XCOM 2
Not enough ratings
(WOTC) Fate's Ever Growing Class
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
5.583 MB
23 May @ 9:44am
28 May @ 12:41am
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
(WOTC) Fate's Ever Growing Class

Description
Reach toward the stars! The Ever Growing never stops progressing forward. Use the Ever Growing's scaling abilities to slay your enemies.

This class does exactly what you think, it grows. In this case it grows the more missions your soldier on. To Compensate for this, this class gets No Stats from rank up, just abilities. Something to keep in mind is that stat scaling is design around an average Campaign length of 60 or so missions, heavily modded. If this feels too short for a campaign let me know in the comments. Meaning soldiers start weak but end up strong closer to the end. If you wish to adjust the stat growths, you'll have to do so from the ability uc file. It's not possible to have configs for stat growths. I Have created multiple abilities for this mod they also scale in damage, to fit the theme. They will be list below.

The way the stats scale work along this idea, at the start of every mission the soldier gains a certain amount of stat each mission. As an example, we could get 0.5 defense every mission, that means you get 1 defense every 2 missions. Stats can grow by non whole amounts which means in the example above, your first mission of a campaign you would only get .50 defense, so the game would treat it as zero. Then next mission you would get another .50 and now have 1 defense. So the growth for stats only are applied as whole numbers. This means every stat can grow differently. They exact stat growths are list below.

Ability damage scaling works, along the following. Ever ability has a stat which it scales off of, and a scaling amount, as an example, lets say standard shot ability. Its scaling off of defense and has a scaling amount of .25. This means every 4 points of defense you get +1 damage. The .25 extra for damage still matters, It means the ability has a chance to roll +1 damage higher. So for example if your getting +3.25 scaling damage that means you get 3 Guaranteed damage and a extra +1 to the damage roll chance. The abilities are listed below.

Ability notes: Some times during End Them(ability listed below) it might not play gun firing animation and sound, during one of the shots. The rest of the shots work fine during the ability. This is something from base XCom itself, I don't know how to fix that.


Check out my other Classes if you want.

GunSinger Class : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3478216790
Psionic Elementalist Class: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481038872
Heavy Fire Class - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3481743638


Thanks to Mitzruti, EvilBob22, Kiruka, and Iridar.

Requirments

X2WOTCCommunityHighlander v1.29.0
[WOTC] Alien Hunters Community Highlander v1.29.0
[WOTC] Community Promotion Screen
[WOTC] More Psi Abilities
Mitzruti's Perk Pack
[WOTC] LW2 Classes and Perks OR [WOTC LW2] Classes Perk Pack (Not Both)


Stats Scaling
------------------
Will Stat - Will Grows 1 per mission
Aim Stat - Aim Grows 1 per mission
Psi Offense - Psi Offense grows 3 per mission

Dodge Stat - Dodge grows 1 every 2 missions
Defense Stat - Defense grows 1 every 2 missions
HP Stat - HP grows 1 every 5 missions

Mobility Stat - Mobility grows 1 every 6 missions
Combat sims - Combats sims grows 1 every 20 missions
Hacking - Hacking grows 3 every mission

Armor - Gains 1 armor every 12 missions
Crit chance - Crit Chance grows 1 every 2 missions
Sight Radius - Sight Radius grows 1 every 10 missions

Strength - Strength grows 1 every 2 missions
Utility item slot - Gains 1 Utility item slot every 20 missions


Abilities
--------------

1 Squaddie
;--------------

Defensive Shot (FDefensiveShot) - Take an defensive shot at an enemy, gains bouns damage scaling off defense. Has lower scaling than usual. Can disorent and acid burn enemy.

Phase Walk (IRI_PhaseWalk) - teleport, similar to Avatar's teleport.

MZSoulShock - guarenteed damage that scales with psi offense.

Electric Bolt (FSmallBolt) - Attacks enemy with weaker bolt of Electricity. Disorients enemy on hit, stuns on crit. Scales with psi stat.

Ever Growing (FateGrowing) - You are always growing, ever reaching toward the stars. User stats grow the more missions they take.


;2 Corporal
;--------------

Sentinel (LW2WotC_Sentinel) - When in overwatch, you may take additional reaction shots.

MZUnwavering - repairs 1 shreded armour per turn.

Soul force - Does guaranteed psionic damage to an enemy, ignoring cover and armor. Scales with psi stat.

Null Ward (IRI_NullWard) - cover yourself and nearby allies with psionic shields, similar to ADVENT Shieldbearer's Energy Shield ability.


;3 Sergeant
;--------------

Dodge Shot (FDodgeShot) - Take a shot while dodging, gains bouns damage scaling off dodge. Has higher scaling than usual. Requires 2 ammo. Can blind and burn enemy."

Mark Target (FateMarkTarget) - Mark a target in sight, giving extra aim to the team against that target. Can be used once per turn. Cost only 1 action, and does not end turn.

Panacea (FatePanacea) - Heals most wounds and grants an action point. Scales with psi stat.

Necrotic Ball (FNecroticBall) - Splashes Necrotic poisonous fog in a area. Deals poison damage and inflicts poisoned and zombified. 5 turn cooldown. Scales with psi stat.


;4 Lieutenant
;--------------

MZChasingFire - followup attack by allies with reaction shot.

RemoteStart - Base game remote start.

MZMindControl - temporary mind control; similiar to what commander avatar uses in leviathan.

MZPhantasmalKiller - phantasmal tentacles bind and damage a humanoid target


;5 Captain
;--------------

Shoot Em All (FShootEmAll) - Take a shot at every enemy in sight, gains bouns damage scaling off Aim. No ammo. Has 7 turn cooldown. Can Bleed enemies.

TotalCombat - Throwing a grenade or using an item no longer ends the turn.

Fireball (FateFireball) - Launch an explosive ball of fire, damaging and igniting everything in the targeted area. Has a 5 turn Cooldown. Scales with psi stat.

Plasma Acid Ball (FPlasmaAcidBall) - Splashes burning plasmaic acid in a area. Deals acid damage, shreds, and burns. 6 turn cooldown. Scales with psi stat.


;6 Major
;--------------

Shredder - base game shredder

Fortress - Base game fortress

Soul Eminence (SoulEminence) - Free Psionic attacks on any enemies that enter or attack from within 2 tiles. Guaranteed to hit, but enemies with Shadowstep are immune. Scales with psi stat.

MZTakedownHeal - heal a % of missing health on kill


;7 Colonel
;--------------

Vitality Shot (FateFreeShot) - Using your overwelming vitality, take a free shot at an enemy. Gains bouns damage scaling off hp. Requires 2 ammo. Has 2 turn cooldown. Can Mark and Poison enemies.

Double Energy Railgun (FPocketPlasma) - Grants a Double use wrist mounted energy based railgun. It fires a narrow but devastating beam.

MZMachinaPuppeteer - temporary mind control a robot

Electric Ball (FElectricBall) - Launches a electric ball in a area. Deals electric damage, extra damage against robotic enemies, can disorent. 6 turn cooldown. Scales with psi stat.


;8 Brigadier
;--------------

End Them (FateEndThem) - End your enemy by taking 5 shots at them. Gains bouns damage scaling off Will. Requires 5 ammo. Has 10 turn cooldown.

Double Blaster Mortar (FPocketBlaster) - Grants a Double use wrist mounted blaster launcher.

Soul Bomb (FateSoulBomb) - Disables weapons in a zone, then explodes the next turn for extreme damage. Has a 7 turn Cooldown. Scales with psi stat.

Debilitating Sphere (FDebilitateBall) - Launches a debilitating sphere in a area. Deals minimal damage, inflicts a extreme amount of debilitating effects, and shreds. 10 turn cooldown. Damage scales with psi stat.



16 Comments
Lanford 14 Sep @ 11:56am 
Speaking from experience, I got this class around early lategame and struggle to use her even though she came at Lieutenant as her stats still at rookie level. No OP perks going to make her useful as she can't hit anything reliably and the Psi perk won't do any damage as her Psi is 0 and it won't be anytime soon for her psi to raise to usable level.

This class need some stats growth per rank to at least keep the class from becoming deadweight if you didn't get the class early enough. Also, really need Psi growth at squaddie as it made first few psi perks became dead perk as you cannot utilize them at all.
Lanford 14 Sep @ 11:56am 
This is the best case scenario with, let face it, won't be in many people's campaign. And, even with best case scenario, aim is better than vanilla class as they only reach 80(ranger,specialist),76(grenadier) but lose to sharpshooter by 1 point. Ever Growing also has less HP than other classes except sharpshooter who had 8 HP while the rest are at 10 HP/

Sure that other stats seems to make up for aim and HP but as said before you need to deploy this class every chances you get and need to be available at the gatecrasher. This class also has only numindeck=2 which made this class rarer, in average campaign you won't ever hit this theoretically stats.
Lanford 14 Sep @ 11:55am 
I think the problem is, without ranking stats growth, made this class underpowered. Just take a normal legendary campaign, ii usually took about 60-70 missions. So, if we get this class at the gatecrasher, took tired and injuries into the account and took Ever Growing to the mission at every chance you get, you should have around 20-25 missions to deploy. So the final stats should look about

25 will, 25 aim, 75 psi, 12 dodge, 12 defense, 5 HP, 4 mobility, 75 hack, 2 armor, 24 crit, 2 sight, 1 extra utility

So the final stats will be

60-70 will. 90 aim, 12 dodge, 12 defense, 9 HP, 16 mobility, 80 hack, 2 armor, 24 crit, 2 extra sight, 1 extra utility
xf100t 7 Sep @ 2:14pm 
Agreed with Lanford. Electric Bolt isn't working. Also, I found this class's growth to be generally very underpowered with some very OP abilities over a long campaign. Even after sending them out almost every mission, their stats never really grew as meaningfully as standard soldiers. Maybe if I got to post end game it would make up, but as it stands it basically felt like an earlier psi with less end game potential.
Lanford 18 Aug @ 7:24am 
I did some test on psi abilities, it seems that Electric Bolt isn't working. Even when I have like 80+40 Psi, it stills show hit % as zero. However, the other Psi abilities work fine. Wish Fate come back to fix it soon
TITANMASTER25 18 Jul @ 7:30am 
Yeah, see @Furricade's comment. Until FateVoid comes back to fix the mod, the psi abilities are cooked, the shot's seem to be ok tho.
Furricide Penitence Grace 14 Jul @ 11:43am 
So, the mod doesn't work. The psionic abilities specifically. Volt shows 0% hit chance and then the other skill (can't remember the name) that's supposed to guarantee damage does nothing
agog43 26 Jun @ 8:43pm 
Awesome classes mate! Overpowered how i like them! I hope you can pump out a few more of these babies so that i can do a play through with your classes only! Anyways thank you!
Soul 14 Jun @ 6:16am 
Gonna say Defensive shot feel quite strong for a 1 turn cooldown (which mean after using it,you can on the very next turn) maybe give it 3 turn CD or something,cause right now,no reason to not use it,it do strong damage,2 malus to enemy,and doesn't end turn,this alone let you melt almost anything start/mid game,for a rookie skill its quite strong indeed.
TITANMASTER25 28 May @ 3:55pm 
Do I have to resubscribe to the mod for it to update itself?