Devastator is a close range class that's built to stand your ground. Take point and defend your allies. Ground and foes alike will tremble as you pass.
Melee Skill: Deal damage and inflict Bleed to all enemies within a small radius. The Melee Skill does not require a skill slot nor any Class Points. Sprinting (vs standing) before using the Melee Skill changes to a ground-slam that appears to have a larger area-of-effect but also has a longer cooldown. The base cooldown is 1 second (sprinting Melee Skill 2 seconds); however, each subsequent uses of the Melee Skill increases its cooldown-even in between abilities and weapon fire.
Healing Mechanic: You will recover Health from slain enemies that stood too close.
Class Traits:
Receive additional 15% maximum Health.
Increase Armor by 30%.
Every close range kill heals you by 24% of your maximum Health.
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Earthquake
Seismic
Release a shockwave to deal damage and Interrupt all enemies in front of you.
14s recharge
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Golem
Protection
Fortify yourself against 65% of incoming damage for 8 seconds.
26s recharge
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Gravity Leap
Kinetic
Leap into the air and strike your targets from above, dealing damage and Interrupting enemies within a small radius of the area you land in.
20s recharge
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Reflect Bullets
Protection
Create a barrier that captures all enemy projectiles and accumulates damage. After 10 seconds of triggering the skill, the accumulated damage is reflected back to enemies in front of you. The barrier also protects against melee attacks by reflecting some damage back.
22s recharge
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Impale
Seismic
Select a target to Interrupt their skills, inflict Bleed, and deal damage. If the damage is lethal, the enemy will be impaled, creating a zone that grants a powerful bonus to Armor and Health regeneration to all allies in range for 9 seconds.
20s recharge
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Tremor
Seismic
Create a series of explosions around you, each dealing damage and draining health from enemies within a medium radius around you.
22s recharge
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Boulderdash
Kinetic
Charge forward to Interrupt all enemies in your path and deal damage. At the end of the charge, you will smash the ground and deal damage to all enemies in a small radius around you.
22s recharge
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Endless Mass
Kinetic
Encase a target in stone, inflicting Bleed and pulling enemies within a small radius towards the initial target. The stone will then explode, dealing damage to all enemies within a small radius around the target.
18s recharge
Pyromancer is a medium range class that can control fire. Cover foes in flames, incinerate entire squads and heal your own wounds as enemies fall to your inferno.
Melee Skill: Deal damage and inflict Burn to all enemies within a small radius. The Melee Skill does not require a skill slot nor any Class Points. Sprinting (vs standing) before using the Melee Skill changes to a ground-slam that appears to have a larger area-of-effect but also has a longer cooldown. The base cooldown is 1 second (sprinting Melee Skill 2 seconds); however, each subsequent uses of the Melee Skill increases its cooldown-even in between abilities and weapon fire.
Healing Mechanic: You will recover Health whenever enemies marked by your skills are killed.
Class Traits:
Receive additional 10% Anomaly Power.
Skills Mark damaged enemies for 15 seconds. Killing a Marked heals you by 24% of your maximum Health.
Numbers are calculated from lvl. 30 Base Anomaly Power(5,654).
F.A.S.E.R Beam was calculated with base Anomaly Power and 0 Status Power.
Skills
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Ignite
Summon a fiery wave that deals damage and inflicts Burn to all enemies in its path.
13s recharge
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Immobilize
Select and pull an enemy toward you, dealing damage, draining health, and inflicting Ash.
17s recharge
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Explosive
Select an enemy to Burn, Interrupt, and deal damage to. If killed while still afflicted by the skill, the enemy will explode, dealing damage within a large radius.
14s recharge
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Explosive
Deal damage to all enemies within a large radius and Interrupt their skills. Enemies afflicted with Burn receive damage instead (the Burn will be consumed).
22s recharge
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Ignite
Fill your current weapon's magazine with Anomaly-infused bullets that will inflict Burn within a small radius and pierce targets, damaging enemies behind them. The skill lasts until you reload or switch weapons.
23s recharge
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Immobilize
Create an Anomaly blast to inflict Ash onto all enemies within a large radius around you.
20s recharge
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Ignite
Fire an energy beam that deals damage that benefits from 150% of Status Power, inflicting Burn and causing Interrupt to enemies hit by the beam, as well as enemies within a small radius around you.
10s recharge
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Explosive
Create a volcanic eruption beneath the selected enemy, dealing damage to them, and all enemies within a small radius around the target.
37s recharge
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Immobilize
Select and pull an enemy toward you, dealing damage, draining health, and inflicting Ash.
17s recharge
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Explosive
Select an enemy to Burn, Interrupt, and deal damage to. If killed while still afflicted by the skill, the enemy will explode, dealing damage within a large radius.
14s recharge
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Explosive
Deal damage to all enemies within a large radius and Interrupt their skills. Enemies afflicted with Burn receive damage instead (the Burn will be consumed).
22s recharge
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Ignite
Fill your current weapon's magazine with Anomaly-infused bullets that will inflict Burn within a small radius and pierce targets, damaging enemies behind them. The skill lasts until you reload or switch weapons.
23s recharge
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Immobilize
Create an Anomaly blast to inflict Ash onto all enemies within a large radius around you.
20s recharge
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Ignite
Fire an energy beam that deals damage that benefits from 150% of Status Power, inflicting Burn and causing Interrupt to enemies hit by the beam, as well as enemies within a small radius around you.
10s recharge
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Explosive
Create a volcanic eruption beneath the selected enemy, dealing damage to them, and all enemies within a small radius around the target.
37s recharge
he Technomancer is a long-range support specialist that possesses the most different healing abilities of all four classes. It also utilizes a wide range of deadly contraptions.
Melee Skill: Deal damage and inflict Freeze to all enemies within a small radius. The Melee Skill does not require a skill slot nor any Class Points. Sprinting (vs standing) before using the Melee Skill changes to a ground-slam that appears to have a larger area-of-effect but also has a longer cooldown. The base cooldown is 1 second (sprinting Melee Skill 2 seconds); however, each subsequent uses of the Melee Skill increases its cooldown-even in between abilities and weapon fire.
Healing Mechanic: You will recover a portion of the damage you deal as Health.
Class Traits:
Increase Long Range Weapon Damage by 15%.
Increase Skill Leech by 15%.
Increase Weapon Leech by 15%.
ORDINANCE, INTERRUPT
Throw a proximity device. The explosion deals damage and Interrupts the skills of enemies caught within the blast radius.
22s
3
GADGET, TURRET
Place an automated turret that deals damage and inflicts Freeze onto enemies. The turret's health depletes slowly over time and when it takes damage.
24s
4
ORDINANCE, INTERRUPT
Place a missile launcher and bomb the area in front of you. Each missile deals damage per hit and Interrupts enemy skills.
40s
6
DECAY
Fill your current weapon's magazine with decay-infused bullets that inflict Toxic onto enemies. Enemies within a small radius of the main target also receive Toxic and 50% of the damage. The skill lasts until you reload or switch weapons.
50s
9
ORDINANCE, INTERRUPT
Conjure a Rocket Launcher that can Interrupt enemies or a Minigun that deals damage per shot. The skill will remain active until all ammo is depleted or until you switch weapons.
46s
13
GADGET, HEAL
Release your energy to restore 66% of Health to all players and 66% of Health to your turrets regardless of distance.
24s
17
GADGET
Drop a gadget to inflict Freeze onto all enemies within a large radius around you.
17s
22
DECAY
Place an automated turret that deals damage and inflicts Toxic onto enemies. The turret's health depletes slowly over time and when it takes damage.
7s
Trickster is a close range class that's fast and can easily hit & run targets. Bend the laws of space & time to appear out of nowhere, assassinate your enemies, and return to safety in the blink of an eye.
Melee Skill: Deal damage and inflict Slow to all enemies within a small radius. The Melee Skill does not require a skill slot nor any Class Points. Sprinting (vs standing) before using the Melee Skill changes to a ground-slam that appears to have a larger area-of-effect but also has a longer cooldown. The base cooldown is 1 second (sprinting Melee Skill 2 seconds); however, each subsequent use of the Melee Skill increases its cooldown; even in between abilities and weapon fire.
Healing Mechanic: Each enemy killed in close range heals you and grants a portion of Shield.
Class Traits:
Receive additional 5% Max Health.
Active Shield grants 5% damage mitigation.
Every close range kill heals you by 20% of your maximum Health and grants you 20% Shield.
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Temporal Blade
Damage
Paralyze and slice enemies in front of you, dealing [86% of Anomaly Power] damage and inflicting Slow and Interrupt to all targets.
16s
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Slow Trap
Deception
Create a spacetime Anomaly sphere that inflicts Slow onto enemies and projectiles for 10 seconds.
31s
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Hunt the Prey
Movement
Select an enemy and teleport behind them, receiving a [7% of Anomaly Power] Shield bonus.
11s
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Twisted Rounds
Damage
Fill your current weapon's magazine with Anomaly-infused bullets that increase your Fire Power by [35% of Anomaly Power]. The skill lasts until you reload or switch weapons.
25s
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Cyclone Slice
Damage
Create a whirlwind of Anomaly blade that deal [10.5% of Anomaly Power] damage and Interrupt onto enemies within a small radius of you with every hit. The skill lasts for 5 seconds.
13s
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Borrowed Time
Movement
Receive [16.5% of Anomaly Power] Shield and mark your location for 28 seconds. Triggering the skill again will bend spacetime and teleport you back to the marked spot.
13s
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Venator's Knife
Deception
Throw a temporal knife at an enemy. The blade will ricochet between a maximum of 5 enemies within a small radius, dealing [12% of Anomaly Power] damage and marking them. All marked targets will be inflicted by Slow and for 10 seconds the first damage dealt by you will be doubled.
10s
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Time Rift
Deception
Create a shockwave that suspends enemies in the air, leaving them unable to fight for 3.5 seconds and inflicts Weakness.
10s