6.0 Powertech Changes, Set Bonuses and Tactical Items (PTS)

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.

New Ability

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.

Click on image to enlarge.


  • 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
  • Hitman
  • Mutilating Shards
  • Enhanced Paralytics
  • Efficient Suit


  • Pressure Overrides
  • Torque Boosters
  • Shield Cannon
  • Reel and Rattle
  • Liquid Cooling
  • Fuel Additives
  • Overdrive
  • Battering Ram


Shield Tech (Tank)

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
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
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

Pyrotech (DPS)

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
Superheated Fuel
Explosive Fuel increases all Flame attacks critical chance by 100%
Explosive Weaponry
During Explosive Fuel Flaming Fist, Flame Burst, and Immolate do damage to all nearby targets and Searing Wave hits twice.

Advanced Prototype (DPS)

Energized Blade
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.
Flame Detonation
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

Flying Fists
Rocket Punch now has a range of 10 meters
Second Contract
Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist
Sonic Heal
Sonic Missile heals all allies around its target
Neural Trigger
Dealing damage to an enemy affected by your Neural Dart stuns them for 3 seconds and ends the taunt.

Set Bonuses and Gear

Bounty Hunter

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


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.

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.

About Xam Xam

Owner of MMO Bits, and formerly the owner of Xam Xam Says, Xam Xam is an Aussie who has been playing MMO's for over 5 years and can't get enough of them. She mainly plays Healing Classes but will also DPS and reluctantly Tank (if she has one). She prefers to PvP but doesn't mind doing all the other 'MMO bits' as well.

View all posts by Xam Xam →