Psi Operative (LWOTC): Difference between revisions
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In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below): | In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below): | ||
[[File: | [[File:LWoTCPsiTree2.png|New Psi Perk Tree]] | ||
It's worth noting that abilities which are connected to ''multiple'' other abilities unlock all of them at once - for example, picking | It's worth noting that abilities which are connected to ''multiple'' other abilities unlock all of them at once - for example, picking Fortress adds both Bastion and Null Ward to the pool of available perks for a given Psi Operative. | ||
=== XCOM Abilities === | |||
{{XCOM Tree V2 (LWOTC) | |||
|Tier1ADefensive={{Hard Target (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1BDefensive={{Smoker (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1CDefensive={{Will To Survive (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1DDefensive={{Zone of Control (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1EDefensive={{Fortify (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1FDefensive= | |||
|Tier1GDefensive= | |||
|Tier1AOffensive={{Flush (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1BOffensive={{Damn Good Ground (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1COffensive={{Aim (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1DOffensive={{Bring 'Em On (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1EOffensive={{Target Focus (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier1FOffensive= | |||
|Tier1GOffensive= | |||
|Tier2ADefensive={{Lone Wolf (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2BDefensive={{Ever Vigilant (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2CDefensive={{Infighter (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2DDefensive={{Inspire Agility (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2EDefensive={{Dense Smoke (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2FDefensive= | |||
|Tier2GDefensive= | |||
|Tier2AOffensive={{Holo Targeting (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2BOffensive={{Shredder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2COffensive={{Cool Under Pressure (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2DOffensive={{Full Kit (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2EOffensive={{Close and Personal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier2FOffensive= | |||
|Tier2GOffensive= | |||
|Tier3ADefensive={{Tradecraft (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3BDefensive={{Combat Fitness (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3CDefensive={{Resilience (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3DDefensive={{Brawler (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3EDefensive={{Reposition (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3FDefensive= | |||
|Tier3GDefensive= | |||
|Tier3AOffensive={{Iron Curtain (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3BOffensive={{Rupture (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3COffensive={{Precision Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3DOffensive={{Hunter's Instincts (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3EOffensive={{Marauder (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3FOffensive={{Return Fire (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier3GOffensive= | |||
|Tier4A={{Chain Shot (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4B={{Sentinel (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4C={{Lethal (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4D={{Trench Gun (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4E={{Impact Compensation (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4F={{Rapid Reaction (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
|Tier4G={{Avenger (LWOTC)| b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 0}} | |||
}} | |||
==Training Time== | ==Training Time== | ||
| Line 48: | Line 102: | ||
Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank: | Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank: | ||
:Base time = 2/4/4/4 days | :Base time = 2/4/4/4 days | ||
:Rank time = 6/7/ | :Rank time = 5/6/7/7 days per rank difference | ||
*Times are based on difficulty: Rookie/Veteran/Commander/Legend | *Times are based on difficulty: Rookie/Veteran/Commander/Legend | ||
Latest revision as of 21:54, 1 March 2025

Class Overview
The Psi Operative in Long War of the Chosen is slightly different from the one in vanilla XCOM 2. Like in Long War 2, some abilities require other abilities to be learned as a prerequisite, but Psi Operatives now also need to gain experience to level up as other soldiers do, limiting the amount of perks that can be trained.
Psi Operatives focus entirely on psionic abilities in their perk tree, leaving little in the matter of using regular guns. However, Psi Operatives get Quick Study, letting them train up Officer abilities faster than other soldiers. The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for Insanity and Domination) as it's upgraded.
Psi Operatives are automatically granted all abilities in the first two ranks when first trained.
Weapons
Primary: Rifles, SMGs, Shotguns.
Secondary: Psi Amp
Abilities
Mouse-over
for more information.
Ability Prerequisites
In order to obtain certain psi abilities, the Psi Operative first needs to acquire a prerequisite perk (shown with colored arrows on the diagram below):
It's worth noting that abilities which are connected to multiple other abilities unlock all of them at once - for example, picking Fortress adds both Bastion and Null Ward to the pool of available perks for a given Psi Operative.
XCOM Abilities
XCOM row abilities are able to be purchased when the Training Center is built. The cost is 10/20/30 AP per tier for offensive perks, 10/15/25 AP per tier for defensive perks and 35 AP for Tier 4 perks.
| Tier 1 Defensive 10 AP |
Tier 1 Offensive 10 AP |
Tier 2 Defensive 15 AP |
Tier 2 Offensive 20 AP |
Tier 3 Defensive 25 AP |
Tier 3 Offensive 30 AP |
Tier 4 35 AP |
Gain 5 dodge per enemy you can see, up to a maximum of +30. |
Special shot with a bonus to hit that does half damage but confers defense and dodge penalties and forces target to change position if it hits. |
Gain bonus Aim and Defense when at least 4 tiles distant from any ally, with a maximum of +12/+12 at 7+ tiles. |
Any directed primary weapon shot, hit or miss, will mark the target, increasing your squad's aim by +15 against this target. |
This soldier has significantly reduced infiltration times while on missions. |
Special shot that does 50% of normal damage but reduces target mobility for the following 2 turn(s). Cone-based attack with primary weapon. |
Take a shot with an aim penalty of 10. If you hit the target, you take another shot on the target automatically. |
Grants one free smoke grenade item to your inventory. |
Confers +10 aim and +10 defense against targets at a lower elevation. |
If you spend all of your actions on moves, you are granted an automatic overwatch shot at the end of the turn. |
Your primary weapon attacks shred armor. |
Gain 4 aim, 1 mobility, 2 HP, 4 will, and 4 dodge. |
A Rupture shot grants a +50 bonus to critical hit chances and ensures that the target takes an additional +3 damage from all attacks in the future. |
When in overwatch, you may take two reaction shots. |
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will. |
Hunker Down now confers +20 Aim and +20 Crit to the first shot on the following turn. |
Gain 40 dodge against attacks within four tiles. |
You gain +10 Aim on Overwatch and other reaction shots, and they can critically hit. |
Enemy attacks against you suffer a -30 penalty to critical hit chances. |
Take a special shot with +30 bonus to critical chance and 34% bonus critical damage. Has a 4 turn cooldown. |
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon. |
All enemies within the soldier's 5 tile radius suffer penalties of -15 Aim and -4 Mobility. |
Gain +1 damage on critical hits for every two enemies you can see, up to a maximum of +8. Works for the soldier's primary weapon and explosives. |
Give a friendly unit 30 Dodge until the start of your next turn. Whenever you kill an enemy, you gain an extra charge. Usable once per turn. Starts with one charge, and is a free action. |
Grants +1 charge per grenade item in a utility slot. |
Take 35% less damage from any melee attack, or attacks from within 5 tiles. |
Ranged attacks against flanked enemies deal +2 damage. |
Special shot for primary-weapon shotguns only: Fire a short-range cone-based attack at nearby targets. Has a 4 turn cooldown. |
Activate to grant +20 defense until the beginning of the next turn. Does not cost an action. Has a 3 turn cooldown. |
Your ranged attacks gain +10 aim and pierce 1 armor against unflankable enemies. |
Your smoke grenades confer an additional 10 defense. Also grants one free Smoke Grenade. |
Confers +30 critical chance against adjacent targets. The bonus declines with distance from the target. |
Once per turn, gain an additional move action after taking a standard shot at a flanked or exposed target with your primary weapon. |
Standard shots are not turn-ending, allowing for shooting then moving or shooting twice on a turn. |
After taking damage, gain a stacking 25% Damage reduction until the end of your turn up to a maximum of 4 stacks. |
When targeted by enemy attacks, automatically fire back with your assault rifle once per turn. The return shot ignores cover bonuses. |
When in overwatch, each shot you hit with grants another reaction fire shot, up to a maximum of three shots. | |||||
Once per turn, take a reaction shot with your assault rifle at a visible enemy that has taken an offensive action. The reaction shot ignores cover bonuses. |
Training Time
Training a rookie into a Psi Operative takes 2 days in Rookie difficulty and 4 days in all others. Training a new ability takes a base number of days plus additional days based on the difference between the Psi Operative's rank and the ability's rank:
- Base time = 2/4/4/4 days
- Rank time = 5/6/7/7 days per rank difference
- Times are based on difficulty: Rookie/Veteran/Commander/Legend
Each scientist staffing the Psi Lab will increase training speed by 100%, meaning the training time will be reduced by 50% with one scientist and by 66% with two.
If a Psi Operative is training in the tube and you send them to infiltrate a mission, another soldier can train in that psi tube; the soldier that was in the tube will be on hold upon return from their mission.
Stat Progression
| Rank | |||||||||
| Per Level | Health |
1 | 0 | 0 | 0 | 1 | 0 | 0 | 1 |
Aim |
2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | |
Will |
5 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | |
Psi Offense |
45 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
| Total | Health |
1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 |
Aim |
2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | |
Will |
5 | 10 | 10 | 10 | 10 | 10 | 10 | 10 | |
Psi Offense |
45 | 49 | 53 | 57 | 61 | 65 | 69 | 73 | |
Sample Builds
See Also
| XCOM Units in Long War of the Chosen | ||||||||||||||||||||||||||
| Starting |
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| Unlockable |
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| Faction |
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