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The Best Perks Guide
Before the guide, we want to list of perks that we’ve seen so far.
List of Perks
These are the ones we’ve seen so far.
Level Up Perks
Actor – Disguise cannot be detected.
Brickhead – Protects from stun effects.
Composure – Increase Awareness regeneration (+10)
Cold Blooded – Decreases cooldown on the Focus ability.
Combat Senses – Increase max Awareness (+20)
Custom Gear – Improves Reload times.
Dancer – Awareness cost to dodge decreased.
Expert Marksman – Single shot attacks no longer end turn.
Faster Movement – Increases Movement Range.
Fearless – Agent cannot be suppressed.
Freediver – Protects from harmful effects of gas clouds, except loss of vision.
Gifted – Bonus XP for missions.
League Pitcher – Using a grenade no longer ends an agent’s turn.
Martial Artist – Decrease Awareness cost of takedowns.
Masochist – Improves damage threshold.
Mild Paranoia – Improves benefits of full cover.
Paramedic – Movement bonus when carrying unconscious characters.
Peripheral Vision – Overwatch circle has wider radius.
Quick Recovery – Incrase HP recover in hideout.
Revenant – Increase bleed out timer.
Scar Tissue – Protects against loss of damage threshold cause by corrosive substances.
Stalker – Increases max range of overwatch cone.
Survivor – Increase max hit points (+20)
Vietnam Vet – Increase width of overwatch cone.
*Dancer – Not 100% this one is working. When you select the other ones you see the stat increase on your character take effect. Everytime I’ve selected Dancer, the agent’s Dodge Cost has never changed.
Loyal – This agent is loyal and impervious to enemy influence.
*Loyal – Your created character starts with this and we know other agents can acquire this perk through events.
Adv Firearms Talent – Advanced Firearms Drill Training costs less time and money.
Body Engineering Talent – Faster Body Engineering.
Crafting Talent – Faster crafting.
Fire/Mov Tacs Talent – Fire and Movement training costs less time and money.
Interrupt Talent – Bonus experience for Interrupt Jobs.
Infiltration Talent – Bonus experience for infiltration jobs.
Investigation Talent – Solves secret files faster.
Recon Talent – Bonus experience for Recon jobs.
Seeking Talent – Bonuse experience for Seek Agent jobs.
Urban Ops Talent – Urban Ops training costs less time and money.
*Secret Perks/Talents – Keep in mind, these question mark perks can turn out to be the effect of enemy brainwashing.
The Best Perks Guide
This guide is meant to give an overview of which perks are in which “tier” (god-tier to garbage-tier). There will be no spoilers other than me mentioning the existence of a late-game.
Perks you can get from levelling up
GOD TIER (in the early game, mediocre in mid-game and late-game)
- Survivor – increases maximum hit points (by 20)
You need as many agents as possible early on who have this perk so you can take out any enemy agents in stealth. There are ways around it (breaching and point blank) but they are much harder to pull off. In particular in the beginning.
TIER 1 (every agent wants these)
- Faster Movement – increases movement range (by 1) for EACH movement point
- Combat Senses – increases maximum awareness (by 20)
- Expert Marksman – single shot attacks no longer end the agents turn (semi/full auto will still end it)
- Brickhead – protects from stun effects.
You should try to get those for every agent and I’d choose that order. Additional movement is useful almost every turn for almost all your agents. Expert marksman is useful from the get go and gets even better in later chapters. Max awareness is better than cheaper take-downs or faster regeneration – both in stealth and in combat. A unlucky stun can wipe your whole team – no matter how strong they are otherwise. Stuns come into play late but they are utterly imbalanced.
TIER 2 (good)
- Composure – increases awareness regeneration (by 10)
- Fearless – agent cannot be suppressed
- Custom Gear – improves reload times. (without specialisation: 1M/1FP => 1FP; 2M/1FP => 1M/1FP; with specialisation: 2M => 1M; 1M => free)
- League Pitcher – throwing grenades no longer ends the agents turn
Awareness regeneration is mostly a convenience perk for faster stealth but can be really good. Suppression can get agents killed (in later missions). Reloads can be a pain if they come in a bad moment and grenades are very powerful (and get even better later on).
TIER 2 (nice to have)
- Cold-blooded – decreases cooldown on the Focus ability (by 1 turn)
- Paramedic = improves movement range by 2 when carrying an agent. Does not stack with “exertion”
- Revenant – increases critical timer/ agents take longer to bleed out
All of these are rarely useful but they can come in very handy.
TIER 3 (effect is negligible)
- Dancer – decrease awareness cost of dodging (by 5)
- Scar Tissue – protects from loss of damage threshold caused by corrosive substances
- Masochist – improves damage threshold (by 6)
- Freediver – protects from harmful effects of gas clouds, except loss of vision
- Quick Recovery – increases HP recovery in hideout
- Mild Paranoia = improves benefits of full cover. Normal full cover = -75% dmg. Improved = ?80%?
- Low Profile = improves benefits from half cover. Normal half cover = -50% dmg. Improved = ?60%?
You should bring healing items on missions so you hardly ever need the infirmary for more than a couple of points. The rest of there perks have too little effect to be chosen voluntarily.
Garbage tier (never take any of these)
- Martial Artist – decreases awareness cost of takedown (by 10)
- Actor – reduces the distance at which enemy agents can detect your agent’s disguise (by 3 tiles)
- Stalker = increases the range of the overwatch cone by 4
- Peripheral Vision – overwatch field remains circular in a wider radius (radius increased by 2 tiles)
- Vietnam Veteran – increases the width of the overwatch cone
- Gifted – bonus (20) XP for missions
Martial artis is worse than max awareness, worse than awareness regen and you have no time pressure in stealth. Overwatch is not how you kill enemies in this game and a bigger overwatch area is hardly ever useful. XP is used to get perks and you can easily play an additional mission to get more XP.
Perks gained from an agents origin
You can get perks from the agents origin. Most of those are inconsequential and would clutter this overvie but some are useful.
From my perspective there is a perk that is superior to all others by a huge margin: “Warn Ally”. This ability restores ONE HUNDRED awareness of another character and you pay one MOVEMENT point.
Other perks that are good include:
- Heartbeat Sensor: reveal enemies in the area of effect, without having line of sight to them
- Lucky Break: The first time the agent receives damage on a mission, they temporarily become able to dodge at no cost
- Buckshot: Deals damage to all characters within the conical area of effect
These three are also useful but you can get them from “training” your agents: sure shot, interconnected, eye for talent.
Perks gained from “training”
Situational but those situations WILL come.
TIER 1 (every agent wants these)
- Sure shot
A useful addition to headshots.
TIER 2 (you don’t have enough slots for these)
- Blinding Laser
Everything else is not worth your training-slots (at lest not for the perk). You want one “pistol”/one-shot slot and one combat slot so there is not a whole lot of leeway…
Apart from all that you want exactly one agent with “eye for talent” and you should have on long before the corresponding training becomes available.
This is the ending of Phantom Doctrine The Best Perks Guide guide. I hope it will help you. If there is wrong or you have suggestions, please let’s know and comment us. Have fun.