Difference between revisions of "Advanced Class Subskills"

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(Added skill requirement table for obtaining advanced skill points, changed a few things)
(already listed on class pages no need to list again.)
 
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Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in [[Lyceum]].
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Each subskill costs 1 Advanced Skill Point, to get an advanced skill point, you will need two specific skills to 21 ([[Drone Deployment]] means you will also require [[Piloting]] at an equal level) to obtain your first advanced point, you can get a second advanced skill point by training two more specific skills to 22 (not necessarily the same ones as before), the required skills vary between what focus you have.
 
 
 
{| class="wikitable" width="40%"
 
!Focus
 
!Skill Requirements for 21
 
!Skill Requirements for 22
 
|-
 
|[[Recon Focus]]
 
|[[Radar]] and [[Cloaking]]
 
|[[Radar]] and [[Cloaking]]
 
|-
 
|[[Combat Focus]]
 
|[[Weaponry]] and [[Electrical Engineering]]
 
|[[Weaponry]] and [[Equipment]]
 
|-
 
|[[Support Focus]]
 
|[[Shielding]] and [[Drone Deployment]]*
 
|[[Shielding]] and [[Drone Deployment]]*
 
|-
 
|[[Fleet Focus]]
 
|[[Piloting]] and [[Equipment]]
 
|[[Piloting]] and [[Engine]]
 
|-
 
|colspan="3"|*Requires [[Piloting]] to that level too
 
|}
 
 
 
== <span style="display:none">Advanced Subskills</span> ==
 
=== General Subskills ===
 
There are different advanced subskills for each focus and class, but 6 subskills are available for any class to choose. These subskills are called '''General Subskills'''.
 
 
 
*'''Shake it Off''': +500 shield charge and +500 energy charge while in stasis
 
*'''Centered''': +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
 
*'''Strategic Deployment''': +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects slaves)
 
*'''Resilient''': 100% chance on damage to gain +50% resistance (90% for slaves) for 1 second, effect can occur at most once every 30 seconds
 
*'''Slave Ph.D.''': +4 combat slave slots
 
*'''Droney''': +1 temporary drone deployment slot
 
 
 
=== Focus Subskills ===
 
Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called '''Focus Subskills'''.
 
 
 
*[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 [[Hull Expanders|Hull Extension]] slot
 
*[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 [[Capacitors|Capacitor]] slot
 
*[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items
 
*[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% [[Augmenter Tweaking]] (+40% for slaves), bonus tweaking is scaled (divided) by the number of equipped augmenters
 
 
 
=== Class Subskills ===
 
Each class has 4 advanced subskills which only they can train. These are called '''Class Subskills'''.
 
 
 
==== [[Berserker Class|Berserker]] ====
 
*'''Berserker Classic''': +200% Multifire, -30% Rate of Fire
 
*'''Weapons Master''': +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
 
*'''Berserking Berserker''': +30% Speed, +10% Rate of Fire
 
*'''Eye for an Eye''': +33% Shielding gained from [[Lifesteal]], +10% Resistance
 
 
 
==== [[Sniper]] ====
 
*'''Long Scope''': +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
 
*'''Quick Scope''': +20% Sniper Analysis charging rate
 
*'''Grooved Bore''': +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
 
*'''Marksman''': +10% Damage if attacking from more than 2,000 distance, +15% Stealth
 
 
 
==== [[Speed Demon Class|Speed Demon]] ====
 
*'''Master Scout''': +10% Speed, +25% Radar, -50% [[Scanners|Scanner]] energy cost
 
*'''Acrobat''': +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
 
*'''Fighter Ace''': +15% Rate of Fire, -25% Range
 
*'''Lucky Devil''': +5% Critical Hit Percentage, +10% [[Evasion]]
 
 
 
==== [[Seer Class|Seer]] ====
 
*'''Wraith''': +15% Stealth, +8% Damage with ethereal weapons
 
*'''Clairvoyant''': +20% Radar, +5% Critical Hit Percentage
 
*'''Assassin''': +15% Backstab Damage, +20% [[Warp Devices|Warp Device]] charging rate
 
*'''Brooding Gaze''': +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds
 
 
 
==== [[Shield Monkey Class|Shield Monkey]] ====
 
*'''Funky Monkey''': +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
 
*'''Flying Monkey''': Light Fighters: +50% Hull Space. -25% Hostility
 
*'''Tanky Monkey''': 50% of damage to slaves is diverted to the player, +5% Resistance (Damage is transferred before slave & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the slave or you are in a pod/spirit)
 
*'''Enveloping Monkey''': +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield transference)
 
 
 
==== [[Engineer Class|Engineer]] ====
 
*'''Mechanical Engineer''': +3 temporary drone equip slots, +15% Energy
 
*'''Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams
 
*'''Electrical Engineer''': +10% charge rate for equipped drones, +5% Energy Recharge
 
*'''Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost
 
 
 
==== [[Fleet Commander Class|Fleet Commander]] ====
 
*'''Fleet Protector''': +100% transference healing when healing own possessions
 
*'''Fleet Admiral''': All [[Aura Generators|Field Generators]] will affect allied capital ships
 
*'''Wild Man''': Double wild slave slots, +50% resistance to all for wild slaves
 
*'''Advanced Flight Controller''': +75% [[Dodge]] for [[Fighters]], +2 Fighter slots
 
 
 
==== [[Gunner Class|Gunner]] ====
 
*'''Advanced Targeting Computers''': +1 [[Deathblossoms|Deathblossom]] target, +100 energy per second consumed when Deathblossom is equipped
 
*'''Automated Reloading''': +20% [[Missile Launchers|Missile Launcher]] charging rate, +2 [[Missile Launchers|Missile Launcher]] queue slots (Note: +20% Missile Launcher charging rate does not mean you will fire every 4 seconds, instead you will fire every 4.16 seconds)
 
*'''Mass Destruction''': +100% splash range to weapon effects
 
*'''Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
 
 
 
[[Category:Skills]]
 

Latest revision as of 19:15, 8 April 2023


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