Atlas Reactor: Garrison 2
It's been nearly a year since I blogged about this freelancer. Since then, I have experimented a few combination of mods and my current favourite loadout is as follows:
(please refer to this Wikia for more details on his abilities and mods)
(1) Piston Punch - Force Capacitor (3 loadout points)
Haste on an ability with no cd! Great for FL to chase down enemies since most FLs *cough* except Brynn *cough* have very short range on their primary abilities.
(2) Hand Cannon - unequipped
Unfortunately, there are no more loadout points left for this ability. Even Tracker Rounds would have been good. Also, with haste on primary, it's less of a problem to hit at least an enemy and so even though Big Shot is still a good mod, it's less important here.
(3) Missile Barrage - Double Trouble (3 loadout points)
Increased chance of hitting a few enemies. Often, I think, get more energy too.
(4) Heavy Metal - Frontline (2 loadout points)
25 shields until end of next turn is just too good to pass up. I know some players like to use Quake Slam for its root but I prefer shields for more survivability.
(5) Shockpod - Juiced up (2 loadout points)
More survivability for myself, my allies or both. I use it primarily for that purpose, rather than damage unless it can confirm kill(s). Of course as far as possible, I try to do both i.e. heal allies and damage enemies.
Here's a video of a recent gameplay. This was after I was away from the game for more than a week (was playing Paladin and trying to maximise the benefit of a booster).
(please refer to this Wikia for more details on his abilities and mods)
(1) Piston Punch - Force Capacitor (3 loadout points)
Haste on an ability with no cd! Great for FL to chase down enemies since most FLs *cough* except Brynn *cough* have very short range on their primary abilities.
(2) Hand Cannon - unequipped
Unfortunately, there are no more loadout points left for this ability. Even Tracker Rounds would have been good. Also, with haste on primary, it's less of a problem to hit at least an enemy and so even though Big Shot is still a good mod, it's less important here.
(3) Missile Barrage - Double Trouble (3 loadout points)
Increased chance of hitting a few enemies. Often, I think, get more energy too.
(4) Heavy Metal - Frontline (2 loadout points)
25 shields until end of next turn is just too good to pass up. I know some players like to use Quake Slam for its root but I prefer shields for more survivability.
(5) Shockpod - Juiced up (2 loadout points)
More survivability for myself, my allies or both. I use it primarily for that purpose, rather than damage unless it can confirm kill(s). Of course as far as possible, I try to do both i.e. heal allies and damage enemies.
Here's a video of a recent gameplay. This was after I was away from the game for more than a week (was playing Paladin and trying to maximise the benefit of a booster).
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