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Orbital FSS

Enlisted Commissioned Officer
Skill order
Skill1234567891011121314151617181920
Soldier Skills1234
Call For Fire1234
Joint Fires Observer12345
Indirect Fire Support1234
Joint Fires Observer ×5, Indirect Fire Support ×4, Call For Fire ×4, Soldier Skills ×4 · the mark is the rank the point brings the skill to

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.

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