XCOM 2
Biotic Class
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RealityMachina  [developer] May 11, 2017 @ 5:47pm
Biotic Class: Perk Tree
All biotics start with the Biotic Barrier ability, granting the biotic six shield points, and the ability to regain up to six shield points in the field, at a rate of one point per turn.

Ability will stack with other items or abilities that grant shield points, like ablative plating or an Asari's innate biotic barrier.

Biotic regeneration gets bonuses from the biotic's psi stat: 75 points = 1 additional point of barrier.

They also start with Biotic Strength ability that gives a small bonus to the damage of their biotic attacks that scales with their psi offence stat.

Vanguard

Charge - Charges into an enemy, delivering damage that scales based on the user's biotic amp. Can also stun or disorient nearby enemies, if the enemies fail a will roll against the biotic's psi offence stat. Has a 2 turn cooldown.

Grants a movement action point when used.

Backlash - reflects all projectile damage back at the attacker, as long as the biotic still has shield points remaining. Shield points will decrease by 1 for every attack reflected. Has a four turn cooldown.

Nova - consumes 3 points of the biotic's barrier, in order to cause a devastating shockwave of energy around the biotic. Size of shockwave is variable depending on the biotic's psi offence stat. Has a three turn cooldown.

Aegis - The biotic's barrier now has a "shield gate": it will block all incoming damage, even if it's more than what the biotic has in terms of shield points.

Biotic Aptitude - The biotic reduces all cooldowns on their powers by one.

Biotic Overdrive - All biotic powers will no longer end the turn if applicable, have their cooldowns reset, and the biotic has an extra action point for the rest of the turn. Has a seven turn cooldown.

Stunning Biotics - All AOE biotic powers (Annihilation Field, Singularity, Nova) have their radius increased by 2, and will disorient any targets if they do not already do that.


Guardian

Warp Shot - Infuses the biotic's primary weapon with dark energy, firing a guaranteed shot that will rupture the target for +2 damage. Has a 5 turn cooldown, consumes three ammo.

Biotic Traversal - The biotic can seamlessly travel up to and from rooftops. Also gains +10 defence.

Reactive Barrier - All incoming damage the biotic takes is reduced by 25%.

Biotic Teleport - teleport to a location within 8 tiles of the biotic. Has a four turn cooldown.

Safeguard - Upgrades the biotic's barrier from a six point strong shield, to a ten point one.

Annihilation Field - Ruptures any targets within a variable amount of tiles of the biotic when the biotic's turn ends. Rupture scales with the user's biotic amp, size of field scales with the biotic's psi offence stat. Will not proc if the soldier is in concealment.

Saving Barrier - Puts the biotic into stasis if they receive a critical blow, and sets their shield HP to ten.

Adept

Warp - damages and ruptures a target within range, using dark energy. Damage and rupture scales with the user's biotic amp. Has a two turn cooldown.

Lance - damages and shreds a target within LOS or at squadsight range, if a squadmate can spot them. In exchange however, it can miss the target, and cover can affect this. Has a three turn cooldown.

Reave - Damages a target within range, and gives a shield point to the biotic, along with additional shield points based on the biotic's psi offense stat, and the level of the biotic amp. Consumes all action points when used. Has a four turn cooldown.

Exposure - All biotic abilities that don't naturally rupture, now rupture the target for +2 more points of damage.

Reaving Biotics - All biotic abilities that aren't Reave, will give a shield point to the biotic when used.

Singularity - For unarmoured and unshielded targets, they are flung towards the center of the singularity. Ruptures all targets caught within the field, even if armoured or shielded. Field's size is influenced by the biotic's psi offence stat. Has a seven turn cooldown.

Devastating Biotics - All biotic attacks do +1 bonus amount of damage.

This will occur after any rupturing has occurred, even from Exposure.

Last edited by RealityMachina; May 25, 2017 @ 8:19pm