These are all acquired by properly assaulting a Chosen Stronghold, which will certainly then unlock a Research project that, as soon as percreated, adds one copy of each weapon from that Chosen to your inventory. Like the DLC unique gear, these are irretrievably lost if you abandon the body of someone who was delivering them, so attempt to not leave them behind.All of these are tuned as slightly better than beam-tier equivalents, as far as raw stats goes, yet then they also all tack on at least another inexplicable high quality, and the primary tools all have actually fourSuperior-tier Weapon Attachments pre-slotted, which is more than you can ever before manually use to a weapon. (Keep in mind that you can not rearea these Weapon Attachments; choose Tactical Legacy weapons, they"re fixed. It still matters that they"re Weapon Attachments rather than natural features, though, because of Inside Knowledge existing) This plus better base characteristics is often currently plenty to press aside continuous equivalents, even in situations wbelow the set of Weapon Attachments is less than optimal.

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Also note that every one of these are internally classed as beam-tier tools for Breakvia purposes, and also for this reason Breakthroughs can not reason them to fall behind their peers, which is particularly important to the main weapons.
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Disruptor Rifle
Damage: 7-9 (+4)Range: MediumAttachments: Superior Scope, Superior Expanded Magazine, Superior Hair Trigger, Superior StockUsed by: Rangers, Specialists, Psi Operatives, RookiesSpecial: Almethods crits on a successful hit against Sectoids, ADVENT Priests, Codices, Gatekeepers, and Avatars. (Typically Overwatch fire will still not crit)You can mean the Disruptor Rifle to autocrit on your Psi Operatives and/or Templar, in the admittedly unlikely event of Mind Control causing such a possibility, yet nope, it"s just that particular list of opponents. By a similar token, though it"s typically difficult to come up in actual play, it will not autocrit versus the Warlock if you eg use mods to get a host of it while the Warlock is still alive, never before mind his entirety thingis being psionic.Also note that the auto-crit on the Disruptor Rifle is notchoose the auto-crit on Rupture, and also willbe totally canceled out by a Graze triggering. This is a genuinely appropriate problem, considering that Codices and Avatar both have actually natural Dodge stats! (Interestingly, it does notauto-crit against Spectres, even though they have actually a Psi Attack stat)Specialists love the Disruptor Rifle. They"d arguably rather have actually a Repeater over a Hair Trigger for maximum Overwatch increasing, yet otherwise this is pretty a lot perfect. Expanded ammo to maximize Guardian trigger potential, auto-crits on essential targets gets to go via also on Overwatch many thanks to Cool Under Prescertain, Superior Scope maximizes odds of hitting, and Superior Stock indicates that once your Overwatch shots miss out on many thanks to the accuracy penalty they still acquire to do damages. It"s also subtly convenient just how correct robots don"t overlap via psionic units at all, giving clarity on what merits shooting vs what merits eg Combat Protocol or Haywire Protocol.Rangers would certainly generally quite have actually a Shotgun -they can conveniently gain crits without a mandatory crit effect- and also Psi Operatives aren"t specifically a stellar user of the Disruptor Rifle. Rookies would love it if real play had it at all most likely to crop up, though.Also note that Bluedisplay Rounds is worth considering taking on whoever has the Disruptor Rifle regardmuch less. Codices and Gatekeepers will certainly take a minimum of 16 damagefrom a successful hit -well, a Codex can Dodge and so take only 8 as its minimum, yet that"s still really good- which is sufficient to kill a Codex in one hit if it doesn"t Dodge even on Legendary and is even more than half a Gatekeeper"s maximum HP.Unfortunately, the Disruptor Rifle is quickly the worst of the Chosen loot. First and also foremany, it"s alone; the other Chosen loot is provided in pairs of a primary weapon and also an additional weapon, whereas there"s no Warlock Psi Amp or Warlock Gremlin to go with the Disruptor Rifle. If you"re picking which Strongorganize to attack pucount on the basis of loot worth, the Warlock ranks dead last best there. His research does take much less time than the other Chosen loot researcs, but it"s 2/3rds normal time, not half, and the time variable isn"t significant regardless; they"re all pretty quick unmuch less you rush to end up a Chosen reallyearly.Secondly, as a consequence of the above the Warlock is the just Chosen where finishing him doesn"t administer a reliable, general damages rise to one of your soldiers; the second tools of Chosen loot all have raised damage over their continual counterparts, the main weapons simply acquire a second allude of crit damages... which, uh, might actually be an accident, as their crit damages values are the same to the crit damage values of their tantamount tools in the basegame. I find it totally plausible that they set the Chosen weapon damage, then later on in advancement nerfed the crit damage on multiple weapons, and nobody noticed this made some Chosen weapons more lethal on crits than their ordinary counterparts.Anymeans, 3rd, the Disruptor Rifle"s distinctive result is most likely the second-a lot of lackluster of the unique results. Auto-critting versus some certain enemies is nice and also all, yet if the mission doesn"t incorporate any kind of of those opponents -which will certainly take place with some regularity- it"s not helping at all, some percentage of the time you are fighting those opponents it properly does not contribute anymeans because eg you need to still go after flanks for accuracy purposes and 40% of those flank hits would"ve been crits anymethod (And if you"re talking a Specialist, very same for 40% of your Overwatch hits on susceptible enemies), and even if you neglect all that and treat it as +4 damage in some cases, that"s pretty great but not a gamechangerthe way some of the Chosen loot weapons are.All that sassist, which Chosen loot is the finest loot is far from the strongest affect on which loot you acquire first, particularly if you"re playing on Legendary wright here it takes foreverto breakthrough dvery own the Chosen Covert Op chains. If the Warlock is your first Chosen encountered, he may end up the first you finish off sindicate bereason the mechanics tend to conspire to give you a head start on hitting whatever Chosen you initially encounter. In enhancement to that, the Warlock is, in many methods, the nastiest of the Chosen, specifically to have him stumble upon you when you"re unprepared; you might end up him initially just so he"ll sheight ambushing your squads. Speaking of ambushes, the Ambush and Catch chances on Covert Ops go ameans as soon as their Chosen is gone; if you reallywant some Covert Op"s benefits but don"t want to threat an Ambush or Record, and the Covert Op is under whichever before Resistance faction opposes the Warlock in your run? You may wish to take him out simply to remove that risk.Still a little bit disappointing of loot, mind, yet this is at leastern less harmful to the suffer than it can otherwise be.Also, something worth discussing is that while Chosen major tools all have actually four Weapon Attachments, and are ostensibly provided by the Chosen, the evident implication of these two points isn"t actually followed through; the Warlock won"t perform damages on missed shots, nor will certainly he occasionallyhave actually his actions refunded as soon as firing. Not that it"s terribly relevant in the Disruptor Rifle"s case; the Warlock almost never before fires it anymeans.A bizarre mechanics aside: Hail of Bulallows zeroing out crit chance overrules the Disruptor Rifle forcing crits. If you"re not paying attention, it"s easy to take a shot you"re certain will certainly kill a Codex, and whoops it survives and splits!Conceptually, the Disruptor Rifle"s gimmick looks to me to exist entirely due to the desire to have Chosen loot have actually distinctive, distinctive attributes. It does not auto-crit on psionic units in the Warlock"s hands, and also there"s no lore justification for this fairly starray behavior that I"m conscious. Without a doubt, it"s worth stating that the Warlock is obsessed via psionic power and also appears genuinely loyal to the Ethereals; he"s really the last of the Chosen you"d suppose to have a psi-slaying weapon.There"s means to spin this as making sense, but that"s a little bit next to my actual point. The allude is this looks to be another casualty of War of the Chosen being a little bit rushed; I"ll be getting into this more once we get to the Warlock himself, yet his style really makes even more feeling if he was originally imagined as giving Templar Gauntletsonce finiburned off. I strongly suspect this obtained dropped as a result of technological troubles, with the Disruptor Rifle kludged in so he"d still provide loot.
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Arashi
Damage: 8-10 (+5)Range: Superior ShortAttachments: Superior Laser Sight, Superior Expanded Magazine, Superior Hair Trigger, Superior Stock.Used by: RangersSpecial: Base crit chance is only 10%. Aim climb habits is unique, giving a maximum of +40 Aim at point-empty while experiencing just approximately -10 Aim at maximum variety.Arashi"s Aim climb actions is that of a Shotgun"s, except through a substantially curtailed penalty for being at a distance. In conjunction with the integrated Superior Stock, the Arashi gives a Ranger significantly much better ability to contribute at a distance, making Rapid Fire a lot even more appealing in the late game.Overall, the Arashi is the second-least noteworthy of the Chosen loot tools, and also honestly would certainly be arguably more disappointing than the Disruptor Rifle if it weren"t for the caveat that the Disruptor is the just loot the Warlock offers wright here the Arashi comes via the Katana. Having 20 more Aim at lengthy array compared to a Storm Gun is mildly nice, but you have little motivation to really lean right into it -for one thing, the Laser Sight and the Ranger doing extra damages on flanks encourage close-array fire regardmuch less. For another, Rangers have all kinds of other herbal incentives to gain close to a lot of targets, prefer Bladestorm, Slash access, and so on For a third, if you desperately want a Ranger firing accurately at lengthy varieties, a Plasma Rifle is already an option; sacrificing a point of damage isn"t so poor at these damages worths, and also depending upon the state of your run you can not be sacrificing damage at all. (ie if you have actually the Improved Rifles Breakvia yet not the Imconfirmed Shotguns Breakthrough)Regardmuch less, the Arashi"s 4 Weapon Attachments are pretty a lot precisely what you"d desire if you could assemble 4 onto a Shotgun yourself, it has an added allude of crit damages and also will crit pretty frequently "reason Shotgun so this is quite pertinent, and also it has no disbenefits relative to a Storm Gun, so it"s still a nice little improvement. Boring in practice, but nice.Conceptually, the Arashi is exciting to me mainly for exactly how it strongly signals that the Assassin is expected to be the Chosen variation of a Ranger in certain. The narrative aspects are sensibly in your challenge about connecting the Chosen to Resistance classes, yet the gameplay seems to be shooting for them being X-COM classes, Chosen-ified. The game does not perform a lot with this, probably because of being rumelted, but it"s a nice little bit low-key "in a mirror darkly" point, and also among the things that provides me think tbelow were intfinished to be even more Chosen than we actually got. You"d need four Chosen just for the core classes, after all, and with the Warlock acting as a Psi Operative parallel that"s really 5 Chosen necessary. Six if they consisted of a SPARK-indistinguishable Chosen, though I"d be surprised if that was ever seriously taken into consideration as a possibility. And 8 or 9 if tbelow were intended to be Chosen paralleling the Resistance classes even more appropriately in the manner the Warlock really appears to have been originally supposed to parallel Templar, and also just later kind of clunkily made a Psi Operative tantamount.
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Katana
Damage: 8-9 (+3)Range: MeleeUsed by: RangersSpecial: +100 Aim, 5 Pierce.Keep in mind that +100 Aim is, in conjunction with natural Aim on a Ranger, enough to ensure the Katana will constantly hit also through Bladestorm strikes against targets with high natural Defense. It additionally implies the Katana never before has to issue around Dodge rolls.Assuming you"re only fielding one Ranger at a time and also do not ever before lose the Katana, the Katana reasons Rangers to pretty cleanly pull ahead of Templar as trusted melee damage-dealers. 5 Pierce is enough that just Closed Gatekeepers acquire to advantage from any of their Armor listed below Legendary, and on Legendary only Sectopods get included to the list of things the Katana does not execute full damages to... and both of those are adversaries a Ranger need to mostly not be trying to melee anymeans, thanks to their death explosion.The complying with is a list of endgame enemies that a Ranger can reliably one-swarm via a Katana all the means as much as Legendary, backed only by Blade Mastery. (ie assuming 10 minimum damage)Sectoids, Psi Zombies, Basic Mecs, Elite ADVENT Shieldbearers, Vipers, Spectral Zombies generated by a totally trained Warlock, and also the majority of Lost.These are all opponents you can park a Bladestorm Ranger next to, confident they"ll die no matter what, also if no damage has actually been done to them ahead of time. Elite ADVENT Troopers and Muloads will likewise oftendie, however it"s not guaranteed, and also it"s fairly dangerous with Muloads as they can actually Counter Bladestorm, yet still stuff advantageous to keep in mind. Also notable is that if you"re playing below Legendary Chryssalids will always die to a Bladegrasp Bladestorm Ranger, letting you scout via them totally fearlessly. If you have actually a Sword Breakvia, Elite ADVENT Troopers and Mutons will certainly reliably die on Legendary as well. (Well, assuming the Muton doesn"t Counter...)The following is a list of opponents that won"tnecessarily die to two Katana strikes on Legendary, backed only by Blade Mastery. (ie assuming 20 minimum damage)Elite Spectres, Archons, Andromedons, Muton Berserkers, Sectopods, Gatekeepers, Chosen, Alien Rulers, and Avatars.In essentially every other case, having actually a Blade Mastery Bladestorm Ranger Slash the taracquire and continue to be parked next to it will certainly ensure the opponent dies without acting. Codices are a partial exemption, as if they elect to Teleport this will bypass Bladestorm, and teleporting is their default. Conversely, Andromedons will actually usually die in 2 Katana strikes, and in reality if a Breakvia is raising the Katana"s damages then the Andromedon is guaranteed to die.Also note that Chryssalids are constantly eliminated by a Bladegrasp Katana strike unmuch less you"re on Legendary, where you rather require 2 Breakthroughs for it to be feasible to one-swarm them and 3 Breakthroughs to be sureit will one-shot them. Below Legendary, obtaining the Katana before you go take on the Psi Gate mission provides Burrow shenanigans much much less of a pain. On Legendary, it"s not helping unless you"ve acquired reallylucky in Breakvia distribution.The Katana renders Bladestorm muchmore widely advantageous. If you prefer to ignore Bladestorm in the base game, think about offering it a try anew in War of the Chosen once you"ve obtained the Assassin tackled for great.The Katana is a particularlymassive jump in power if you do not have actually the Alien Hunters DLC, but is constantly a notable damage spike. Above and also beyond exactly how the incapacity to miss out on and also its access to Pierce make it more commonly, repetitively lethal, its actual base damage is notably greater than melee Fusion weapons; 8-9 vs 5-7 for a Fusion Blade or 6-8 for the Fusion Axe. That is, the Katana"s minimum damage is equal to the Fusion Axe"s maximum. Backed by Blademaster, it actually hits harder than the Arashi if we disregard crits and also Hunter"s Instincts. (10-11 vs 8-10) Among various other points, this implies a Ranger carrying both is generally much better off Slashing non-exploding targets that don"t usage Cover, such as Chryssalids and Faceless.The Bladestorm allude also implies that realistically you have to treat Slashing a target as twice as lethal as all that. Bladestorm even goes prior to the victim takes activity properly; the just caveat to store in mind is that if the Ranger is killed, Mind Controlled, or disabled by some other adversary before the Ranger"s taracquire moves, the Bladestorm strike won"t go off.Killing the Assassin hence flips the Ranger ago to their early-game state of tending to like melee as a default by a fairly wide margin. A Bladegrasp Bladestorm Katana Ranger will certainly output 20-22 damage versus a offered taracquire -and also remember that it deserve to capture other adversaries, such as if you open an Overwatch ambush by Slashing right into the middle of the group- wbelow a Hunter"s Instincts critting Arashi swarm is just 14-16 damages. (And note this is being generous to shooting; the Katana have the right to crit after all, the Arashi deserve to possibly fail to crit, and possibly absent or Grazing, and also Armor will certainly hurt the Arashi"s damages but commonly not the Katana"s, and also still less the Katana"s once the Armor is high enough to influence the Katana"s damage) If Rapid Fire hadn"t been given a cooldvery own Arashi would tend to win against flankable targets, yet it does have a relatively harsh cooldown; Slashing have to be your default, and Rapid Firing scheduled for vital nasties favor the continuing to be Chosen and also adversaries that explode you still want to pile damages onto.Conceptually, the Katana is the initially Chosen weapon wbelow its habits is obviously reasonably identical in Chosen hands vs X-COM"s hands; you can"t miss out on or Graze, neither deserve to she, and also you both neglect up to 5 points of Armor. She inflicts Daze through it, however that really is the only actual distinction. She also has code and also lines for Bladestorm, though they"re not offered in the actual release.I have blended feelings around the Katana"s perfect accuracy. In terms of pure gameplay, it"s definitelyappreciated, as melee strikes lacking is a lot more punishingthan ranged attacks lacking, and the game has actually such limited devices for mitigating melee miss chances. Ranged tools deserve to gain elevation benefit for an Aim increase, and non-Long-ranged weapons have the right to gain a additionally increase by cshedding, permitting tactical maneuvering to potentially get rid of a miss out on chance on them, simply as universally available tools that don"t need particular classes or high sufficient levels. Melee tools obtain... Holo Targeting, Aftershock-backed Volt, and Bondmate targeting assistance. The game"s style is really simply poorly-suited to having melee strikes that have the right to miss, and also the Ranger in certain exacerbates the worry by having actually Untouchable and also Implacable make such misses a lot swingier; a 99% chance to hit a nearly-dead tarobtain will, the large majority of the time, let a extremely skilled Ranger kill a tarobtain, bounce back right into Cover, and also shrug off one enemy assault even if it normally can"t miss... and if that 1% miss out on opportunity triggers, the Ranger is currently a sitting duck, in enhancement to the tarobtain enduring. That"s not great risk/reward tuning, among various other issues.Yet while I exceptionally a lot provide of it in regards to XCOM 2"s game style evolving in a direction that heavily indicates the devs recognized that melee miss opportunities are a damaging fit for the design, the narrative/conceptual end is just plain starray. Why isthe Katana a perfectly specific weapon, anyway? Tygan"s research report alludes to it being accurate, but there"s not a handwave about it being charged through psionic power to self-aim to some degree or anypoint choose that. Nor is the weapon obviously technological such that I deserve to assume it"s someexactly how able to correct the strike with gravity manipulation or whatever. It really just seems to be a sword, just one supposedly made of an unrecognized product.And even on the pure game style level it"s a bit awkward to make "melee attacks do not miss" a late-game reward, rather of making Swords and also the Hunter"s Axe even more exact in basic, or vastly raising the Aim bonus from Blademaster. Like yeah this gets rid of late-game miss out on opportunities, but a high-level Blademaster Ranger alreadyhas actually a 100% hit possibility versus the large majority of targets, even right into the endgame. The point wbelow the miss opportunity is really problematic is at an early stage in the game, when you"ve obtained Squaddie Rangers that still have actually a 10~% chance to miss out on, or in the midgame where 10-Defense opponents like Mutons start showing up and making mid-level Blademasters have actually a less-than-10% opportunity to miss out on, and also the Katana"s placement does not assist with that at all.I am at leastern unambiguously happy through the Katana helping to carry melee back into importance in the late game, wbelow in the base game Slashing things becomes a situational tool also though it"s expected to be the Ranger"s unique, defining quality.Aesthetically, the Katana quite confusingly is shown via a 2nd blade no text ever acknowledges. It seems most likely to be intended to be a tantoor wakizashi, as the Assassin have the right to be watched to commit seppuku when you effectively take her out for the final time...
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... yet I"m not certain she"s even meant to be using this additional blade in the scene, and also regardless of whether she is or not you end up via the point that this additional blade is visibly lugged by her and also then whoever before you equip through the Katana within gameplay, yet within gameplay is never offered for anypoint. I"m a tiny surprised the Hunter"s Axe"s code for a thrvery own melee attack wasn"t adjusted to usage it as a thrown weapon. It would"ve been incredibly silly, but not any kind of even more silly than the throwing of the Hunter"s Axe itself. As-is, this additional blade is very conspicuously present, also being presented in the tools UI, and also yet very conspicuously never before used or otherwise recognized. It"s very starray, doubly so considering that the Assassin otherwise is the a lot of thoroughly-developed of the Chosen; it"s feasible this is simply another casualty of War of the Chosen being rushed, however I"d find that a bit surpclimbing to learn, offered how the Assassin doesn"t display any evident indicators of being unfinimelted or unpolimelted the method the Warlock and Hunter do.Weird.
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Darklance
Damage: 8-10 (+4)Range: LongAttachments: Superior Scope, Superior Autoloader, Superior Hair Trigger, Superior Stock.Used by: SharpshootersSpecial: Firing the Darklance only requires one activity point.The Darklance is a substantial gamechanger in how you use your Sharpshooters.Firstly, there"s the obviousallude that your Sharpshooter is no much longer lagging behind the group if they desire to snipe. This alone provides sniping a lot even more appealing, among other points making Squadsight decay a lot less problematic. It likewise opens up the opportunity of flanks, and, critically, suggests that if an adversary can not be targeted from your Sharpshooter"s existing place they obtain to re-place and also fire without need for assistance from a Bondmate or the prefer.Second, this makes Death From Above properly a spontaneous Serial. Kill from high ground, get an activity point earlier, repeat. As the majority of objectives seldom range over 12-ish enemies, the Darklance"s rather awkward ammo supply instance isn"t a big limiter in a lot of situations; you"re pretty unlikely to burn with all of the Superior Autoloader"s reloads while still having actually a decent supply of adversaries to kill unless Lost are involved. And versus the Lost you should be endeavoringto complete them through Pistol shots wbelow possible, so in realistic play they"re much less of an ammo drain than you could intend. It"s only in Avenger Defense objectives (Both Chosen and non-Chosen versions) and the final mission that it"s particularly realistic to finish up in such a instance. (Caveat: the better your difficulty setting, the even more most likely Chosen will certainly regulate to get off multiple summons, perhaps turning into an ammo drain for your Sharpshooter. This matters greatly if you take out the Hunter initially, particularly if you"re sluggish to take out the other Chosen)Third, Quickattract becomes semi-regularly a totally free shot; Death From Above sets your action allude count to 1, regardmuch less of what it was prior to you fired and also regardmuch less of exactly how many kind of activity points the shot actually demanded. Therefore, if you were going to trigger Death From Above without moving or otherwise spending that initially activity point... a Quickattract swarm is completely complimentary. And of course if you weren"tgoing to Death From Above, but likewise weren"t going to otherwise spend that additional action suggest... Quickdraw is still free damage.Fourth, turn-gifting a Sharpshooter is muchmore reliable if they"re moving the Darklance, considering that they do not require eg 2 Inspires to have the ability to fire their major weapon, allowing you to easily gift them a revolve for sniping purposes. (Such as if your Reaper spotted the Archon King and also you want to pile on damage he can not effectively punish)5th, it renders the Sharpshooter a much more beneficial Bondmate, able to gift an activity via Teamoccupational and still fire their main weapon; this makes a Bondmate pair that includes a Sharpshooter vastly even more flexible.Sixth, it helps prop up Kill Zone in missions through time press and squad Concealment; rather of relocating someone forward, spotting a perfect Kill Zone chance, and not being able to take advantage because your Sharpshooter is out of place and the patrol will move before your next turn, you deserve to relocate your Sharpshooter up and also Kill Zone that incredibly rotate. It"s a little annoying the Darklance does not have actually an Expanded Magazine, mind; a consistent Plasma Lance is still better for establishing up a hugeKill Zone Overwatch ambush in a no or low time press mission, considering that a Superior Expanded Magazine will let you catch 2 full pods with it, where the Darklance deserve to just hit as much as 3 targets. This renders it much less valuable that you have the right to move to jump on opportunities; "2 pods are overlapping" isn"t a case the Darklance is better at Kill Zoning than a Plasma Lance. But in time push missions, the Darklance will generally be better at Kill Zone.Seventh, it implies your Sharpshooter gets to actually stronglyget involved in the "move up and Overwatch" behavior, via higher damages once catching opponents comparedto a PistolOverwatch and better accuracy the majority of of the time considering that such Overwatch often tends to catch enemies at your maximum firing range, wbelow Pistols endure significant accuracy penalties. If you usually ignore Long Watch, consider purchasing it after you have actually the Darklance.Its four Weapon Attachments are also pretty cshed to perfect. An Expanded Magazine over the Stock would certainly better for supporting making use of Kill Zone as component of an Overwatch ambush, yet a Stock supports making Squadsight shots more (If they miss, they still perform damages, so also seriously long-range shots aren"ta gratuitouswaste of ammo), occasionally helps Death From Above (eg if firing on a nearly-dead Archon, even a miss out on will certainly still proceed the streak), so it"s not prefer the Stock is a bad option here. The Hair Trigger could be said as much better off being a Repeater, as eg firing on a challenging targain from above through a Repeater can spontaneously turn into a Death From Above cause, however in exercise if you have high ground the Darklance is mostly best offered to clean up targets that willdie to complimentary up the rest of the squad to focus on difficult targets. If you don"t have actually high ground, the Hair Trigger benefits from synergizing through the Stock, and also will be better if the swarm would"ve eliminated the tarobtain anymeans. So that"s additionally debatable.Seriously, the Darklance is excellent. If you"re picking your Chosen Stronghold based on rewards, the Darklance is, by itself, arguably a bigger, even more beneficial payoff than the Arashi+Katana combined. And then it comes with the Darkclaw!Conceptually, the Darklance is... kiiiinda identical in the Hunter"s hands? Sorta? But not really.First of all, the Darklance is by much the most blatant example of the Chosen not actually gaining Weapon Attachment use, as firing the Darklance is the Hunter"s defaultattacking activity, yet he"ll never carry out Stock damages on misses or fire multiple shots in a row from a Hair Trigger activation.Second, the Hunter does not actually do correct Squadsight fire. He provides a one-of-a-kind action to targain your troops when outside normal firing arrays, but the mechanics are just tangentially regarded Squadsight firing habits. Among various other points, if he does damages, it"s on a revolve delay.That sassist, the Hunter isable to openly relocate and also then fire with the Darklance, just like among your Sharpshooters equipped with it...... but then aobtain, the Chosen are all huge, so from a realism standsuggest it"s actually pretty weird. A weapon the Hunter can comfortably carry and fire fairly on the fly would certainly most likely still be unreasonably heavy for your just huguy soldiers.On the other hand, strictly realistically that uses to all the Chosen weapons, however you don"t watch me criticizing the various other tools for not being huge and also heavy in gameplay terms. It might"ve been interesting if the game hadmade the Disruptor Rifle and Arashi demand two actions to fire prefer a Sniper Rifle, via presumably greater power or even more exotic benefits to justify utilizing them, yet eh, whatever.For one thing, I"m honestly not sure the Chosen being enormous isn"t just an art team flair thing. I wouldn"t be surprised if the Chosen were really conceptualized more as human-scale supercombatants, and also then the art team made them literally bigger than life to support their metaphorical larger-than-life-ness, or somepoint of the kind, with this not also necessarily effectively making back to eg the writer.Regardmuch less, one touch I favor is that your support team starts out completely persuaded the Darklance musthave actually a innovative targeting system, as they find it unbelievable that the Hunter is legitimately Just That Good... and also then the report as soon as the research study is completed suggests that, no, it doesn"t have some super-amazing targeting device. I"ll be going into this more later, but I choose it in part because it"s among a couple of examples of War of the Chosen"s composing ending up being even more innovative and realistic; in the prior game through all your support staff yet specifically Vahlen, and also in base XCOM 2 with all your support staff but particularly Tygan, they had a frustrating halittle of jumping to conclusions with no evidence and through the game as a whole unambiguously validating their initially, most bizarre conclusion as objectively correct. In War of the Chosen, we gain some examples of your assistance staff plainly having their very own internal biases that fit to their basic character, wbelow fact doesn"t necessarily conform to their expectations.It"s a pleasant surprise.
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Darkclaw
Damage: 4-7 (+2)Range: ShortUsed by: SharpshootersSpecial: 5 Pierce.As much as I"m conscious, the Darkclaw can"t inflict Bleeding in player hands. It"s feasible it have the right to and also I"ve just happened to never before create it, yet incredibly unmost likely unless the Bleed possibility is very low and also preferably also can"t cause on eg electronic adversaries, as I"ve simply fired it also frequently against too many type of targets that endured the endure for somepoint favor a 50% chance to have actually plausibly been "eh, just bad luck it hasn"t taken place yet". Plus, Bleeding would certainly be a janky status to obtain to inflict on the AI, given that they have actually no way to cure Unconsciousness; it"d be like a delayed instant kill, only through the irritating top quality of staying clear of you from looting the body if you let it run its course.Mind, conversely the Hunter"s Darkclegislation doesn"tPierce Armor...Also notification that the Darkcregulation is +1 damages over a Beam Pistol. In conjunction via its high Pierce rating, the Darkclegislation will tfinish to shunt aside the Shadowkeeper in the late game if you have actually Alien Hunters, as while some accuracy is nice and Shadowfall is situationally sometimes helpful, the Darkklegislation letting a Sharpshooter contribute genuine damages to even difficult targets without bothering to Shred them is a muchbigger gamechanger than the Shadowkeeper"s boosts.Also notice that while the Darkclegislation is more powerful than a Beam Pistol, the Darklance was notmore powerful than a Plasma Lance. This isn"t a huge deal due to the Darklance just taking one activity to fire -you"re not looking at stuff favor "Quickdraw 2 Pistol shots vs firing one Sniper Rifle shot", you deserve to rather Quickattract a Pistol swarm and then fire the Darklance- yet it does mean the Darklance does less to tilt Sharpshooters to sniping abilities over Pistol abilities than you might suppose. Thanktotally, they have different toughness, so this isn"t a problem, jut a mildly exciting note.

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In conjunction with how dramatic an impact the Darklance has actually, taking out the Chosen Hunter is a radical gamechanger in Sharpshooter performance. Two of the Sharpshooter"s best weaknesses are mobility problems from the Sniper Rifle taking two actions to fire, and struggling to contribute versus greatly Armored foes because Pistol spam is just how they execute their best damages and Pistol spam is painfully fragile to Armor. The Darklance erases the mobility difficulty, the Darkclegislation erases the Armor susceptibility.The Sharpshooter still has some fregulations prefer Long variety being the worst range form, yet these remaining flaws serve to keep them unique from your various other soldiers, wright here the two erased disadvantages normally sevedepend constrain the Sharpshooter. This is a fantastic innovation, and has me curious what XCOM 3 will execute via its class design.Conceptually, the Darkclegislation is pretty odd and also I suspect a low-vital instance of War of the Chosen being ruburned. The Darkcregulation in your hands is the exact same graphicas in the Hunter"s hands, and also the very same damage worths as his last develop, yet he doesn"t gain Piercing while you do not obtain Bleeding or his tranq shot. It looks to me like the Darkcregulation was offered Piercing as a targetedattempt to prop up Sharpshooters, via maybe a side order of being quickerto implement than making it even more appropriately equivalent to his Darkclaw usage.I"m totally fine with the result, mind, I"m just noting that I suspect that if the game hadn"t been ruburned we"d have actually acquired a various distinct high quality, one actually common via the Hunter"s Darkclegislation.--------------------------------------------Next time, we start on Dark Events.See you then.