6.0 Powertech Changes, Set Bonuses and Tactical Items

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.

Click on image to enlarge.

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.

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