Advanced Class Subskills

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Revision as of 01:52, 1 November 2015 by SunDog60 (talk | contribs) (Added skill requirement table for obtaining advanced skill points, changed a few things)

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Advanced Class Subskills require Advanced Skill Points, which you can get by training your class skills above level 20 in Lyceum.

Each subskill costs 1 Advanced Skill Point, to get an advanced skill point, you will need two specific skills to 21 (Drone Deployment means you will also require Piloting at an equal level) to obtain your first advanced point, you can get a second advanced skill point by training two more specific skills to 22 (not necessarily the same ones as before), the required skills vary between what focus you have.

Focus Skill Requirements for 21 Skill Requirements for 22
Recon Focus Radar and Cloaking Radar and Cloaking
Combat Focus Weaponry and Electrical Engineering Weaponry and Equipment
Support Focus Shielding and Drone Deployment* Shielding and Drone Deployment*
Fleet Focus Piloting and Equipment Piloting and Engine
*Requires Piloting to that level too

Advanced Subskills

General Subskills

There are different advanced subskills for each focus and class, but 6 subskills are available for any class to choose. These subskills are called General Subskills.

  • Shake it Off: +500 shield charge and +500 energy charge while in stasis
  • Centered: +500 shield charge and +500 energy charge (Effect is canceled on firing or taking damage, requires 15 seconds to reapply)
  • Strategic Deployment: +50 speed (Effect is canceled on firing or taking damage, requires 30 seconds to re-apply. Also affects slaves)
  • Resilient: 100% chance on damage to gain +50% resistance (90% for slaves) for 1 second, effect can occur at most once every 30 seconds
  • Slave Ph.D.: +4 combat slave slots
  • Droney: +1 temporary drone deployment slot

Focus Subskills

Some advanced subskills are focus locked, and are only available for the two classes they contain. These subskills are called Focus Subskills.

Class Subskills

Each class has 4 advanced subskills which only they can train. These are called Class Subskills.

Berserker

  • Berserker Classic: +200% Multifire, -30% Rate of Fire
  • Weapons Master: +20% Hostility, +3 weapon slots for ships with at least 1 weapon slot
  • Berserking Berserker: +30% Speed, +10% Rate of Fire
  • Eye for an Eye: +33% Shielding gained from Lifesteal, +10% Resistance

Sniper

  • Long Scope: +10% Sniper Analysis power increase, +10% Sniper Analysis charging time
  • Quick Scope: +20% Sniper Analysis charging rate
  • Grooved Bore: +10% Damage with physical weapons, +25% Tracking. +25% Projectile Speed (scaled inversely with ship speed)
  • Marksman: +10% Damage if attacking from more than 2,000 distance, +15% Stealth

Speed Demon

  • Master Scout: +10% Speed, +25% Radar, -50% Scanner energy cost
  • Acrobat: +25% Thrust, -50% Critical Hit effect duration, -50% Inertial Dampening
  • Fighter Ace: +15% Rate of Fire, -25% Range
  • Lucky Devil: +5% Critical Hit Percentage, +10% Evasion

Seer

  • Wraith: +15% Stealth, +8% Damage with ethereal weapons
  • Clairvoyant: +20% Radar, +5% Critical Hit Percentage
  • Assassin: +15% Backstab Damage, +20% Warp Device charging rate
  • Brooding Gaze: +10% Shield Recharge and +10% Energy Recharge while cloaked and no aggressive action for 2 seconds

Shield Monkey

  • Funky Monkey: +100% Shield Recharge while in stasis. +100% transference healing to targets in stasis, +10% transference vulnerability to target on critical heal
  • Flying Monkey: Light Fighters: +50% Hull Space. -25% Hostility
  • Tanky Monkey: 50% of damage to slaves is diverted to the player, +5% Resistance (Damage is transferred before slave & player’s resistances are applied, damage transfer will not occur if you are in a different star system than the slave or you are in a pod/spirit)
  • Enveloping Monkey: +30% damage (scaled by target’s shield percentage). (+30% if target is at full shields, +15% if at half shields, etc.) (DOES NOT apply to shield transference)

Engineer

  • Mechanical Engineer: +3 temporary drone equip slots, +15% Energy
  • Computer Engineer: +50% healing, 200 range splash effect added to all single target shield transference beams
  • Electrical Engineer: +10% charge rate for equipped drones, +5% Energy Recharge
  • Civil Engineer: +20% transference resistance, -15% tractor beam energy cost

Fleet Commander

  • Fleet Protector: +100% transference healing when healing own possessions
  • Fleet Admiral: All Field Generators will affect allied capital ships
  • Wild Man: Double wild slave slots, +50% resistance to all for wild slaves
  • Advanced Flight Controller: +75% Dodge for Fighters, +2 Fighter slots

Gunner

  • Advanced Targeting Computers: +1 Deathblossom target, +100 energy per second consumed when Deathblossom is equipped
  • Automated Reloading: +20% Missile Launcher charging rate, +2 Missile Launcher queue slots (Note: +20% Missile Launcher charging rate does not mean you will fire every 4 seconds, instead you will fire every 4.16 seconds)
  • Mass Destruction: +100% splash range to weapon effects
  • Gunboat Diplomat: Heavy Fighters: +100% shield bank, +100% energy bank and +1 super item slot