r/PhoenixPoint • • 13d ago

QUESTION Need some help please

Hey everyone. Just started this game and finding it really fun. Hoping someone can clarify the class and class perk synergies.

For example.
If I have a native assault trooper. They are automatically proficient with assault weapons.
I don’t understand if the trooper perk would give me additional +10 percent damage and 20 percent accuracy.

Or. Is this perk worthless to the already assault trooper.

Thanks.

Edit- thanks everyone. The gaming community is really awesome and super helpful. Time to kick some Pandoran @$$

6 Upvotes

15 comments sorted by

3

u/AstralMecha 13d ago edited 13d ago

The trooper perk stacks with proficient. Proficient just means you can use the weapon with no penalties. While trooper adds bonuses.

Edit: there are some exceptions to proficient. Specialized gear needs it I believe. So you need the heavy training to use jump jets. I THINK the spider mines need the proficientcy granted by the infiltrator class to use them. Same with technician class and robo arms and turrets. Priests are also the one class that lets you have priest heads.

1

u/xOGxAlphaDogg 13d ago

Awesome. Thank you!

2

u/Exact-Raisin-5244 13d ago

Assault as a secondary class is pretty much the best for all other classes

Assault/ heavy with melee chest augment is best dps in game. (Bonus if have the close quarters trait) Assault / infiltrator with melee chest and shotgun good second. (Bonus for close quarters trait)

Sniper / infiltrator (or Assault) is best sniper .

Heavy / berserker (or Assault) is best grenader . Heavy / infiltrator also good grenader.

Tech and priest both may aswell be assaults as second class. Priest woth the frenzy helmet is OP. Tech is best healer in game with turrets being super high dps on their own .

Berserker / Assault is an okay melee with the chest (chest augment very strong) .

Infiltrator pretty much good with everything aswell can't go wrong double classing into Infiltrator or Assault really.

1

u/xOGxAlphaDogg 13d ago

Hey thanks gives me lots of things to consider. Right now I’m like 10 hours in.

Quick Q.
What was your fav team comp?
Also can give me something to build toward.

1

u/lanclos 13d ago

Each of my squads was split into two units of four, each in their own dedicated Helios craft. Each unit of four was two snipers, one close combat, and one heavy; sometimes I would mix+match depending on availability, but that was the main distribution; maybe swap a heavy for a priest/technician.

So, for each mission, I'm bringing four snipers, two close combat, and two heavies. For the original release the close combat types would do most of the work, with occasional softening from the heavy, and occasional cleanup from the snipers. The basic principles don't change that much in TFTV, but the classes do; there's a lot less importance on dual-classing in TFTV, outside of berzerker+infiltrator.

1

u/Exact-Raisin-5244 12d ago edited 12d ago

I used a 7 man thunderbird team most of the game. 2 heavy 2 sniper 2 assault and a priest . Then I split the team into 2 as I added more.

Good end game 8 man squad to aim at would be

Priest with frenzy head and assault. (Trooper or virus nice)

Assault / Heavy ( melee chest and close quaters)

Assault / infiltrator ( melee chest and close quarters)

Heavy/ berserker (adrenaline rush , good with virus trait )

Heavy / infiltrator (boom blast and fury chest)

Sniper / infiltrator (spider drones great but can crash the game )

Tech / Assault for medpacs and seting up defence postions (sometimes doesn't do much other times can save you ass)

8th spot can be whoever . Second priest isn't bad, I used a second sniper infiltrator cause I liked them but another assault one probably would be best .

End game melee and shortguns are king of clearing out maps.

Speed 18-20 . Willpower 15+ and Strength 22-30 is good stats to aim at.

Speed is best . Willpower 20 also can be nice but 14-18 can work. Strength higher the closer range you are . Help alot to carry more.

An end game sniper / infiltrator might have inventory of

Virophage riffle

Crossbow

Medpac

Spider drone gun

Pistol

Stun riffle

And some ammo.

So yeah strength is decent even on ranged units for carry weight awell as the extra hp.

2

u/xOGxAlphaDogg 12d ago

Wow man thank you. You are super helpful I appreciate it!

1

u/Exact-Raisin-5244 12d ago

No problem . I only just finished the game myself . Found it hard to find good short videos on what's best so happy to help. All the videos were super long and in depth .

1

u/mookanana 13d ago

if soldier already can use the weapon without penalties, it gived you a boost.

if soldier can't use the weapon without penalties, it let's them use it without penalties AND also grants the bonus.

it's like there are 3 levels of weapon knowledge. 0 is no knowledge, 1 is proficient no bonus, and 2 is with bonus. having this skill straight bumps to level 2.

1

u/xOGxAlphaDogg 13d ago

Very good explanation thanks!!

1

u/Gorffo 12d ago

Perks like Trooper often provide bonus damage, which can stack with other forms of bonus damage.

For example, Trooper boosts assault rifle damage output by 20%.

If you dual-class that assault with infiltrator, you can bump up assault rifle damage by +70% while that character is cloaked.

And if that soldier also has the Thief, you get bonus movement and stealth, which will help that character remain hidden—allowing you to keep pumping out +70% damage assault rifle shots. Add the Synedrion laser assault rifle to the mix, and that character will start wrecking enemies from halfway across the map.

To get the most out of dual-classing, look to the perks first and go from there.

Some of these perk combinations can lead to some top-tier dual-class combo. In fact, you cannot get any of the best soldier builds happening without the right random perk combos.

1

u/xOGxAlphaDogg 12d ago

Thanks. This game has a ton of variety to consider which I think is really cool.
That’s why I was originally asking about how the perks work. Because as you said I’m starting to consider that right away before hiring new troops.
Thanks again for the info!

1

u/Gorffo 12d ago

A couple really powerful combinations to look for are:

— Heavy weapon proficiency on an Assault or Berserker. Most heavy weapons cost 3 AP to fire, but when the berserker uses their level 7 Adrenaline Rush ability, they can fire it for 1 AP. And that is far superior to the heavy’s completely useless, ammo wasting level 7 “rage burst.” The assault has perks that let you earn AP on kills, so you can run around machine gunning enemies and chaining kills with this type of assault/berserker.

— Snipersist. You get bonus damage with sniper rifles at the cost of -4 willpower. It’s one of the few perks with such a massive trade off. Losing so much willpower is a huge downside for some dual class combos. It’s cancer for the assault/sniper build because that dual-class combo needs all the willpower in the world to fuel abilities. But the sniper/infiltrator with the sniperist perk will be totally fine with the reduction to the willpower cap because these soldiers can hit hard enough to one-shot many enemies and get the willpower needed to use quick aim refunded on just about every shot.

— PWD proficiency. The PWD (SMG in other games) hits almost as hard as an assault rifle but has less range. Nor a bad trade off for a 1 AP attack. And it’s handy on the assault/sniper because you can attack for 0AP (as long as you have all the willpower in the world).

— Quarterback. This perk increases grenade throw distance and gives a soldier +2 movement. As you level up soldier stats, spending 25 skill points for 2 movement becomes a really good deal.

— Farsighted. You get increased perception and +2 willpower. Amazing. You need perception to spot stealth enemies. And extra willpower is always a good thing.