Difference between revisions of "Advanced Class Subskills"

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*''' Mass Destruction''': +100% splash range to weapon effects
 
*''' Mass Destruction''': +100% splash range to weapon effects
 
*''' Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
 
*''' Gunboat Diplomat''': Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot
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[[Category:Skills]]

Revision as of 23:17, 6 April 2014

Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in Lyceum.

Each subskill costs 1 Advanced Skill Point.

General Subskills

There are different advanced subskills for each focus and class, but 6 subskills are always trainable. These subskills are called General Subskills.

  • Shake it Off: +500 energy charge and +500 shield charge while in stasis
  • Strategic Deployment; +50 speed (Effect is canceled on firing or taking damage. Requires 30 seconds to reapply. Also affects slaves)
  • Centered: +500 energy charge and +500 sheld charge (Effect is canceled on firing or taking damage. Requires 15 seconds to reapply)
  • Slave Ph.D.: +4 combat slave slots
  • Resilient: 100% chance on damage to gain +50% resistances (90% for slaves) for 1 second. Effect can occur at most once every 30 seconds.
  • Droney: +1 temporary drone deployment slot

Focus Subskills

Some advanced subskills are focus locked. These subskills are called Focus Subskills.

  • (Combat Focus) Big Banker: +1 capacitor slot.
  • (Recon Focus) Expansionist: +1 hull expansion slot
  • (Support Focus) Really Super: +25% charge rate for super items.
  • (Fleet Focus) Extra Tweaked: Up to +20% augmenter tweaking (+40% for slaves). Bonus tweaking is scaled by the number of equipped augmenters.

Each class has 4 advanced subskills which they can only train. These are called Class Subskills.

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% shields gained from lifesteal, +10% resistance

Sniper

  •  Long Scope: +10% sniper analysis power increase, +10% sniper analysis charge time.
  •  Quick Scope: +20% sniper analysis charge rate.
  •  Grooved Bore: +10% physical damage, +25% tracking. +25% increased projectile speed (scaled inversely with ship speed).
  •  Marksman: +10% damage if attacking from more than 2000 distance, +15% stealth

Speed Demon

  •  Master Scout: +10% speed, +25% radar, -50% 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

  •  Wraith: +15% stealth, +8% ethereal damage
  •  Clairvoyant: +20% radar, +5% critical hit percentage
  •  Assassin: +15% backstab damage, +20% microwarp and translocator charge rate.
  •  Brooding Gaze: +10% energy charge and shield charge while cloaked and no aggressive action for 2 seconds.

Shield Monkey

  •  Funky Monkey: +100% shield charge while in stasis. +100% transference damage 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 resists are applied. Damage transfer will not occur if you are in a different galaxy 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.)

Engineer

  •  Mechanical Engineer: +3 temporary drone equip slots, +15% energy max.
  •  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 charge.
  •  Civil Engineer: +20% transference resistance, -15% tractor beam energy cost.

Fleet Commander

  •  Fleet Protector: +100% transference when healing own possessions.
  •  Fleet Admiral: All 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

  •  Advanced Targeting Computers: +1 deathblossom target. +100 energy per second for deathblossom
  •  Automated Reloading: +20% missile bay charge rate, +2 missile bay queue slots
  •  Mass Destruction: +100% splash range to weapon effects
  •  Gunboat Diplomat: Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot