I’ve gotten a lot of positive feedback about my AR Soloist deck; while it’s a fairly simple build from the start, some folks have asked how to build it up from the first ability point. I’m happy to oblige. This deck starts to do its job right out of the gate, making it excellent for newbies just getting started as well as experienced players looking to turn the harder missions easy. In any case, read through the cut for the essential guide to building the AR Soloist deck.
Fresh Off the Training Line
Key: an asterisk (*) indicates an ability you’ll use. The preceding number is the AP cost.
Walking out of your faction’s training area, you’ve already got the points to grab the bread and butter of the AR Soloist deck – Anima Shot and Anima Boost. So get ‘em. Slot 1. You’ll be pressing that a lot. In fact, just go ahead and fill in the entire Support tree. You’ll be using all 6 abilities for awhile.
Goal 1: fill Support tree
1 – Anima Shot*
1 – Anima Boost*
2 – Lock & Load*Cost 18 AP
3 – Extra Clip*
4 – Fire in the Hole*
7 – Experience*
At this point, you should have all your Talisman as well as Assault Rifle (both specialties) skills at QL1.
Next, is the obvious: fill in the Engage tree. This side of Assault Rifles will amp up your damage a little and in turn increase your healing a touch. Whatever the case, obviously you’ll have to fill it in to get to the outer ring skills.
Goal 2: fill Engage tree
2 – No Contest
3 – Trigger HappyCost 16 AP
4 – Eagle Eye*
7 – Slow the Advance*
All talismans should be at QL2. From here on out, you can focus on raising just the damage side of the Assault Rifle skill. At this point your ability loadout has pretty much set itself. You are using Anima Shot as your primary attack, building resources and healing yourself. Use Fire at Will to unload your resources on groups of enemies and Fire in the Hole on single targets. Use Lock & Load to add a little burst damage for back-to-back finishers. Use Slow the Advance for a little extra dps and a handy little snare.
Actives: Anima Shot, Slow the Advance, Fire at Will, Lock & Load, Fire in the Hole
Passives: Anima Boost, Leech Therapy, Lick Your Wounds, Eagle Eye, Military Code, Extra Clip, Experience
Filling in the Deck
The next goal is to boost up your healing for the tougher fights. For this we’ll grab a couple more passives and then get an actual heal.
Goal 3: strengthen healing
1 – Lick Your Wounds* (Fists)
9 – Leech Therapy*Cost 31 AP
9 – Shot of Anima*
12 – Energise
Our fourth goal is to build up some dps because, let’s face it, there’s no point in surviving a fight if you don’t kill your opponent. You should also be getting your Talismans to QL3 at this point.
Goal 4: add some dps
9 – Suppressing Fire*
9 – Three Round Burst* (replaces Fire in the Hole)
9 – Lucky BulletCost 71 AP
12 – Tactical Retreat
16 – Anticoagulant* (replaces Military Code)
16 – Lethality* (replaces Extra Clip)
Grab the Goodies
Now we’ve finally gotten into the goodies. Suppressing Fire adds an area damage resource builder, but be careful because you won’t be receiving any leeching heals while using it. Three Round Burst becomes your single target finisher and Lethality replaces Extra Clip – meaning Lock & Load now only generates three resources. Your loadout has nearly reached the finished product and you should be pressing into QL4 on all Talismans and Assault Rifle. You should also be crushing your enemies and barely taking a scratch, meaning zero downtime and fast mission completions.
Actives: Anima Shot, Suppressing Fire, Slow the Advance, Fire at Will, Lock & Load, Three Shot Burst
Passives: Anima Boost, Leech Therapy, Lethality, Lick Your Wounds, Eagle Eye, Anticoagulant, Experience
Now, the AR Soloist deck at this point does just fine, but we’re going to fine tune it a little bit. The next set of abilities will increase damage a fair bit while losing just a tiny bit of passive healing. I break this into two blocks: the first is a quick stroll to grab Salt in the Wound, while the second is a marathon to the end of the Take Point tree.
Goal 5: Cost 46 AP
18 – Primal (Fists) tree
19 – Feral (Fists) tree
9 – Salt in the Wound* (Fists) (replaces Lick Your Wounds)Goal 6: Cost 160 AP
110 – Fill in Take Point tree
50 – Red Mist* (replaces Slow the Advance)
Actives: Anima Shot, Suppressing Fire, Shot of Anima, Red Mist, Fire at Will, Lock & Load, Three Shot Burst
Passives: Anima Boost, Leech Therapy, Lethality, Eagle Eye, Anticoagulant, Salt in the Wound (Fists), Experience
That’s AR Soloist
And there you have it, the AR Soloist deck from start to finish in the best order to build it. Now you’ve got your rotation worked out you should have no problem beating even the Roman Baths mobs on your own. Yes, this deck may not kill things as fast as other decks, but it is no slouch. You won’t spend the whole minutes of time killing a single mob as many people claim with Anima Shot decks; mobs will die and the will die relatively quickly. All while keeping you above a safe health threshold.
Enjoy the deck and enjoy finishing off those tough Transylvania missions.