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Amalgamation Savage & Maniac Specializations
   
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11 Nov, 2023 @ 12:54pm
27 Sep, 2024 @ 3:55pm
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Amalgamation Savage & Maniac Specializations

In 1 collection by Harehnoth
modsdsgsdg
521 items
Description
"We have an odd bunch here commander. Albeit they have extreme tendencies that make even those that play dirty take a step back, it's undeniable their skills, power, and versatility. We just need to keep an eye out on them once the war ends..."



General

This needs either one of Primary Secondaries or True Primary Secondaries(TPS) to function, as its melee primary. TPS has been tested more, so it's recomended, but not necessary.

Savage

This is a somewhat rare Primary specialization, couldn't find much to fit to it to make it less rare. It's on the higher end of Melee class, it can use Sword as a primary, and allows Combat Knife as a secondary. They have good action economy and, all in all, will keep you questioning if that last stab was really necessary, or if you should have came back without greeding too much.


Maniac

It's a Tertiary Spec focused in a mix between survival, single-target focus, and somewhat hidden high crit chance that scales with its rank. It provides extra support not only for Savage, but for nearly all other Melee primaries, such as Ravager, Stormcharger, and even Ninja. Oh, also vindicator. It comes with This one is Mine as a Sergeant perk, and can roll things like Parkour so you can really feel them persecuting your enemies till the ends of earth.


Skills

Savage

Squaddie (1)
  • Finesse refunds your first melee attack.
Corporal, Lieutenant(2,4)
  • Mayhem gives +2 dmg.
  • Combatives gives +10 dodge, and will deflect the first melee attack against this unit each turn, then will attempt a reactive melee attack.
  • Blade bash is a 2 turn cooldown active that immobilizes the target.
  • Run and slice is a 4 turn active that deals uses only 1 action.
Sergeant(3)
  • Smart Macrophages gives immunity to poison, acid and reduces wound recovery time for the soldier.
Captain, Major, Colonel(5,6,7)
  • Frostweave gives immunity to Fire and Ice, also freezes melee attackers
  • Make under is a sure-hit melee attack that can only target enemies with less than 3 hp and cost only 1 action.
  • Disarming strike is a 2 turn active that forces the target to reload.
  • Sledgehammer is a 3 turn active that launches the target flying.
  • Keen edge increases the damage by 1/2/3 and gives 2/3/4 armor piercing based on weapon tier
  • Bare Knuckle increases damage by 2, and further by 1 by every 2 levels the unit current has, up to 6 at brigadier.
  • Dogpile make this unit attempt a reaction fire on every time an ally attack an adjacent enemy. Once per enemy per turn.
  • Survival Instinct gives 30 defense and 50 dodge while wounded.
Brigadier(8)
  • Skyfury Blade is a no cooldown, 2 charge per mission attack that deals twice your main weapon damage on a single enemy, if it for some reason survives, it may get panicked or disoriented.
  • Hamstring is a 3 turn cooldown active that removes 30 aim, 7 mobility and 50 dodge from the target permanently.
  • Bladestorm makes so this unit attempt a reaction fire everytime an adjacent enemy makes an action. Once per enemy per turn.


Maniac

Squaddie(1)
  • Fearsome makes so every critical chance has a chance to panic a nearby enemy.
Corporal, Sergeant(2,3)
  • Trial by fire permanently increases this unit's will and aim by 1 every time it's sent on a mission.
  • Rush of battle passively gives 1 adrenalin for every enemy killed, 3 if it's killed by this unit. Every point of adrenalin gives 1 dodge, can be used to heal based on missing hp, spending adrenalin for, on a long cooldown.
  • Parkour allows to climb walls. Windows can't be climbed over.
Lieutenant(4)
  • This one is mine is a 2 turn cooldown actrive that targets an enemy. This unit has +50 crit chance and +50 defense against that enemy. Lasts 3 turns.
Captain, Major, Colone(5,6,7)
  • On the move gives +1 action and -6 mobility passively.
  • Warding Takedown gives 3 shields whenever this unit kills, it refreshes instead of stacking.
  • Double time is a 2 turn cooldown active that gives 1 movement action.
  • Pierce the veil is a 1 turn cooldown active that gives +2 dmg, 15 aim and 3 armor piercing against organic targets, but increases the cooldown of all other skills by 1.
  • Sixth Sense gives immunity to areas of effect and multi-target skills
  • Devil's luck makes this unit ignore the first attack against it every mission.
Brigadier(8)
  • Lacerate is a 2 turn cooldown active that applies a 2 dmg per turn bleeding dot for 10 turns.
  • Butcher gives +30% dmg against organic targets.

Balance and Ideology

Savage is currently on the strong side of specs. On my attempt to make a self-suficient spec, I have swong a bit too far in that direction. Savage still has strong weakness, such as mutons, explosives, melee and immunity, but I've mitigated the one sthat made me more frustrated, such as acid bleed, aoe poison after every hit, and many enemies that just shut down melee-only as a possible playstyle unless you swing really powerfully, such as with Fortis Magi which can currently solo entire missions in 1 or 2 turns. It was so blinding powerful that I thought ninja was weak, ecen though ninja has other ways to work around its weakness with Kunais and Assassinate.

Savage has a more crute and brute as base ideology, rushdown and direct, but with intricate sub playsyles that make you think about every single action: "Should I stab here? run with 2? melee the guy on the other side and end my turn there?" It's... I liked it!

Maniac is more bound to persecution, hyper focus(this one is mine) and tireless assault(Rush of battle), and the panic as someone with a raw smile breaking every ally you have(Fearsome). Giving the enemies the sensation of no escape (parkour). And the ignoring or pain, if feeling at all(Warding barrier). I am happy how it turned out! Honestly, more than Savage itself even. It's a suport skill for melee users, I feel it's balanced.


Compatibility and Required Mods.

Besides base game amalgamation and it's requirements, Only Bitterfrost Protocol, for Savage's ice vest, and the lovely SurplussClassIcons for Savage and Maniac's Icons.


Outro and Thanks

Being my second kind of mods, there is still may have some issues around that I haven't worked around. I did around 60% of a long Covert Infiltration campaing, and 40% of another. Both of which I did extended testing on many different skill sets, made me abandon Endless Vengeance and change to macrophages + ice vest.

Thanks for XpanD for getting me into Spec creation and getting started on my first mod, and, again, for all modders out there for working on this game.
Have a good one!
19 Comments
Soul 8 Sep, 2024 @ 1:08pm 
I'm on TPS
Weird saw off shotgun specifically don't work
Harehnoth  [author] 8 Sep, 2024 @ 12:41pm 
I'm actually just removing EXE and corpsman from its possible rolls, weay less than I thought
Harehnoth  [author] 8 Sep, 2024 @ 12:25pm 
i'll probably have to cut off sawed off in exclusions then. Will take this oportunity to make more exclusions then
Harehnoth  [author] 8 Sep, 2024 @ 12:22pm 
Tested and with specifically sawed off shotguns it doesn't work for some reason? Grenade launcehr fine, gauntlet fine, knife fine
Harehnoth  [author] 8 Sep, 2024 @ 12:17pm 
I'll test locally until I can find a solution.
Harehnoth  [author] 8 Sep, 2024 @ 12:13pm 
Do you use Primary Secondaries or True Primary Secondaries? @Soul. I made Finesse works with primary swords using Ability Restrictions. I could use slash with all of these with TPS. Still, I might create something for PS, like using Ability Editor
Soul 7 Sep, 2024 @ 7:54pm 
(Or let it equip the knife on the sidearm with dedicated slot,so that it still let you use the 2nd weapon you could get from other specs)
Soul 7 Sep, 2024 @ 7:40pm 
More infos (sorry if it clog) but seem like I can attack with the sword ONLY if a combat knife is equipped I assume its because finesse don't seem to have built in primary sword attack,for some reason,which kinda make the primary being a sword useless unless you roll a secondary/tertiary that let you actually use the knife/sword? Is that how its supposed to work? Cause that make it not work with any other spec that let you use anything else than a knife/sword as secondary,since if they don't have built in slash/knife (or like me,let you use another weapon like Saw off Shotgun from Executioner),you can't use the primary lmao
You prob should put some restrictions on it/allow it naturally to slash,cause any tertiary that add a weapon other than knife is basically useless since it can't slash and enable sword
Soul 7 Sep, 2024 @ 7:28pm 
Yep,tried giving the soldier a normal sword,if somehow the ionic axe was the problem,and it still won't let me slash,even tho the sword is the primary and I have TPS and all the recommended mods
Idk if its a conflict with either Blademaster and executioner as those are the secondary/tertiary,but I can't slash as savage lmao
Soul 7 Sep, 2024 @ 7:19pm 
So,something weird happened,I had a sword (ionic axe) as my primary,and a saw-off shotgun as my secondary
and huuuuh I couldn't use melee,I could only throw the axe,and shot the saw-off twice,then I was just a sitting duck
My soldier was a Savage/Blademaster/Executioner,and had slash from Blademaster,but yep,can't use it,idk