Class Abilities and Cooldowns
Below are the classes with their respective abilities, a quick summary of the ability effect, and the cooldown of the ability. This is intended to be a quick reference guide for players.Apothecary with Narthecium (without Narthecium)
- Heal (heal single target) - 60s (180s)
- Auto Heal (heal self) - 55s (165s)
- Mass Heal (heal team over 5s) - 72s (216s)
- Frenzy (melee attack speed increase for 5s) - 80s
- Deep Strike (teleport to target) - 110s
- Energy Field (shield self for 5s) - 40s
- Energy Field's description says it lasts for 10 seconds, but it appears to only last for 5 seconds.
- Call to Arms (revive team) - 110s
- Litany of War (shield team for 10s) - 90s
- Retribution (shield self and reflect damage for 5s) - 60s
- Fire Storm (range attack speed increase for 5s) - 120s
- Proximity Mine (placed explosive) - 50s
- Crusaders (no recoil, no jamming for 5s) - 90s
Multiplayer has different cooldowns and cooldown reductions than Singleplayer-
- Shockwave (AoE knockdown) - 16s - 12s - 10s
- Chain Lightning (line-effect damage) - 14s - 11s - 9s
- Spontaneous Combustion (single target damage) - 90s - 67s - 45s
- Spontaneous Combustion with Force Axe appears to be bugged with a cooldown lower than it should have.
- Reinforcement (revive single target) - 120s (180s at rank 1)
- Tactical's Reinforcement has a longer cooldown than the Interrogator-Chaplain's Call to Arms despite only affecting a single target.
- Protector (shield single target for 5s) - 50s
- Protector's description says it lasts for 10 seconds, but it appears to only last for 5 seconds.
- Skull Bolter (attack drone ally for 120s) - 300s
Guide by Rydiak
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