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As a disclaimer there is usually one or two t3 clearing classes chosen, so I tend to lean towards orbital FSS most of the time. With that out of the way, lets get into SI choices first.
Sky is the Way Is for boosting
Attack Weapons Team , which can make or break key moments in the game including healing allies if they can walk under the liberator for healing.
Whiz Kid boosts your
Joint Fires Observer AND your
Call For Fire that you will level up later in the game.
Whiz Kid Also boosts any explosive items you find, which pairs perfectly with
M5 MAR and/or
Explosive Charge if you happen to find these.
MGL should be left for medics, but extra 40mm can absolutely be put to use to save your mana and
Joint Fires Observer charges. During the early/mid game, you should be collecting
Incendiary Grenade ,
Explosive Charge ,
Energy Cell , and a
Kinetic Integrator if you can get your hands on one. All of these items are integral to manage your mana economy as you have noticed I left out
Energetic since it's not needed if you can get
Energy Cell or a
Kinetic Integrator . It is never guaranteed that you will find these items in large enough quantities let alone other players taking them, but you should be able to loot one or two items listed above.
Now for the skill tree, you want to max out
Joint Fires Observer first, as it will be your early game self defence. With
Whiz Kid bonus, this will reliably 1 shot
Risen at hard difficulty or lower, unreliably 1 shot them at insane depending on how close to the center of the blast they are. Nightmare+ you will need two
Joint Fires Observer for
Risen , so you should save orbital strikes for other targets.
Explosive Charge and
Joint Fires Observer pair perfectly together for killing
Hunter ,
Pure Hunter ,
Lacerti , and other smaller t1s throughout the game, saving your
Attack Weapons Team ,
Call For Fire , and
Rail Gun for more important targets.
Laser Designator FSS is a useful ability, but I wouldn't use it too often as 35 energy is a lot when you are not investing in
Soldier Skills or taking
Energetic . At level 4 you should get
Attack Weapons Team , and level 5 improve
Attack Weapons Team as this is going to be your hail mary that can make missions or revives a breeze.
Next tree to max out is
Indirect Fire Support , as the
Binoculars FSS ,
FCD Flare , and
Rail Gun will be essential for supporting the team. Following this build you should get level 9 shortly before, or during either chapter 2 mission where the Hive appears. This means
Rail Gun should be ready to 1 shot the hive for your team, making it far easier to survive until chapter 3. Last but not least, depending on personal preference either begin maxing out
Call For Fire , or mix in some
Soldier Skills levels for extra max mana, movespeed, and marksmanship/burst. As far as I recall,
Whiz Kid boosts
Call For Fire which lets you get away with not having to max out
Call For Fire in my opinion as the extra 2 or 3 levels into
Soldier Skills at the end is a nice quality of life bonus.
IMPORTANT WHEN UTILIZING INDIRECT FIRE
When utilizing
Call For Fire ,
Rail Gun , and
Call for CAS these work off of a timer before the ordinance actually comes down and deals damage.
Call For Fire can be reduced with each level of
Indirect Fire Support , which you max out before getting
Call For Fire in this build so you should have a far easier time using it.
Rail Gun and
Call for CAS on the other hand have a 6 second fixed timer, and require more precise aim. I chose not to mention
Call for CAS until further into the guide, as this is an ability that can do a great deal of good, but also kill the whole team if not used properly.
Call for CAS has a huge radius and can deal up to 18,000 damage at the center of impact. Even when not perfectly aimed, a decent hit with this can deal heavy damage if not outright kill huge mobs of tier 1 zombies. Think of it like an
LLDR , but with a very long cooldown.
Call for CAS won't be available to you until chapter 2, so keep that in mind during the early game.