I finally got around to digging into this over the last week, and it’s been a lot of fun. So many neat skills and abilities to tinker with.
The de-emphasis of healing gives it a very different vibe than most other RPGs and forces you to pay attention to damage mitigation over the course of a mission.
Just caught up on the thread, and I have to agree that some of the skill trees are significantly better than others, especially the Void Psyker’s Invocation. But I experimented with every class other than Engineer at least a bit, and they all managed to contribute substantial value
I wouldn’t call any of them really required. Hacker is certainly nice for the environmental skills, but can generally disable or avoid most security stuff if you pay attention, and the locked doors usually have a keycard somewhere in the level, so all you miss out by doing without one is the occasional secret treasure room. Void Psyker is great for shields and big groups, but both of those can be dealt with by other classes.
The most consistent character, though not very flashy, was my Force Psyker main character, using the Sentinel tree. Mirror Prism prevented an absurd amount of damage over the course of the game, and the ability to clear enemy buffs and debuffs is situationally very helpful. I tried respeccing to the middle tree for a while, but felt that the barriers didn’t really keep up with damage nearly as well as Mirror Prism.
Somewhat less impressive was my Smuggler, who I had in the Gunslinger tree early on. But pistols just seem to fall behind other weapons. She could put out amazing single-target damage against targets with no armor or shields, but didn’t have much other utility, and was just a waste when encounters had a lot of shields. I later switched her to Traps, and that’s been extremely effective. Lots of blind, confuse, stun, and taunt to keep the rest of the party alive.
I recruited a Cyberninja for a while in the mid-game after finding an amazing epic hammer that had all enemies start with combo points. It was great while it lasted, but the damage fell behind after a couple of levels, and switching to higher-damage weapons without that ability meant she just took too long to ramp up.
My Hacker was somewhat similar – a few levels of awesomeness in the midgame after getting a weapon that automatically triggered viruses, but eventually falling behind. I had used him in Optimization for a while, but the buffs just never quite seemed to add up as well as they looked like they should. And without the virus-boosting weapon, he was lackluster compared to other characters.
I didn’t try the Soldier until pretty late, after finding a fantastic weapon for him, but he’s working out absurdly well. Basically immortal thanks to healing on crit, and once he gets ramped up, he can hit for over 1,000 damage every 5 TU, indefinitely.
Anyway, I’m on the home stretch now, at level 25 and just got a strong “point of no return” vibe from the next mission. I wish the game had a bit more teeth to it, though. I’m playing on Challenging, and only had one actual failed mission. There were a couple more close calls earlier on, but especially after hitting the mid-teens, it felt like my characters power level far outstripped the enemies. I’m a bit disappointed that I wasn’t able to do more with the factions and never managed to collect all four components for any of the class unique crafting items, but I figure it probably makes more sense to just try for NG+ if I feel like it later rather than hang around doing more missions and then have the actual story end be even easier.