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  • Sunday, 23. September 2018 00:14
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5.0 Powertech/Vanguard

Valour0 Comments

Powertech  / Vanguard 

  • The AoE abilities have been reworked.
  • The tanking stance requirement has been removed from Guard, allowing DPS players to use Guard.
  • One of the defensive cooldowns has been slightly nerfed.
  • Leaping to a target now deals 33% less damage to ensure it is not overpowered in combination with the new Battering Ram utility.
  • The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
Replaced abilities
  • Flame Thrower REMOVED
     
    Flame Thrower
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets and generating 28 heat over the duration.
  • Searing Wave NEW
     
    Searing Wave
    3s channel
    Range: 10m
    Cooldown: 18s
    Heat: 20
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets.
  • Pulse Cannon REMOVED
     
    Pulse Cannon
    Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage to up to 8 targets and depleting 28 energy cells over the duration.
  • Ion Squall NEW
     
    Ion Squall
    3s channel
    Range: 10m
    Cooldown: 18s
    Energy cells: 20
    Jolts everything in a 10-meter cone with a ion pulse, dealing <<1>> elemental damage to up to 8 targets.
  • Death from Above REMOVED
     
    Death from Above
    Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.
  • Ordnance Onslaught NEW
     
    Ordnance Onslaught
    3s channel
    Range: 10m
    Cooldown: 45s
    Heat: 30
    Unloads all of your ordnances in rapid succession, casting jets of fire, rails shots, and other munitions that deal <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.. This ability is channeled over 3 seconds and usable while mobile.
  • Mortar Volley REMOVED
     
    Mortar Volley
    Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration.
  • Artillery Blitz NEW
     
    Artillery Blitz
    3s channel
    Range: 10m
    Cooldown: 45s
    Energy cells: 30
    Unloads all of your ordnances in rapid succession dealing <<1>> kinetic damage and <<2>> elemental damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.. This ability is channeled over 3 seconds and usable while mobile.
  • Missile Blast REMOVED
     
    Missile Blast
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
  • Explosive Dart REMOVED
     
    Explosive Dart
    Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast.
  • Shatter Slug NEW
     
    Shatter Slug
    Instant
    Range: 10m
    Cooldown: 15s
    Heat: 15
    Fires a high impact slug from your wrist launcher, instantly exploding on contact with the target dealing <<1>> kinetic damage to 8 enemies in an 8m area.
  • Explosive Round REMOVED
     
    Explosive Round
    Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground.
  • Sticky Grenade REMOVED
     
    Sticky Grenade
    Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals <<1>> kinetic damage to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast.
  • Flak Shell NEW
     
    Flak Shell
    Instant
    Range: 10m
    Cooldown: 15s
    Energy cells: 15
    Fires a high velocity shell, instantly exploding on contact with the target dealing <<1>> kinetic damage to 8 enemies in an 8m area.
Changed abilities
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Gas Cylinder.
  • Kolto Overload UPDATED
     
    Kolto Overload
    Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Jet Charge UPDATED
     
    Jet Charge
    Jet to a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover.

    Damage was nerfed by 33%.
  • Guard UPDATED
     
    Guard
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.
  • Adrenaline Rush UPDATED
     
    Adrenaline Rush
    Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Storm UPDATED
     
    Storm
    Storm a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover.

    Damage was nerfed by 33%.
Stance now part of Discipline
  • Combustible Gas Cylinder DEFAULT
     
    Combustible Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cylinder can be active at a time.
  • High Energy Gas Cylinder
    ONLY AS ADVANCED PROTOTYPE
     
    High Energy Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 3%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Ion Gas Cylinder
    ONLY AS SHIELD TECH
     
    Ion Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%.

    Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Plasma Cell DEFAULT
     
    Plasma Cell
    Activation: 1.5s Passive
    Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cell can be active at a time.
  • High Energy Cell
    ONLY AS TACTICS
     
    High Energy Cell
    Activation: 1.5s Passive
    Loads your rifle with a high-energy powercell. While active, all energy and kinetic damage dealt is increased by 3%. Only one cell can be active at a time.
  • Ion Cell
    ONLY AS SHIELD SPECALIST
     
    Ion Cell
    Activation: 1.5s Passive
    Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cell is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Only one cell can be active at a time.
  • Prototype Cylinders UPDATED
     
    Prototype Cylinders
    Passive
    Increases the effect of your gas cylinders while they are active:
    Combustible Gas Cylinder: Increases critical hit chance of elemental attacks by 3%.
    Ion Gas Cylinder: Increases the damage dealt by Ion Gas Cylinder by 10%.
    High Energy Gas Cylinder: Further increases all energy and kinetic damage dealt by 2%.
  • Blaster Augs NOT YET CHANGED
     
    Blaster Augs
    Passive
    Increases the effect of your cells while they are active:
    Plasma Cell: Increases the critical hit chance of elemental attacks by 3%.
    Ion Cell: Increases the damage dealt by Ion Cell by 10%.
    High Energy Cell: Further increases all energy and kinetic damage dealt by 2%.

Discipline changes

Pyrotech/Plasmatech receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.

Pyrotech
  • Consuming Conflagration NEW
     
    Consuming Conflagration
    Passive
    Searing Wave causes the next Immolate to deal 20% more damage.
  • Superheated Flame Thrower Superheated Flamethrower UPDATED
     
    Superheated Flame Thrower Superheated Flamethrower
    Passive
    While Combustible Gas Cylinder is active, Flame Burst, Flame Sweep, and Immolate grant Superheated Flame Thrower Superheated Flamethrower, increasing the damage your next Flame Thrower Searing Wave deals by 20% causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
Plasmatech
  • Sweltering Sear NEW
     
    Sweltering Sear
    Passive
    Ion Squall causes the next Fire Pulse to deal 20% more damage.
  • Pulse Generator UPDATED
     
    Pulse Generator
    Passive
    While Plasma Cell is active, Ion Pulse, Explosive Surge, and Fire Pulse grant Pulse Generator, increasing the damage your next Pulse Cannon Ion Squall deals by 20%, causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
Cosmetic changes:
  • Charged Gauntlets UPDATED
     
    Charged Gauntlets
    Passive
    While Combustible Gas Cylinder is active, Activating Flaming Fist makes your next Rail Shot an automatic critical hit.
  • Heat Flow Recycler UPDATED
     
    Heat Flow Recycler
    Passive
    While Combustible Gas Cylinder is active, you vent Your Combustible Gas Cylinder vents 2 heat every 1.5 seconds.
  • Volatile Igniter UPDATED
     
    Volatile Igniter
    Passive
    Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder, if it is active, on all affected targets.
  • Flame Barrage UPDATED
     
    Flame Barrage
    Passive
    Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Flame Thrower Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Firebug UPDATED
     
    Firebug
    Passive
    Increases the critical bonus damage of Flame Thrower Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.
  • Heated Tools UPDATED
     
    Heated Tools
    Passive
    Reduces the cooldown of Flame Thrower Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
  • Rain of Fire UPDATED
     
    Rain of Fire
    Passive
    Flame Thrower Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.
  • Immolate UNCHANGED
     
    Immolate
    Sprays the target with fuel and ignites it into a fireball that deals <<1>> elemental damage.
Cosmetic changes:
  • Hyper Assault Cell UPDATED
     
    Hyper Assault Cell
    Passive
    While Plasma Cell is active, Activating Shockstrike makes your next High Impact Bolt an automatic critical hit.
  • Cell Generator UPDATED
     
    Cell Generator
    Passive
    While Plasma Cell is active, you generate Plasma Cell regenerates 2 energy cells every 1.5 seconds.
  • Ionized Ignition UPDATED
     
    Ionized Ignition
    Passive
    Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell, if it is active, on all affected targets.
  • Plasma Barrage UPDATED
     
    Plasma Barrage
    Passive
    Fire Pulse makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Pulse Cannon Ion Squall will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
  • Plasmatic Assault UPDATED
     
    Plasmatic Assault
    Passive
    Increases the critical bonus damage of Pulse Cannon Ion Squall, Shockstrike, Plasmatize, and Fire Pulse by 10%.
  • Heated Tools UPDATED
     
    Heated Tools
    Passive
    Reduces the cooldown of Pulse Cannon Ion Squall by 3 seconds and causes Shockstrike to root its target for 2 seconds.
  • Rain of Fire UPDATED
     
    Rain of Fire
    Passive
    Pulse Cannon Ion Squall spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.
  • Fire Pulse Plasma Flare RENAMED
     
    Fire Pulse Plasma Flare
    Emits a fiery pulse energetic plasma wave, dealing <<1>> elemental damage to the target.
Advanced Prototype
Cosmetic changes:
  • Prototype Rail UPDATED
     
    Prototype Rail
    Passive
    While High Energy Gas Cylinder is active, Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present.
  • Energy Burst UPDATED
     
    Energy Burst
    Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Gas Cylinder is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
  • Critical Ventilation UPDATED
     
    Critical Ventilation
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes while High Energy Gas Cylinder is active.
  • Prototype Missile Silos UPDATED
     
    Prototype Missile Silos
    Passive
    Reduces the cooldown of Death from Above Ordnance Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Explosive Dart Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
  • Prototype Particle Accelerator UPDATED
     
    Prototype Particle Accelerator
    Passive
    While High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Explosive Dart Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.
Tactics
Cosmetic changes:
  • High Friction Bolts UPDATED
     
    High Friction Bolts
    Passive
    While High Energy Cell is active, High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 5 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect, if present.
  • Cell Burst UPDATED
     
    Cell Burst
    Unleashes your High Energy Cell's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Cell is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
  • Critical Recharge UPDATED
     
    Critical Recharge
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes while High Energy Cell is active.
  • Grenadiership UPDATED
     
    Grenadiership
    Passive
    Reduces the cooldown of Mortar Volley Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Sticky Grenade Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.
  • Tactical Accelerator UPDATED
     
    Tactical Accelerator
    Passive
    While High Energy Cell is active, Stockstrike, Tactical Surge, Sticky Grenade Flak Shell, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds.
Shield Tech
  • Firestorm UPDATED
     
    Firestorm
    3s channel Instant
    Heat: 20
    Incinerates everything in a 10-meter cone, generating 28 heat and dealing <<1>> elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Flame Thrower Searing Wave.
  • Flame Engine UPDATED
     
    Flame Engine
    Passive
    While Ion Gas Cylinder is active, Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Flame Thrower Searing Wave or Firestorm and causes your next Flame Thrower Searing Wave or Firestorm to generate no heat and channel twice as fast deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Oil Slick UPDATED
     
    Oil Slick
    Sprays an oil slick over the immediate area for 15 10 seconds. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 30% 15% melee and ranged accuracy loss.
Shield Specialist
  • Ion Storm UPDATED
     
    Ion Storm
    Channel time: 3s Instant
    Energy cells: 20
    Sprays waves of ionizing energy in a 10-meter cone, depleting 28 energy cells and dealing <<1>> elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Pulse Cannon.
  • Pulse Engine UPDATED
     
    Pulse Engine
    Passive
    While Ion Cell is active, Direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Pulse Cannon Ion Squall or Ion Storm and causes your next Pulse Cannon Ion Squall or Ion Storm to deplete no energy cells and channel twice as fast deal 100% more damage. This effect cannot occur more than once every 15 seconds.
  • Riot Gas UPDATED
     
    Riot Gas
    Throws down a canister of Riot Gas over the immediate area for 15 10 seconds. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 30% 15% melee and ranged accuracy loss.
Cosmetic changes:
  • Combust UPDATED
     
    Combust
    Passive
    While Ion Gas Cylinder is active, Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
  • Ion Overload UPDATED
     
    Ion Overload
    Passive
    While Ion Gas Cylinder is active, Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for <<1>> additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
  • Ion Screen UPDATED
     
    Ion Screen
    Passive
    Further Increases damage reduction while Ion Gas Cylinder is active by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
Cosmetic changes:
  • Static Field UNCHANGED
     
    Static Field
    Passive
    While Ion Cell is active, Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
  • Ion Overload UNCHANGED
     
    Ion Overload
    Passive
    While Ion Cell is active, dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cell deals damage, it will also shock the target for <<1>> additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
  • Ion Shield UPDATED
     
    Ion Shield
    Passive
    Further Increases damage reduction while Ion Cell is active by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.

Utility changes

New utilities
  • Reel and Rattle NEW
     
    Reel and Rattle
    Passive
    Grapple deals <<1>> tech damage to pulled targets and grants Silence is Golden, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Mutilating Shards NEW
     
    Mutilating Shards
    Passive
    Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Override Pressure Limiters NEW
     
    Override Pressure Limiters
    Passive
    Explosive Fuel grants Override Pressure Limiters, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Ordnance Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.
  • Tow and Trounce NEW
     
    Tow and Trounce
    Passive
    Harpoon deals <<1>> tech damage to pulled targets and grants Silence is Golden, causing your next Stockstrike or Shockstrike against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Smothering Slag NEW
     
    Smothering Slag
    Passive
    Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Override Energy Constraints NEW
     
    Override Energy Constraints
    Passive
    Battle Focus grants Override Energy Constraints, allowing Ion Pulse, Tactical Surge, Ion Squall, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30m for 15 seconds.
Merged utilities
  • Suppressive Tools UPDATED
     
    Suppressive Tools
    Passive
    Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 30% for 3 seconds. Additionally, Neural Darts slows the target by 50% for 6 seconds.
  • Neural Delay REMOVED
     
    Neural Delay
    Passive
    Neural Dart slows the target by 50% for 6 seconds.
  • Entangling Tools UPDATED
     
    Entangling Tools
    Passive
    Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 30% for 3 seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
  • Neural Delay REMOVED
     
    Neural Delay
    Passive
    Neural Jolt slows the target by 50% for 6 seconds.
  • Efficient Suit UPDATED
     
    Efficient Suit
    Passive
    Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
  • Automated Suit REMOVED
     
    Automated Suit
    Passive
    Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
  • Efficient Tools UPDATED
     
    Efficient Tools
    Passive
    Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.
  • Emergency Stims REMOVED
     
    Emergency Stims
    Passive
    Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
  • No Escape
    Adaptable Assailant
    UPDATED
     
    No Escape Adaptable Assailant
    Passive
    Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • Explored Area REMOVED
     
    Explored Area
    Passive
    Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • [no new utility added yet]
  • Defensive Measures REMOVED
     
    Defensive Measures
    Passive
    Harpoon immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds.
  • Surveyed Terrain REMOVED
     
    Surveyed Terrain
    Passive
    Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
Updated utilities
  • Battering Ram NEW
     
    Battering Ram
    Passive
    Using Jet Charge between 10 and 30 meters grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used within 10 meters of the target and deals 50% additional damage but does not cause an additional Interrupt or Immobilize. This effect cannot occur more than once every 15 seconds.
  • Jet Speed REMOVED
     
    Jet Speed
    Passive
    Activating Jet Charge grants Jet Speed, increasing movement speed by 30% for 4 seconds. The duration of Jet Speed is refreshed if attacked while it is active.
  • Battering Ram NEW
     
    Battering Ram
    Passive
    Using Storm between 10 and 30 meters grants Battering Ram, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used within 10 meters of the target and deals 50% additional damage but does not cause an additional Interrupt or Immobilize. This effect cannot occur more than once every 15 seconds.
  • Blitz REMOVED
     
    Blitz
    Passive
    Activating Storm grants Blitz, increasing movement speed by 30% for 4 seconds. The duration of Blitz is refreshed if attacked while it is active.
  • Gyroscopic Alignment Jets UPDATED
     
    Gyroscopic Alignment Jets
    Passive
    You vent 10 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing.
  • Reflective Armor UPDATED
     
    Reflective Armor
    Passive
    When Close and Personal is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.

    Damage nerfed by -50%.
  • Accelerated Reel UPDATED
     
    Accelerated Reel
    Passive
    Reduces the cooldown of Grapple by 15 10 seconds.
  • Enhanced Paralytics UPDATED
     
    Enhanced Paralytics
    Passive
    Increases the stun durations of Electro Dart and Carbonize by 1 0.5 second each.
  • Prototype Electro Surge UPDATED
     
    Prototype Electro Surge
    Passive
    Reduces the cooldown of Electro Dart by 10 15 seconds.
  • Parallactic Combat Stims UPDATED
     
    Parallactic Combat Stims
    Passive
    You recharge 10 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • Reflective Armor UPDATED
     
    Reflective Armor
    Passive
    When Into the Fray is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.

    Damage nerfed by -50%.
  • Accelerated Reel UPDATED
     
    Accelerated Reel
    Passive
    Reduces the cooldown of Harpoon by 15 10 seconds.
  • Paralytic Augs UPDATED
     
    Paralytic Augs
    Passive
    Increases the stun durations of Cryo Grenade and Neural Surge by 1 0.5 second each.
  • Containment Tactics UPDATED
     
    Containment Tactics
    Passive
    Reduces the cooldown of Cryo Grenade by 10 15 seconds.
Cosmetic changes:
  • Fuel Additives UPDATED
     
    Fuel Additives
    Passive
    Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is active being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not active being utilized.
Cosmetic changes:

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