XCOM 2
[WotC] Richards Classes Redux (Plus LW Weapons) [Old, Unsupported]
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Richard  [developer] Jan 1, 2018 @ 5:46am
Mage Perks
Loadout:
Assault Rifle
Psi Amp

Initiate Perks:
Stasis - Put an enemy unit into stasis for 1 turn, making them skip an action but also immune to damage.

Sorcerer Tree:
Soulfire - Deal psionic damage to a single target. Damage scales with psi amp tech.
Soulsteal - Half of the damage dealt by soulfire is given to the mage as health.
Malaise - Create a cloud of poison and misery that disorients/poisons enemy in a small AoE.
Fuse - Remotely detonate enemy explosives.
Disable - Disable enemy weapons in a large AoE forcing them to reload.
Null Lance - Fire a beam of psionic energy that damages enemies in the blast line.

Telepath Tree:
Insanity - Attempt to disorient, panic or mind control an enemy.
Schism - Insanity now deals a small amount of damage and ruptures enemies.
Solace - Nearby allies are healed of negative mental effects whenever the mage is nearby.
Domination - Attempt to control a single enemy for the duration of the mission.
Void Rift - Create a psionic blast in a medium AoE. Enemies in the blast have a chance to suffer insanity.
Teleport - Teleport to any tile within allied line of sight.

Cleric Tree:
Inspire - Grant an ally a bonus action.
Stasis Shield - Stasis can now be cast on allies as well as enemies.
Sustain - If the Mage takes enough damage to be killed they will auto-stasis themselves once per mission.
Restore - Heal an ally for 6 health. Also restores condition and all action points.
Fortress - Grants the mage immunity to fire, acid, poison and explosive damage.
Barrier - Create a 5 hit point psionic energy shield around nearby allies.

GTS:
Hidden Potential - +25 Psi Offense.
Last edited by Richard; Jan 1, 2018 @ 8:18am
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Richard  [developer] Jan 1, 2018 @ 5:49am 
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