Preservation
"Everything survives longer once assured protection."
Preservation provides a mix of buffs to increase the chances of survival for you and your group and debuffs to impair your enemies. It does so through shields that provide resistance and some healing abilities. While the debuffs weaken protections of enemies to make them easier to defeat.
T0 Flashing Strike: A basic melee attack dealing very light damage. Cast time: Very Fast. Recharge: Very Swift.
T0 Pulse Strike: A basic medium ranged attack dealing very light damage. Cast Time: Very Fast. Recharge: Very Swift.
T1 Wither: You attack your enemy, debuffing their resistance, which decreases over time for a short duration. Cast Time: Very Fast. Recharge: Medium.
T2 Physical Preservation: You provide protection to yourself and every nearby ally to physical and energy damage. Should anyone with this protection be hit within melee range the attacker will be damaged. Cast Time: Medium Recharge: Very Swift.
T3a Wear Down: You attack your enemy and all enemies near it by debuffing their damage, recharge, and health regeneration. You can maintain this effect on your enemy. Cast Time: Fast. Recharge: Medial.
T3b Exhaust: You attack your enemy and all enemies near it by debuffing their movement, evasion, defense, and momentum gain. Cast Time: Fast. Recharge: Extremely Long.
T4 Energy Preservation: You provide protection to yourself and every nearby ally to energy and physical resistance. Should anyone with this protection be hit by an attack, they will immediately recover a very light amount of Power. Cast Time: Medium. Recharge: Very Swift.
T5 Languish: You attack all enemies in a medium area effect location. Any enemies in the area of effect or entering into it will have their movement and accuracy debuffed while they take very light damage over time. Cast Time: Fast Recharge: Slow.
T6 Mass Preservation: You provide a wide area of effect healing over time and defense to all styles vs control effects to yourself and all nearby team mates. You can maintain this protection once it is switched on at an upfront reduction of your Power Meter.
T7a Alter Atrophy: You provide an ally with medium regeneration for a medium duration. If an enemy attacks them within melee range, the attacker will receive damage. Should the protected team mate be defeated, or this power is cast on a defeated team mate, you will return a large portion of their health and power. The resurrected team mate will also damage nearby enemies with very light damage over time for a brief duration. Cast Time: Fast. Recharge: Extremely Long.
T7b Endow Atrophy: You provide an ally with a buff that you maintain over time. The ally will deal an additional medium amount of damage on all their attacks as well as a damage buff which is improved based on your momentum. All enemies near your ally can be attacked for very light damage. Cast Time: Medium. Recharge: Long.
T8 Self Empowerment: You improve the effectiveness of all Energy Type effects for a short duration. Once this improvement expires, your Power Meter will be reduced by half for a short duration. Cast Time: Very Fast. Recharge: Extremely Long.
T9 Lingering Destruction: You attack all enemies in a long area of effect location, debuffing their resistance and subtraction while they take very light damage over time. If you or any allies enter the area, the energy type damage effects will receive a light buff. If you or any allies within the area of effect attack an enemy, the attacker will be healed for a very light amount. Cast Time: Medium. Recharge: Slow.
Barrier Generation
"Don’t charge heedlessly into battle, take a shield with you."
Barrier Generation protects group members by providing personal and wide area barriers. While Barrier Generation doesn’t provide any way to debuff enemies, several of the protective barriers may reflect a portion of damage back out to nearby enemies while other barriers may offer some form of control effect to displace the enemy.
T0 Close Strike: A basic melee attack dealing very light damage. Cast time: Very Fast. Recharge: Very Swift.
T0 Ranged Strike: A basic medium ranged attack dealing very light damage. Cast Time: Very Fast. Recharge: Very Swift.
T1 Protective Barrier: You provide protection in the form of resistance and subtraction to physical damage on an ally and all nearby allies. A portion of the resisted damage can be reflected back toward attackers. Cast Time: Very Fast Recharge: Very Swift.
T2 Temporary Shielding: You generate a medium duration protection in the form of resistance and subtraction to physical and energy damage. Any nearby enemies will be pushed away at the time of activation. Cast Time: Medium Recharge: Medium.
T3a Energy Shield: You provide protection in the form of resistance and subtraction to energy damage on an ally and all nearby allies. A portion of the resisted damage will be reflected back toward attackers. Cast Time: Very Fast Recharge: Very Swift.
T3b Modulating Shield: You provide an ally with protection in the form of shield that will absorb a portion of any type of damage dealt to your ally until the shield's own hitpoints are depleted. The remaining unabsorbed portion of damage will apply to your ally's hitpoints. Cast Time: Very Fast. Recharge: Extended.
T4 Propulsive Bolt: You attack your enemy with light damage, knocking them down, and debuffing their evasion. Alternate activation switches the knock down to a knock back. Cast Time: Fast. Recharge: Fast.
T5 Massive Barrier: You provide protection for yourself and all nearby allies in the form of resistance and subtraction to physical and energy damage. A portion of resisted damage will be reflected back toward attackers. This protection can be maintained as long as it is switched on, reducing your total available Power. Cast Time: Very Swift. Recharge: Medium.
T6 Force Detonation: You attack your enemy and all enemies near it in a medium area of effect with light damage, knocking them down, and debuffing their evasion. Alternate activation switches the knock down to knock back. Cast Time: Very Fast. Recharge: Long.
T7a Increase Reflection: You permanently improve the portion of reflected physical and energy damage from all your powers.
T7b Force Empowerment: You permanently improve the physical repel, knock down or knock back of all your powers.
T8 Insulated Shell: You provide a shield on an ally that increases their movement speed and will knock away any enemies that are near them. You can maintain this protection on your ally, however as your ally takes damage it will be applied toward your Power instead of their health.
T9 Reflective Shell: You create a long area effect protection for you and your allies providing light resistance to all damage types. Enemies that enter the area of effect are repelled back and a portion of their attacks will be reflected back at them. Cast Time: Medium. Recharge: Medium.
Strategy
"All well executed plans have a leader calling the shots."
Strategy requires you to be in the middle of the fight, helping coordinate the movements of your group to reduce damage from melee and ranged attacks, improve your group’s offensive capabilities, and to take decisive action to impair the enemy.
T0 Eidolic Strike: A basic melee attack dealing very light damage. Cast time: Very Fast. Recharge: Very Swift.
T0 Eidolic Pulse: A basic medium ranged attack dealing very light damage. Cast Time: Very Fast. Recharge: Very Swift.
T1 Assault Tactics: You provide an ally and all allies near it with improved Awareness and Accuracy while also making it more difficult for their Awareness, Accuracy and Miss rate to be debuffed. Cast Time: Very Fast. Recharge: Very Swift.
T2 Commanding Presence: Your presence helps your allies Defend against damage attacks. The closer your allies are to you, the more you protect them. Cast Time: Medium. Recharge: Fast.
T3a Decisive Strike: You provide an ally with increased damage capability. Cast Time: Very Fast. Recharge: Extremely Long.
T3b Retaliation: You provide an ally with increased armor piercing damage capability as long as you maintain it. The value of the armor piercing damage is improved with your Momentum.
T4 Exploit Weakness: You attack your enemy, debuffing their evasion, defense, resistance, and subtraction. Cast Time: Very Fast. Recharge: Extremely Long.
T5 Defensive Coordination: You provide yourself and all nearby allies with defense vs. damage and control attacks for as long as this power remains switched on. Cast Time: Medium. Recharge: Medium.
T6 Demoralize: You attack your enemy and all enemies near it, debuffing their defense, damage, and miss rate. Cast Time: Very Fast. Recharge: Extremely Long.
T7a Increase Morale: You continuously provide an ally and all allies near it with increased regeneration, accuracy, and damage. Should an ally in range be defeated, all other allies will receive a heal, improved momentum range, and critical damage capability. Cast Time: Medium. Recharge: Medium.
T7b Countermeasure: You return a defeated ally to battle with improved recharge. All nearby enemies will be damaged, have their power drained, and recharge debuffed. Cast Time: Slow. Recharge: Slow.
T8 Lethal Force: You provide an ally with increased critical range, improved damage, and partial armor piercing damage. Cast Time: Very Fast. Recharge: Extremely Long.
T9 Tactical Advantage: You continuously provide yourself and all nearby allies with improved Power Recovery, Recharge Reduction, and increased Movement. Each time an enemy is defeated within range of this power, you and all affected allies will receive an additional increase to Power Recovery and Recharge Reduction. Cast Time: Medium Recharge: Medium.
Devices
"Know where you enemy will be and hit them where it hurts"
Devices requires smart placement of your abilities putting them to maximum use to hinder your enemies or to help your group.
T0 Close Strike: A basic melee attack dealing very light damage. Cast time: Very Fast. Recharge: Very Swift.
T0 Ranged Strike: A basic medium ranged attack dealing very light damage. Cast Time: Very Fast. Recharge: Very Swift.
T1 Snare: You place a device that attacks an enemy that gets close to it, pulls them in and attempts to prevent them from moving. Should the enemy be defeated or get away before the device self-destructs, the device will attempt to capture an enemy again. Upgrading this device will cause it to apply a Recharge debuff on enemies. You may only have one snare out at a time. Cast Time: Fast. Recharge: Swift.
T2 Toxic Gas Cloud: You attack all enemies in a large area of effect location dealing very light damage over time, and debuffing their awareness and regeneration. Upgrading this device will cause it to apply a hold on enemies. Cast Time: Medium. Recharge: Very Long.
T3a Medical Aid: You heal an ally. Upgrading this power also applies a regeneration buff for a long duration. Cast Time: Very Fast. Recharge: Swift.
T3b Accelerant: You provide an ally with Recharge Reduction of all their powers and increased movement speed. Upgrading this power provides a Power Recovery buff to your ally. Cast Time: Very Fast. Recharge: Long.
T4 Slick Terrain: You attack all enemies in a wide area cone location causing them to fall down repeatedly. Upgrading this power will increase the location to a large area, improve the knock down, and reduce movement of enemies in the area. Cast Time: Fast. Recharge: Extremely Long.
T5 Protection Drone: You place a device that will follow near you providing protection to you and all nearby allies with defense to damage and control attacks. Upgrading this device will cause it to provide a regeneration buff. This device can be attacked, taking damage, or being debuffed or controlled. Cast Time: Medium. Recharge: Medium.
T6 Proximity Mine: You place a device that attacks all enemies that get close to it with medium damage and knocking them into the air. Upgrading this device will allow you to place three of these devices at once. Cast Time: Medium. Recharge: Medium.
T7a Cloaking Device: You provide an ally with the ability to be stealthy and evade attacks. If detected, they will continue to be somewhat evasive. Any damage attack used while stealthed will have its damage improved. Upgrading this power provides the same effects on your ally and all nearby allies. You can continue to provide these buffs for as long as you can maintain them. Cast Time: Fast. Recharge: Medium.
T7b Taser Mine: You place a device that attacks nearby enemies with light damage, holding them, leaving them taking light damage over time, and draining their power over time. Upgrading this device allows you to place three of them at once.
T8 Upgrade Device: You can now activate all your devices with Upgrades, however this switched power comes at an extreme power reduction which can make it difficult to maintain other powers. Cast Time: Fast. Recharge: Medium.
T9 Attack Drone: You place a device that will follow near you. It will attack any enemies with two ranged attacks at once dealing medium damage over time. This device has light resistance to all damage types but can be damaged, controlled, and debuffed. Upgrading this device will improve the damage it does. Cast Time: Medium. Recharge: Slow.
Vampiric Emanation
"Your death is my reward."
Vampiric Emanation often combines hindering your enemy to help you and your group with maintaining a presence within range of your group. Enemies defeated while debuffed by Vampiric Emanation abilities can increase the effectiveness of buffs to you and your group.
T0 Eidolic Strike: A basic melee attack dealing very light damage. Cast time: Very Fast. Recharge: Very Swift.
T0 Eidolic Pulse: A basic medium ranged attack dealing very light damage. Cast Time: Very Fast. Recharge: Very Swift.
T1 Leech Essence: You attack an enemy, debuffing their regeneration and awareness. You will also provide a heal to all allies around you. If the enemy is defeated while you have debuffed it, another very light heal will occur. Cast Time: Very Fast. Recharge: Medium.
T2 Cloud Senses: You attack an enemy, debuffing its awareness, evasion, and defense. Cast Time: Very Fast. Recharge: Medium.
T3a Enshroud: You provide yourself and nearby allies the ability to be stealthy, evasive, and defense vs control attacks for as long as you leave this power switched on. It will however reduce your total available power. Cast Time: Medium. Recharge: Medium.
T3b Necrotic Nimbus: You target the defeated enemies in a large area around you providing resistance to all damage types to yourself and all nearby allies. You gain more resistance for the first defeated enemy form and additional resistance for each additional defeated enemy. Cast Time: Medium. Recharge: Extremely Long.
T4 Rigor Mortis: You attack an enemy, debuffing their movement and recharge of all their powers. If the enemy is defeated while debuffed, you and all allies around you will have your recharge improved. Cast Time: Very Fast. Recharge: Very Long.
T5 Revoke Death: You return a defeated ally to battle, damaging all nearby enemies around your ally with strong damage. Your ally will be healed and have more power restored for each damaged enemy. Cast Time: Slow. Recharge: Slow.
T6 Withering Essence: You attack an enemy, debuffing their regeneration for as long as you can maintain this power. Any ally near this enemy will have their regeneration buffed. Both effects are improved based on your Momentum. Cast Time: Very Fast. Recharge: Medium.
T7a Necrotic State; You attack an enemy and all enemies near it, causing them to fall asleep. If provoked they will awaken briefly and return back to sleep. All affected enemies will have their awareness and recharge debuffed. Cast Time: Fast. Recharge: Slow.
T7b Grave Terror: You attack all enemies in a medium cone causing them to flee from you in fear. All affected enemies will have their Awareness and Damage debuffed. Cast Time: Fast. Recharge: Medium.
T8 Cannibalize Essence: You can improve all of your Exotic Typed powers and your Power Recovery for a short duration. There is no power cost, however all of your improved powers are fueled by your own health. Each time a power with Exotic Typed effects is used you suffer irresistible damage. Cast Time: Fast. Recharge: Extremely Long.
T9 Grip of the Grave: You attack all enemies in a large area of effect, debuffing their movement, damage, recharge, resistance, and deal light damage over time. All allies in the area will have their regeneration improved. Each time an enemy is defeated in the area of effect. it will provide a light heal for you and your allies. Cast Time: Medium. Recharge: Very Slow.