Post by Amaliana Shepard on Mar 12, 2012 9:33:15 GMT -5
This list is for those who select to be Infiltrators. It includes all ranks and powers of Infiltrator Abilites.
Infiltrators Main List of Abilities
Disruptor Ammo
Cryo Ammo Unlocked at Level 3
Incinerate Unlocked at Level 6
Tactical Cloak
Sticky Grenade Unlocked at Level 3
Sabotage Unlocked at Level 9
Operational Mastery Unlocked at Level 12
Fitness Unlocked at Level 6
Disruptor Ammo:
A specially designed ammo selection that disrupts shields and barriers with ease. Deals 10 damage base increase. Against shields it does 20 damage base.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: Increase damage to shields by 10
4: Increases base and shield damage by 5
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage to the shields by an additional 10.
6: Increases damage on both initial damage by 15
Cryo Ammo:
Freezes the enemies armor and bodies. Dealing extra damage once shot. Deals 10 base damage. After two shots it will freeze the opponent for one round. After frozen deals additional 10 damage.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: After frozen damage increased to 15
4a: Decreases shots to freeze to a single shot.
4b: Increases duration of the freeze to last two posts.
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage of the cryo damage to 20 damage.
6: Increases damage on both initial and frozen damage by 5
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
Tactical Cloak
An ability that allows the Infiltrator to cloak for two posts or until they fire an ability or power. The user becomes invisble to most visual scans other than the highest of sensitive equipment and guidance systems. 3 post cooldown.
Level 1: Allows for the invisibility and increases damage from shots fired within to be +30 damage.
2: Recharge timer on the ability is reduced to 1 post.
3: Allows cloak to last up to 3 posts.
4a: Increases cloak duration to 4 posts.
4b: Increases damage bonus to +50.
5a: Increase melee damage while inside cloak to 40
5b: Increases headshot damage to 125%
6: Can fire off one shot or power from within the cloak. Dispells the next post instead of directly after the shot.
Sticky Grenade
A grenade charged to stick onto its opponent and then explodes outward dealing shrapnel damage to all surrounding enemies. Starts with a 10 foot radius blast. Carries a max of 2 grenades,
Level 1: Damages opponent who grenade is stuck to for 40. 25 damage to all opponents surrounding the person.
2: Increases amount of grenades carried to 3
3: Increases damage to 50 and 30
4a: Increase Blast Radius to 15 feet
4b: Increases damage to 60 and 40
5a: Increase Capacity of grenades to 4
5b: Can throw multiple grenades while remaining cloaked
6: Increases damage to 70 and 50
Sabotage
An ability used by Engineers and Infiltrators to overload and control synthetic lifeforms. Also will overload the firearms of organic creatures. 3 post 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.
Operational Mastery:
A specialized mastery for the Infiltrators. Allows more damage to be done from Technical Cloak and from headshot damage. Also improves Health of the Infiltrator.
Level 1: Increases base damage by 30 and health by 50
2: Increases headshot damage to x3 and health by 75
3: Increases damage from Tactical Cloak by 100 and health by 100
4: Increases base damage to 45 and health by 125
5: Decreases recharge time of skills to one post
6: Increases health by 150 and base damage to 50
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
Infiltrators Main List of Abilities
Disruptor Ammo
Cryo Ammo Unlocked at Level 3
Incinerate Unlocked at Level 6
Tactical Cloak
Sticky Grenade Unlocked at Level 3
Sabotage Unlocked at Level 9
Operational Mastery Unlocked at Level 12
Fitness Unlocked at Level 6
Disruptor Ammo:
A specially designed ammo selection that disrupts shields and barriers with ease. Deals 10 damage base increase. Against shields it does 20 damage base.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: Increase damage to shields by 10
4: Increases base and shield damage by 5
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage to the shields by an additional 10.
6: Increases damage on both initial damage by 15
Cryo Ammo:
Freezes the enemies armor and bodies. Dealing extra damage once shot. Deals 10 base damage. After two shots it will freeze the opponent for one round. After frozen deals additional 10 damage.
Level 2: Increases Initial damage to 15 damage per shot.
Level 3: After frozen damage increased to 15
4a: Decreases shots to freeze to a single shot.
4b: Increases duration of the freeze to last two posts.
5a:Increases damage when hitting opponents head by an additional 10
5b Increases damage of the cryo damage to 20 damage.
6: Increases damage on both initial and frozen damage by 5
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
Tactical Cloak
An ability that allows the Infiltrator to cloak for two posts or until they fire an ability or power. The user becomes invisble to most visual scans other than the highest of sensitive equipment and guidance systems. 3 post cooldown.
Level 1: Allows for the invisibility and increases damage from shots fired within to be +30 damage.
2: Recharge timer on the ability is reduced to 1 post.
3: Allows cloak to last up to 3 posts.
4a: Increases cloak duration to 4 posts.
4b: Increases damage bonus to +50.
5a: Increase melee damage while inside cloak to 40
5b: Increases headshot damage to 125%
6: Can fire off one shot or power from within the cloak. Dispells the next post instead of directly after the shot.
Sticky Grenade
A grenade charged to stick onto its opponent and then explodes outward dealing shrapnel damage to all surrounding enemies. Starts with a 10 foot radius blast. Carries a max of 2 grenades,
Level 1: Damages opponent who grenade is stuck to for 40. 25 damage to all opponents surrounding the person.
2: Increases amount of grenades carried to 3
3: Increases damage to 50 and 30
4a: Increase Blast Radius to 15 feet
4b: Increases damage to 60 and 40
5a: Increase Capacity of grenades to 4
5b: Can throw multiple grenades while remaining cloaked
6: Increases damage to 70 and 50
Sabotage
An ability used by Engineers and Infiltrators to overload and control synthetic lifeforms. Also will overload the firearms of organic creatures. 3 post 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.
Operational Mastery:
A specialized mastery for the Infiltrators. Allows more damage to be done from Technical Cloak and from headshot damage. Also improves Health of the Infiltrator.
Level 1: Increases base damage by 30 and health by 50
2: Increases headshot damage to x3 and health by 75
3: Increases damage from Tactical Cloak by 100 and health by 100
4: Increases base damage to 45 and health by 125
5: Decreases recharge time of skills to one post
6: Increases health by 150 and base damage to 50
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