![]() Do I really want an enemy who shot me to be randomly teleported 30m away? I can see this causing all sorts of grief in story missions, if an enemy gets teleported to behind a closed door or some other unreachable place, thus preventing you from completing the mission. This is one of the abilities that is being hotly debated, and I can see why. Temporal Rebuke(Ground) 10% chance when struck by a foe within 10m: Foe is teleported 30m and Rooted for 2secĭecaying Rebuke(Ground) Add a strong Physical DOT effect to foes that are struck by your Temporal Rebuke Again, for a heavy Science build with lots of Exotic Damage abilities, this helps immensely with survivability, which is generally a concern for flimsy Science ships. Uncertainty(Space + Ground) Activating any Exotic Damage or Kit Module Ability grants you a moderate amount of Temporary Hit Points with a long duration. This ability exemplifies the Science-focus of this Spec, and a fairly significant bonus for a heavy Science build. Inevitability(Space + Ground) All Exotic Damage Abilities gain +5/7.5/10% Recharge Speed All Kit Module Abilities gain +10/15/20% Recharge SpeedĮxcellent news. Never say no to free DPS! The interesting thing here is Projectiles have a much higher chance of proccing an effect, so I may have to consider whether it’s worthwhile to switch Heidy’s Quantum Phase Torp to the fore rather than leave it in the back…ĭecay Amplification(Ground) +10/20% Damage dealt by all of your activated DOT effects But I may test it out and see if it is beneficial or not.Īnd then there is a whole shopping list of Spec abilities:Įntropic Rider (Space) Your Energy Weapons gain 2.5% chance of afflicting foes with a Physical DOT (10% chance with Projectiles) The drop in Defense while moving in reverse doesn’t exactly help with weak hulls of most Science ships, and it’s hard to gauge whether “small amount of Hull and Shields every sec” is worthwhile without having something more quantitative. If Heidy were flying a big slow ship like her Jupiter carrier, I may slot in this trait because maneuverability isn’t a main concern the fact that by default she flies a Pathfinder with rear-firing torps make this trait not particularly useful. Removes the Power Drain penalty from moving in Reverse After traveling in Reverse for 5 sec: Restore a small amount of Hull and Shields every sec while remaining in Reverse.Īn interesting, but very situational trait. At the full +50 PartGen this is no small benefit!Īn unconventional tactic, to say the least! Engaging your ship in Reverse will offer benefits as you slowly slide backwards in time at a very measured pace. This is a no-brainer for an PartGen/Exotic-Build toon. It scales up by +1.5 with each ability purchased, up to a total of +50 once the Specialization is complete.
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