!
in case nobody's brought it up, PDW in the context of small arms is *Personal* Defense Weapon, a subclass of firearms specializing in magazine size, ease of use, automatic fire, and overcoming light to medium body armor; principle examples in the real world are the FN P90 and the MP7.
Yes, I've been corrected on that many times :) You're right, I said the wrong thing in the video.
@@JericsGamescape sorry to pile on, then! I scrolled a couple pages down and didn't see it brought up so I kinda... felt compelled? In all seriousness though these guides are really great for getting a basic grip on this stuff and getting a refresher or centralized knowledgebase on subjects, thanks for taking all this time to compile it!
@@ProjectXa3-1 It's no worries, man, mistakes should be corrected. And I'm happy the guides are helpful!
late to the party here but one minor point about the tech/assualt is having your medic carry an assualt rifle, which I don't think was mentioned. I guess it should already be obvious but just thought I'd add it fwiw
22:35
I don't know what Phoenix Point calls them, since I am doing some research before starting the game, but in real life PDW stands for Personal Defense Weapon.
Just a small grievance of mine, otherwise I'm fully invested into this guide and appreciate the work you put in to help Phoenix Point noobs like me who want more of the Xcom experience without playing Xcom all the time. 😂
Technician/priest is OP as you use the judgement head and a tech or priest, with both will point adding perks. The reason is high will points for electric reinforcement, remote control, and instill frenzy. You use an assault/technician and instill frenzy. The assault/technician dashes in and remote deploys turrets. The technician/priest then uses remote control. The Scorcher AT does 60 x 8 = 480 damage per 2 AP 2WP, so from a safe location you get an additional 960 max damage, so a turret can do a max of 1,440 damage in a turn. You want speed and carry weight perks on the assault/technician and Neural Torso works with the VVA-2 Arms adding 100% carry weight.
Next turn you can get a max 2,400 damage out of a turret with the 2 of them, making them OP as they can also heal.
Going back and watching old tips cuz just got Kaos engines dlc. Very nice guide, ty!
Nice. Good luck in your campaign!
PDW are great - best damage per AP outside the best shotguns and they outrange those. You may need to shred armour first - fine on a big monster but a pain on Pure /Forsaken.
I love the self defence perk on Heavies or Priests to give access to a good low AP weapon. In fact my reason to MC priests is to get better proficiencies though perks are cheaper.
I think with MC you can be simply adding some of the abilities of one class to enhance another or you can be creating some sort of hybrid monster using the L7 talents. Assaults feature prominently in either case as the mobility and utility they provide is always good and Clear the Area is the last super OP level 7 ability (with a nod to Adrenaline Rush)
Yeah, I've warmed up to PDWs. They're pretty nice weapons. Heavies always benefit from 1AP attack options, and yeah, when you start looking at Rapid Clearance, you can really start chaining kills together if you're careful about it.
Assault/Heavy is a good combo, plus if we have the body part of the machines, the one that are like stealth, plus rocket legs, you get to dash in quick or jump, the body makes melees cost one point and has an increased melee, meaning q lot of kills in one turn with one soldier
Thank you for this vid man... really helps me decide what i am gonna do during my own playthroughs.
Glad I could help!
Timestamps for the Assault class are wrong after Assault/Heavy. FYI. Great insights, thanks for that.
You mentioned using another classes armour - anyone can use any armour without penalty, there's just a chance to fumble with jet jump if you're not proficient.
32:22 also, unfortunately, for anyone reading, no you can't Onslaught your heavy and overstack their AP to jump and shoot in the same turn. You have to Onslaught them *after* the jump, which means you have to be either jumping to where an assault already is, or you're jumping somewhere that isn't that far from where they started to begin with. There's edge cases with this, but not a go-to strategy.
Hey, thanks a lot for the video! Also, a heads-up, the 1:17:28 Assault/Berserker timestamp is wrong, it should be 1:07:28, this way not only does this timestamp point to the wrong spot in the video, but also the two following timestamps are not added correctly into the timeline of the video because they're "earlier" than 1:17:28 and thus skipped.
Fixed! Thank you!
I really enjoy your videos, but I do have a couple of critiques on this one.
1: I'm know some mechanics work differently on PC, I'm a console pleb; and I've found that remote turrets, like spider drones don't act independently (AI controlled) unless there isn't an active Technician/Infiltrator on the map.
2: One of the Zerker combos you mentioned, while stated as mediocre, relied on using Remote Control after activating Adrenaline Rush, which can't happen cos in requires Will Points.
Aside from that I loved the vid; I got some interesting new build ideas; keep up the great work.
Yeah, you're right on both counts. Thanks for pointing those out!
My only critique would be video lengths for tips and playthroughs need to be shortened. If u can find a way to get the info to us within 45min - 50 mins that would be fantastic! Hope to see u reach 100 subs by end of the year
Great vids man, subbed
Glad you're enjoying them!
Very useful.
Thanks! Glad you think so!
Infiltrator is always nice sub... can surrender 2 action and some will to dump 3 remote bombs. Got an "oh crap" button handy. In fact... if nothing sounds good, toss this on there.
This has been very helpful.
Excellent! Glad you think so!
Abuse bloodlust with low damage friendly fire? Or some form of dot
I suppose you could use quick aim and adrenaline rush by blowing your will on pistol shots, then switching to the sniper for the last 4.
Yeah, you could do that, but I don't know how productive it is. Depends on what you're shooting at, I guess. Also, something I've learned that I didn't know about when I made this video is you take a 50% accuracy penalty when you activate Adrenaline Rush. It's not documented in the description or anything, but it's there. it's definitely going to increase the chances that you're going to miss those shots.
All of my soldiers have Heavy as one of the two classes. The War Cry ability is mandatory. You also get rage burst and jump jet armor with mounted weapons, and boomblast for the the ancient-tech grenade launcher. For all my builds except for heavy/sniper and heavy/assault, i prefer them to also have the sniperest perk. For Heavy/Assault, I prefer them to have the shotgun perk as well as dame perk. Goes great with the Shardgun.
I only use rage burst against large targets like Scylla when i'm next to them. You hit 4-5 times that way.
My squads consist of:
4 man squad =
Hvy/Priest with sniperest perk (with Synod hear for 2 WP to all within 8 tiles) Also packs a rebuke.
Hvy/Tech with sniperest. Also packs a rebuke.
Hvy/Assault with Shardgun, shiled and neurazer
Hvy/Sniper. Mainly because it's hard to get hvy's with sniperest. Also packs a rebuke.
8 man squads I add:
Another hvy/priest, hvy/assault, hvy/sniper, and a Hvy/Infiltrator.
I'm a big believer in War Cry as a crowd control mechanism too. Great ability, though I don't take it to quite the extreme you do. I do see where you're coming from though. Having the heavy armor, jump jets, and mounted weapons on all of your soldiers would make for a tough team.
@@JericsGamescape Yeah, ensures you have unlimited war cry's and can hit a few mobs at the same time in different areas.
War cry also renders Chirons completely helpless. The PURE are also very vulnerable to it which really helps in the early game.
Question - Do players hold off on multi-classing their early troops until you unlock the other faction classes?
For me it sometimes depends on their talents. Like if I get a sniper who also has Thief, I'll usually hold off multiclassing until I get the Infiltrator. But it's not totally necessary to wait. Assault/Sniper and Heavy/Sniper are both really strong combinations, and Assault/Heavy can be OK too.
@@JericsGamescape Thanks for the reply.
Shouldn't master marksman ability work with turrets that are directly controlled by technician?
It doesn't because the turret is its own entity. When you activate control turret, it basically just gives the turret a free shot, but you still have to select the turret itself to take that shot, which basically means you're giving the turret another "turn" to do something - the technician just enables the shot, it's the turret itself that is actually doing the shooting, so the technician's skills don't apply.
A nice guide, but I believe "PDW" refers to "personal" defense weapon - not "point" defense weapon.
Yes, you're correct. Thanks!
Multiclassing starts at 30:22 ...
Wow thanks man. I was so confused with the whole new class thing. Game doesn't give a lot of details
Glad I could help!
if you have a sniper that has the 3 aux skills as x y z and a heavy with the aux skills exactly the same, so that part of the build is identical.
would these 2 soldiers be different all at if the sniper multi to heavy and the heavy multi to sniper?
No, it's the same either way.
Frenzy mask on a soldier, a priest with recover will point and a melee champ all running around cross continents whacking people 😂
is there a 2nd row random skill for enable virus weapons? Or do you HAVE! to multi into preist for that?
The Biochemist talent gives your soldier virus damage, if they're lucky enough to get it. You also don't have to be proficient with virus weapons to use them, you just take an accuracy penalty if you aren't. Against Scylla's and other large enemies it's not the worst
@@JericsGamescape ya, i was just curious as i got a priest virus riffle early from a kill drop, that i reverse engineered, so my guys dident have that great of aim.
also, i was hoping to use this gun with a biochemist heh.
I know I'm a bit late to the party. But you know those random abilities that your soldiers got sometimes sniperist or close combat specialist. Let's say I get an assault with the random ability of snipeist I won't that soldier I will not turn into a sniper for multi-class I'll give him another class like heavy or technician or berserk or something like that that way that soldiers able to equip three or four different type of wepons so they can be effective in different situations. I have a heavy that is muticlassed with assault and the three rondom abilities are sniperist close combat specialist and bombadier. He uses the new Jericho mini gun for his heavy weapon a disciples anu shotgun for close combat the lazer sniper rifle and the mounted missile luncher. Idk why but when I shoot a sniper rifle with a heavy his mounted weapon also pop out his armor like he just shot a rocket.
Yeah, for sure you want to play to an individual soldier's strengths. The video was just sort of about what's generally good together and maybe what isn't quite as good, (though I'm not saying I'm even right about all of that - this is all just the World According to Jeric). There are way too many combinations to go over in a video when you start adding in all the different talents soldiers can get :)
@@JericsGamescape this video was definitely very informative I never even thought about using the assault to reload other soldiers weapons for zero action points then until I saw this vid.
@@joselombana8381 Glad you got something good out of it then!
Ok, but the individual's abilities kinda pick what they are. You're whining about which weapon to use when many recruits come with abilities to be proficient in a weapon not in either class.
It seems you are not aware of how powerfull turrets are. You will rethink the technican! Technican/Infiltrator is also fun. Scout, deploy turret, repeat.
Guide on new mutoid class?
I want to do one but I haven't played with them enough myself to feel comfortable making a guide yet.
Yea I think berserkers need a buff. They are a bit underwhelming. More so as enemies than pp soldiers. Anu priests are scary but assaults and berserkers are kinda meh. Basically you gun them down before they get to do anything. Id probably give iconoclast +6 range and nergal's wrath +4 range and maybe tweak the accuracy modifiers on berserker armor and mutations to make them more threatening at range. I think Id also change the pp shotgun while Im at it to deal +5 damage and have -2 range, so that the iconoclast would be more of a side grade than just a direct upgrade.
I can even think some lore for these changes. Mercy shotgun was developed to counter arthrons. Phoenix Point scientists took the old shotgun models but increased to size of the pellets for maximum penetration while sacrificing some effective range. Anu's iconoclast on the other hand was pretty much modeled after old world shotguns with very little changes and retaining the similar effective range. (as shotguns really have quite a long range)
The Berserker has a lot of abilities that make other classes REALLY good, but standing on its own it has some issues. it's supposed to be a really good melee fighter, but its abilities don't really help it in that regard. Most of the berserker's abilities are more centered around it being able to tank damage. It doesn't really get any help with actually outputting damage until it gets Blood Lust at level 5, and even then, the problem with Blood Lust is you have to take damage before it does you any good. And with the light armor that the Berserker is supposed to use, the line between "damaged enough to be useful" and just straight-up dead is pretty thin. Mutations help this somewhat, and at level 7 with Adrenaline Rush plus the armored head mutation (which keeps the berserker from being dazed), the berserker finally comes into its own and can do what it was intended. But having to wait until level 7 to really become effective, (as a single classed soldier), is something that is pretty uniquely unenviable to the Berserker class. Most other classes start really shining around level 3 or so.
Its abilities coupled with other classes can really become pure gold, though. Armor Break isn't limited to just melee attacks, it's any attack, (including grenades). It's not as useful in melee because you can't aim your melee attacks, but you put armor break on a grenade attack, and it's shredding all kinds of armor, or on a sniper rifle, you can pretty much choose which body part you want to shred armor from. Ignore pain is an excellent ability, as is Adrenaline Rush if you're prepared to deal with the daze afterword, for any soldier using any kind of ranged attacks. Cross-classing Berserkers is almost required, but they bring a lot to the table in that respect.
Thanks for all of this. I'm tired of this game kicking my ass.
You're welcome. Glad you're finding it helpful!
How did you cheat? I need the berserker class but don't want to be friendly with alien worshipers
I just used the command console to give myself a soldier of each different class. There are a couple of hoops you have to jump through to enable command console on the PC - I'll let you google how to do that for yourself. If you're on Play Station or XBox, I don't know if there even is a command console available.
Ah. Seems like we have a New Jericho main
Noice
I have the console version.. PC looks so much better!
thank you for video, you need an editor. Soooo much wasted minutes
Kaos shotguns made heavy cannons useless
The Kaos weapons are pretty good, yeah. The shotgun is great - tons of damage with the accuracy of an assault rifle? Yes please! Just make sure you have a backup weapon!
@@JericsGamescape I think the heavy weapons are weak, except the handy grenade launcher or attachments to the armor. The cannons have a 3 ap cost and are highly inaccurate. The only time I use them is against very large targets after the armor is worn down some. And even then, you can do up to 800+ damage with 2 full shotgun hits. I think heavy cannons need to be rebalanced, they are just not flexible enough, too heavy, and the shock value is not that great of a bonus, you are looking to kill enemies outright asap. Maybe I am missing something? Let me know, I am still newish to the game.
No, you are not going to put sniper rifle shots exactly where you want them with adrenaline rush, you have a 50% accuracy penalty.
Yeah, I didn't know about that when I made the video. Sorry about that.
@@JericsGamescape That penalty is the only reason I have not tried sniper/berserker yet, I may anyway, but only use AR when the enemies are medium range or closer. But I think you are correct, the assault/sniper is better for sure. You put out some great content by the way, no disrespect intended. Thanks for the entertaining and helpful vids......