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Introduction
This guide basically serves as a sequel to the âAll Achievements, One Gameâ guide made by ElNimrodo. The objective of this guide is the same-to obtain all achievements in one game, without a single re-spec. However, Iâll be using the Psychological class instead of the Bio speed build.
For this Psych run, Iâll be combining the unrelenting power of the Electro build with the impenetrable defenses of the Ultimatum build. This ability distribution allows for consistent damage as well as reliable protection. Iâll also use stun locks for the occasional battle support required to transcend some of the more difficult levels.
Just in case youâre wondering what the purpose of this guide is when there is already a guide to acquire all Achievements, Iâll list some aspects and differences between the Biological and Psychological classes so you can make your own informed decision. I donât necessarily want you to feel as if the Psycho class is better (although that would be nice), but if you feel that the Psych class is better suited for you, then you might want to consider using this guide.
Bio Pros/Cons
Simple, all purpose abilities. Doesnât require much ability points to acquire all necessary attacks.
Powerful âbombâ attacks that usually OHKO enemies. However, this combo comes into full effect at later levels (20-30).
Psych Pros/Cons
Complicated abilities that are often followed by consequential conditions.
Consistent gameplay that is maximized at an early stage (level 10).
With that being said, Iâll be moving onto the actual guide.
Zone 1: New Alcatraz - The Iron Prison
Enemy Sequence (Credit goes to ElNimrodo for his Encounters)
1: (Level 1) - Prison Guard
2: (Level 1) - Prison Guard (2)
3: (Level 2) - Brutal Convict, Agile Convict
4: (Level 3) - Brutal Convict, Cunning Convict, Agile Convict
5: (Level 4) - Doctor Leath, Prison Guard (2)
6: (Level 4) - Twisted Experiment
7: (Level 5) - The Warden
8: (Level 5) - Doctor Hedger, Frankie
9: (Level 6) - ZCPI Elite
10: (Level 6) - Felicity
Ability Progression
Level 1 - Traumatize 1/2
Level 1 - Terrify 1/4
Level 1 - Free Will 1/4
Level 1 - Shock Therapy 1/3
Level 1 - Betrayal 1/4
Level 2 - Traumatize 2/2
Level 3 - Free Will 2/4
Level 4 - High Voltage 1/4
Level 5 - Free Will 3/4
Level 6 - Electric Storm 1/4
You probably wonât exactly be using Betrayal, but itâs a pre-requisite for Retrograde.
As for Attributes, place half in Vitality (especially before major enemies) and the rest in Instinct.
One of the best places to re-spec is after the very first battle. This violation of the âno re-specâ rule will yield 19 free Attribute points.
There arenât much beneficial items that require several rematches to obtain. Just make sure you collect the Labcoat and Sleeves from both Doctors. The EMD Blade and Voltage cage in the item shop look interesting, but costly. However, seeing as you probably have no other place to spend cash, the shop would probably be good idea.
Speaking of items, there are 2 ways to restart a match if you desperately need a certain drop item - the easy way and the hard way. In other words, unless you want to refresh every other battle, I would highly recommend turning off the autosave option, so you can quit and rematch. Just remember to save a lot.
Most of the battles are somewhat straightforward. Eliminate the weakest enemy, and then proceed to focus on the tougher ones. There isnât much strategy required, just luck. Basically, the main tactic is to spam Traumatize to knock out the stronger foes, while occasionally using Shock Therapy as an attack, Free Will/Terrify as meager defense, and Electric Storm/Dark Infusion to regain Focus.
The Warden requires a lot of stunning as well as patience to overcome. I wouldnât recommend going after Persecution, as it barely benefits Psychâs. Rely on luck for the Twisted Experiment, and eventually you will prevail. Also remember to use Shock Therapy to get rid of his Withdraw/Shadow Blend buffs. Either Shock Therapy or Traumatize can be used to evade the Eliteâs damage buff, not to mention for dispelling that irritating Auxiliary Power.
Felicity deals crappy damage during her first stage, and most of her moves require a lot of Focus, so if you need a quick heal, use Traumatize twice and switch Veradux to Phalanx when Black Metal fades. You might want to consider bringing double Electric Storm, as the first one seems to always miss. Her second stage, in which Serious Business is activated, is similar to the first, just harder and more time consuming. Keep up the rematches, and eventually you will receive:
ACHIEVEMENT! The Tape
Zone 2: Oberursel - The Frozen Village
Enemy Sequence (Once again, credit goes to ElNimrodo)
1: (Level 7) - Frost Zombie
2: Mock fight / Cut scene
3: (Level 8) - Frost Terror, Frost Zombie (2)
4: (Level 8) - Knight
5: (Level 9) - Knight, Priest
6: (Level 9) - Frost Lord
7: (Level 9) - Knight, Priest, Mage
8: (Level 10) - Knight, Mage (2)
9: (Level 10) - Cult Leader
10: (Level 11) - Baron Brixius
11: Cut scene
12: (Level 11) - ZPCI Elite, Armored Hound (2)
13: (Level 11) - Captain Hunt, ZPCI Sniper, ZPCI Medic
Ability Progression
Level 7 - Retrograde 1/2
Level 8 - Retrograde 2/2
Level 9 - Nightmare 1/4
Level 10 - Ultimatum 1/1
Level 11 - Shock Coma 1/3
You still want to put Attributes in Vitality and Instinct.
The third encounter is arguably one of the most difficult battles in the entire game. No pressure. Seeing as neither the stun lock ability tier is complete, nor the Ultimatum, youâll just have to improvise with what you already have. Traumatize the Terror as much as possible, Free Will on dying allies, Shock Therapy whenever possible, and pray to whatever obscure deity you believe will assist you through your Sonny 2 campaign. As luck is once again the prevailing factor, a key event you might want to look for is Veradux just happening to Electro-Bolt the top-left zombie right after it begins recuperating/healing, thereby removing (hopefully) that dreaded buff. Such a coincidence will bring significantly less anxiety and grief during your battle, not to mention that it will help your team finish the first Frost Zombie before the enemy annihilates your entire party. Once you outnumber the foe, the battle will slowly turn in your favor.
The Priestâs healing can be a pain - play defense and keep him under Traumatize until he Re-Focuses, then hammer him until he falls. Note the excellent Instinct boosts his drop items give, especially the Frosted Light weapon.
The Mages use Energy Phase to fully heal right before you kill them, so after chiseling their HP to around 600, set all team members to Relentless, keep the Mage in stun lock, and hopefully by the time he wakes up he wonât have a chance to buff up. The Mage also drops a noteworthy item - Fiery Doom.
The Knight/Mage/Mage battle is yet another grueling match that will require patience and more luck. Fortunately, you will now have acquired the centerpiece of the Ultimatum build. Equip Ultimatum, Free Will, 2 Traumatizes, Retrograde, and your choice of attacking abilities. Also rearrange your equipment to give Veradux higher priority, as he can now equip Roaldâs gear, and try to minimize your own vitality. Hereâs the basic outline: Begin by attacking the top-left Mage. Hopefully (and yes, I said hopefully), the enemies will attack you, having less hit points. Once most of your health is gone (or around 70% in the case of Doom), use Ultimatum to foil your enemies strategy. Next turn, use Free Will on self. This combo pretty much negates all enemy damage, while blocking against the side effects of Ultimatum with Free Will. This practically grants you invincibility for the duration of 20 turns. Just be sure to replenish Free Will after it fades, for shield regeneration. Anyway, use the technique described in the above paragraph to eliminate both Mages. Keep in mind that the Knight will occasionally place shields over the Mages. When this happens, put Retrograde on the Mage being guarded, so he kills himself when he wakes up. If any teammate is ailing, use Retrograde and set Veradux/Roald to an offensive position. After the demise of both Mages, victory should soon be yours.
Keep the Cult Leader Traumatized, as his moves are Focus-scaling. Only Ultimatum when in dire need, as is doesnât exactly last the entire match. Similarly, for the Baron, focus on Traumatizing him, protecting your allies, and using Shock Therapy to negate his Electric Storm buff. I wouldnât bother repeating the strenuous process to claim their Runeblades.
With both Ultimatum and Shock Coma, the Blood Hounds are a push-over. Focus on the top-left enemy (as usual) while keeping the Elite and the second Hound stunned. Use Electric Storm on the Elite (it always misses the Hounds due to their insane speed) as much as possible, to combat his Poison Blade debuff. If your team begins to fall apart, use Ultimatum as a last resort and start beasting the Hounds.
Hunt/Sniper/Medic form an intimidating trio, but are actually quite predictable. Your first priority should be to eliminate the Sniper before the Force-Field buff wears off. As soon as either the Sniper or Medic set up 2 buffs, Shock Coma them if their shield is up, but Traumatize if otherwise. When the Force-Field wears off, set up Ultimatum. If all goes well, Hunt will drain his debuffs into Sonny. Donât get too cocky, as the Medic can still land the occasional OHKO. However, if your team is dying, Shock Coma Hunt and Traumatize the Medic until your party is back in the lead. Youâll have the battle in the bag once both minions have fallen. Hunt drops a nice weapon, Fury, with actual lightning piercing and decent Instinct for a primary arm, but again, it isnât worth the time to retrieve it.
ACHIEVEMENT! Predator
Zone 3: Ivory Line - The Train
Enemy Sequence (Another tribute to ElNimrodo for his encounters)
1: (Level 12) - Spectre
2: (Level 12) - ZPCI Elite (2)
3: (Level 12) - Spectre (2)
4: (Level 13) - Phantom, Antagonist, Beast
5: (Level 13) - The Hobo
6: (Level 13) - The Real Hobo
7: (Level 14) - The Host
8: (Level 14) - Spectre (3)
9: (Level 14) - Clemons The Deceiver
Ability Progression
Level 12 - Electric Storm 2/4
Level 13 - Shock Therapy 2/3
Level 14 - Implosion 1/2
Attribute distribution - Max Instinct
The first match is relatively simple, and is the best place to rematch for Annihilation.
Bring along plenty of stuns for the Elites, and they shouldnât be too much of a trouble.
The fourth encounter occasionally drops a Charged Axe, which will carry you past Clemens, but beating the Phantom/Antagonist/Beast trio multiple times isnât exactly effortless.
The next 3 matches wonât require any specific strategy, nor do they reward with useful items.
As for the three Spectres, keep the level 15 Spectre stunned, while using whatever method you desire to eradicate the Spectres one by one.
For Clemens, removing your teammates from the setup is mandatory for achieving Black Magic. Equip 2 Traumatizes, and one of the following: Electric Storm, Shock Therapy, Shock Coma, Free Will, Ultimatum, and Implosion (or Retrograde). Implosion for enhanced healing, or Retrograde if you feel lucky.
On the first stage of the boss, use Shock Coma, then Traumatize twice. This causes Unknown Condition, which has the same effect as Retrograde, to wear off. Use Ultimatum, but skip Free Will. After this initiation, focus on alternating between Traumatizes, Shock Therapy and Electric Storm. By the time Ultimatum finishes its 20 turn span, Clemens should have relatively low Focus, and he should be in the next phase.
For his second stage, Clemens alternates between buffing himself while stacking various debuffs on Sonny. Your main damage technique here is to wait for Clemens to Nightmare himself, and then countering the healing buff with Shock Therapy. Use Electric Storm to restore Focus, Free Will to dispel his debuffs and as a shield/heal, Traumatize to regain the upper hand if you fall behind, and Ultimatum if desperate. If you brought along Implosion, use it in conjunction with Free Will for massive heals. For those of you with Retrograde, cast it on Clemens near the 6000 HP mark, and if youâre lucky, you wonât have to read the next paragraph of this guide.
Clemens starts his third phase when he reveals his True Form and heals himself for 100% his total HP. Your tactics here are the same. The only difference is that Clemens receives twice the damage, and deals slightly harder hits. If you did well on the second stage, Clemens should be finished in no time. Clemens occasionally drops Shandorâs Darkstaff, which gives an excellent Instinct boost as well as Vitality and Speed bonuses. Assuming you didnât restart to claim that weapon, you have now been rewarded:
ACHIEVEMENT! Black Magic
Zone 4: Labyrinth - Tunnel of Illusions
Enemy Sequence (Credit goes to ElNimrodo)
1: (Level 15) - Tunnel Beast
2: (Level 15) - Vivian Vixen
3: (Level 15) - Gregor
4: (Level 16) - Shunny
5: (Level 16) - The Magical Monkey
6: (Level 16) - Mokoshotar
7: (Level 17) - Bunny
8: (Level 17) - Flower Zombie
9: (Level 17) - The Hydra
10: Cut scene
Ability Progression
Level 15 - Free Will 4/4
Level 16 - Shock Coma 2/3
Level 17 - Shock Coma 3/3
Ability distribution - Max Instinct
The Tunnel Beast is probably the easiest battle to rematch for Poseidonâs Fury. Although you canât use it with your current level, it will carry you through Zone 5.
Every enemy has the capability of dropping equipment perfect for an Electro build, so keep that in mind if you feel like re-matching.
Most of the encounters here are 3 on 1 battles that are easily beaten with persistence and some strategy, a relief from the chaos of Zone 2.
Vivian Vixen uses a buff that bolsters defense, contrary to its description (I think). Stun-lock her with Shock Coma and Traumatize until the buff diminishes, and attack with your hardest hits. As for Gregor, his heals may seem annoying, but are very Focus-costly. Traumatize him down and attack quickly before he decides to heal again. Keep his Focus below a certain point, and eventually youâll prevail. Defeating Shunny requires Ultimatum and Retrograde preceding one of his multiple healing moves. Unloading all Traumatizes before Retrograding will significantly increase your odds of Shunny ending up using Withdrawal or Reform to kill himself. The Magical Monkey, Mokoshotar and the Flower Zombie are easily slaughtered with Ultimatum, although the ape will mostly likely pwn both teammates in the process. After taking advantage of the Bunnyâs nade, add a Traumatize to prevent it from destroying your entire team.
To defeat the Hydra while claiming Pacifist, equip the following moves: Free Will x3, Shock Coma x2, Traumatize x2, and Dark Infusion. Also arm yourself with defensive equipment.
Keep Free Will active on all teammates, and stun the bottom Fire Claw and Hydra whenever possible. Eventually, Veradux will pump enough Electro-Bolts into the Fire Claw to finish it off. Proceed to eliminate the last Fire Claw while keeping the Hydra stocked with Traumatize/Shock Coma. Only use Dark Infusion on yourself if necessary, and try to minimize using that move as to not exceed the 2000 damage limit set by the Pacifist achievement.
When the Hydra begins its toxic attacks, use Veradux more for healing, and Roald for his petty damage. After, like, half an hour, the Hydra should go down, and Pacifist will be yours. Emerald Death practically doubles Felicity's damage, but it isnât worth the time to retrieve it.
ACHIEVEMENT! Pacifist
Obviously, you should keep the mining equipment.
Zone 5: Hew - The Dystopia
Enemy Sequence (Credit goes to ElNimrodo)
1: (Level 18) - Riot Police
2: (Level 18) - Riot Police, Blood Hound
3: (Level 18) - Secret Police (2)
4: (Level 19) - Police Colonel
5: Cut scene
6: (Level 19) - Care Taker, Blood Hound (2)
7: (Level 19) - Android Guard, Riot Police (2)
8: (Level 20) - Specialist, Android Guard (2)
9: Cut Scene
10: (Level 20) - City Council (2)
11: (Level 21) - Secret Police, Android Guard, Specialist
12: (Level 21) - Specialist, Blood Hounds (2)
13: (Level 21) - Secret Police, Android Guard (2)
14: (Level 21) - The Mayor
Ability Progression
Levels 18-21 are spent on either Shock Therapy, Electric Storm or Charged Blood.
Attribute distribution - Max Instinct
Pretty much every battle can be conquered with Ultimatum. Give your teammates insanely high Vitality, so Sonny can absorb all the blows. Set up Ultimatum with Free Will, and cycle between Shock Therapies and Electric Storm. If and only if Free Will fades may you replenish it. Target the weakest enemy or biggest threat, and proceed with the other ones.
The Police Colonel is one of the only enemies in which Ultimatum may not be as effective. Traumatize to counter his Guns Blazing buff, and Shock Therapy while he Reloads.
When Felicity decides to join the party, I advise that you replace Roald with her, and give her Vitality and Strength equipment.
For the City Council, break both shields first. After that, attack both City Councils until you are able to finish both off within 2-3 turns.
The Specialist/Blood Hound x2 battle is slightly more difficult, and may require a re-match and some luck. To ensure that Veradux can heal optimally, target the Specialist first, as having both teammates killed and having to fend off all 3 enemies at once can be a problem.
And finally, the Mayor can also be beaten with Ultimatum. Equip Ultimatum, 2 Free Wills, 2 Traumatizes, and your choice of Electro attacks. Save Ultimatum during the first round of the boss, and rely on Veradux to heal Sonny. With luck, Felicity will stack debuffs, including Knifed and Concussion, on the Guardian Cannon in a sequence that renders it unable to raise its Focus to a lethal point before it is destroyed. If not, then use Traumatize on the Cannon. It may slow the process of killing it before the Mayor Enrages, but itâs better than suffering from the Cannonâs shattering ice attack.
When the Mayor Enrages, boot up Ultimatum/Free Will. His debuffs can be dispelled with Free Will sometimes, which you might want to do in times of crisis. Chances are, the Mayor will choose you for the Team Sacrifice, but Ultimatum will cover up all the damage. Persist in damaging the Mayor, and if all goes well he will dispel Enrage before or soon after Ultimatum wears down. At this point, you should switch Veradux back to Phalanx, Traumatize more often, and hopefully kill him quickly.
ACHIEVEMENT! Legend
Zone 6: Il Sanctus - The Supreme Court
Enemy Sequence (Credit goes to ElNimrodo)
1: Metal Warden
2: Time Bomb
3: Nostalgia
4: Judge
Now that Legend has been obtained and the âno training fightsâ rule has been lifted, you are free to level up, collect gear, and etc. Before storming the sixth Zone you should level up the gang to level 30 and gather key pieces of equipment. By your first encounter with Metal Warden, Felicity should be toting Emerald Death, Sonny should resemble the Mayor/City Council, and your inventory should be stocked with Zone 5 equipment. Of course, by âshouldâ, I mean that as an option, but if you want to earn the Time Bomb Achievement without too much agony, all those âshouldâ statements become mandatory.
As for the remaining ability progression, levels 22-25 are spent finalizing the Electro-build, the rest are free points. Start down the support tier for Salvation, form a hybrid build, itâs your judgment call.
Liquidate some items in between battles, so your inventory doesnât overflow from the massive item drops of the bosses.
Metal Warden is fairly simple, even with one teammate. Use Ultimatum, and either bring along Felicity for damage, or Veradux as a precaution. Ironically, Death Sentence is survivable with Ultimatum.
ACHIEVEMENT! Jail Break
Beating the Time Bomb within the 40 turn limit is somewhat challenging with Psychological. Make sure auto-save is off, but if you defeat the Bomb with auto-save and without the achievement, the game wonât save until you press âProceedâ, so either refresh or exit out of the page. This battle is where being level 30 beasts and gathering all that equipment finally benefits you. Make sure that Felicity and Roald all have full Strength, and Sonny is pure Instinct. Snagging that achievement will require a miracleâs worth of luck, not to mention an insane amount of critical hits, but keep at it and eventually your reward will be:
ACHIEVEMENT! Doomsday
For Nostalgiaâs achievement, youâll have to abandon your party members again. Equip Ultimatum, Traumatize x2, Electric Storm, Retrograde, some Shock Therapies, and Free Wills.
During his first phase, Nostalgia uses DOT debuffs along with Venomous Intent. As soon as Sonny is debuffed, use Free Will to dispel it. Shock Therapy occasionally, and Nostalgia will quickly get knocked into the next stage.
This is where Nostalgia buffs up with Earth Titan. Protect yourself with Free Will. Save a Shock Therapy for Dark Omen, which can be dispelled without affecting its high damage taking effect on Nostalgia. When Nostalgiaâs half life has passed, heâll be close to his next stage.
As soon as Nostalgia appears to have progressed into this phase, focus on Traumatizing Nostalgia to keep his Focus low. As a last resort, use the Ultimatum combo. Nostalgia may also remove his Earth Titan buff and start healing himself sometime during this phase. At this point, keep hammering his health until you reach a position in which his HP is lower than the healing point. Traumatize and attack for a few turns, and then Retrograde to watch Nostalgia heal himself to death.
ACHIEVEMENT! Old Ghosts
The Judge may appear daunting as the final boss of the second to last stage, but is actually very easy. You might not even need Ultimatum for this battle. Use Free Will to create a more intimidating appearance for yourself, so the Judge picks on Felicity instead. Spam Shock Therapyâs (you donât even need Electric Storm) until the Judge falls, and set Veradux on Phalanx to keep the decoy (Felicity) alive.
Zone 7: Shoâtul Shelf - The Divided Cliff
Enemy Sequence (Credit goes to ElNimrodo)
1: Doctor Klima
2: North Guardian, South Guardian
3: Yosuke
4: Versu the Corruptor
Klima apparently heals himself on his third turn (after 2 attacks), and then heals every five turns (after 4 attacks), so prepare Retrograde for those moments. As an alternative counting method, Retrograde on the third turn, and then as soon as it finishes its five turn cool-down, use it again. Use Ultimatum and/or Free Will to defend yourself, Veradux to heal allies, and Traumatize in between Retrogrades.
The second battle is one that requires precision and carefulness. Equip Ultimatum build abilities, and Traumatize x2. Use the Ultimatum combo to keep yourself alive, and attack the North Guardian until it reaches low health. Allow your teammates to attack randomly, but if the Guardians reach a critical point in their HP, like below 1k, place Veradux and Felicity on Phalanx, while relying on the enemies buffs to keep them alive. Whenever the North/South Guardianâs focus reaches above or equal to 25, use Traumatize, as high focus precedes the âspecialâ attacks of each guardian (Heal for North, cosmic attack for South). Sooner or later, Ultimatum fades away. This is where it is important to Traumatize the South Guardian and use Veradux for healing. As soon as Ultimatum finishes its cool-down, reload and attack both Guardians, focusing on the one with higher HP first. Assuming the sole Guardian doesnât choose you as his first victim, victory should come.
Unfortunately, there is no easy solution for Yosuke with the Psycho class. Equip Shock Coma, Traumatize x2, the Ultimatum set, and a few spare Shocker attacks. Also have Fire Defense at factor 4, at the least. Bring along something entertaining, and stun-lock Yosuke for the 99 turn duration of his Eternal Flame buff. Hereâs the cycle: Traumatize, stall, Traumatize, stall, Shock Coma, stall, stall, repeat. If your computer is as slow as mine, disabling your teammates will increase your risk of failure, but will make the battle pass by much faster. Finish the stun-lock when his buff fades. Start Ultimatum and keep Yosukeâs Focus low with Traumatize, while dealing occasional blows. If Ultimatum fades, resume the stun-lock until 10 turns pass. After an hour or so of menial labor, Yosuke will finally admit defeat.
Compared to the previous battles, Versu the Corruptor is as simple as The Judge. The orbs are just there for decoration, focus on the Corruptor instead. If the Orb of Restraint starts to lose HP, cast Shock Coma to keep it alive, or consequentially face the wrath of the Corruptor Form. As a defensive counter to the Corruptorâs Black Metal, either Free Will as a shield, or Traumatize twice after he/she does Leading Strike, and then heal with Veradux. Persist, and you will be granted with the final (or second to last) achievement.
ACHIEVEMENT! Over The Ashes
Finally, this guideâs conclusion has come. I hope this guide proves to be of some use, and Iâd like to offer recognition for ElNimrodo for his inspirational guide, and appreciation for the masterminds behind the Sonny series.
looks odd, i've never seen any build like this for psyco, i'll try it out to get the badges on kong.
Level 8 - Retrograde 2/2
Retrograde level 2 is only available to for level 10+.
Whoops. My actual Ability Progression for the Psycho run was slightly different from the Ability Progression for the guide. I didn't realize that Retrograde 2/2 required level 10 when I wrote this guide.
Well, in that case...
Ability Progression (Revised)
Level 7 - Shock Therapy 2/3
Level 8 - Retrograde 1/2
Level 9 - Nightmare 1/4
Level 10 - Ultimatum 1/1
Level 11 - Shock Coma 1/3
Level 12 - Electric Storm 2/4
Level 13 - Retrograde 2/2
Level 14 - Implosion 1/2
As for beating the notorious Knight/Mage/Mage trio, the same strategy works. The only adjustment is to avoid the Knight's shield on the dying Mages, if possible.
How on earth are you supposed to take out the ZPCI Sniper before the shield wears off? That's 5500 damage!
Whew! I just barely beat it, with just Sonny and Roald as the last ones standing. I put my team mates on Relentless and pretty much shot off the two Electric Storms, then used Free Will on the team mate that had taken the most damage till the Sniper was out, switching Veradux to Phalanx if someone needed extra healing.
Does anyone know why sometimes Free Will's shielding works and other times it doesn't shield at all?
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