Empire
Fighting Style: Improved Flamethrower, Heavy Armor
Tactical Role(s): Ranged Tank, Ranged Damage, Close-Quarters Damage
Republic Mirror: Vanguard
Description: The best in shielding, defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, getting up close and personal to take down enemies of all sizes.
Disciplines
Advanced Prototype (DPS)
The latest technology makes the Powertech a versatile fighter against any enemy.
Shield Tech (Tank)
Further boosts the Powertech's defensive technology, allowing him to soak up attacks.
Pyrotech (DPS)
The Pyrotech concentrates on burning their opponents with missiles and technology.
Abilities
Class Abilities
Name | Description | Type |
Rapidly vents 50 heat over 3 seconds. | Instant | |
Increases the target's Endurance by 5% for 60 minutes. If the target is a group member, all other group members are also affected. | Instant | |
Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over 6 seconds. This effect cannot occur more than once per second. | Passive | |
Grants 6 seconds of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | Instant | |
Your next ability generates no heat. Effect lasts 15 seconds. | Instant | |
Fires a quick stream of bolts, causing <<1>> weapon damage. | Instant | |
Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. | Instant | |
Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. | Instant | |
Fires an electro dart, dealing <<2>> energy damage and stunning the target for 4 seconds. | Instant | |
Increases damage reduction by 25% for 12 seconds. | Instant | |
Purges all incapacitating and movement-impairing effects. | Instant | |
Fires off probes that scan the area for stealthed opponents. Probes last for 10 seconds. | Instant | |
Seize the moment, restoring 2% of your maximum health every 3 seconds. Requires an active companion. Lasts 60 seconds. | Instant |
Advanced Class Abilities
Name | Description | Type |
Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for 6 seconds, if Ion Gas Cylinder is active. If Ion Gas Cylinder is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for 6 seconds unless they attack you. | Instant | |
Increases ranged and tech critical hit chance by 25% for 15 seconds. | Instant | |
Unloads all of your ordnances in rapid succession dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving. | Passive | |
Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target. | Instant | |
Encases up to 8 enemies within 8 meters in carbonite, dealing <<2>> internal damage and stunning them for 2.5 seconds. | Instant | |
Jet to a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. | Instant | |
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. | Instant | |
Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets. | Instant | |
Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. | Passive | |
Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover. | Instant | |
Engages the jetpack, allowing you to strike the target with a heavy punch that deals <<1>> kinetic damage. | Instant | |
Torches up to 8 targets within 5 meters for <<1>> elemental damage. | Instant | |
Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. | Instant | |
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. | Instant | |
Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. | Instant | |
Fires a burst of flame at the target that deals <<1>> elemental damage. | Instant |