Difference between revisions of "Psi Operative (LW2)"
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+ | {{Toc_(LW2)|12}}[[File:XCOM2 class psiop.png|center|frameless|96px|Psi Operative]]<div style="text-align: center;">'''''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.</div> |
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− | Psi Operative: |
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+ | ==Class Overview== |
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− | Primary: Rifle(default), SMG or Shotgun; Secondary: Psi Amp |
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+ | 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. |
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− | {| class="wikitable" style="text-align:center" |
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− | |+ Psi Operative Skills |
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− | |- |
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− | ! |
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− | ! |
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− | |- |
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− | | '''Soulfire''' |
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− | | '''Stasis''' |
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− | |- |
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− | | '''Insanity''' |
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− | | '''Mind Merge''' |
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− | |- |
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− | | '''Soul Steal''' |
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− | | '''Stasis Shield''' |
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− | |- |
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− | | '''Solace''' |
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− | | '''Sustain''' |
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− | |- |
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− | | '''Schism''' |
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− | | '''Fortress''' |
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− | |- |
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− | | '''Soul Merge''' |
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− | | '''Bastion''' |
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− | |- |
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− | | '''Fuse''' |
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− | | '''Domination''' |
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− | |- |
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− | | '''Null Lance''' |
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− | | '''Void Rift''' |
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− | |} |
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+ | 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 [[Advanced_Warfare_Center_(LW2)|AWC abilities]] or [[Officers_(LW2)|Officer abilities]] faster than other soldiers. |
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+ | |||
+ | ===Weapons=== |
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+ | |||
+ | '''Primary''': [[Weapons_(LW2)#Assault_Rifles|Rifles]], [[Weapons_(LW2)#Submachine_Guns|SMGs]], [[Weapons_(LW2)#Shotguns|Shotguns]]. |
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+ | |||
+ | '''Secondary''': [[Weapons_(LW2)#Psi_Amps|Psi Amp]] |
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+ | |||
+ | 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. |
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+ | |||
+ | ==Abilities== |
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+ | {{Psi Tree (LW2) |
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+ | |Initiate1={{Soulfire (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Initiate2={{Quick Study (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Subclass1=Telepath |
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+ | |Subclass2= Resonate |
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+ | |Acolyte1={{Insanity (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Acolyte2={{Mind Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Adept1={{Schism (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Adept2={{Solace (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Disciple1={{Soul Steal (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Disciple2={{Fortress (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Mystic1={{Stasis (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Mystic2={{Soul Merge (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Warlock1={{Fuse (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Warlock2={{Stasis Shield (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Magus1={{Null Lance (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Magus2={{Bastion (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Master1={{Void Rift (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | |Master2={{Domination (LW2) | b_name = 1 | b_descr = 1 | b_info = 1 | b_table = 1 }} |
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+ | }} |
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+ | ===Prerequisites=== |
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+ | [[File:PsiPrerequ.png]] |
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== Stat Progression == |
== Stat Progression == |
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+ | {{Stat Progression (Psi)(LW2) |
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− | {| class="wikitable" |
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+ | | i_health0 = 1 |
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− | !Rank!!Health!!Offense!!Will!!Psi Offense!!Mobility!!Dodge!!Hacking |
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+ | | i_offense0 = 2 |
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+ | | i_will0 = 5 |
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+ | | i_mobility0 = 0 |
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+ | | i_dodge0 = 0 |
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+ | | i_hacking0 = 0 |
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+ | | i_psiOffense0 = 45 |
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+ | | i_health1 = 0 |
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+ | | i_offense1 = 2 |
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+ | | i_will1 = 5 |
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+ | | i_mobility1 = 0 |
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+ | | i_dodge1 = 0 |
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+ | | i_hacking1 = 0 |
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+ | | i_psiOffense1 = 4 |
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+ | | i_health2 = 0 |
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+ | | i_offense2 = 2 |
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+ | | i_will2 = 0 |
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+ | | i_mobility2 = 0 |
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+ | | i_dodge2 = 0 |
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+ | | i_hacking2 = 0 |
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+ | | i_psiOffense2 = 4 |
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+ | | i_health3 = 0 |
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+ | | i_offense3 = 2 |
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+ | | i_will3 = 0 |
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+ | | i_mobility3 = 0 |
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+ | | i_dodge3 = 0 |
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+ | | i_hacking3 = 0 |
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+ | | i_psiOffense3 = 4 |
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+ | | i_health4 = 1 |
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+ | | i_offense4 = 2 |
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+ | | i_will4 = 0 |
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+ | | i_mobility4 = 0 |
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+ | | i_dodge4 = 0 |
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+ | | i_hacking4 = 0 |
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+ | | i_psiOffense4 = 4 |
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+ | | i_health5 = 0 |
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+ | | i_offense5 = 2 |
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+ | | i_will5 = 0 |
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+ | | i_mobility5 = 0 |
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+ | | i_dodge5 = 0 |
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+ | | i_hacking5 = 0 |
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+ | | i_psiOffense5 = 4 |
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+ | | i_health6 = 0 |
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+ | | i_offense6 = 2 |
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+ | | i_will6 = 0 |
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+ | | i_mobility6 = 0 |
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+ | | i_dodge6 = 0 |
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+ | | i_hacking6 = 0 |
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+ | | i_psiOffense6 = 4 |
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+ | | i_health7 = 1 |
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+ | | i_offense7 = 2 |
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+ | | i_will7 = 0 |
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+ | | i_mobility7 = 0 |
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+ | | i_dodge7 = 0 |
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+ | | i_hacking7 = 0 |
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+ | | i_psiOffense7 = 4 |
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+ | }} |
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+ | *This class gains no Strength, though it's only used for alien abilities. |
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+ | ==Training Time== |
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+ | Formula for time to train a skill: Training Time = Base Training + Scalar * Rank Difference |
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+ | :Base training = 3/4/4/4 days |
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+ | :Scalar = 7/8/10/10 days |
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+ | *Times are based on difficulty: Rookie/Veteran/Commander/Legend |
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+ | Examples using Commander/Legend ranks |
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+ | |||
+ | *If the soldier is the same rank as the ability, it will take 4 days to train. |
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+ | *If the soldier is 1 rank below the ability, it will take 4+10*1 = 14 days to train. |
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+ | *If the soldier is 6 ranks below the ability, it will take 4+10*6 = 64 days to train. |
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+ | |||
+ | A scientist staffing the Psi Lab will reduce training time by 50%, having two scientists staffed with give a total reduction of 66%. |
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+ | 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. |
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− | |- |
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− | |Squaddie|| 1 || 2 || 5 || 30 || 0 || 0 || 0 |
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− | |- |
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− | |Lance Corporal|| 0 || 1 || 5 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Corporal|| 0 || 2 || 0 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Sergeant|| 0 || 1 || 0 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Staff Sergeant|| 1 || 2 || 0 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Tech Sergeant|| 0 || 1 || 0 || 2 || 0 || 0 || 0 |
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− | |- |
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− | |Gunnery Sergeant|| 0 || 2 || 0 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Master Sergeant|| 1 || 1 || 0 || 4 || 0 || 0 || 0 |
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− | |- |
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− | |Total|| 3 || 12 || 10 || 56* || 0 || 0 || 0 |
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− | |} |
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+ | ==See Also== |
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− | Each rank after Squadie can have up to a bonus of 9 extra Psi Offense, except Tech Sergenat which has a cap of 5. The total ammount represents the minimum gain from levelin, while the hard cap is +100 |
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+ | {{XCOM_Units_Navbar_(LW2)}} |
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− | This class gains no Strength |
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− | [[Category: Long War 2]] |
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[[Category: Soldiers (Long War 2)]] |
[[Category: Soldiers (Long War 2)]] |
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− | [[Category: Classes (Long War 2)]] |
Latest revision as of 18:58, 27 January 2021
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 for more information.
Prerequisites
Stat Progression
- 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 |
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Unlockable |
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