Listing of all the Set Bonuses and Tacticals Items available for Powertechs on the PTS.
Updated for Onslaught.
New Ability
Power Yield – increases your armour by 40% and your damage done by 2% for 10 seconds. Getting attacked during this time adds an additional stack, up to 5 times, for 200% armour and 10% damage done. You get this ability at Level 72.
New Utility Changes
- Removed the Fuel Additives utility.
- Added a new utility “Combustion Chamber” which does the following:
- Power Yield increases damage done by an additional 2% when attacked while Ion Gas Cylinder is being utilized and refreshes its duration when attacked while Ion Gas Cylinder is not being utilized. Power Yield cannot last longer than 30 seconds.
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.
Skillfull
- Iron Will
- Gyroscopic Alignment Jets
- Reflective Armour
- Suppressive Tools
- Bracer Propellent
- Engulfing Flames
- Accelerated Reel
- Prototype Electro Surge
Masterful
- Pneumatic Boots
- Adaptable Assailant
- Pyro Shield
- Sonic Rebounder
- Hitman
- Mutilating Shards
- Enhanced Paralytics
- Efficient Suit
Heroic
- Pressure Overrides
- Torque Boosters
- Shield Cannon
- Reel and Rattle
- Liquid Cooling
- Fuel Additives
- Overdrive
- Battering Ram
Tacticals
Shield Tech (Tank)
SHIELD TECH |
DESCRIPTION
|
SOURCE
|
Hotswap |
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
|
Flashpoint Bosses
|
Oil Fire |
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
|
Operation Bosses
|
Thermal Screen |
Heat Screen now stacks up to 6 times. Activating Power Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast
|
Flashpoint Bosses
|
Pyrotech (DPS)
PYROTECH |
DESCRIPTION
|
SOURCE
|
Explosive Weaponry |
During Explosive Fuel Flaming Fist, Flame Burst, and Immolate do damage to all nearby targets and Searing Wave hits twice
|
Operation Bosses
|
Flame Dissipation | 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 |
Flashpoint Bosses
|
Superheated Fuel |
Explosive Fuel increases all Flame attacks critical chance by 100%
|
Flashpoint Bosses
|
Advanced Prototype (DPS)
ADVANCED PROTOTYPE |
DESCRIPTION
|
SOURCE
|
Energized Blade | Retractable Blade’s bleed effect deals more damage the more Energy Lode stacks you have. Energy Lode stacks also increase the damage of Retractable Blade by 25% per stack (up to 100% more damage), this effect lasts 10 seconds, and is refreshed when Energy Lode is gained |
Flashpoint Bosses
|
Flame Detonation | Dealing Damage with Searing Wave or Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode, creating a large explosion and dealing damage to all nearby enemies |
Flashpoint Bosses
|
Powerlode |
Power Yield instantly builds 4 Energy Lodes. Getting critically hit while under Power Yield builds an Energy Lode
|
Operation Bosses
|
All Powertech Specs
TACTICALS |
DESCRIPTION
|
SOURCE
|
Flying Fists |
Rocket Punch now has a range of 10 meters
|
Daily/Weekly Mission Crates
|
Second Contract |
Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist
|
PvP Crates |
Sonic Heal |
Sonic Missile heals all allies around its target
|
Conquest Crates
|
Neural Trigger |
Dealing damage to an enemy affected by your Neural Dart stuns them for 2 seconds and ends the taunt.
|
Crafting – Cybertech |
Set Bonuses and Gear
Bounty Hunter
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 3 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 Overload’s Health Monitor is triggered for the first time, it deals damage back to the enemy who damaged you | |
Woads Instinct | Mastery +2% |
Thermal Sensor Override gains 2 charges
|
Powertech
GEAR | 2 SET | 4 SET | 6 SET |
Meteor Brawler | Endurance +2% | Flaming Fist and Rocket Punch’s Heat cost is reduced by 4. Flaming Fist and Magnetic Blast increase damage dealt by 10% for 15 seconds, this effect cannot occur more than once every 30 seconds | Activating Energy Shield gives you Firefall for the duration of Energy Shield. During this time, dealing damage with Searing Wave, Flame Burst, Magnetic Blast, Rocket Punch, or Flaming Fist builds up to 7 stacks of Firefall. When Energy Shield ends, it detonates dealing elemental damage to all enemies around that scales with Firefall stacks. After it explodes, your heat-using abilities cost 50% less heat for 20 seconds |
Right Price | Mastery +2% | Explosive Fuel increases damage done by 20% while Ion Gas Cylinder is being utilized and increases damage reduction by 10% while Ion Gas Cylinder is not being utilized | Each time you take damage while under Power Yield the cooldown of Explosive Fuel is reduced by 3 seconds |
Strategist | Endurance +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. While Shoulder Cannon loads missiles you restore 2 heat per second. |
Each Shoulder Cannon rocket has a 75% chance to trigger an additional rocket
|
Sources
Where to get the new Set Bonuses (besides Vendors).
NAME | SPEC | SOURCE |
Game Plan | Bounty Hunter | PvP Crates |
Hunter Killer’s | Bounty Hunter | Conquest Crates |
Meteor Brawler | Powertech | Operation Bosses |
Right Price | Powertech | Conquest Crates |
Squad Leader’s | Bounty Hunter | Daily/Weekly Mission Crates |
Strategist | Powertech | PvP Crates |
Veteran Ranger’s | Powertech | Dxun Operation Bosses |
Woads Instinct | Bounty Hunter | Crafting – Armourmech |
Charges
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 |
Special Thanks
I’d like to thank Andynul for helping me gather all the information from the PTS.