{"$schema":"https://uar.cedricdessalles.dev/guides/schema.json","format":"/guides/format?mos=FireSupportSpecialist","version":1,"mos":"FireSupportSpecialist","slug":"orbital-fss","title":"Orbital FSS","modes":[],"ranks":["en","co"],"skills":["OrbitalStrike","OrbitalStrike","OrbitalStrike","OrbitalStrike","OrbitalStrike","IndirectFireSupport","IndirectFireSupport","IndirectFireSupport","IndirectFireSupport","CallForFireFSS","SoldierSkills","CallForFireFSS","SoldierSkills","CallForFireFSS","SoldierSkills","CallForFireFSS","SoldierSkills"],"sis":[{"num":28},{"num":16}],"blocks":[{"type":"markdown","text":"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. [[si:28]] Is for boosting [[ability:AttackWeaponsTeam]] , which can make or break key moments in the game including healing allies if they can walk under the liberator for healing. [[si:16]] boosts your [[skill:OrbitalStrike]] AND your [[skill:CallForFireFSS]] that you will level up later in the game. [[si:16]] Also boosts any explosive items you find, which pairs perfectly with [[item:M5MAR]] and/or [[item:ExplosiveCharge]] if you happen to find these. [[item:MGL]] should be left for medics, but extra 40mm can absolutely be put to use to save your mana and [[skill:OrbitalStrike]] charges. During the early/mid game, you should be collecting [[item:IncendiaryGrenade]] , [[item:ExplosiveCharge]] , [[item:EnergyCell]] , and a [[item:KineticIntegrator]] 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 [[si:4]] since it's not needed if you can get [[item:EnergyCell]] or a [[item:KineticIntegrator]] . 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."},{"type":"markdown","text":"Now for the skill tree, you want to max out [[skill:OrbitalStrike]] first, as it will be your early game self defence. With [[si:16]] bonus, this will reliably 1 shot [[unit: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 [[skill:OrbitalStrike]] for [[unit:Risen]] , so you should save orbital strikes for other targets. [[item:ExplosiveCharge]] and [[skill:OrbitalStrike]] pair perfectly together for killing [[unit:Hunter]] , [[unit:PureHunter]] , [[unit:Lacerti]] , and other smaller t1s throughout the game, saving your [[ability:AttackWeaponsTeam]] , [[skill:CallForFireFSS]] , and [[ability:RailGun]] for more important targets. [[ability:LaserDesignatorFSS]] is a useful ability, but I wouldn't use it too often as 35 energy is a lot when you are not investing in [[skill:SoldierSkills]] or taking [[si:4]] . At level 4 you should get [[ability:AttackWeaponsTeam]] , and level 5 improve [[ability:AttackWeaponsTeam]] as this is going to be your hail mary that can make missions or revives a breeze."},{"type":"markdown","text":"Next tree to max out is [[skill:IndirectFireSupport]] , as the [[ability:BinocularsFSS]] , [[ability:ImmediateFlare]] , and [[ability:RailGun]] 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 [[ability:RailGun]] 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 [[skill:CallForFireFSS]] , or mix in some [[skill:SoldierSkills]] levels for extra max mana, movespeed, and marksmanship/burst. As far as I recall, [[si:16]] boosts [[skill:CallForFireFSS]] which lets you get away with not having to max out [[skill:CallForFireFSS]] in my opinion as the extra 2 or 3 levels into [[skill:SoldierSkills]] at the end is a nice quality of life bonus."},{"type":"section","title":"IMPORTANT WHEN UTILIZING INDIRECT FIRE","children":[{"type":"markdown","text":"When utilizing [[skill:CallForFireFSS]] , [[ability:RailGun]] , and [[ability:CallforCAS]] these work off of a timer before the ordinance actually comes down and deals damage. [[skill:CallForFireFSS]] can be reduced with each level of [[skill:IndirectFireSupport]] , which you max out before getting [[skill:CallForFireFSS]] in this build so you should have a far easier time using it. [[ability:RailGun]] and [[ability:CallforCAS]] on the other hand have a 6 second fixed timer, and require more precise aim. I chose not to mention [[ability:CallforCAS]] 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. [[ability:CallforCAS]] 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 [[item:LLDR]] , but with a very long cooldown. [[ability:CallforCAS]] won't be available to you until chapter 2, so keep that in mind during the early game."}]}]}