Psi Operative (LW2): Difference between revisions
m Added version note to Abilities subheading. Remove when tree updated to 1.3 |
No edit summary |
||
| Line 3: | Line 3: | ||
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp | Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp | ||
==Abilities (As of LW2 Version 1. | ==Abilities (As of LW2 Version 1.3)== | ||
{{Psi Tree (LW2) | {{Psi Tree (LW2) | ||
|Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Initiate2={{ | |Initiate2={{Quick Study (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Subclass1=Telepath | |Subclass1=Telepath | ||
|Subclass2= Resonate | |Subclass2= Resonate | ||
|Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Adept1={{ | |Adept1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Disciple1={{ | |Disciple1={{Soul Steal(LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Disciple2={{ | |Disciple2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Mystic1={{ | |Mystic1={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
|Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | |Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} | ||
Revision as of 12:19, 16 May 2017
Psi Operative:
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp
Abilities (As of LW2 Version 1.3)
Mouse-over
for more information.
| Ability | Rank | Ability |
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor. |
Initiate |
Learn officer and AWC bonus abilities in half the time. |
| Telepath | Resonate | |
|---|---|---|
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target. |
Acolyte |
Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn. |
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target. |
Adept |
The Psi Operative may immediately extinguish mental impairments for a squadmate. |
| Template:Soul Steal(LW2) | Disciple |
The Psi Operative is immune to fire, poison, acid, and explosive damage. |
Completely stuns the target for 1 turn, but renders them immune to any damage or attack. |
Mystic |
Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period. |
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative. |
Warlock |
Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn. |
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles. |
Magus |
Fortress now provides immunity to nearby teammates. |
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity. |
Master |
Permanently mind control an enemy. Only one successful Domination can be performed per mission. |
Stat Progression
This class gains no Strength
Training Time
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference
- Base training = 3/4/4/4 days
- Scalar = 7/8/10/10 days
Examples using Commander/Legend ranks
If the soldier is the same rank as the ability, it will take 4 days to train.
If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train.
If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train.
- A scientist staffing the Psi Lab will reduce training time by 50%
If a psi solder 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 his/her mission.
Prerequisites
Soul Fire -> Soul Steal
Insanity -> Schism
Mind Merge -> Soul Merge
Stasis -> Sustain
Fortress + Solace -> Bastion
Fortress + Mindmerge -> Fuse
Stasis + Fortress -> Stasis Shield
Soulfire + Stasis -> Null Lance
Insanity + Soulfire + Solace -> Void Rift
Mind Merge + Stasis + Insanity -> Domination
| XCOM Units in Long War 2 | ||||||||||||||||||||||||||
| Starting |
| |||||||||||||||||||||||||
| Unlockable |
| |||||||||||||||||||||||||