Global Agenda Wiki
Register
Advertisement

Also avaible in : French

Information[]

Assault

Assault Agents

The Assault class specializes in durability and sheer firepower, making them well-suited for frontal engagements. While unwieldy, an Assault's heavy weapons can unleash devastating damage, and their heavy armor and personal shielding lets them withstand significant enemy fire in return.

From the official website:

This heavy weapons specialist is clad in the thickest armour available, allowing for a sustained presence on the open battlefield while laying down a withering barrage of explosive firepower.

The tallest class in-game.

Strategy[]

Assaults are your heavy-hitting damage dealers, but their power/mobility vs survivability tradeoffs are arguably higher than any other class in the game.

Role 1 - Main Tank

The Main Tank is the generally-accepted primary role of the Assault class. With their high personal durability and ability to attract fire, the Main Tank is an anchor for a team, pushing through volleys of Ballista and Sentinel fire or holding the rearguard against overwhelming odds. Armed with an iMinigun for it's superior firepower against most enemies, or occasionally an Inferno-X Cannon for better dealing with Elites, the Main Tank can deal significant amounts of damage in their own right, and often have the second highest damage output in a spec ops mission after the Recon.

Having a Main Tank is crucial in the Dome Defense Raid, and highly recommended everywhere else you'd be expecting heavy opposition or bosses.

Pros: A properly supported Main Tank can be overcome all but the most concentrated waves of enemies the game throws at you with proper positioning and shield timings. If you want to be more aggressive, throwing yourself between a turret or medic and the player trying to delete them can make a huge difference. In the current aegis meta, you can have pretty considerable shield up-time, and stack your protections pretty high even against damage types your shields don't defend against

Cons: The principle flaw of the Main Tank is the natural consequence of it's strength. The focus on defensive ability leaves a combination of poor energy economy, limited offensive slots, and relatively inaccurate minigun fire behind as their legacies. Main Tanks are often forced to sit at the fringe of a Power Station's range lest they risk running out of energy at an inopportune moment. And while larger Support enemies are still easy enough to hit, Minions and Elites at a distance will often force you to swap to your assault rifle to pick them off.

Recommended Off-Hands:

Range Shield, AOE Shield, EMP Grenade, Incendiary Grenade, Overcharge, Berserk (For tanking DDR's final boss), Power Stim. Two shields with Aegis Armament is highly recommended. EMP grenade is generally considered the best offhand for most scenarios, providing all the benefits you'd want from a grenade, including strong area damage, protection shred, and disabling all at once. Overcharge and Berserk are more useful to offset potential weaknesses against the Dismantler, either threat (in the case of Overcharge) or the heavy melee damage (in the case of Berserk). The AOE shield in particular comes highly recommended given the immense amount of burst AOE damage minions can dish out, while it's Aegis Armament buff can take the edge off sustained Helot, Support, or Boss fire and let your medic keep up even without a Range Shield.

Example Builds:

3/10/0 Main Tank Classic. Take the two protections in balanced and the morale skill. In Tank, take everything but melee. This is a good beginner build and will allow you to have maximum uptime with protection boost or, better yet, smash boost. Bully people off the point, pin people to walls, and force them into DPS races you cant possibly lose

6/7/0 Shield Tank. Maximized shield cooldown reductions and decent offensive output make this unorthodox build deceptively effect at tanking, and can often contend with the Main Tank Classic in terms of sheer durability.

3/7/3 - Aggro Tank. Take the two protections in balanced. Third point is up to you. The three points in Destroyer go into the ranged weapon upgrades. Generally a very reliable tanking build that favors the ability to build threat and keep it, which is just as important as surviving.

7/6/0 Aggro Tank. This build and 3/7/3 are only about 5 or 6% lower than most Off-Tank Builds. 7/6/0 in particular suffers from double slowdown from both shields and miniguns, which can significantly hamper it, but this is offset by it's superior energy economy and offensive output.

2/7/4 - Knockback Off-tank. A specific PvP-oriented build. Not recommended in serious play. Take the two protections in balanced, the same three destroyer points as 3/7/3, but then grab High Impact to give your iMinigun Helot knockback, or reign supreme as knockback king with a Helot proper.

Role 2 - Off Tank/Destro

The Off-tank is the answer to all the Main Tank's woes. Putting a minimum of 7 points in the Destroyer tree for it's capstone allows you to run and fly at full speed while firing your minigun, tightens up it's spread significantly, and even improves the raw damage output for melting targets. Power Stim furthers your energy independence, while grenades will offer good burst and potentially some utility (EMP 'nade for disabling and shredding defenses, or Incendiary for fast-acting damage). You will no longer be as shackled to the Robo's Nest, allowing you to peel off and take care of distant threats such as Colony Guardians or even duel an Overseer boss far away from the Generator.

In PvP, this freedom lets you help focus down high value targets in the area - namely medics and Robos, but also particularly annoying recons and other, non-tank assaults. If you choose to grab aegis still, you gain a little bit more capacity for body-blocking and protecting your own team's key targets and can help turrets stay up under heavy fire.


Pros: Your single target damage output is second to none, and your durability is typically not too shabby either. If any class can be considered an independent unit by themselves, it's you. With a steady hand and a more durability-leaning build, you can do the job of a Main Tank on any mission except DDR. And while you don't specialize in anything in particular besides combat, and a team will need specialists for certain jobs first, there's no such thing as a team that wouldn't benefit from having the firepower and flexibility of an Off-Tank to back them up.

Cons: You traded survivability for versatility, and you're going to feel that when you start taking hits. You will need to sidestep incoming fire much more and deal with longer cooldowns on your shields, meaning you can't quite act as a living wall for your squishier teammates as well as a Main Tank. This relative frailty isn't helped by playing the largest lad (or lass) in the game with a hitbox to match. If you get cocky, the Commonwealth will melt you.

Recommended Off-Hands:

AOE Shield, Power Stim, EMP Grenade, Incendiary Grenade, Range Shield, Perfect Target in DDR to block the Dismantler's death ray.

Example Builds:

0/6/7

1/5/7

2/4/7

3/3/7

Role 3 - Nuker/Explosive Assault:

Armed with a handheld mortar like the Tremor or Longbow Launchers, the Explosive Assault is the Assault equivalent of a Bombercon.


Pros:

Cons:

Recommended Off-Hands:

Power Stim, EMP Grenade, Incendiary Grenade, AOE Shield, Range Shield

Example Builds:

Role 4 - Headhunter: Headhunter assaults operate much like Roamers, but take advantage of the average player's ranged protection bias. By stacking on AOE damage, headhunter assaults can pick key targets quickly, while retaining mobility. Also much like Roamers, you are able to retain your mobility while fighting, as the headhunter carries no mobility penalty outside of normal power usage


Pros: You're going to be doing a lot of damage. Most players are going to have r's or n's on their armour, which means that you're only going to have to worry about whatever protections they have in their build. You're also going to be able to pop assaults who throw up a ranged shield as a panic button. Unlike the grenade-based AOE loadouts, you'll also be good in 1v1 situations, and wont be encouraged to deplete power to nuke point

Cons: Like all Assault builds, if you want high damage and mobility, you're going to be sacrificing a lot of protections. As well, you're not going to be the area denial expert that a tremor or longbow user is

Recommended Off-Hands:

Power Stim, Concussion Grenade, Incendiary Grenade, Range Shield

Example Builds:

Skill Trees[]

  • Balanced: Default tree for all classes; includes a wide range of skills.
  • Tank: Focuses on damage mitigation and enhancing shield off-hands.
  • Destroyer: Increases output of all weapons (not just explosive ones).

Agenda Profile Skill Planner

Weapons[]

Melee[]

  • Radiant Axe - Large Axe, causes an Ignite effect upon successful Backstab.
Initially Available
  • Impact Hammer - Large warhammer, also causes an Ignite upon successful Backstab. More damage per swing, however it does not return damage while blocking.
Available for Purchase at level 32 - 7500 Tokens
  • Brawler's Beat Stick - Large "mace", causes a 30% Slow upon successful Backstab. Alt fire consumes 40 power for a more powerful swing which deals significant knockback.
Dropped from Legion Brawlers

Ranged[]

Initially Available
  • Stormer - Assault's shotgun. Most effective in close quarters.
Available for Purchase at level 13
  • Rhino SMG - Significantly more DPS than the M.A.S.E.R., but at the cost of effective range.
Available for Purchase at level 34 - 7500 Tokens
  • Legion SMG - Higher damage per hit, but slower fire rate than the M.A.S.E.R.
Dropped from Legion Warriors

Assault Specialties[]

  • iMinigun - Fires a cone of bullets at a rapid rate. Applies a Protection debuff on Mechanical targets and has a knockback effect.
Initially Available
  • Inferno Cannon - Similar to the iMinigun, drops the knockback and the Mechanical debuff for higher (10%) base damage.
Available for Purchase at level 19
Rarely Drops from Elite Helots (Helot Minigun) or end-of-mission rewards (Commonwealth Security Minigun)
  • Headhunter Launcher - A Rocket Launcher that fires a rocket capable of tracking a single target.
Available for Purchase at level 7
Available for Purchase at level 17
  • GammaBurst Launcher - A Rocket Launcher intended for destroying Mechanical targets - Mechanicals in the blast radius suffer 20% reduced Protection for a short duration. Human targets will also suffer a smaller 5% protection debuff.
Available for Purchase at level 25
  • Tremor Launcher - A Grenade Launcher. Fires round energy grenade that explode on contact with an enemy or after a fixed duration. Increased AoE radius.
Available for Purchase at level 9
  • AfterShock Launcher - Similar to the Tremor Launcher, intended for destroying Mechanical targets or creating traps to guard chokepoints. Grenade stick to surfaces and must be manually detonated by pressing Alt-Fire.
Available for Purchase at level 29
Available for Purchase at level 38

Offhand[]

  • Range Shield - Creates a personal shield that absorbs a fixed amount of Ranged-type damage.
Initially Available
  • AOE Shield - Creates a personal shield that absorbs a fixed amount of AoE-type damage.
Available for Purchase at level 15
  • Perfect Target - Renders the Assault immune to damage and forces nearby turrets to target them for the duration. The Assault cannot use any devices and moves at a reduced speed. Attracts mechanical targets.
Initially Available


  • EMP Grenade - Throws a grenade that deals damage and stuns Mechanical hostiles, though some NPCs are immune to being stunned.
Initially Available
  • Spider Grenade - Throws a grenade that splits into several smaller mobile explosives, which individually track targets and explode upon reaching melee range. The mobile explosive can be destroyed by weapons fire and will be targeted by enemy turrets.
Available for Purchase at level 11
Available for Purchase at level 21
Available for Purchase at level 23


  • Power Stim - Instantly restores a large amount of Power, and increases Power Pool regeneration for a set duration.
Available for Purchase at level 27
  • Berserk - Increases Melee damage, Melee Protection, and movement speed for a set amount of time.
Available for Purchase at level 36
  • Overcharge - A point-blank Area of Effect explosion, damaging and causing Heavy Knockback to all nearby hostile targets. The cooldown is shorter then any other offhands.
Available for Purchase at level 42

Boost[]

  • Assault Morale Boost - Significantly increases the Protection of all nearby friendly targets in line of sight for the duration. Requires a full Morale bar.
Initially Available
  • Super Smash Boost - Pulses a point-blank Area of Effect Knockback for the duration. Increases the Assaults protection by 20%. Requires a full Morale bar.
Available for Purchase at level 44


Advertisement