Difference between revisions of "Classes and Skills"
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''They are the only operatives capable of using the [[file:jet_jump.png|30px|link=#jet jump|Jet Jump]] [[#jet jump|jet jump ability]] of the [[body Armor|heavy body armors]] without a chance to [[combat#fumble|fumble]]'' | ''They are the only operatives capable of using the [[file:jet_jump.png|30px|link=#jet jump|Jet Jump]] [[#jet jump|jet jump ability]] of the [[body Armor|heavy body armors]] without a chance to [[combat#fumble|fumble]]'' | ||
− | - The mounted weapons proficiency allows them to use [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] [[heavy weapons|Destiny III]], which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 [[combat#Standard Damage|damage]] each for only 1 [[Combat#aps|AP]], easily outperforming any [[sniper weapons|sniper rifle]] <i> Actually, because [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] is so accurate, it | + | - The mounted weapons proficiency allows them to use [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] [[heavy weapons|Destiny III]], which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 [[combat#Standard Damage|damage]] each for only 1 [[Combat#aps|AP]], easily outperforming any [[sniper weapons|sniper rifle]] <i> Actually, because [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] is so accurate, it doesn't matter if the operative wielding it has the mounted weapons profiency or not. However, you can only equip [[file:1destiny3.png|30px|link=heavy_weapons#destiny|Destiny III]] on [[body Armor|heavy body armors]] or [[Bionics#neural|neural torso]] </i> |
==<span id="brawler"></span>[[file:brawler.png|40px|link=|Brawler]] Brawler== | ==<span id="brawler"></span>[[file:brawler.png|40px|link=|Brawler]] Brawler== |
Revision as of 09:56, 2 October 2021
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Getting Started |
Geoscape | |
Combat | |
Character Development | |
Classes and Skills | |
Mission Types | |
Final Mission (Spoiler!) |
Overview
Human (and the Forsaken and the Pure) characters belong to one of seven different Classes:
Each class has seven levels, each of them corresponding to a Skill, including a starting skill that defines the character as belonging to that particular class, and a 4th level skill that enables dual classing (so there really are 5 unique skills to acquire in each class). For a complete description and commentary on the class skills, see below.
Each operative can also unlock 3 random personal perks (often called third-row skills, because of their location on the character sheet).
In Polaris (the free update with the Year One Edition) most of the personal perks providing buffs to damage have been modified; some now provide a lower buff: ,, and , while others no longer provide any damage buff: and (for shotguns the damage buff has been removed, the damage buff to melee weapons is the same)
Assault
- Proficient with assault rifles and shotguns (complete list here)
As with all classes in Phoenix Point, the role of the operative depends on how you build it. Some of the skills are compatible with a support role (, ), others are better suited for the offense (, ), and is something that you wish all your operatives had regardless of their role or class.
It is very common to multiclass other classes into to take advantage of and .
Dash
Move up to 1/2 of the movement of the character (3WP and 1AP; limited to 2 uses per turn)
(e.g. with a movement stat of 20, a soldier can move 10 tiles casting )
Useful whenever you want to move 2 AP at the cost of one and you are willing to pay 3WP for it, which happens very often (in fact, too much, as you can be tempted to cast it multiple times, e.g. to attack a faraway enemy, neglecting good positioning, exposing your soldier to retaliation and unnecessarily depleting its WP).
Often used to get close to an enemy, attack it, and get back to safety.
Also useful in conjunction with to assist another operative.
How to achieve Extreme Mobility (and kinda break the game):
The max movement that can be derived from the speed attribute is 20. Some armors and augmentations provide a bonus to movement; a combination of the Aksu Body Armor and Agile Legs mutation provides a bonus of +6. The Quarterback perk adds 2 to movement and Thief another +1. Casting Frenzy (using the Judgement Head Priest mutation) provides a +50%. bloodlust (LVL5 Berserker passive skill, increases the damage and movement up to 50% in proportion to damage suffered) can provide an additional +50%.
Thus, a soldier’s movement can be increased to 58, while most maps in Phoenix Point are 48 tiles in length, a single (29 tiles) allowing the soldier to move half the map at the cost of 1 AP and 3 WP.
Return Fire
Shoot back at an enemy when it attacks, provided that character is using a direct-fire projectile weapon with proficiency, and the enemy is within half perception range (passive skill)
All wielding MG have
Does not activate in the following circumstances:
- On melee attacks
- If the character is on overwatch, unless the overwatch is activated immediately before the attack (for example, if an enemy runs into the overwatch cone, setting it off, and then the same enemy or a different one attacks the character)
- Does not activate if the character is dazed or panicked
For purposes of calculating the perception range, the stealth stat of the attacker is taken into account. So if the attacking enemy has a stealth of 50%, and the character has a perception of 35, will not activate unless the enemy is within 8 tiles of the operative.
Since Behemoth update (YOE 1.1, released on May 25, 2021), hovering the pointer over an enemy with will show range (red sphere) at which the ability will be activated if attacked by the currently selected operative
Ready for Action
Reloading and inventory management costs 0 AP (passive skill)
This is useful for moving grenades from the backpack to the quick inventory slots. With high strength, Boom Blast and Quarterback trait the operative can throw up to 4 grenades in a single turn (without taking into account AP refund skills, and ) at a range of strength x 0.6 x 1.75 tiles
(to a maximum of 44 tiles), essentially acting like ultra-precise artillery.
It can also be used for equipment sharing in the field: by positioning the operative with in the middle of a group of soldiers, it is possible to move items between them and to reload their weapons for free. This is useful when, for example, attempting to paralyze a large Pandoran when you only have a single Hera (and plenty of ammo for it)
Onslaught
Refunds 2AP to another operative within 10 tiles, can only be used once per turn by the same soldier (cost 4WP and 2AP)
Although no AP are generated, but merely transferred from one operative to another, this is a very useful skill as very often an operative low on AP can make a better use of them than the . For example, this can be used to allow a to get into position using the jet jump and then fire the main weapon.
Can be used several times by different operatives on the same soldier (this is known as 'Cheerleading'), for example to maximise the utility of Boom Blast, or Adrenaline Rush, or run around the map taking advantage of extreme mobility.
Rapid Clearance
Get back 2 AP for each kill until the end of the turn (cost 5WP)
This is one of the most abused skills in Phoenix Point and the most common ingredient in the 'Terminator Builds'
If, once activated, the operative can consistently kill for 2 AP or less, he can clear large chunks, or entire maps of enemies on the first turn before they even had a chance to move.
Several things have to come together for this, but it's very easy for it to happen if you keep stacking buffs as the game encourages you to:
1) you need to maximize damage, which in the game you can currently do up to +>200%:
+50% from sneak attack,
+50% from bloodlust (maximum)
+10%-25% from one of the weapon proficiency personal perks (, , , , or ), +10% from reckless
+50% from brawler if attacking with a melee weapon
+10-15% from vivisection research
+10% from spoiler - near endgame Synedrion research
Note that the last two damage buffs from researches are multiplicative, while the rest are additive, i.e. For the latter all the percentages are added and then damage is increased by them, while for the former damage is increased by each percentage in turn
+10 damage per attack from mark for death
2) you might need to reduce the AP cost of firing the weapon, which you can do with quick aim, Boom Blast or Adrenaline Rush.
3) you need to deliver the damage to your helpless victims ... errh, I mean the awful, terrible, dangerous, and scary Pandorans! This can be easily done using a fraction of the extreme mobility that you can currently achieve in the game.
And you can have up to 8 soldiers on most missions so they can soften enemies for each other and cast onslaught to keep the killer loops going.
The most effective and well-known abuse of is casting it by a / with strongman equipped with a Deceptor MG benefitting from extreme mobility and casting Adrenaline Rush afterward.
However, even something as basic as an with the self defense specialist perk (and a Gorgon Eye-A) can do obscene amounts of damage and keep recovering AP with each kill. Needs to be verified now that the self defense specialist perk gives only +10% to damage
Heavy
- Proficient with machine guns, cannons and grenade launchers (see complete list here)
As always, remember that in Phoenix Point classes don't dictate roles. This can be a fast, lightly armored, hard hitting melee fighter, a tank, a dedicated shooter, a crowd controller, a long range artillery piece, etc.: a will be what you build it to be.
Some things to bear in mind before we look at the skills:
- They are notoriously inaccurate when fully clad in heavy armor (that inflicts a 16% penalty on their accuracy), wielding a Hel II Cannon or a Deceptor MG (which have short effective range) and targeting small or medium sized enemies at anything more than 5-10 tiles.
However, the advantage of heavy weapons is that they pack such a punch that it doesn't matter where they hit their targets, which means that often they can engage them at the same range as with their assault rifles, which do have to target specific body parts when dealing with armored enemies.
- If you invest enough in strength, they can easily one-bash kill most Arthrons and Tritons, or at least daze them (see melee; in summary, bashing scales with strength of the character and weight of the weapon needs adjustment as damage from bash has been reduced , so a with, e.g. 20 strength, wielding a Hel II Cannon will do 20*5 = 100 damage, with +50%, so 150 damage; with 30 strength it goes up to 225).
- With the Jet Jump ability, they can move 20 tiles for 3 AP and 2 WP. Therefore they can neglect speed and willpower attributes in favor of strength, which gives them more HPs and increases their throwing distance and the damage they do with bash.
They are the only operatives capable of using the jet jump ability of the heavy body armors without a chance to fumble
- The mounted weapons proficiency allows them to use Destiny III, which has an effective range of 999 (i.e. it's 100% accurate at any distance) and shoots 3 projectiles that do 80 damage each for only 1 AP, easily outperforming any sniper rifle Actually, because is so accurate, it doesn't matter if the operative wielding it has the mounted weapons profiency or not. However, you can only equip on heavy body armors or neural torso
Brawler
Bash and melee attacks deal 50% more damage (passive skill)
This is a must have skill for a melee oriented , very effective in combination with jet jump.
It can also be used in a multiclass build with an with the vengeance torso to create a melee 'Terminator'.
War Cry
Limits the AP of all enemies within 10 tiles to 2 (3WP 1AP)
In practice what this does is prevent most of the enemies affected by from attacking you on their turn. This is because usually they want to move before shooting, and with just 2 AP they cannot do that. Some enemies will never attack at all because they need 3AP for that ( Chirons indirect fire, for example).
Boom Blast
Reduces the cost of using explosives by 1 AP and increases their range by 50% until the end of the turn (5WP)
Also works with Destiny III and Archangel RL1
This skill allows launching 2 grenades from the Goliath GL2 and a mounted rocket (or four grenades and a rocket using ready for action
There are personal perks that make these attacks even more effective ( Strongman for a grenade launcher, bombardier for rockets, and reckless for both)
And you can cross a and an Infiltrator and top the whole thing off with another +100% to damage from sneak attack
Inspire
Killing an enemy grants allies 1 additional WP (passive skill)
This is very useful to replenish WP of the other operatives in the squad by killing small enemies such as Other Pandorans#worms, Other Pandorans#eggs and Other Pandorans#Mindfraggers, especially when using area of effect attacks against them.
Note that it doesn't grant the additional WP to the himself
Rage Burst
Fire the weapon 5 times in an arc, limited to one use per turn by the same soldier (5WP + standard AP cost of firing the weapon)
What this skill offers is shooting the target multiple times for the same AP cost, but without being able to freeaim and expending excess ammunition.
Though you aim with a cone, you actually have to select a target (as you move the cone, once it locks onto an enemy you will see a red square under it and the cone will start swaying, following the idle animation of the critter).
It doesn't work against multiple targets unless they are very closely packed together.
It works best against very large targets (such as Scylla), and using burst weapons (such as the Deceptor MG or any assault rifle or personal defense weapon).
Beware of obstacles between you and the target, as some scenery pieces are surprisingly resilient (or indestructible).
Sniper
- Proficient with sniper rifles and pistols (see complete list here).
Everyone likes sniper rifles because of their long effective range and high damage per shot. It's an easy package for reliably overcoming armor at long distances.
skills make it even better with cheaper overwatch () and cheaper fire with proficient weapon (), even higher accuracy when there are no enemies nearby (), removal of armor from the body part that gets disabled () and a damage multiplier spell ().
However, sniper rifles have the lowest Damage per Second/Damage per AP of all types of weapons and they don't do shred damage. However, the skills are useful with other weapons, whether through multiclassing or third-row weapon proficiency.
Extreme Focus
Overwatch cost is reduced by 1 action point(passive skill)
It can reduce the cost of overwatch to 0 AP if the weapon only costs 1 AP to shoot, so it is very common to use this skill to setup a free overwatch with a handgun. Alternatively, it can be used to set up overwatch with a sniper rifle after making a shot with it using
Quick Aim
The AP cost of the next shot with proficient weapon is reduced by 1 (3WP)
The most common use of this skill is to shoot a sniper rifle twice in a single turn, but of course it offers interesting combinations for other weapons as well ( + to land a shotgun blast being a favorite). Even more interesting effects happen when this is used with weapons that cost only 1 AP to use, such as most handguns and all PDWs, especially in combination with , as it nets 2 APs per kill. So a broken rapid clearance chain can be resurrected with a pistol kill, perhaps with an assist from a buddy.
Master Marksman
Accuracy with a proficient weapon is increased by 30% while there are no spotted enemies within 10 tiles (passive skill)
Currently the bonus to accuracy is not shown in the info panel, but it still applies as long as the conditions are met.
This skill is particularly useful as part of kitting out an operative for 'extreme' accuracy, in combination with other buffs to accuracy, and not necessarily used with sniper weapons.
Weak Spot
Disabling a body part also remove that body part's armor (passive skill)
This is best used in combination with another operative to make a heavily armored target extremely vulnerable.
Mark for Death
Increases damage suffered by the target by 10 from each hit until the end of the turn (4WP)
This skill is very effective in multiplying damage to a target from burst weapons, especially shotguns and the Deceptor MG. The longer the burst (and the more bursts the target will receive) the more utility can be obtained from this skill.
However, it is not worth it to use it to increase the damage from single shot weapons, like sniper rifles.
Berserker
Essentially a meta-class. There is no reason at all to use as melee fighters. It's probably the one thing they are actually bad at, and this is neatly reflected by their skill set.
Armor Break
Next attack will shred an additional 30 armor (4WP)
Using this with a melee weapon is a very poor choice indeed:
First, the one advantage of melee weapons is that they have the highest damage per hit of any type of weapon, so they naturally overcome armor; if you are close enough to someone to hit them with a hammer, just club them to death and forget about the armor.
Second, even if for some reason you want to strip armor from the target while standing right next to it, don't do it with a melee weapon, because you have no idea what part you are going to hit and if it needs removing armor or not (remember, it is not possible to target body parts with a melee attack).
Close Quarters Evade
Attacks from enemies within 10 tiles deal 25% less damage (passive skill)
It's nice, being a passive skill, but it's not a game-changer by any stretch. Also, it doesn't encourage the use of melee weapons.
Bloodlust
Damage and movement are increased proportionally to the health lost (up to double) (passive)
It doesn't matter how, or when the health was lost, so friendly fire and denial of health care are fair (meta) game.
If anything, this encourages to keep away from the action, indulging in the high from a safe distance with, say, a sniper rifle.
Ignore pain
Disabled body parts remain functional. Cannot Panic or be Mind Controlled (passive)
This makes particularly useful for dealing with Sirens and Terror Sentinels in Lairs but doesn't really encourage using them as melee fighters.
Adrenaline Rush
All abilities cost 1 AP until the end of the turn, can't use any skills or abilities that cost WP after casting it, Accuracy reduced by 50% and you are dazed the next turn (5WP)
Bear in mind that you can:
- use skills that cost WP before casting ... Like , for example.
- avoid getting dazed by giving the the armored head mutation.
- use weapons that cost 3 AP at the cost of 1AP, particularly heavy weapons (including the Goliath GL2) and sniper rifles.
- negate the penalty to accuracy through armor/bionics/mutations, or by extreme mobility.
This is what the number one ’Terminator Build’ amounts to: / with the Strongman and top movement, wielding a Deceptor MG. It can clear maps in one turn all by itself. (Yes, that's an 'it', because it's clearly not human)
Infiltrator
- Proficient with crossbows and spider drones (see complete list here)
- Gain +25% to stealth while undetected
Infiltrators are very versatile, their skill set allowing them to fulfill very different roles even without multiclassing.
To use infiltrators properly it's important to understand how detection works.
Unlike with other operatives, you always know when the infiltrator is undetected because of the blue hue and the crossed-out eye on top of the screen when you select him (this icon )
Though infiltrators are stealthy because of their training (as long as they are undetected, they get a +25% boost to stealth) and their class-specific 'styx' armor (, and ), you can choose not to take advantage of it until they achieve a higher level, because their armor makes them squishy and they don't get a buff to their damage for attacking from stealth until they are LVL7 with the sneak attack skill.
Their starting Eros CRB III crossbow is not a bad weapon - it does the damage and has the AP cost of the NJ pistol Iron Fury but has nearly three times the precision (effective range of 34 vs 14) and is also silent. The biggest drawback is the clip size (only 3 bolts).
The way I approach them, infiltrators have two defensive skills, Deploy Decoy and Spider Drone Pack, and two offensive skills, Vanish and sneak attack, while their 'styx' armor is only really meaningful if they are used as scouts
Surprise Attack
Attacks from behind gain shock damage equal to 3 times the damage dealt (passive)
Though the description refers to damage dealt it is the max damage the weapon can deal, not taking into account how the damage is reduced by armor or certain special effects (like Orichalcum buff in the Legacy of the Ancients DLC). For example, a character hit on a body part with 20 armor for 60 standard damage will receive 180 shock damage, and not 120 .
The difficulty of taking advantage of is that directional positioning in Phoenix Point is more accidental than intentional. However, it can be quite useful situationally, because it is one of the few ways of inflicting shock damage at a distance and dazing an enemy can be a life-saver (for example, to break mind control of a Siren over an operative).
As the Eros CRB III has limited damage potential (it does 60 standard damage, thus 180 shock damage with ) it might require softening the target before it is effective, or use a weapon with a high damage per projectile (such as a sniper rifle.
Deploy Decoy
Deploy holographic decoy at the chosen location. The decoy is treated as a real target by all enemies (4WP 1AP)
It can be a bit of a hit or miss because of enemy AI that can react to the decoy in unpredictable ways, sometimes ignoring it altogether. However, as a rule, if you place the decoy in a convenient spot and there are no more convenient targets for the AI, it will go after it.
Spider Drone Pack
Deploy 3 spider drones with one action (2AP)
A great way to distract enemies by presenting them with three convenient targets. Though spider drones can also be used offensively, without the Technician's manual control to control them directly, you can't use them on the same turn that you deploy them, and have to wait until next turn (as long as you have an active , you can manually control the spider drones, but if he dies, panics or evacs the AI will take over controlling them).
You can also use them for scouting, but beware of using them in lairs and citadels as they can easily activate Terror Sentinels, and their Psychic Scream affects every operative in a 24 tile radius.
Vanish
Move within 5 tiles and disappear from view until the end of turn or is revealed by contact with mist (3WP 1AP)
Combined with sneak attack, it is one of the easiest and most reliable ways of doing extreme damage.
To benefit from the buff must remain undetected at the time of the , and the best way to achieve this is by casting . It's the only way to achieve it if you want the infiltrator to use melee weapons, because no matter his stealth he will be detected when getting close to enemies (at a distance of 5 tiles, to be precise).
Sneak Attack
Damage dealt while not spotted is increased by 50% (passive)
This applies to any damage dealt by the operative with any attack but not to Damage over Time (DoT) effects. So, for example, the Psyche CRB IV will deal 75 (because 50 increased by 50%), but will continue to inflict 40, not 60. However, all other special damages besides DoT will be increased by 50%. So, for example, Blast Damage, or the mind crush attack, will be increased by 50%.
Technician
PENDING REVIEW - Proficient with PDWs, Auto Turrets and Exo-Arms (see complete list here)
One interesting multiclass is infiltrator/technician, clad in stealth armor (so no exo-arms). He can scout ahead, remaining undetected, and leave a turret, or two, closer to the enemies than to your team
Turrets (as well spider drones and turret vehicles) can be controlled several times by different soldiers and the 600 pts of damage that the laser turret can deliver per attack at the cost of 1AP and 3WP is *a lot*.
Fast Use
The action point cost of medkits, stimpacks and robotic arm abilities is reduced by 1(passive)
This is mostly for dedicated healers.
Remote Control
Take manual control of a turret or vehicle weapon and shoot at a target (2WP 2AP)
Devastating when used with any auto turret.
Can also be used with spider drones to quickly explore the map during the first turn and/or a precision explosive.
does not receive any benefits or rewards from the killing down by the spider drones, vehicle or auto turrets, such as WPs, APs (if multiclassed and using rapid clearance) or XPs.
Can't be used to make Scarab shoot more than once per turn. All rocket weapons are hard-coded to be used only once per turn
Field Medic
Restore 10 hit points and 10 armor to all body parts of the selected target. Disabled body parts are restored (2WP 2AP)
Requires VVA-2 Exo Arms and costs one charge (ammo).
One of two only ways for the player to restore disabled non-augmented limbs in combat (the other is Aspida)
Remote deployment
Turrets can be thrown in a radius of 10(?) tiles and deployed for 1 AP (passive)
Electric reinforcement
Give yourself and allies within 20 tiles a bonus of 20 armor for 1 turn. This effect does not stack (6WP 1AP)
Priest
- Proficient with weapons that deal virus damage (that is, Redeemer and Subjugator)
- Can use special head mutations, which give them additional abilities
focus on decreasing enemy WP (using weapons that deal viral damage and psychic scream) and taking advantage of it (with mind control and induce panic).
Because virus damage does Damage over Time, you have to wait until the enemies turn for it to take effect. This means that you can't use to reduce the WP of an enemy to lower the cost of or to on the same turn.
also have an area of effect attack that can be 'metaed' into something wicked (), and what can be best described as a combined haste & bravery spell ( frenzy).
There is a defensive-support side to the , with psychic ward that offers some protection to friendlies, and with Mind Sense that shows as red blips all enemies within 15 tiles, but in Phoenix Point (usually) you don't need to be a psychic to spot most enemies much further away and the skill does not seem to be working at the moment anyway(seems to be working now as described).
Additional abilities acquired from head mutations
A particularity of is that they have access to a unique set of head mutations, each of them adding another ability (or 'spell') to their repertoire:
- Judgement Head:
Instil frenzy in friendly characters within 20 tiles for 2 turns, increasing their movement by 50% and making them immune to panic (1AP, 4WP)
- Screaming Head:
Cast psychic scream, reducing WP of all enemy units in an 8 tile radius by NTC (1AP, 4WP)
- Synod Head:
Living allied units within 7 tiles recover 2 WP at the start of the turn (passive skill)
However, and that comes with it are the best choices by far in most circumstances. A 50% increase in movement and immunity to panic for 2 turns? Any of these effects would have been enough to make it a worthwhile investment, but together it's a no-brainer
Mind Control
Gain control of an enemy in range and with line of sight (WP cost equal to enemy's current WP, 1AP; costs 1-10 WP per turn to maintain, depending on target type)
How to use it effectively:
The cost in WP of initiating of an enemy is its current WP and the cost of maintaining it on each subsequent turn varies on the type of character (1WP for , 2WP for and humans, 3WP for , 5WP for Sirens and , and 10WP for ).
Beware that
- if casting will lower your WP to 0, you will lose the WP and fail to the enemy;
- if the enemy is panicked, you can them but they can't do anything;
- while under the enemy is for all intents and purposes on your team, which means that it will gain WP from and from killing enemies.
So what you want to do is reduce the WP of your target before casting , and you want to start by reducing its max WP by disabling its head. You will probably want to bring the WP even lower by, for example, casting priest psychic scream, or killing some of its mates to bring down the morale. You don't want to reverse the order because if you first kill some enemies, or cast , and then disable the target's head, the reduction in max WP will absorb those initial losses and you will not lower the cost to .
Finally, don't forget that you can release the critter from if it is convenient for any reason (for example, to avoid paying the cost of maintaining next turn, or because you want its water... I mean, WP for dispatching it).
So with you want to carefully plan ahead and do some math before you pick a victim
Induce Panic
Cause a target to panic if its current WP are less than the (3WP, 1AP)
Mind Sense
All organic enemies within 15 tiles are automatically revealed (passive)
'Revealed' meaning shown as red blips.
Currently doesn't work for detecting dormant Ancients (Legacy of the Ancients)
Psychic Ward
Allies within 10 tiles are immune to panic and psychic damage attacks (passive)
Currently only prevents characters from panicking, does not reduce psychic damage Fixed in 1.10 Orryx
Mind Crush
Deal 100 damage to all enemy entities within 10 tiles (6WP, 1AP)
The damage dealt by ignores armor need to check if triggers
Devastating when used against mobs, as it can be cast multiple times.
'Tuning' the :
The 100 damage is enough to kill worms (though not Mindfraggers), and do considerable damage to humans, Arthrons and Tritons, but you can stack it with Reckless or sneak attack to give it a more murderous touch. Or you can cross the with a for the ultimate crowd control experience. Or with to gain rapid clearance.