Difference between revisions of "Advanced Class Subskills"
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− | Advanced Class Subskills | + | Advanced Class Subskills 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> == | == <span style="display:none">Advanced Subskills</span> == |
Revision as of 12:42, 26 December 2017
Advanced Class Subskills can be chosen and trained as a class skill once unlocked in the class skill tree.
Contents
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 bots)
- Resilient: 100% chance on damage to gain +50% resistance (90% for bots) for 1 second, effect can occur at most once every 30 seconds
- Bot Ph.D.: +8 combat bot 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) Expansionist: +1 Hull Extension slot
- (Combat Focus) Big Banker: +1 Capacitor slot
- (Support Focus) Really Super: +25% charge rate for super items
- (Fleet Focus) Extra Tweaked: Up to +20% Augmenter Tweaking (+40% for bots), 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.
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% Damage with ethereal weapons
- Clairvoyant: +20% Radar, +5% Critical Hit Percentage
- Assassin: +15% Backstab Damage, +20% Warp Device charging rate
- Brooding Gaze: +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds
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
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 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)
- 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
- 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
- Fleet Protector: +100% transference healing when healing own possessions
- Fleet Admiral: All Field Generators will affect allied capital ships
- Wild Man: +50% wild bot slots, +50% resistance to all for wild bots
- Advanced Flight Controller: +75% Dodge for Fighters, +2 Fighter slots
Gunner
- Advanced Targeting Computers: +1 Deathblossom target, +100 energy per second consumed when Deathblossom is equipped
- Automated Reloading: +20% Missile Launcher charging rate, +2 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