Increases Max Health by 30% for 15 seconds. Reduces the cooldown of Pulse Cannon by 1.5 seconds and Harpoon by 5 seconds. Increases the damage dealt by Gut's bleed effect by 5%. Shortens cooldown time of Surges by 1.5 seconds and makes them 6% more likely to land a critical hit. Ion Pulse and Explosive Surge have a 5% chance to grant Pulse Generator, increasing the damage dealt by your next Pulse Cannon by 3%. When you activate Recharge Cells, you regenerate 7% of your health over 10 seconds. Grants 3 seconds of immunity to all movement-impairing effect, knockdown and physics and increases movement speed by 30%. Increases the critical strike damage bonus of Stockstrike, Ion Pulse and Fire Pulse by 10%. 2 ranks.Ĭlose range attack that causes additional bleed damage for six seconds. Increase the damage dealt by Ion Pulse and Gut by 3%. Reduces the cooldown of Riot Strike by 5 seconds. High Impact Bolt penetrates 20% of the target's armor. 2 ranks.Įmits a fiery pulse wave, dealing 259 elemental damage to the target. Increases the critical hit chance of elemental attacks by 3%. Reduces the cooldown of Cryo Grenade by 5 seconds. Stockstrike and Gut have a 6% chance to make your next High Impact Bolt critically hit automatically. While High Energy Cell is active, you have a 7.5% chance to generate 1 energy cell every 6 seconds. High Energy Cell: Further increases all internal and elemental damage dealt by 3%. Plasma Cell: Increases the tech critical hit chance by 3%. Increases the effect of your cells while they are active. Increases movement speed by 7.5% while High Energy Cell is active. Ion Pulse has a 3% chance and Fire Pulse has a 5% chance to make your next Stockstrike free. Increases ranged and tech accuracy by 1%. Plasma Cell has a 3% chance when it applies its effects to reduce the movement speed of the target by 50% for 6 seconds. Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 2%. Can also deal splash damage to secondary targets. Throw a grenade that will detonate after several seconds. This effect cannot occur more than once every 1.5 seconds. When you take damage, you have a 50% chance to reduce the active cooldown of Reactive Shield by 1.5 seconds. Reduces the cooldown of Recharge Cells by 15 seconds. Hammer Shot, Charged Bolts, High Impact Bolt, Full Auto and Hail of Bolts deal 3% additional damage to burning targets. You have a 6% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated. Increases stealth detection by 1, melee and ranged defense by 1% and reduces the cooldown of Stealth Scan by 2.5 seconds. Launches and incendiary projectile, setting the target abalze for 60 elemental damage and an additional 45 elemental damage over 12 second.Ĭharged Bolts has a 6% chance and Full Auto has a 3% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. In addition if High Impact Bolts hits a buring target, it has a 10% chance to generate 1 energy cell and refresh the duration of your Plasma Cell's burn effect if present. High Impact Bolts ignore 15% of the target's armor. Reactive Shield has a 50% chance to remove all movement-impairing effects when activated. Recharges an energy cell when you land a critical hit with a Tech attack Increases tech critical chance by 1% and increases the damage dealt by periodic elemental effects by 10% on targets below 30% max health. Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by 15%. Shares a 15 second cooldown with Sticky Grenade. Standard and weak targets are knocked back from the blast. The explosion deal 304 kinetic damage when it detonates. Standard and weak enemies enter a sate of panic while the explosive is active. Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Critical hits have a 6% chance to reduce the active cooldown on Adrenaline Rush and Reserve Powercell by 3 seconds.
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