![xcom 2 class skills xcom 2 class skills](https://i.ytimg.com/vi/7RyNRJg65cI/maxresdefault.jpg)
Also, don't forget that Slash only allows usage of the sword while dashing, while Run & Gun allows for your ranged weapons and grenades to be used, not to mention the ability to dash and overwatch which was a very useful thing in Enemy Unknown/Within. The problem with Conceal, as powerful as it is, is that any attack with your Ranger will break concealment, and since you can only use Conceal once per mission it severely limits your Ranger's offensive capability if you're not willing to break Concealment. Some enemies can also dash and attack in XCOM 2 whereas chryssalids couldn't - if your bladestorm is triggering typically it means the enemies are attacking you too, and I don't like trading hit for hit with the aliens. The value of being able to scout safely is that much better on timed missions too because if your ranger sees that it's clear the rest of your soldiers can dash forward too instead of blue moving.Īlso, with bladestorm as far as I can tell the enemies get to use their melee ability before bladestorm triggers, which severely diminishes its usefulness for me because it adds no survivability (CCS was different because it would usually trigger before the enemy attacked). To me I feel like conceal is strong enough that it's basically an instant kill on an entire pod if you play optimally because you can plan your attack much better, unless there are multiple pods around the same area (but in those situations I benefit from it in that I know there are multiple pods in the same area whereas with run and gun I'd often activate the 2nd pod prematurely). Concealment is also insanely powerful - it both lets you position yourself where you can get a good flank (possibly even moreso than run and gun does), but more importantly it lets you scout safely which means you never have the fear of 'what if I activate more pods when I move forward' which run and gun so frequently suffers from. The biggest problem I have with run and gun is that rangers already can dash and attack with their sword, making run and gun largely redundant. Personally I think implacable is also much better than bladestorm but I might change my mind depending on how often enemies use melee abilities (if it works how I think it does then I think implacable is actually better for melee rangers than for stealth rangers - if you have implacable on a reaper turn you get the first kill guaranteed and then you don't need to worry about getting cover while going on the kill chain because if you miss or fail to kill you still have the 1 extra bonus move from implacable at the end to reposition). I feel like some of the choices are a bit lopsided to me - personally I can't imagine wanting to pick run and gun over conceal or picking deep cover over untouchable, those two in particular seem like autopicks to me over the alternatives.
![xcom 2 class skills xcom 2 class skills](https://www.ufopaedia.org/images/9/92/PsiPrerequ.png)
On the other hand, rapid fire + shadowstrike seems like it could be pretty amazing too - if you get a flanked shot from concealment that's almost guaranteed to get 2 critical hits in which would kill almost anything. The first hit being guaranteed works especially well with untouchable too. I always felt like I'd never use reaper because I'd need to plan around 'what if I miss', but if I could plan around that then chances are I didn't need reaper anyway. Didn't realize that reaper made the first attack unable to miss - that makes reaper so much better than I first thought it would be.