Does anyone else find integrating grenades into their crew combat builds a challenge? For instance:
-
The CM grenade has a handy reduction to dodge that would be ideal for a melee build, but it needs to be used in 1 or 2. Pistols there kind of undercuts its purpose. A CM also generally gravitates towards 3 or 4.
-
The BH grenade needs 11 levels to access and to be used in position 1 or 2. BH doesn't provide much combat stats for 11 levels and most of their skill work best in positions 3 or 4. 11 levels of BH gives you lots of intimidate. Can it synergise with another job? Does that job work in 1 or 2? Zealot and XH are the two obvious ones, but are they worth the investment in levels that provide relatively light amounts of combat skills? Probably the boost to XH's Unfailing Stand or Death Haunt are the best synergies. You'd want to make sure you can get out of position 1 to use them, though.
-
The XH grenade is good, but I find with an XH captain and its awesome armour and fortitude I want to be in positions 1 or 2!
-
The Assassin grenade makes enemy easier to hit, but I wonder in harder combats its a Catch-22. You need to hit with it to get the benefit...
Otherwise the Soldier and ST ones are good, but you'd have to choose one or the other, I suspect, as they only work in position 1, and you might not have the initiative to regularly use both. The Exo one is great, but most of the other skill are for positions 3-4. However, E-Shock and Aggressive Advance are very useful for a snubber.