Agents of Change Character Builds


(wolfnemesis75) #1

Ok, we had a long discussion last night about the 4 extra ability points and the 5 new abilities once the AOC DLC drops and the level cap goes to 24. How are you planning on using those extra points?

For me, It will be hard to resist the temptation to use the ability points to round-out my characters in other classes rather than stock up on Rank 5 abilities.

What will your philosophy be with the new ability points? Also, will you respec all of your characters to create Rounded-Out characters or Super Specialized Hybrids?


(BiigDaddyDellta) #2

I already have most of the abilities that I would use for my double specs characters, there are just some I don’t use like adrenaline or speed boost for my medic because I am more of a health giver than an offense medic. But, that same character has all the operative skills so I may pass up the new operative UAV for silent step downed fire and whatever else I need to give my medic, but then again I don’t know that I will have to, four points gives you a lot more leway.

As far as my other three characters go one is an engineer soildier and he will get some love on the soldier side and prolly the combat intuition but I’m definitly getting the new mines for the engineer. One other character is just a soldier so i have too many points as it is lol so who knows with that guy.


(wolfnemesis75) #3

Yeah, you can stock up on an extra Universal Ability for sure, and then grab something like Flashbangs or Grenade Mastery. Just get Passive skills with the four abilities is one way I may go overall.


(its al bout security) #4

might be adding many skills to the bank, bye bye stick hello uav. napalm nades.

really i just wonder how pyro mines work. do they replace existing mines, or can you now place four, if you can i might just look into delitig turret, or maybe kevlar. probably kevlar honestly cause i give out all my engi candy then im gone. weapo buff is better anyways

some places are going to get overwhelmed with healing pavilions.


(wolfnemesis75) #5

[QUOTE=its al bout security;341296]might be adding many skills to the bank, bye bye stick hello uav. napalm nades.

really i just wonder how pyro mines work. do they replace existing mines, or can you now place four, if you can i might just look into delitig turret, or maybe kevlar. probably kevlar honestly cause i give out all my engi candy then im gone. weapo buff is better anyways

some places are going to get overwhelmed with healing pavilions.[/QUOTE]

I am not sure about some specifics like number of mines you can place if one is a pyro. Will the pyro mine be more like explode into an area of denial, kind of like the Caltrops? Also, yeah, there is only so much you can map as abilities for the Medic and Engineer? You may have to choose Pyro Mines or Regular Mines if you have Kevlar.


(sh4d3Z) #6

Most of my characters are dedicated/universal builds, only have one or two hybrids. For the dedicated-class characters, I’ll get 4 more points and only have 2 new skills to get with them. So I have 2 spare points, 3 points if you include the point you have left after getting all universal/dedicated-class abilities (iirc). I think it’ll be a lot easier to make a well-balanced all-around character with the increased level cap and new abilities. My dedicated-class characters might as well be respecced to hybrid/all-around builds.


(tokamak) #7

Frankly there’s no reason to have a specialised build. It’s a shame.


(Overgear) #8

I’ll probably get Downed fire (because people dont finish you off half the time) then the UAV and the mine and maybe combat intuition but thats still up in the air.


(Zanchile) #9

why is it a shame?


(wolfnemesis75) #10

Still wondering what to do. More and more I am thinking of using all the points on stuff I wanted for each of my 5 dudes, but didn’t have enough points for.


(thesuzukimethod) #11

3 dual spec’d chars will get (1) additional ability from the existing ones + each of their specialized new abilities (2) (assuming they are improvements) + tactical scanner (+1). not sure what to do with my jack-@ss of all trades build (a triple spec’d sol/eng/op with offensive/attacking/disrupting abilities as a focus)


(R_Shackelford) #12

Probably fill out a couple missing abilities and universals on my dual-classes in addition to the new rank 5 abilities, and probably turn my SuperSoldier into a Jack-of-All. Might turn each of my Super-Classes into 3-way hybrids.


(Jimmy James) #13

I’m going to try out each of the class-specific abilities on my four class-specific builds and give them all the Tactical Scanner ability (they have extra points to spend anyway).

For my Jack-of-all-trades build, since all of his points are spent, I’ll probably get everything but the Field Regen Unit. I rarely play Medic unless I’m doing a NPC escort mission and players already regen life pretty quickly anyway.

-JJ


(thesuzukimethod) #14

I’m curious to see whether the regen unit is permanent till it gets knocked out - pace turrets, or more in lines with caltrops - has an limited time effect but cannot be removed.

not sure if this changes what I think about it, but it does have differing tactical implications. (i sorta assume it will be like the turret option, and apologies if this has already been discussed and i missed it)


(tokamak) #15

Because it’s means less valid options, players have less builds to distinguish themselves with. If the range in of choices increases, the diversity in builds decreases. It’s serious blunder, or more mildly, a missed opportunity.


(wolfnemesis75) #16

[QUOTE=thesuzukimethod;354144]I’m curious to see whether the regen unit is permanent till it gets knocked out - pace turrets, or more in lines with caltrops - has an limited time effect but cannot be removed.

not sure if this changes what I think about it, but it does have differing tactical implications. (i sorta assume it will be like the turret option, and apologies if this has already been discussed and i missed it)[/QUOTE]

I have also been wondering about the regen unit. If it can be destroid. Can’t wait. Hopefully we find out this week! Finger’s crossed.


(Jess Alon) #17

I’m in the camp that level cap should be 20 and they should continue to add special abilities.


(gooey79) #18

I reckon it will be like Team Fortress 2, and that it will be destroyable.


(Zanchile) #19

is there a camp that thinks abilities shouldnt be level locked?


(wolfnemesis75) #20

I’d be fine with that except by adding more abilities you’d have a lot of folk upset who already had level 20 dudes. Mostly I think it addresses a criticism rather than a need. They could have kept the number at 20 and made it so it was: Start a new Dude or respec your old dudes thus providing other ability choices but capping the number of abilities you can have for a single dude. Unless you meant something else…