![]() Even after running dry, this Ranger can reload with the first action and then shoot twice.Īlternatives: Tactical Sense or Rapid Reaction. With Dragon Rounds the Ranger has 3 chances to light a target on fire. Rapid Fire has enormous synergy with both Locked On, Executioner, and special ammunition. With Rapid Fire, the Ranger is a finisher, a burner, a flat out murderer. Before this rank up, the Ranger is mostly a finisher. This is the Ranger’s class defining ability. Its utility diminishes as aim improves, and is less relevant for Rangers that focus on direct fire, given all their bonuses to hit. Grazing Fire is not good this late in the campaign. More offense is always needed, and this is a solid pick at this rank. Still, there are numerous late game enemies with high dodge, or high defense, or high HP. ![]() During combat, Rangers want to use both their actions for shooting, rather than moving Implacable allows them to do exactly that, and still relocate if desired.Īlternatives: Bring’Em On or Grazing Fire.īring’Em On is very good, but after getting Rapid Fire at GSGT rank, this ability is likely to be overkill in those situations it actually procs, such as when shooting flanked enemies. Or if the Ranger can finish off an enemy with the first shot, a free move can then give the Ranger a better shot on the next target. For example, after putting the Ranger in a dangerous position to get a flank, implacable will allow the Ranger to pull back to safety. Implacable must be seen in practice to be properly understood and appreciated. Just like Ever Vigilant this is another action economy ability I never would have selected had I not seen another player using it. I tend to prefer Shredder, Venom and Dragon Rounds on my Rangers, and so I don’t take this ability. This is a solid alternative to Center Mass, especially if you plan to equip Talon Rounds. It seems about as good as Center Mass, but with more variance in damage output. It grants some additional crit chance, very useful when targeting exposed enemies. Additionally it enables critical hits on overwatch shots, resulting in outright kills much of the time.Īggression is very good. Cool Under Pressure adds +10 aim on reaction shots, thus improving your chance to shut down enemy activation fire. The next best thing you can do is have a soldier on overwatch with high aim. Shinobi scouting is one way to prevent this, but your scout can’t be everywhere. ![]() Some of the worst hits I take are from incoming enemies that have flanking shots on my soldiers. Incoming enemies can shoot you - that is, unless you shoot them first with an overwatch shot. The reason is that it provides both offense and defense. Rifles have lower base damage than other primary weapons, and Rangers shoot a lot.Īlternatives: Cool Under Pressure or AggressionĬool Under Pressure doesn’t seem great if you are not specializing at overwatch and taking Rapid Reaction at GSGT rank, but it is still very good if you also have Ever Vigilant. Both Barrels kills most everything, and the Ranger isn’t usually that close to the enemy for this ability to matter when shooting with a rifle.Ĭenter Mass is very good. Just shooting twice will often result in very similar probabilities of killing the target, and eventually Walk Fire becomes obsolete.Ĭlose and Personal is okay, but it is often overkill. ![]() Walk Fire is slightly better in LWOTC than in LW2 - 66% damage (instead of 50%). One important caveat: Several ancillary actions will cancel Ever Vigilant, such as opening doors, reloading, or picking up loot.Īlternatives: Walk Fire or Close and Personal. On timed missions it makes it easy for the Ranger to stay with the squad while also overwatching, and when the Ranger does end up out of position, it allows him to move all the way across the battlefield and still contribute on that turn. Ever Vigilant vastly improves the Ranger’s action economy. I didn’t even consider taking this ability until I saw other players use it. ![]() With this ability the Ranger gets to move twice and still overwatch. ![]()
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