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− | Advanced Class Subskills require Advanced Skill Points, which can be chosen and trained as a class skill once unlocked in the class skill tree.
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− | == <span style="display:none">Advanced Subskills</span> ==
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− | === General Subskills ===
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− | 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'''.
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− | *'''Shake it Off''': +500 shield charge and +500 energy charge while in stasis
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− | *'''Centered''': +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
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− | *'''Strategic Deployment''': +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects bots)
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− | *'''Resilient''': 100% chance on damage to gain +50% resistance (90% for bots) for 1 second, effect can occur at most once every 30 seconds
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− | *'''Bot Ph.D.''': +8 combat bot slots
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− | *'''Droney''': +1 temporary drone deployment slot
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− | === Focus Subskills ===
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− | Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called '''Focus Subskills'''.
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− | *[[Recon Focus|''<u>(Recon Focus)</u>'']] '''Expansionist''': +1 [[Hull Expanders|Hull Extension]] slot
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− | *[[Combat Focus|''<u>(Combat Focus)</u>'']] '''Big Banker''': +1 [[Capacitors|Capacitor]] slot
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− | *[[Support Focus|''<u>(Support Focus)</u>'']] '''Really Super''': +25% charge rate for super items
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− | *[[Fleet Focus|''<u>(Fleet Focus)</u>'']] '''Extra Tweaked''': Up to +20% [[Augmenter Tweaking]] (+40% for bots), bonus tweaking is scaled (divided) by the number of equipped augmenters
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− | === Class Subskills ===
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− | Each class has 4 advanced subskills which only they can train. These are called '''Class Subskills'''.
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− | ==== [[Speed Demon Class|Speed Demon]] ====
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− | *'''Master Scout''': +10% Speed, +25% Radar, -50% [[Scanners|Scanner]] energy cost
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− | *'''Acrobat''': +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
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− | *'''Fighter Ace''': +15% Rate of Fire, -25% Range
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− | *'''Lucky Devil''': +5% Critical Hit Percentage, +10% [[Evasion]]
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− | ==== [[Seer Class|Seer]] ====
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− | *'''Wraith''': +15% Stealth, +8% Damage with ethereal weapons
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− | *'''Clairvoyant''': +20% Radar, +5% Critical Hit Percentage
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− | *'''Assassin''': +15% Backstab Damage, +20% [[Warp Devices|Warp Device]] charging rate
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− | *'''Brooding Gaze''': +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds
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− | ==== [[Berserker Class|Berserker]] ====
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− | *'''Berserker Classic''': +200% Multifire, -30% Rate of Fire
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− | *'''Weapons Master''': +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
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− | *'''Berserking Berserker''': +30% Speed, +10% Rate of Fire
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− | *'''Eye for an Eye''': +33% Shielding gained from [[Lifesteal]], +10% Resistance
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− | ==== [[Sniper]] ====
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− | *'''Long Scope''': +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
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− | *'''Quick Scope''': +20% Sniper Analysis charging rate
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− | *'''Grooved Bore''': +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
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− | *'''Marksman''': +10% Damage if attacking from more than 2,000 distance, +15% Stealth
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− | ==== [[Shield Monkey Class|Shield Monkey]] ====
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− | *'''Funky Monkey''': +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
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− | *'''Flying Monkey''': Light Fighters: +50% Hull Space. -25% Hostility
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− | *'''Tanky Monkey''': 50% of the damage taken by bots will be diverted to the player, +5% Resistance (Damage is transferred before bot & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the bot or you are in a pod/spirit)
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− | *'''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)
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− | ==== [[Engineer Class|Engineer]] ====
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− | *'''Mechanical Engineer''': +3 temporary drone equip slots, +15% Energy
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− | *'''Computer Engineer''': +50% healing, 200 range splash effect added to all single target shield transference beams
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− | *'''Electrical Engineer''': +10% charge rate for equipped drones, +5% Energy Recharge
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− | *'''Civil Engineer''': +20% transference resistance, -15% tractor beam energy cost
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− | ==== [[Fleet Commander Class|Fleet Commander]] ====
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− | *'''Fleet Protector''': +100% transference healing when healing own possessions
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− | *'''Fleet Admiral''': All [[Aura Generators|Field Generators]] will affect allied capital ships
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− | *'''Wild Man''': +50% wild bot slots, +50% resistance to all for wild bots
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− | *'''Advanced Flight Controller''': +75% [[Dodge]] for [[Fighters]], +2 Fighter slots
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− | ==== [[Gunner Class|Gunner]] ====
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− | *'''Advanced Targeting Computers''': +1 [[Deathblossoms|Deathblossom]] target, +100 energy per second consumed when Deathblossom is equipped
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− | *'''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)
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− | *'''Mass Destruction''': +100% splash range to weapon effects
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− | *'''Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
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− | <br/>{{skills}}
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− | [[Category:Skills]]
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