Psi Operative (LW2)

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Psi Operative
A mysterious new branch of study for XCOM, the Psionic Operative utilizes their mental abilities to great effect to boost their allies and cripple the will of enemies.

Class Overview

The Psi Operative in Long War 2 is almost identical to the vanilla one. The main difference is that some abilities require other abilities to be learned as a prerequisite, so they'll no longer be able to train high level skills like Void Rift from the start.

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 AWC abilities or Officer abilities faster than other soldiers.

Weapons

Primary: Rifles, SMGs, Shotguns.

Secondary: Psi Amp

The Psi Amp lets the Psi Operative use psionic abilities, improving them and their Psi Offense stat (which is used for most of them) as it's upgraded.

Abilities

Mouse-over Mouse over this icon for more information on each ability. for more information.

Ability Rank Ability
Soulfire
* Soulfire has a 3 turn cooldown. * The damage done by the Soulfire ability can be increased by upgrading the Psi Operative's Psi Amp. * Robotic and mechanical enemies are completely immune to Soulfire.
Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
Initiate
Initiate
Quick Study
*Learn officer and AWC bonus abilities in half the time.
Learn officer and AWC bonus abilities in half the time.
Telepath Resonate
Insanity
* Insanity has a 3 turn cooldown. * Insanity requires a contest between the Psi Operative's Psi Strength stat, and the target's will. * Insanity can disorient, stun, or mind control the target if it succeeds. * Mechanical enemies are completely immune to Insanity.
Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
Acolyte
Acolyte
Mind Merge
* Grants the targeted ally 1 ablative (shield) hit point, plus another one per 30 psi offense score of the Psi Operative using Mind Merge. * Grants the targeted ally 1 crit per 10 psi offense score of the Psi Operative. * Grants the targeted ally 1 will per 10 psi offense score of the Psi Operative. * Effect lasts until the Psi Operative's next turn. * Three-turn cooldown. * Only visible allies may be targeted. * Improved Psi Amps grant additional bonus will, crit and ablative hit points. * Requires one action; using this ability doesn't end the caster's turn.
Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn.
Schism
* If Insanity is successful, the target will take 2-4 damage, and take +2 damage from all future attacks.
Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
Adept
Adept
Solace
* Solace cleanses disorientation, mind control, panic and stun effects. * Costs 1 action, 3-turn cooldown.
The Psi Operative may immediately extinguish mental impairments for a squadmate.
Soul Steal
* Soul Steal can only replenish lost health, it cannot add to the Psi Operative's maximum HP.
Soulfire transfers half of the damage done back to the Psi Operative as health.
Disciple
Disciple
Fortress
* A Psi Operative with the Fortress ability can walk through fire, poison and acid with no ill effects.
The Psi Operative is immune to fire, poison, acid, and explosive damage.
Stasis
* Stasis has a 3 turn cooldown. * As Stasis completely removes an enemy unit from combat for a turn, it can be used defensively to protect vulnerable soldiers, or it can be used offensively to set up a coordinated attack.
Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
Mystic
Mystic
Soul Merge
* Reduces Mind Merge cooldown by 1 turn. * Bonus ablative Hit Points improves to 1 per 20 psi offense score. * Bonus will improves to 1 per 5 psi offense score. * Bonus crit improves to 1 per 5 psi offense score.
Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.
Fuse
* Fuse has no cooldown.
If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
Warlock
Warlock
Stasis Shield
* Unconscious allies cannot be targeted by Stasis Shield.
Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn.
Null Lance
* Null Lance has a 6 turn cooldown. * Null Lance damage can be increased by improving the Psi Operative's Psi Amp.
Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
Magus
Magus
Bastion
* Bastion has a 4 tile radius. * Moving next to afflicted allies will immediately cleanse their negative physical status effects.
Fortress now provides immunity to nearby teammates.
Void Rift
* Void Rift has a 6 turn cooldown.
Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
Master
Master
Domination
* Domination requires a contest of the Psi Operative's Psi Strength stat versus the Will of the target. * If an attempted Domination fails, there is a 6 turn cooldown before another Domination can be attempted. * If the Psi Operative dies or leaves the battlefield, the Domination is broken.
Permanently mind control an enemy. Only one successful Domination can be performed per mission.

Prerequisites

PsiPrerequ.png

Stat Progression

Rank Per Level Total
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Psi Offense
Psi Offense
Health
Health
Offense
Offense
Will
Will
Mobility
Mobility
Dodge
Dodge
Hacking
Hacking
Psi Offense
Psi Offense
Initiate
Initiate
1 2 9 - 17 0 0 0 45 1 2 9 - 17 0 0 0 45
Acolyte
Acolyte
0 2 9 - 17 0 0 0 4 1 4 18 - 34 0 0 0 49
Adept
Adept
0 2 4 - 12 0 0 0 4 1 6 22 - 46 0 0 0 53
Disciple
Disciple
0 2 4 - 12 0 0 0 4 1 8 26 - 58 0 0 0 57
Mystic
Mystic
1 2 4 - 12 0 0 0 4 2 10 30 - 70 0 0 0 61
Warlock
Warlock
0 2 4 - 12 0 0 0 4 2 12 34 - 82 0 0 0 65
Magus
Magus
0 2 4 - 12 0 0 0 4 2 14 38 - 94 0 0 0 69
Master
Master
1 2 4 - 12 0 0 0 4 3 16 42 - 106 0 0 0 73
  • This class gains no Strength, though it's only used for alien abilities.

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
  • Times are based on difficulty: Rookie/Veteran/Commander/Legend

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%, having two scientists staffed with give a total reduction of 66%.

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.

See Also

XCOM Units in Long War 2
Starting
XCOM2 rank rookie.png
Soldiers
LW2 class assault.png
Assault
XCOM2 class grenadier.png
Grenadier
LW2 class Gunner.png
Gunner
XCOM2 class ranger.png
Ranger
XCOM2 class sharpshooter.png
Sharpshooter
LW2 class Shinobi.png
Shinobi
XCOM2 class specialist.png
Specialist
LW2 class Technical.png
Technical
Unlockable
XCOM2 class psiop.png
Psi Operative
XCOM2 class spark.png
SPARK
LWOfficers RankFieldCommander.png
Officers