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	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85038</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=85038"/>
		<updated>2017-05-26T18:04:34Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Sharpshooter (LW2) */ This will be updated more in time, but I&amp;#039;ve noticed a significant nerf to snipers across the board.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine, Hair Trigger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: Grazing Fire, Lockdown, Demolition, Mayhem, Cool Under Pressure/Danger Zone, Traverse Fire, Kill Zone&lt;br /&gt;
&lt;br /&gt;
Machine Gunner: Grazing Fire, Shredder, Demolition, Chain shot, Cyclic Fire, Saturation Fire, Rupture/Kill Zone&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: This soldier is able to lay down tons of fire upon large groups of enemies. At the very least this will significantly decrease the accuracy of enemies with area suppression, or even take shots at ALL enemies in vision range with Kill zone. Anybody that tries to move will invoke the wrath of this overwatch-heavy soldier, and with an extra 25% damage and the ability to crit they can deal a &#039;&#039;lot&#039;&#039; of damage in a short space of time. Danger zone is the other alternative to Cool Under Pressure, allowing more targets to feel the debilitating effects of suppression. If there arent many enemies in the area Traverse Fire acts as your main small group tool of choice which is quite flexible with other abilities, and Demolition provides a nice anti-cover approach as well. The only weaknesses of this soldier is they will burn through ammo &#039;&#039;very&#039;&#039; quickly, and if an enemy so much as scratches the soldier the suppression is removed instantly which can knock a fair amount of man-power out of your squad. &lt;br /&gt;
&lt;br /&gt;
Machine Gunner: The Anti-Thesis of the Suppressing Gunner, these troopers use their weapons much more aggressively.. This build is realtively flexible being that one can utilise area of effect abilities to kill multiple foes or at least remove their cover so others may get flanking shots. Their choice between Rupture or Kill-zone can further enhance their single target lethality or give this gunner more options for taking on multiple enemies at once. Cyclic fire is the &#039;ace in the hole&#039; for really tough opponents such as andromedons or Sectopods which are heavily armed and armored. All in all this gives the gunner an impressive arsenal of abilities to clear out multiple foes or bring down the mightiest of enemies in just a few shots.&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially swing a bad situation into your favour. Serial does lose damage with each kill much like reaper however, so ordering may be required to achieve the best results.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84744</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84744"/>
		<updated>2017-04-28T19:52:00Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Gunner (LW2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Recommended builds=&lt;br /&gt;
Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine, Hair Trigger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: Grazing Fire, Lockdown, Demolition, Mayhem, Cool Under Pressure/Danger Zone, Traverse Fire, Kill Zone&lt;br /&gt;
&lt;br /&gt;
Machine Gunner: Grazing Fire, Shredder, Demolition, Chain shot, Cyclic Fire, Saturation Fire, Rupture/Kill Zone&lt;br /&gt;
&lt;br /&gt;
Summary:&lt;br /&gt;
&lt;br /&gt;
Suppressing Gunner: This soldier is able to lay down tons of fire upon large groups of enemies. At the very least this will significantly decrease the accuracy of enemies with area suppression, or even take shots at ALL enemies in vision range with Kill zone. Anybody that tries to move will invoke the wrath of this overwatch-heavy soldier, and with an extra 25% damage and the ability to crit they can deal a &#039;&#039;lot&#039;&#039; of damage in a short space of time. Danger zone is the other alternative to Cool Under Pressure, allowing more targets to feel the debilitating effects of suppression. If there arent many enemies in the area Traverse Fire acts as your main small group tool of choice which is quite flexible with other abilities, and Demolition provides a nice anti-cover approach as well. The only weaknesses of this soldier is they will burn through ammo &#039;&#039;very&#039;&#039; quickly, and if an enemy so much as scratches the soldier the suppression is removed instantly which can knock a fair amount of man-power out of your squad. &lt;br /&gt;
&lt;br /&gt;
Machine Gunner: The Anti-Thesis of the Suppressing Gunner, these troopers use their weapons much more aggressively.. This build is realtively flexible being that one can utilise area of effect abilities to kill multiple foes or at least remove their cover so others may get flanking shots. Their choice between Rupture or Kill-zone can further enhance their single target lethality or give this gunner more options for taking on multiple enemies at once. Cyclic fire is the &#039;ace in the hole&#039; for really tough opponents such as andromedons or Sectopods which are heavily armed and armored. All in all this gives the gunner an impressive arsenal of abilities to clear out multiple foes or bring down the mightiest of enemies in just a few shots.&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
====Overwatch Sniper-Team====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Create a &#039;&#039;&#039;[[wikipedia:Sniper team|sniper team]]&#039;&#039;&#039; with another soldier to provide proximity security and close-range flanking assistance. Sharpshooter hangs way back from the fighting and let the squad spot targets for them. Incredibly lethal as they rank and learn the very wanted &#039;&#039;Hunter&#039;s Instinct&#039;&#039; and &#039;&#039;Serial&#039;&#039;. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. This can completely turn a battle around, all while the Sharpshooter stays out of harms way.&lt;br /&gt;
&lt;br /&gt;
====Designated Marksman====&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
Sharpshooter marks targets for their allies to pick off. Can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Sharpshooter a chance to reap some of the benefits. Once a Sharpshooter reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Sharpshooter from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the Sharpshooter to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy Sharpshooter. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84691</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84691"/>
		<updated>2017-04-23T10:36:34Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Assault (LW2) */ Putting my original edit where it should belong!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Special Ammo, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&lt;br /&gt;
&lt;br /&gt;
Support Sniper: Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targetting, ANY.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: These snipers tend to hang way back from the fighting and let the squad spot targets for them. While weak at first, the Sharpshooter becomes incredibly lethal as they rank up especially so when they reach GSgt and MSgt ranks where the very wanted Hunter&#039;s Instinct perk and Serial ability come into play. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. Suffice to say this can completely turn a battle around, all while the Sniper stays out of harms way. It would be smart to prioritise enemies near the sniper or place another soldier with the sniper to provide close-range assistance.&lt;br /&gt;
&lt;br /&gt;
Support Sniper: These guys are all about marking targets for their allies to pick off. While the bonuses start off relatively weak, they can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Support sniper a chance to reap some of the benefits. Once a Support sniper reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Support Sniper from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the sniper to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy sniper. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84690</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84690"/>
		<updated>2017-04-23T10:35:40Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Specialist (LW2) */ Removing, put this in the wrong section xD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&lt;br /&gt;
&lt;br /&gt;
Support Sniper: Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targetting, ANY.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: These snipers tend to hang way back from the fighting and let the squad spot targets for them. While weak at first, the Sharpshooter becomes incredibly lethal as they rank up especially so when they reach GSgt and MSgt ranks where the very wanted Hunter&#039;s Instinct perk and Serial ability come into play. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. Suffice to say this can completely turn a battle around, all while the Sniper stays out of harms way. It would be smart to prioritise enemies near the sniper or place another soldier with the sniper to provide close-range assistance.&lt;br /&gt;
&lt;br /&gt;
Support Sniper: These guys are all about marking targets for their allies to pick off. While the bonuses start off relatively weak, they can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Support sniper a chance to reap some of the benefits. Once a Support sniper reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Support Sniper from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the sniper to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy sniper. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84689</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84689"/>
		<updated>2017-04-23T10:35:05Z</updated>

		<summary type="html">&lt;p&gt;Abathur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour, Special Ammo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities: &lt;br /&gt;
&lt;br /&gt;
Lightning Reflexes, Trench Gun, Killer Instinct, Extra Conditioning, Close Encounters, Close Combat Specialist, Street Sweeper&lt;br /&gt;
&lt;br /&gt;
Summary: This perk tree trades armor and versatility for sheer damage output and manoeuvreability. By combining Run and Gun with Killer instinct one can inflict a lot of damage upon landing a critical hit, and the Trench Gun and Street Sweeper abilities allow for multiple enemies to be taken out in a single shot, allowing for incredible area damage, especially if used as an initiating shot (breaking concealment) where enemies will be tightly clustered. As well Lightning Reflexes allows the Assaulter to run right past multiple overwatch shots to get to their intended target, while Close Encounters and Close Combat specialist provide gap-filling traits where Run and Gun is on Cooldown. Close Encounters may not be usable with Run and Gun but it can be used against foes within 4 tiles as long as the Assaulter hasnt used the ability and is close enough to the target, allowing for two attacks. Even if the target survives (or dodges) both shells Close Combat Specialist allows reaction fire on any foe who comes within 4 tiles, provided ammo is available - and essentially giving a 3rd and final chance before a single target can even attempt to retaliate. All in all this gives the Assault amazing damage potential against almost any foe, whether tanky opponent, or herds of footsoldiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&lt;br /&gt;
&lt;br /&gt;
Support Sniper: Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targetting, ANY.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: These snipers tend to hang way back from the fighting and let the squad spot targets for them. While weak at first, the Sharpshooter becomes incredibly lethal as they rank up especially so when they reach GSgt and MSgt ranks where the very wanted Hunter&#039;s Instinct perk and Serial ability come into play. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. Suffice to say this can completely turn a battle around, all while the Sniper stays out of harms way. It would be smart to prioritise enemies near the sniper or place another soldier with the sniper to provide close-range assistance.&lt;br /&gt;
&lt;br /&gt;
Support Sniper: These guys are all about marking targets for their allies to pick off. While the bonuses start off relatively weak, they can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Support sniper a chance to reap some of the benefits. Once a Support sniper reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Support Sniper from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the sniper to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy sniper. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84687</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84687"/>
		<updated>2017-04-22T23:05:31Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Sharpshooter (LW2) */  Small cleanup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&lt;br /&gt;
&lt;br /&gt;
Support Sniper: Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targetting, ANY.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: These snipers tend to hang way back from the fighting and let the squad spot targets for them. While weak at first, the Sharpshooter becomes incredibly lethal as they rank up especially so when they reach GSgt and MSgt ranks where the very wanted Hunter&#039;s Instinct perk and Serial ability come into play. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. Suffice to say this can completely turn a battle around, all while the Sniper stays out of harms way. It would be smart to prioritise enemies near the sniper or place another soldier with the sniper to provide close-range assistance.&lt;br /&gt;
&lt;br /&gt;
Support Sniper: These guys are all about marking targets for their allies to pick off. While the bonuses start off relatively weak, they can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Support sniper a chance to reap some of the benefits. Once a Support sniper reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Support Sniper from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the sniper to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy sniper. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84686</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84686"/>
		<updated>2017-04-22T23:04:53Z</updated>

		<summary type="html">&lt;p&gt;Abathur: Sniper Ability guide, again sorry for the mess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: Death from Above, Damn Good Ground, Long watch, Centre Mass, Aggression, Hunters Instinct&#039;s, Serial&lt;br /&gt;
&lt;br /&gt;
Support Sniper: Death from Above, Hi-Def Holo, Long watch, Independent Tracking, Vital Point Targeting, Multi-Targetting, ANY.&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
Sharpshooter: These snipers tend to hang way back from the fighting and let the squad spot targets for them. While weak at first, the Sharpshooter becomes incredibly lethal as they rank up especially so when they reach GSgt and MSgt ranks where the very wanted Hunter&#039;s Instinct perk and Serial ability come into play. While Serial operates on a very long cooldown, a well-timed Serial in conjunction with other XCOM operatives can potentially give anything from 3 kills all the way up to a staggering 24 kills with the right attachments, scenario and a spot of luck. Suffice to say this can completely turn a battle around, all while the Sniper stays out of harms way. It would be smart to prioritise enemies near the sniper or place another soldier with the sniper to provide close-range assistance.&lt;br /&gt;
&lt;br /&gt;
Support Sniper: These guys are all about marking targets for their allies to pick off. While the bonuses start off relatively weak, they can gradually be built up to offer up to +20 aim, critical chance, and +2 extra damage on each attack for 2 rounds which even provides the Support sniper a chance to reap some of the benefits. Once a Support sniper reaches GSgt for the multi-targeting perk and manages to get a Mk II Holotargeter, they can start marking entire groups of enemies which allows for very swift interdiction from other XCOM soldiers. While Rapid Targeting may seem the more Logical perk to choose at Lcpl rank, it operates on a multiple turn cooldown, only affects one enemy and stops a Support Sniper from giving his/her fair share of sniping with Death from Above. Those who can live without Long Watch could also take Phantom instead to allow for the sniper to continue stealth operations and marking out targets without too much fear of detection, and instead of aggression, one could pick Conceal to make for a true stealthy sniper. The final rank grants some flexibility for the commander in question to fill in the gap wherever it is needed.&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84685</id>
		<title>Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Class_Builds_(LW2)&amp;diff=84685"/>
		<updated>2017-04-22T22:43:43Z</updated>

		<summary type="html">&lt;p&gt;Abathur: /* Grenadier (LW2) */ I&amp;#039;ve added two paths since there are technically two types of Grenadier you can have. I hope this helps sorry for the mess.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recommended builds for each class. Attachments and utility items will vary depending on what is available to you.&lt;br /&gt;
&lt;br /&gt;
==[[Ranger (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Specialist (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto loader, Suppressor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, MedKit, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Gunner (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Cannon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Extended Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Assault (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Shotgun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Laser Sight, Suppressor, Auto loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Grenadier (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG/Assault Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine, Auto-Loader&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: Sapper, Heavy Ordinance, Boosted Cores, Tandem Warheads, Biggest Booms, Volatile Mix, Combat Engineer&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: Rapid Deployment, Protector, Bluescreen Bombs, Sting Grenades, Dense Smoke, Volatile Mix, Full Kit&lt;br /&gt;
&lt;br /&gt;
Summary&lt;br /&gt;
&lt;br /&gt;
There are two paths to a Grenadier and these are the paths as displayed by the abilities above.&lt;br /&gt;
&lt;br /&gt;
Demolition Grenadier: This perk tree is purely catered towards removing the cover that many enemies use and/or doing tremendous amounts of area damage. While it lacks versatility its destructive power is unquestion and can turn even the most dug in enemies&#039; defenses into their own grave. Combined with other abilities from other X-COM Soldiers a Grenadier can set up a massive kill-zone for other soldiers, especially so for a Sniper with Serial. Less orthodoxly, it can also be used to destroy obstacles that may be obscuring lines of sight for other soldiers or more aptly, Snipers. While [[Heat Warheads]] may seem tempting, there are more suitable perks for other soldiers to deal with armour and you lose a lot of potential damage from Tandem Warheads that may stop a Grenadier from inflicting lethal damage on certain enemies.&lt;br /&gt;
&lt;br /&gt;
Support Grenadier: This tree focuses on providing support for fellow X-COM soldiers, or inflicting debilitating effects on large groups of enemies. Flash grenades (which become stinger grenades) at higher ranks are much more effective, since they gain the ability to stun an enemy for 1 round, and this effect can stack with multiple grenades although the disorient does not. Full kit then grants even more grenades so a Grenadier can pepper entire platoons of enemies with Sting Grenades or protect their entire team with Smoke Grenades, providing significant defensive benefits for all within. Rapid deployment then rounds this out with a means to fire two grenades in one round or fire a grenade and still take normal actions. Ghost Grenade is another very tempting perk but is only useful in specific situations and doesn&#039;t outweigh the extra area of effect the support grenades get from Volatile Mix.&lt;br /&gt;
&lt;br /&gt;
==[[Shinobi (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Ghostwalker, Lone Wolf, Covert, Bladestorm, Conceal, Tradecraft, Rapid Fire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Shinobi’s the true strength is concealment; this build lets the rest of the squad benefit from the absolute wealth of reconnaissance information our hidden ghost can provide.&lt;br /&gt;
&lt;br /&gt;
==[[Technical (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
;Loadout&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;SMG&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Suppressor, Hair Trigger, Expanded Magazine&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Grenade, Flash bang, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
&#039;&#039;Fire in the Hole, Napalm-X, Burnout, Formidable, Incinerator, Tactical Sense, Bunker Buster&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
;Summary&lt;br /&gt;
The Technical’s value depends entirely on the use of their cover-busting rocket and their debilitating flamer; this build makes the best of both their strengths while trading out their weaknesses.&lt;br /&gt;
&lt;br /&gt;
==[[Sharpshooter (LW2)]]==&lt;br /&gt;
&lt;br /&gt;
Primary Weapon:&lt;br /&gt;
&#039;&#039;Sniper Rifle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attachments:&lt;br /&gt;
&#039;&#039;Scope, Auto Loader, Stock&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Utility Items:&lt;br /&gt;
&#039;&#039;Pistol, Special Ammo, Armour&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This page should be in table format and be expanded to include; SPARKS class, Level perks, AWC perks, Leader Perks, Perhaps moved in to the class description page (?), add squad builds depending on mission type &amp;amp; infiltration time&lt;br /&gt;
&lt;br /&gt;
[[Category:Overview (LW2)]]&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
	<entry>
		<id>https://temp.ufopaedia.org/index.php?title=Talk:Class_Builds_(LW2)&amp;diff=84684</id>
		<title>Talk:Class Builds (LW2)</title>
		<link rel="alternate" type="text/html" href="https://temp.ufopaedia.org/index.php?title=Talk:Class_Builds_(LW2)&amp;diff=84684"/>
		<updated>2017-04-22T22:18:56Z</updated>

		<summary type="html">&lt;p&gt;Abathur: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure this section should be part of the wiki.  It is highly subjective and would be better placed in each of the class pages. --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 05:48, 5 February 2017 (UTC)&lt;br /&gt;
:I agree that discussing specific class builds is highly subjective but the page is placed under Game Guides, and you can&#039;t write about what works better if you don&#039;t have an opinion based on gameplay experience. To me the challenge here will be to harmonize the content that goes into this page so that several opinions about builds can be displayed together. [[User:Hobbes|Hobbes]] ([[User talk:Hobbes|talk]]) 15:39, 5 February 2017 (UTC)&lt;br /&gt;
::I was more referring to the way Long War 1 did it with tactical advice and sample builds in each of the classes&#039; pages.  Having the info there with multiple points of view framed as &#039;&#039;&#039;suggestions&#039;&#039;&#039; makes more sense then a seperate page that list each class with a single specific build as if there is only one correct way to play a class.  --[[User:Mavoc|Mavoc]] ([[User talk:Mavoc|talk]]) 01:10, 6 February 2017 (UTC)&lt;br /&gt;
For some reason I actually think that Tactical sense would be much more viable for the shinobi, maybe because you need to have a fall back option should things go south. I think it gives the shinobi that little bit more survivability in case its compromised earlier than intended or you intend to use the shinobi for some light-assault. Even without tradecraft I feel like the shinobi is still pretty good. [[User:Abathur|Abathur]] ([[User talk:Abathur|talk]]) 22:18, 22 April 2017 (UTC)&lt;/div&gt;</summary>
		<author><name>Abathur</name></author>
	</entry>
</feed>