Phantom Doctrine

Phantom Doctrine

104 ratings
The best perks
By Shorogyth
A short overview on which perks are useful.
4
   
Award
Favorite
Favorited
Unfavorite
No spoilers
This guide is meant to give an overview 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 leveling up
GOD TIER (in 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 3 (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"
  • Dancer - decrease awareness cost of dodging (by 5)
  • Revenant - increases critical timer/ agents take longer to bleed out
All of these are rarely useful but they can come in very handy.

TIER 4 (effect is negligible)
  • 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 these 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 artist is worse than max awareness, worse than awareness regen and you have no time pressure in stealth. Actor was nerfed and 3 tiles don't make much of a difference. The problem is that is can hurt your playstyle. You want to avoid being spotted at all cost and relying on a slightly reduced line of sight is simply unnecessary. That being said, if you feel like taking a few avoidable risks to speed things up you might want to upgrade Actor to Tier 3. [Edit: there seems to be an option to change "actor" back to what is was before the nerf: enemy agents cannot see you. I would strongly advise against doing so because it basically breaks the game.]. 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 overview 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"
GOD TIER
  • Exertion
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)
  • Interconnected
  • Blinding Laser

Everything else is not worth your training-slots (at least 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 of that you want exactly one agent with "eye for talent" and you should have one long before the corresponding training becomes available.
15 Comments
Shorogyth  [author] 2 Jun @ 3:10pm 
Hi Kendov, nice to see that the guide is still relevant, exactly 6 years after being posted :D

To celebrate the anniversary, I re-installed (and solved the crash on startup with the help of a friend :D) to try and aswer. To do so, I took a look at my endgame crew. I checked and the perk is working for CAWS, AARs and M82 (everything that has a single-shot attack mode). That means, it worked for the single-shot shotgun as well. I did choose to bring those weapons to the last missions, so I assume they were strong. I do not remember the balancing though.

Not being forced to end your turn is extremely strong. It gives you very high flexibility, even if it is "just" to run around a Corner.
Kendov 1 Jun @ 6:38pm 
I'm a bit confused about the high rating of marksman. Besides pistols it's only useful for shotguns and snipers, neither of which I personally find myself using very often. Pistols already do the second-highest damage without ending turns and the skill is absolutely useless on smg or rifle, mg not worth mentioning. Can you explain your judgement behind that ranking?
Shorogyth  [author] 24 Sep, 2024 @ 7:52am 
@Archangel (part 2):

You can take the nerfed version of "actor" but it makes little difference and you should not rely on it. You could make a case that it is useful for stealth if you do NOT want to play in stealth and you use it to balance out mistakes you make while playing in a rush (because you dislike the stealth part of the game). If you buff "actor" back to its original power, it trivializes the game completely, taking out any challenge.

Gifted is the worst perk in the game. XP is used to get perks and you can get unlimited amounts of XP quite easily - and you are limited on the number of perks.
Shorogyth  [author] 24 Sep, 2024 @ 7:49am 
@Archangel: This is incorrect and I am not sure what could have given you this impression. The only "god tier" perk in my list is a stealth perk... You are right that there a (a lot) more combat oriented perks than stealth oriented ones.

I go into detail about my reasoning on "actor" (and other perks). You might have missed the comments below the bullet points: "Actor [...] can hurt your playstyle. You want to avoid being spotted at all cost and relying on a slightly reduced line of sight is simply unnecessary. That being said, if you feel like taking a few avoidable risks to speed things up you might want to upgrade Actor to Tier 3. [...]"

...
Archangel 24 Aug, 2024 @ 7:51pm 
You seem to be treating the game like XCOM when considering perks--i.e. building for combat rather than stealth. I only engage in open combat a handful of times per campaign--when the game forces me to. And then I just brute-force my way through with excessive firepower.

The single perk I want on as many agents as possible is Actor. Gifted is also excellent for characters you intend to use a lot, but only if you take it early.
Harry Dubois 26 Sep, 2022 @ 2:10pm 
Just wanted to compliment the guide, very good and explains the why. Just wanted to say that exertion is almost always good...specially when you mess up and need to run to extraction...but anyways 10/10 guide :steamthumbsup:
Shorogyth  [author] 15 Jul, 2021 @ 2:37pm 
@RenegadeJoycey: You make a good point. My scepticism of Actor partly stems from it baiting the player into triggering an avoidable, potentially catastrophic turn of events. That is a bit of a choice by said player though... So maybe someone enjoys taking more risks to move around the map faster and welcomes having the occasional shoot-out. I added a bit of an explanation to the section about Actor. I still would not advise in favor of splitting your agents into categories. You want to split your agents up to cover more of the globe and that get harder to do if they are not interchangeable. That being said, it does not matter that much. The game is not that hard. I hope you enjoy the campaign!
JustJoycey94 15 Jul, 2021 @ 5:16am 
Thanks for the handy list :)
I like "Actor" as it is right now with a reduced alert distance rather than a complete blindness on the enemy's part. It makes sense to blend in more than it does to be invisible, the higher ups would recognise someone who's out of place.
I pick it for all my "movers" (high speed, high stealth operatives) and it's more of a role-play gimic for me.
Also, thanks for the heads on up "Brickhead" Didn't know that stuns would become more of a threat late game.
Shorogyth  [author] 12 Jun, 2021 @ 3:36pm 
[2/2]

Splitting up the perks would just make it harder to read. There are not that many good ones and it is pretty obivous which ones are needed for stealth. I would not agree that you want different agents with different skills. It seems more of a bother than a boon. The power level differs so harshly that you really want the best perks first, no matter the agent. You can min-max a bit, of course. This is true on lower levels in particular but that is when players are new to the game and when they don't know what they are doing (and therefore look at a guide).
Shorogyth  [author] 12 Jun, 2021 @ 3:36pm 
[1/2]

I agree that fearless is basically essential for those forced fights. It is ranked accordingly :)

Dancer was my top pick for tier 4 because it is very situational. Paramedic and Revenant are about as strong as dancer but the situation that "massive forces" are aggroed at the same time and that you cannot avoid getting shot a lot does not really come up. Maybe once or twice in a playthrough... Paramedic and Revenant help you out if you make a mistake in a "normal" level as well. But still, you could rank dancer one tier higher than it is because those mistakes are also rather rare (well, maybe not the mistakes but that you are punished for them is rare). Another aspect is that the fights where Dancer is good are those that are the hardest fights in the game. So everything that helps there is useful... Ok: I moved it up one rank.