![]() ![]() In terms of AI, Sectoid Abjurers' first action prioritizes ensuring they're not flanked, and then Corpore Sano and Solace to support their teammates. Health, Defense, Aim, Psi Offense (which they use for Compulsion, controlling zombies and healing) and the damage of their blasters are improved as well. The Sectoid Abjurer Magus (the Tier 3 variant) has all of the Adept's abilities, in addition to Compulsion, which makes them much more dangerous to XCOM soldiers. Health, Defense, Aim, Psi Offense (which they use for controlling zombies and healing) and the damage of their blasters are improved as well. The Sectoid Abjurer Adept (the Tier 2 variant) has all of the basic variant's abilities, in addition to Healer's Mind (two extra charges of heals) and Soul Mania which lets them better defend themselves from close range attackers. The single pip of armor they have protects them from AP Grenades, and they never get more armor than this regardless of difficulty or tier. Specifically, Flashbangs, augmented with the Bluescreen Bombs ability, so even your robots won't be safe from those. Finally, as a first for enemy Sectoid variants, they have the ability to throw grenades. Be wary about summoning zombies that have been buffed by specialized builds when there's an Abjurer around. As a bit of a wild card ability, they have Zombie Puppeteer which they can not only use against the Lost, but also to counter the playable versions of the Sectoid and Frost Necromancer. Additionally, they have Corpore Sano and Solace (LWOTC edition) to support allies from a distance with heals and mental ailment removal. The basic variant has the Fortress and Bastion abilities to keep fire, explosions etc. They drop regular Sectoid Corpses and Sectoid timed loot. Only a maximum of one can show up per pod. They do, however, possess some innate Defense that varies based on tier and difficulty. They are still vulnerable to melee damage, and have low Aim compared to most enemy units. Unlike other Sectoids, they do not possess the ability to create zombies of their own, and they don't have Mindspin or a similar ability that can be used against most XCOM units. Like other support units, it's not very dangerous offensively or on its own, but the more friends it has, the more effective it can be. Let me tell you about its features.- The Sectoid Abjurer (named after a specific school of magic in Dungeons & Dragons, a game I've never played since it requires friends) is a dedicated support unit. ![]()
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