XCOM 2
[LW2] Void Specialist
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Raze  [developer] 7 May, 2017 @ 5:08am
LW2 Void Specialist Abilties
Void Specialists have TONS of abilities. Here are all of them in detail.

Squaddie:

Void Return - Void Return's Damage is pegged to LW2's Main Weapon Tiers (Ballistic, Magnetic & Plasma - No Coil/Laser), but with a different spread. The aim is now calculated through standard aim instead of melee. Void Return now acts like a projectile, can target both Organic and Mechanical Enemies. Very low chance to deal disorientation. 2 turn cooldown.

Discharge - Use your Gremlin to discharge electricity at your opponent. Damage equivalent to Combat Protocol. Deals guaranteed damage. Very very small chance to shutdown mechanical enemies/Stun organic enemies, bonus damage to mechanical enemies. 2 Turns cooldown. Both organic and mechanical enemies can be targeted.

Intrusion Protocol - Ability to remotely hack. (Similar to Specialist's base ability)

Lance Corporal:

Void Fray - Throwback to EU's MindFray, Void Fray deals a guaranteed fixed damage of 3 regardless of which Void Amp you're using. Enemies affected by Void Fray will suffer a -25 Aim and Will as well as -15 Defense. Enemies with negative defense will raise your hit chance. Void Fray's effect lasts for 3 turns. 4 turn cooldown.

Mind Purge - Removes all Mental ailments from an ally.

Fire Protocol - Burns an opponent of your choosing. 3 charges, no cooldown.

Corporal:

Void Undulation - Causes Panic, Disorientation and Rupture (By 2 damage). The chances of Void Undulation hitting is calculated by Caster's Psi Offense VS enemy's Will. 5 Turns cooldown. (Tip: Did you know DOT's effect is amplified by Rupture?)

Suspension - Place an enemy/ally under stasis. Enemies OR Allies under Suspension will heal for +3 HP.

Poison Protocol - Poisons an enemy of your choosing. 3 charges, no cooldown.

Sergeant:

Void Enhancement - Increases the aim of an ally by 20 for 3 turns. 4 turns cooldown.

Enigma Protocol - Increases the defense of an ally by 20 for 3 turns. 4 turns cooldown.

Origin Protocol - Deal a combination of Burn, Poison and Acid burn on an enemy of your choosing. 3 charges. 6 cooldown.

Staff Sergeant:

Anima Drain - Similar to Soulfire and Soulsteal, except the chances to hit is decided by your Psi Offense stat vs enemy's Will stat. 4 turn cooldown.

Medical Mist - Recovers 2 HP per turn. Passive.

Target Assessment - Taken from my Lone Wolf Class. This ability marks all enemies in radius, increasing your aim by 15. Target Assessment also results in enemy rupture by 2 damage. 3 time use only.

Tech Sergeant

Anima Influence - Guaranteed Mind control on EVERY single organic unit within the target radius. Effect lasts for 3 Turns. 1 Time use only.

Void Anima - Reanimates all dead humanoid targets caught within radius. 6 turn cooldown, all zombies reanimated with Void Anima will gain an additional ability - Acid Liquidation.

Possession - Like Domination except for Mechanical Enemies. Possession allows you to permanently take control of a mechanical enemy. Chance of possession is calculated by your Hack Stat vs enemies Hack Defense Stat. Failure to possess will incur a 3 turn cooldown.

Gunnery Sergeant

Void Abyss - Basically Void Rift without the effects of insanity. Instead, it is replaced by a custom status effect called 'Abyss'. All enemies suffering from Abyss will receive a severe Aim and Will penalty of -30. They will also panic. Effects of Abyss will last for 2 turns. 6 turn cooldown.

Void Corruption - Void Specialist's most powerful Single Target attack. It deals about 9 - 14 damage on highest tier Magnus Void Amp. Also has 50% chance to stun any organic enemy. Only on a 3 turn cooldown. Void Corruption can only be used on Organic Enemies.

Lightning Protocol - Basically Capacitor Discharge with bonus damage towards mechanical units but without the effects of disorientation. Instead, any enemies caught by Lightning Protocol will have their weapons disabled. Deals more damage than Void Abyss. 3 Charges only, 3 turn cooldown.

Master Sergeant

Irregularity - It works similar to Void Rift in concept but quite different. Irregularity comes in 2 stages. It has a 6 turn cooldown.

- Stage 1 of Irregularity will deal normal AOE damage to all units caught in the field.

- Stage 2 of Irregularity will occur ONE TURN LATER which will deal another weaker AOE damage to all units caught AND deal either: Disorientation/Panic/Mind Control. Irregularity Stage 2 also has a slightly higher chance of causing Mind Control compared to Void Rift's Insanity. It will also deal SIGNIFICANT AOE Environmental damage. All structures & cover caught within the orb WILL BE OBLITERATED! Be warned!

Spectre - Summons a Spectre Phantom who is a Unit of 'mixed' specialization. The holo technology used to maintain its form and the Psi energy used to create its attacks. It has been buffed from 12 HP to 20 HP. Base aim raised from 70 to 80. Can take cover, and has its own set of abilities below.

Spectre's Abilities
Fake Void - Void Return, but deals a fixed damage of 7 (Aim is calculated by their base aim). Fake Void has no cooldown. However it cannot deal disorientation. Also unlike Void Return, Fake Void can ONLY target Organic enemies.

Fake Fray - Basically Void Fray, but weakened version that gives -15 aim, will penalty and -5 defense. Unlike Void Fray, Fake Fray does no damage at all and has a higher cooldown period of 5.

Fake Enhancement - Basically Void Enhancement, but only gives an ally of yours +10 aim. It stacks with Void Enhancement. 4 Turn cooldown.

GTS Abilities


Void Master - Adds an additional 20 Psi Offense
Specialist Master - Adds an additional 20 Hacking

Zombie's Ability:

Acid Liquidation - Sacrifice the zombie, but all enemies caught within a 4 tile radius will end up with Acid Burn debuff.
Last edited by Raze; 8 Jun, 2017 @ 9:52pm
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Showing 1-6 of 6 comments
Flik the Changeling 12 May, 2017 @ 10:33am 
So its like upgraded for LW2 version of old class of Necromancer ^^
Raze  [developer] 26 May, 2017 @ 6:49am 
You could put it that way
Chouchou 10 Jun, 2017 @ 11:11am 
Do we need to use LW2 mod, or does it work without it?
Raze  [developer] 11 Jun, 2017 @ 7:57pm 
I believe it will work without LW2. But you will miss out the middle tree and the last tier of skills (Irregularity & Spectre)
JWGrieves 24 Jun, 2017 @ 7:28am 
Will the Long war perk pack sub for LW2 in this instance?
Raze  [developer] 24 Jun, 2017 @ 10:37pm 
I see no reason why it shouldn't.
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Showing 1-6 of 6 comments
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