Auxiliary Tree

There’s pretty much never a good reason to not at least spec in that first node for an extra consumable, but after that there are all sorts of paths you can take down the Auxiliary Tree.

This is the most irregular Skill Tree, and so our method we’ve been using for most of them won’t work here at all. Instead, I’ve put together some example paths that I might use for specific sorts of mechs; these aren’t the only options you should consider when running that sort, and you may want to drop or add a node or two from these examples. It’s just a starting point.



Laser Boat (7 nodes)
Dakka Boat (5 nodes)
Scout (8 nodes)
Cap Rusher (10 nodes)
NARCer (10 nodes)


Skill Trees