(→Detailed Information: Hit and Run added) |
(Gave Starship Traits its own subsection. Added listing for Invasive Maneuvers starship trait.) |
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** Space Trait |
** Space Trait |
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*** {{traiticon|Helmsman|24px}} {{Trait|Helmsman}} - Cooldown for Evasive Maneuvers reduced by 10 sec. |
*** {{traiticon|Helmsman|24px}} {{Trait|Helmsman}} - Cooldown for Evasive Maneuvers reduced by 10 sec. |
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+ | ** Starship Trait |
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*** {{traiticon|Hit and Run|24px}} {{Trait|Hit and Run}} - Evasive Maneuvers grants +Res and +Dmg, +Crit% on Expire |
*** {{traiticon|Hit and Run|24px}} {{Trait|Hit and Run}} - Evasive Maneuvers grants +Res and +Dmg, +Crit% on Expire |
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*** {{traiticon|Theta Radiation Infused Evasive Maneuvers|24px}} {{Trait|Theta Radiation Infused Evasive Maneuvers}} - Adds Radiation Burst and Dot |
*** {{traiticon|Theta Radiation Infused Evasive Maneuvers|24px}} {{Trait|Theta Radiation Infused Evasive Maneuvers}} - Adds Radiation Burst and Dot |
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+ | *** {{traiticon|Invasive Maneuvers|24px}} {{Trait|Invasive Maneuvers}} - Evasive Maneuvers will disable nearby foes' bridge officer abilities for a short time and user will phase in and out of Mycelial Space during the duration of the ability making them harder to target. |
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* '''Trained by:''' |
* '''Trained by:''' |
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− | ** This ability cannot be trained |
+ | ** This ability cannot be trained (all Captains have it automatically). |
==Ability Ranks== |
==Ability Ranks== |
Revision as of 19:57, 6 October 2021
Overview
Evasive Maneuvers is a space ability available to all players and is first gained when the player reaches Lieutenant Grade 2 (see Player ability for more information). It can be used as a defensive buff for its added defense, or offensively for its turn rates and flight speed. It can also be useful for flying around at increased speeds — to collect anomalies, for example.
Basic Information
- Profession: All professions
- Locale: Space
- Game Description: Evasive Maneuvers grants a massive speed and maneuverability boost over a short duration. Also improves your defense, reducing your chance to get hit. Evasive Maneuvers can be used with Full Impulse to increase maneuverability, but the speed boost will not apply.
Detailed Information
- Used by: Captain
- Target: Self
- System: None
- Ability Type: Buff
- Activation: 0.5 seconds
- Range: N/A
- Starts a 15 second cooldown on:
- Modified by:
- Skills
- Impulse Expertise (Improves Speed and Turn Rate)
- Reckless Abandon Tier 1 Pilot Specialization (Immune to Movement-Impairing Effects for 2 sec)
- Duty Officer
- Conn Officer - Reduces the time for Evasive Maneuvers to recharge after use by 5 sec.
- Emergency Conn Hologram - Recharges Evasive Maneuvers when Emergency Power to Engines is activated.
- Space Trait
- Helmsman - Cooldown for Evasive Maneuvers reduced by 10 sec.
- Starship Trait
- Hit and Run - Evasive Maneuvers grants +Res and +Dmg, +Crit% on Expire
- Theta Radiation Infused Evasive Maneuvers - Adds Radiation Burst and Dot
- Invasive Maneuvers - Evasive Maneuvers will disable nearby foes' bridge officer abilities for a short time and user will phase in and out of Mycelial Space during the duration of the ability making them harder to target.
- Skills
- Trained by:
- This ability cannot be trained (all Captains have it automatically).
Ability Ranks
Ability/User Rank | CD | Ability Effects |
---|---|---|
Rank I: Lieutenant | 60s |
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Rank II: Lt Commander | 60s |
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Rank III: Commander | 60s |
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Notes/References
- The Flight Speed bonus is impacted by the current engine power level, the Turn Rate bonus is not.
- This ability does not require skill points to rank up, and is increased by leveling up your character.