Listing of all the Set Bonuses and Tacticals Items available for Powertechs on the PTS.
PTS Testing Phase – 1.5 (13th August)
NOTE – Since this is from the Onslaught PTS, this is all subject to change. It is not currently known how any of these items will be obtained.
Power Yield – Applies a stack of Power Yield to you increasing your armour by 40% and your damage done by 2% for 10 seconds. Whenever you take damage an additional stack of Power Yield is applied up to 5 times.
New Utility Changes (WIP)
Instead of 4 Tiers, Utilities are now divided into 3 Tiers (Skillful, Masterful and Heroic) and there are now a total of 9 points to spend. You have to spend at least 3 points to access the next Tier up. To access the Masterful Tier you have to spend 3 points in Skillful. To access the Heroic Tier you have to spend 6 points in Skillful and/or Masterful. There are 8 Utilities in each Tier.
- Iron Will
- Gyroscopic Alignment Jets
- Reflective Armour
- Suppressive Tools
- Bracer Propellent
- Engulfing Flames
- Accelerated Reel
- Prototype Electro Surge
- Pneumatic Boots
- Adaptable Assailant
- Pyro Shield
- Sonic Rebounder
- Mutilating Shards
- Enhanced Paralytics
- Efficient Suit
- Pressure Overrides
- Torque Boosters
- Shield Cannon
- Reel and Rattle
- Liquid Cooling
- Fuel Additives
- Battering Ram
Shield Tech (Tank)
Heat Screen now stacks up to 6 times. Activating Power Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast
Oil Slick makes targets succeptible to Firestorm. For each enemy affected by Oil Slick hit with Firestorm your damage reduction is increased by 2% and the cooldown of Oil Slick is reduced by 1.5 seconds
Translocating a guarded target gives them a large amount of damage reduction for 6 seconds taunts enemies and places a benign presence on you. After 6 seconds you swap back
When Superheated Flamethrower reaches 2 stacks it applies Flame Dissipation to you lowering the cost of Searing Wave by 3 Heat. Stacks up to 5 times and is consumed by Searing Wave at 5 stacks. When consumed Flame Dissipation increases your periodic fire damage by 10% for 10 seconds
Explosive Fuel increases all Flame attacks critical chance by 100%
During Explosive Fuel Flaming Fist, Flame Burst, and Immolate do damage to all nearby targets and Searing Wave hits twice.
Advanced Prototype (DPS)
Retractable Blade’s bleed effect deals more damage the more Energy Load stacks you have
Power Yield instantly builds 4 Energy Loads. Getting critically hit while under Power Yield builds an Energy Load.
Dealing damage with Searing Wave or Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode dealing damage to all nearby enemies.
All Powertech Specs
Rocket Punch now has a range of 10 meters
Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist
Sonic Missile heals all allies around its target
Dealing damage to an enemy affected by your Neural Dart stuns them for 3 seconds and ends the taunt.
Set Bonuses and Gear
|GEAR||2 SET||4 SET||6 SET|
|Squad Leader’s||Mastery +2%||
Whenever you take damage with Energy Shield a weaker shield is applied to nearby allies for 0 (typo?) seconds
|Hunter Killer’s||Mastery +2%||
Stealth Scan also applies Stealth Protection to you scanning a small area around you
|Game Plan||Mastery +2%||
When your Kolto Counter’s Health Monitor is triggered for the first time it deals damage back to the enemy who damage you
|Woads Instinct||Mastery +2%||
Thermal Sensor Override gains 2 charges
|GEAR||2 SET||4 SET||6 SET|
|Double Time||Mastery +2%||Jet Charge’s range is increased by 5 meters||
Jet Charge gets 2 Charges
|Right Price||Mastery +2%||Power Yield’s duration is extended by 5 seconds||
Each time you take damage while under Power Yield the cooldown of Explosive Fuel is reduced by 3 seconds
|Strategist||Mastery +2%||Carbonize’s cooldown is reduced by 10 seconds||
Carbonize vents 5 heat for each enemy it hits
|Veteran Ranger’s||Mastery +2%||Searing Wave makes all targets vulnerable to Shoulder Cannon for 5 seconds||
Each Shoulder Cannon rocket has a 25% chance to trigger an additional rocket
Charges basically allow you to use select Abilities more than once, depending on the number of Charges they have. For example, if an ability has 2 charges on it, you can use the Ability twice.
You have to have at least 1 Charge to be able to use an Ability with Charges.
When you use an Ability with a Charge once, it uses up one Charge and the Charge timer goes on ‘cooldown’. When the cooldown timer is up, you will gain another ‘Charge’. If you use all the Charges the Ability has, you have to wait for the cooldown timer to complete to be able to use the Ability again.
Powertechs have Set Bonuses and a Tactical with Charges.
|CLASS||ABILITY/SET BONUS/TACTICAL||CHARGES||BASE COOLDOWN|
|Bounty Hunter||4 Set Bonus – Woads Instinct (Thermal Sensor Override)||2||2 minutes|
|Powertech||Tactical –Second Hand(Grapple)||2||45 seconds|
|Powertech||6 Set Bonus – Double Charge(Jet Charge)||2||15 seconds|
I’d like to thank Andynul for helping me gather all the information from the PTS.