Post by Amaliana Shepard on Mar 12, 2012 9:30:47 GMT -5
This list is for those who select to be Engineers. It includes all ranks and powers of Engineer Abilites.
Master List for Engineer Abilities
Incinerate
Overload Unlocked at Level 6
Cryo Blast Unlocked at Level 9
Combat Drone
Sabotage Unlocked at Level 12
Sentry Turret Unlocked at Level 12
Tech Mastery Unlocked at Level 9
Fitness Unlocked at Level 3
Incinerate
A Technical ability used by Engineers and Infiltrators. They create and then use a high powered napalm like substance upon their attacker. Burns the target initially and then over time. 4 Post Cooldown.
Level 1: Deals 35 damage to target. Then it continues to burn for 15, 10, 5 the next three posts respectively.
2: Increases Damage to 40 with the burn at 20, 15, 10
3: Reduces recharge rate of Incinerate to one post.
4a: Increases damage to 50 with burn of 25,20,15
4b: Increases damage to 75 against frozen target.
5a: Increases duration of burn to four posts.
5b: Increases damage to 55 with burn of 30,25,20
6: Increases damage to armored targets to 100
Overload
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics. Three post recharge timer.
Level 1: Deals 25 damage to targets shields.
2: Decreases post recharge rate by a post.
3: Increase Damage output to 50 against shields.
4a: Decrease recharge to a single post.
4b: Now damages organics with a mild shock, 25 damage.
5a: Increase damage to shields to 100,
5b: Overloads the shields of the target and damages nearby targets shields for 75
6: Increases all damage to shields and barriers to 125.
Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weakens armored opponents. Frozen targets won't regenerate health. Has three post cooldown.
Level 1: Deals 25 damage to target. Slows them down for a post. Freeze lasts for two posts
2: Increase freeze duration to 3 posts
3: Increase Damage output to 35, and slows opponent for two posts.
4a: Decrease recharge to a single post.
4b: Increases damage to 40, slows opponent to 3 posts
5a: Increases duration of freeze to 4 posts
5b: Increases damage to 45, slows opponent for 4 posts
6: Lowers armor on armored target by 25. Damages them for 50
Combat Drone
Deploys a drone capable of attacking opponents. Damages shields and human flesh with electrical discharges. Four post cooldown, lasts 2 posts when summoned. Drone has 50 health and 25 shields.
Level 1: Attacks with electricity dealing 25 damage to target shields or flesh.
2: Decreases post recharge rate by a post.
3: Increases damage output to 50 per attack.
4a: Increases duration drone is out to three turns.
4b: Drone now explodes upon death. Deals 50 damage to all people in a 15 foot radius.
5a: Increases health and shields of drone to 100 and 50.
5b: Increase damage output to 75 damage with it jumping to an additional target for 50 damage.
6: Gains rockets to use on armored targets. Deals 100 damage in a five foot radius.
Sabotage
An ability used by Engineers and Infiltrators to overload and control synthetic lifeforms. Also will overload the firearms of organic creatures. 3 Turn cooldown.
Level 1: Hacks a synthetic target to attack for 2 turns. If used on Organics their gun will overload and deal them 15 damage.
2: Recharge timer on the ability is reduced to 1 post.
3: Increases area of effect of ability to 15 feet.
4a: Increases duration of hack to 3 posts
4b: Damage from overload increases to 25
5a: If hacked synthetic dies during rounds hack will explode dealing 50 damage to all surrounding it in a twenty foot radius.
5b: Damage from overload increased to 30
6: Increases all other tech damage to organic and inorganic units by 50.
Sentry Turret
Deploys a turret that will fire at and be used as a distraction for enemy troops. Takes a turn to deploy once thrown and lasts until destroyed or a new turret is needed. Five post cooldown on it. It has 50 health and 50 armor.
Level 1: Deals out 50 damage per turn to a single target.
2: Increases damage to 75.
3: Increases damage to 100.
4a: Increases health of the turret to 100 health and 100 armor.
4b: Can now shock enemies that close within five feet.
5a: Gives bonus equal to level 3 Cryo Ammo.
5b: Gives bonus equal to level 3 Incindiary Ammo.
6: Gains rockets to use on armored targets. Deals 125 damage in a five foot radius.
Tech Mastery
A specialized Mastery for Engineers. Allows for more damage from Technical powers and improves the health of the Engineer.
Level 1: Increases Damage dealt by Powers by 25 and Health by 50
2: Increase Health by 75 and increases damage dealt by powers by 30
3: Increase Health by 100 and increases damage dealt by powers by 40
4: Increase Health by 125
5: Increases Damage dealt by powers by 50
6: Increase Health by 150 and decreases recharge time of skills to one post.
Fitness
Gives a bonus to your current maximum potential health pool. Does not give any other bonuses. Only ability open to every class and specialization.
Level 1 +20 Health
2: +40 Health
3: +60 Health
4: +80 Health
5: +100 Health
6: +125 Health
Master List for Engineer Abilities
Incinerate
Overload Unlocked at Level 6
Cryo Blast Unlocked at Level 9
Combat Drone
Sabotage Unlocked at Level 12
Sentry Turret Unlocked at Level 12
Tech Mastery Unlocked at Level 9
Fitness Unlocked at Level 3
Incinerate
A Technical ability used by Engineers and Infiltrators. They create and then use a high powered napalm like substance upon their attacker. Burns the target initially and then over time. 4 Post Cooldown.
Level 1: Deals 35 damage to target. Then it continues to burn for 15, 10, 5 the next three posts respectively.
2: Increases Damage to 40 with the burn at 20, 15, 10
3: Reduces recharge rate of Incinerate to one post.
4a: Increases damage to 50 with burn of 25,20,15
4b: Increases damage to 75 against frozen target.
5a: Increases duration of burn to four posts.
5b: Increases damage to 55 with burn of 30,25,20
6: Increases damage to armored targets to 100
Overload
Overload electronics with this power surge, stunning your enemy. Effective against shields, barriers, and synthetics. Not as effective against organics. Three post recharge timer.
Level 1: Deals 25 damage to targets shields.
2: Decreases post recharge rate by a post.
3: Increase Damage output to 50 against shields.
4a: Decrease recharge to a single post.
4b: Now damages organics with a mild shock, 25 damage.
5a: Increase damage to shields to 100,
5b: Overloads the shields of the target and damages nearby targets shields for 75
6: Increases all damage to shields and barriers to 125.
Cryo Blast
Flash-freeze and shatter unprotected enemies. Slow down the rest. Weakens armored opponents. Frozen targets won't regenerate health. Has three post cooldown.
Level 1: Deals 25 damage to target. Slows them down for a post. Freeze lasts for two posts
2: Increase freeze duration to 3 posts
3: Increase Damage output to 35, and slows opponent for two posts.
4a: Decrease recharge to a single post.
4b: Increases damage to 40, slows opponent to 3 posts
5a: Increases duration of freeze to 4 posts
5b: Increases damage to 45, slows opponent for 4 posts
6: Lowers armor on armored target by 25. Damages them for 50
Combat Drone
Deploys a drone capable of attacking opponents. Damages shields and human flesh with electrical discharges. Four post cooldown, lasts 2 posts when summoned. Drone has 50 health and 25 shields.
Level 1: Attacks with electricity dealing 25 damage to target shields or flesh.
2: Decreases post recharge rate by a post.
3: Increases damage output to 50 per attack.
4a: Increases duration drone is out to three turns.
4b: Drone now explodes upon death. Deals 50 damage to all people in a 15 foot radius.
5a: Increases health and shields of drone to 100 and 50.
5b: Increase damage output to 75 damage with it jumping to an additional target for 50 damage.
6: Gains rockets to use on armored targets. Deals 100 damage in a five foot radius.
Sabotage
An ability used by Engineers and Infiltrators to overload and control synthetic lifeforms. Also will overload the firearms of organic creatures. 3 Turn cooldown.
Level 1: Hacks a synthetic target to attack for 2 turns. If used on Organics their gun will overload and deal them 15 damage.
2: Recharge timer on the ability is reduced to 1 post.
3: Increases area of effect of ability to 15 feet.
4a: Increases duration of hack to 3 posts
4b: Damage from overload increases to 25
5a: If hacked synthetic dies during rounds hack will explode dealing 50 damage to all surrounding it in a twenty foot radius.
5b: Damage from overload increased to 30
6: Increases all other tech damage to organic and inorganic units by 50.
Sentry Turret
Deploys a turret that will fire at and be used as a distraction for enemy troops. Takes a turn to deploy once thrown and lasts until destroyed or a new turret is needed. Five post cooldown on it. It has 50 health and 50 armor.
Level 1: Deals out 50 damage per turn to a single target.
2: Increases damage to 75.
3: Increases damage to 100.
4a: Increases health of the turret to 100 health and 100 armor.
4b: Can now shock enemies that close within five feet.
5a: Gives bonus equal to level 3 Cryo Ammo.
5b: Gives bonus equal to level 3 Incindiary Ammo.
6: Gains rockets to use on armored targets. Deals 125 damage in a five foot radius.
Tech Mastery
A specialized Mastery for Engineers. Allows for more damage from Technical powers and improves the health of the Engineer.
Level 1: Increases Damage dealt by Powers by 25 and Health by 50
2: Increase Health by 75 and increases damage dealt by powers by 30
3: Increase Health by 100 and increases damage dealt by powers by 40
4: Increase Health by 125
5: Increases Damage dealt by powers by 50
6: Increase Health by 150 and decreases recharge time of skills to one post.
Fitness
Gives a bonus to your current maximum potential health pool. Does not give any other bonuses. Only ability open to every class and specialization.
Level 1 +20 Health
2: +40 Health
3: +60 Health
4: +80 Health
5: +100 Health
6: +125 Health