Since we’ve had plenty of threads on the abilities and blitzes I thought I’d give my feedback on some of the blue talents/tax nodes in the skitarii talent tree.
Toughness generation nodes in blue.
Toughness/damage reduction nodes in brown.
Tax nodes in yellow.
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So I’ve been noticing skitarii can feel quite squishy at times on several builds vs the regular shooter enemies, not gunners or other elites, not melee, but large packs of dreg and scab shooters just chipping away at your toughness during combat, and I think this is tied to how skitarii generate toughness.
As it stands, you may have noticed most of the toughness generation nodes available to all skitarius builds are based on toughness over time effects; the tree actually only has four nodes which generate instant toughness:
- +4% toughness on weakspot kill node
- +20% toughness on ability use to you and allies (just before chordclaw, which may take several points investment for non claw or non servo builds)
- +15% on elite or specialist skill from the flensing keystone at the bottom
- +20% toughness on power overload to you and allies (while handy for the team this can’t really be timed to give you toughness back when you need it as a player)
- 25+% on voltaic emitter use with the voltaic overcharge subnode
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For contrast, we have:
- +5% toughness back on all kills for vet (easily reached by all builds)
- +5% on close kills for arbites (as far as I know taken by all builds)
- +7.5% back on stagger for arbites
- +10% toughness back on elite kill for vet and arbites, plus rolling toughness
- +4% back on melee hit for scum, doubled for weakspot hit and tripled for critical weakspot hit
- +8% on ranged kill, doubled on ranged elite kill for scum (more a ranged build thing and yeah I know, scum is one of the two strongest classes)
Zealot is a lot more comparable to skitarii in that a lot of their toughness generation is tied to ability use like skitarii’s is, however zealot usually gets full toughness from these and zealot has its rolling damage reduction packed into fewer nodes than skitarii.
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Every other toughness node in skitarii’s tree gives you toughness over time, whether it’s from cleaving enemies (left side right side near servo skull), shooting enemies (right side near power overload and ammunition deposit), elite kills, critical hits, electrocutions or taking damage (the nodes by Redline and Voltaic).
Now, with several of these effects rolling you can basically have ogryn’s ability to hug his ranged weapon when he’s scared, but without actually hugging your ranged weapon (the machine spirit does not approve), and some of these are just very strong on their own like +10% from Advanced Combat Doctrine.
If you can keep these effects rolling, but this takes both talent points and fulfilling certain conditionals, some of which are build dependent (like electrifying enemies) and most of which are on a quite short duration.
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This brings me to the final part of my observations: a number of abilities and keystones are gated behind tax nodes for the skitarii. Let’s start on the left side of the tree, here we have:
- Target Prioritization Psalms (specialists that get within 12.5m of you are marked): now, most specialists in this game are best dealt with via audible cues, making this talent frankly unimpressive for longstanding players, however what this talent does do is tax us for moving back and forth across this line to get Capacitator Reclamation Loop (cleave → capacitance) + the other talents on either side of these branches.
I would recommend swapping this talent’s location with another talent that is not along a key path, so players can take it if they like but aren’t forced to.
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Coming to the top branch of the tree we have a potential tax node triangle:
- Electro-Strike Conduit (melee critical electrocute the first target hit): this is primarily a tax node for electric builds wanting to grab Augmented Power-Cycle (extra capacitance per second) or ranged builds wanting to take Galvanized Coating or arc grenades for utility. Most electric builds have reliable means of electrocuting enemies as is, and for other builds it also requires some crit chance to trigger the effect.
- Weakness Analysis Doctrine (+10% damage for 8s on hitting a dotted up enemy): this is mostly a tax node because of Ablative Wards and would be fine if the latter is addressed. Basically you have to take this or Ablative Wards to take arc grenades on a ranged build or non-dot melee build. It would be fine as is and where it is if the latter is moved.
- Ablative Wards (+90% corruption resistance; every 20s take 1 corruption damage): this talent doesn’t actually seem bad, that’s 25 mins for a wound below havoc at 150hp and may even be good in havoc for minimising corruption bleedthrough (with zealot’s aura in theory you’d gain no corruption? But I haven’t had the chance to test this out), but if you don’t want to take this it forces you to take Weakness Analysis Doctrine. I think this’d be fine if it wasn’t placed so that it is a tax node for arc grenades.
With zealot’s BoP aura in theory you’d gain no corruption? But I haven’t had the chance to test this out.
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Rotating to the right branch, we have:
- Precision Combat Augurs (+15% damage for next attack on successful dodge): Now normally I’m a huge fan of taking buffs which work on dodge as you can keep them rolling indefinitely, but this says it’s only on the next hit, ergo any sort of more spammy weapon is going to get minimal benefit out of this (devil’s claw, braced autoguns, etc.), this makes this a tax node for many setups. Either move this, give this talent a short duration or replace it.
- Restoration Pod (1% ammo/15s): This replenishes so little ammo over a run I consider it a tax node. Now, I’ve got no problem with FS reducing the crazy ammo economy of this game, but this talent is just very meh and I would flat out leave it out when taking Advanced Combat Doctrines if I could. I’d rather this talent were replaced with something different and useful, better yet something new and interesting.
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Finally, we have the bottom of the tree:
- Sureshot Cogitator Sync (+25% weakspot damage): This is mainly a tax node because of where it is situated. Frankly, it should probably be in the ranged tree and slightly off to one side, because 25% weakspot damage is either just enough to make you hit a new breakpoint or utterly useless.
For those not familiar with how weakspot damage works in 'tide games, it is +25% to the portion of damage you get extra for hitting a weakspot over a normal hit. This means if your weapon does e.g. 500 normal damage and 1000 weakspot damage, after taking this it will do 1125 weakspot damage, an overall increase of 12.5%. Now, some weapons have a ~200% weakspot damage modifiers (I believe the galvanic rifle does) so it will come out to about 25% more damage on weakspot hit, however many weapons in this game have a modifier of 50% which means you get a damage increase of 6.25% in the end instead. Ergo, for most builds this is a tax node. Worse, it taxes you if you want to take Integrated Refraction Emitter which already is drowning at the back of the paddling pool while the lifeguard doesn’t notice. - Target-Neutralization Feedback (weakspot kills grant stun and suppression immunity for 4s): Okay, this one is not bad, but if you’re coming across from Advanced Combat Doctrine you’ve probably anyway got suppression clear on activation + you have aimbot), and if you invested in Galvanized Coating you have stun immunity at all times. Melee builds can alternatively pick up uninterruptible by the flensing keystone. I’d keep this in the tree but move it.
- Ablative Motion Routines (25% DR while sprinting or sliding): you’re usually anyway successfully avoiding damage in those circumstances, so what’s the point? It’s not a lot of DR for what it is and pretty much just a tax node for taking Foe-Render Creed. I don’t see this ever being taken over Uncapped Arrestor which is actually good.
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Dishonourable mention (see the commissar after class):
- Slaughter Protocol, bottom left of the skill tree: this talent restores +25% toughness on melee kill up to 50% at zero charges. To the best of my understanding this works like the one zealot talent - what this means is skitarii’s melee kills, which by default restore 5% toughness, instead restore 6.25% at base or 7.5% at 0 charges - but the zealot talent at least has the decency of doubling the 5% of toughness you get back on melee kill unconditionally and even then it’s considered one of the weaker zealot talents. Inconceivable!
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In summation, I think the way skitarii generates toughness (and for that matter TDR) is a bit too piecemeal and takes away points/talent nodes from more interesting variety. I would start by consolidating a few of the nodes, then tune the numbers.
Similarly, there are several talent nodes that serve little purpose past taxing you for branching into other sides of the three or different blitzes than usual, which seems counter to the spirit of having a more flexible talent tree.
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That’s about it. Looking forward to hearing the forum’s thoughts!







