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*A scientist staffing the Psi Lab will reduce training time by 50% |
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*A scientist staffing the Psi Lab will reduce training time by 50% |
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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 (need confirmation if operative returning from mission can pick up where he/she left off after solder in tube completes training). |
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{{XCOM_Units_Navbar_(LW2)}} |
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{{XCOM_Units_Navbar_(LW2)}} |
Revision as of 04:23, 7 February 2017
Psi Operative:
Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp
Abilities
Mouse-over for more information.
Ability
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Rank
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Ability
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Does guaranteed psionic damage to an organic enemy. Ignores cover and armor.
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Initiate
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The Psi Operative is immune to fire, poison, acid, and explosive damage.
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Telepath
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Resonate
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Debilitating telepathic attack that can inflict different negative conditions, including mental control of the target.
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Acolyte
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Grants bonus will, crit and ablative hit points to an ally until the beginning of the player's next turn.
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Soulfire transfers half of the damage done back to the Psi Operative as health.
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Adept
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Sustain If the Psi Operative takes enough damage to be killed, they are immediately put in Stasis for 1 turn and their health is only reduced to 1 HP. This can only happen once per mission.
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Insanity now does a small amount of guaranteed damage, and applies Rupture to the target.
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Disciple
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The Psi Operative may immediately extinguish mental impairments for a squadmate.
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Completely stuns the target for 1 turn, but renders them immune to any damage or attack.
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Mystic
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Increases effectiveness of Mind Merge by conferring larger bonuses to will, crit and ablative hit points and reducing its cooldown period.
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If an enemy is carrying explosives, they can be remotely detonated by the Psi Operative.
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Warlock
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Stasis can be cast on allies, rendering them immune to any attacks, and stunned, for 1 turn.
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Project a beam of terrible power that damages every target it passes through. This attack can penetrate multiple enemies and obstacles.
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Magus
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Fortress now provides immunity to nearby teammates.
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Generate an explosive field of Psionic energy that immediately damages everything within. Organic enemies have a chance to suffer Insanity.
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Master
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Permanently mind control an enemy. Only one successful Domination can be performed per mission.
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Stat Progression
Rank
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Per Level
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Total
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Health
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Offense
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Will
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Mobility
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Dodge
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Hacking
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Psi Offense
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Health
|
Offense
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Will
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Mobility
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Dodge
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Hacking
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Psi Offense
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Initiate
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1
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2
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9 - 17
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0
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0
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0
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30
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1
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2
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9 - 17
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0
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0
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0
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30
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Acolyte
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0
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1
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9 - 17
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0
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0
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0
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4
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1
|
3
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18 - 34
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0
|
0
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0
|
34
|
Adept
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0
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2
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4 - 12
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0
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0
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0
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4
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1
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5
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22 - 46
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0
|
0
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0
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38
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Disciple
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0
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1
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4 - 12
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0
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0
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0
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4
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1
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6
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26 - 58
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0
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0
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0
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42
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Mystic
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1
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2
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4 - 12
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0
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0
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0
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4
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2
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8
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30 - 70
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0
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0
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0
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46
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Warlock
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0
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1
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4 - 12
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0
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0
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0
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2
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2
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9
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34 - 82
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0
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0
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0
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48
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Magus
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0
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2
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4 - 12
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0
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0
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0
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4
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2
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11
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38 - 94
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0
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0
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0
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52
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Master
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1
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1
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4 - 12
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4
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0
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0
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0
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3
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12
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42 - 106
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4
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0
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0
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52
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Each rank after Initiate can have up to a bonus of 9 extra Psi Offense, except Warlock which has a cap of 5. The total amount represents the minimum gain from leveling, while the hard cap is +100
This class gains no Strength
Training Time
Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference
- Base training = 6 days (5 on rookie difficulty)
- Scalar = 12 days (10 on rookie)
If the soldier is the same rank as the ability, it will take 6 days to train.
If the soldier is 1 rank below the ability, it will take 6+12*1 = 18 days to train.
If the soldier is 6 ranks below the ability, it will take 6+12*6 = 78 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 (need confirmation if operative returning from mission can pick up where he/she left off after solder in tube completes training).