We Have Skills?
Okay being honest doc skills are not the most sophisticated. You press a button, or you place a slow area and you are done. Being able to outrun aliens, backwards, is hilarious though. We can easily kite, and get revives off without worrying about being hit.
Trauma Station These provide a massive 100% slow (halving enemies speed.) It also reduced their damage, and can even offer some heal. Suppression Station Is by far the best option here though we are not even going to try to pretend there is another good option in comparison. Peace of Mind for larger aoe, more slows.
Combat Stims The other half of our utility comes in the form of a accuracy, stability, and movement speed boost. Once you trigger this everyone becomes speedy. Overdose Doubles everything Migraine Solution lets you get it back up faster and Charitable Glow because damage am I right?
Most of our space is spent here, as we can't spend it elsewhere. Since Overdose is also doubling the cooldown, take a ton of Recharge Speed perks
Throw in Long Haul, or you can use Strategic Tactics as this is a multiplicative, not additive duration affect, and has other affects as well. The only downside is the extra duration won't include Charitable Glow damage boost. To compare the base duration is 10 seconds, and with long haul 10x1.77 = 17.7, vs Strategic 10*1.57*1.2 = 18.84, and your cooldown will start at 15.7 second (buff will last 3~ seconds after your CD starts)
The Other OnesThis list will be pretty short:
Doctors Orders another easy 15% damage, I won't say no to.
Readiness Movespeed ability recharge, reload and handling. What is not to like? Best two slots I have ever used.
Hit-and-run tactics More speed, cause that is the name of this game.
Strength in Number Is a fine replacement for Hit-and-Run
Bedside Manner and Rapid Recovery Faster pickups and longer bleedouts on insane make the clutch revives a lot easier. These will sometimes not be used once in a clean game... but they can save games other times *shrug* replacing these is pretty easy.
Alternative removing Bedside manner so we can use Combat Stim more regularly and get a bit more damage from Strength in Number
M10 Auto Pistol
Highest DPS pistol option in the game, generally unusable due to accuracy and stability issues. However with Overdoes we get an enormous boost to both, lets use it.
Compensator 20% RoF and up to 60% stability helping us resolve the general inaccuracy even more.
Rapid Release Mag On pretty much any gun that can take this, you should. at 70% reload speed it offers some of the best boosts a mag can give to DPS. This is doubly true for the SMG style weapons that have high DPS and low mag sized.
Hybrid Sights Accuracy and WP damage, groovy.
Alternative
Misha, and the Mark 7 are both fantastic guns for this guy, very solid DPS, while being able to make use of Combat stims still.
ZVEZDA Plasma Rifle
This gun has essentially no need for our Stims, which is what we are wanting as those should be used almost exclusively for our hand gun in any serious situation.
Slanted muzzle Offers the highest RoF of any option, and the gun is already very accurate and controlable
Recoil Booster is a fine option though I find this gun doesn't have much kick.
Combat Actuator Offers the highest DPS of any mag, while also giving some other stats. While handling and stability are not that important, they don't hurt either.
Rapid Dispersal Has a very small sustained damage advantage over the Combat Actuator (around 1 percent in VERY long engagements) not worth giving up the burst for me.
Hybrid Sight Accuracy and WP damage giving us everything we desire from a scope
AlternatesKramer Is less accurate, and can actually benefit quite a bit from Stims depending on the enemy and range. Since I want to use stims for our handgun as exclusively as possible, not a first pick. Twilight A gun that has no need for stims other then the damage, great WP damage seeker and all around great pick.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2866791432
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