

The Templar is highly dependent on what you roll for out-of-class skills, as Alex_P mentioned. I'd like to be proven wrong, but so far my impression is the Skirmisher just isn't viable later in the game. If anyone has killer Skirmisher builds that are saving the earth for them in the game, I would love to hear it. Then again, if I'm dealing with a large number of weak enemies I can't kill this round, I could also just toss a mimic beacon out with the guy I brought instead of the Skirmisher. They won't do too much damage, especially if you spread them out, but maybe Venom rounds and the poison debuff could be effective. And when you're not in a position to do that, you can get off three or more shots with the right build. Ionic Ripjack gives a guaranteed stun, and you can do at least two of them. Best high-level build I can think of for them is one that spreads lots of debuffs. Like their later class skills, all they seem to do is make the skirmisher skirmish SLIGHTLY better than he did as a squaddie. Not a bad thing, since they'll probably have a tier 2 bondmate, with being heavily used in the beginning and all, and SOMEONE needs to step up and rock all those covops where I care about the result instead of the bonusses to the participants.Īnd no combination of out-of-class skills I've seen for them has been able to change my mind. By the time I run squads of captains, my skirmisher ends up benched. But I get the feeling they peak there, too. When you're running squads of rookies, squaddies and corporals, they absolutely rule the roost. The grappling hook, Justice, the ability to shoot twice. I love them too, in the first few months. I probably just have problems playing Skirmishers correctly. And I won't complain if I get Squadsight on a Reaper either. If you ever find yourself out of stealth, that one just combines so nicely with the large expanded magazine you brought for Banish. If you get both, why not have some fun and bring talon or dragon ammo instead? Another favourite is, what's it called again, the overwatch cone effect.

If you haven't rolled Shredder, the utility shot one solves that problem because you can just bring AP rounds. A shredding banish is more or less a surefire kill. My favourite non-class skills I've seen frequently are Shredder and the one that gets you a utility shot. With the right non-class skills, they become even MORE of a beast. Even if you get nothing particularily useful for their non-class skills, they're still a beast. With a bit of luck enough to take out any single target. High level then adds Banish, which (with the best extended magazine you can find for their rifle, ofcourse) is the MOST damage a single soldier can inflict on a single opponent.

Mid-level, add a bunch of options to use their super-accurate rifle whilst remaining in stealth. At low levels, the claymore and Remote Start provide some fun damage opportunities. Even as a squaddie, the best scout you can get. The Reaper is clearly the best of the bunch.
