Auxiliary Systems | |
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Type | Tech Passive |
Base stats | +2% Tech Effect Duration |
Description | |
Improves the effectiveness of tech powers and constructs in a variety of ways, thanks to customized omni-tool and hardsuit subsystems. |
Auxiliary Systems is a passive tech skill.
Ranks[ | ]
Rank 4 Weapon Mass Reduction | Rank 5 Enduring Tech | Rank 6 Shield Feedback | |||||||||||||||||||||||||||||||||||||||||||
Rank 1 Duration | Rank 2 Force | Rank 3 Constructs | |||||||||||||||||||||||||||||||||||||||||||
Rank 4 Priming | Rank 5 Impact Dilation | Rank 6 Omni-Vents | |||||||||||||||||||||||||||||||||||||||||||
Rank | Icon | Description | Bonus |
---|---|---|---|
1 - Duration | Increases tech effect duration with each skill point invested in the Tech Skill Group. | +2% Tech Effect Duration | |
2 - Force | Increases tech power force with each skill point invested in the Tech Skill Group. | +2% Tech Force | |
3 - Constructs | Improves tech construct health and damage output with each skill point invested in the Tech Skill Group. | +2% Tech Construct Damage +2% Tech Construct Health | |
4 - Weapon Mass Reduction | +40% Weapon Weight Capacity | ||
4 - Priming | Increases combo detonation priming rate for guns, melee attacks, powers, and constructs (for attacks that don't prime instantly). | +100% Combo Priming Rate | |
5 - Enduring Tech | Increases the duration of the user's ongoing tech power effects on enemies and allies. | +25% Tech Effect Duration | |
5 - Impact Dilation | Increases the radius of all tech powers that affect an area (including the area attacks of tech constructs). | +25% Tech Area of Effect Radius | |
6 - Shield Feedback | Begins shield regeneration immediately, eliminating any delay, when a tech power is activated. Only functions once every 12 sec. | ||
6 - Omni-Vents | Improves all recharge rates for currently recharging powers by 50% when a tech power is activated. Only functions once every 15 sec. | Power Recharge Time Rebate: 50% |
Notes[ | ]
Rank 4A is a 40 point increase to weapon weight capacity and not percentage based. For a detailed investigation of weapon weight mechanics, see Weapon Weight Strategy.
Ranks 1, 2, & 3 do not increase by +2% for each point invested.
The base values listed in the table above are the starting values with no points spent on any tech skill. This is a cumulative value that increases with each point spent on a tech skill. It takes 252 points to fully fill the tech skill tree. Any points spent in tech skills - active () or passive () - will increase the value.
The maximum values available for spending all 252 points are listed below:
- Rank 1 +40% Tech Effect Duration
- Rank 2 +59% Tech Force
- Rank 3 +40% tech Construct Damage, +59% Tech Construct Health
The maximum values listed are with no points spent on any other combat skills or biotic skills. A full set of Rank I Initiative Armor with no augmentations or fusion mods was worn to ensure that there is no influence by the armor.
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