By TheCocaColaNinja at 2012-02-19 22:23:16
As soon as you get Tracer Missile drop this ability because honestly you will be more accurate with Tracer then with Power Shot
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Power Shot Activation: 2 secs Heat: 16 Range: 30 m Charges up both blasters and fires off two powerful shots that deal 712 - 881 weapon damage. Requires two blasters. | |
Note: Damage and healing values are based off a level 50 character in green gear. Our staff are still adjusting and adding effects to the formulas, so bear with us as we continue to improve these numbers for launch.
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| Cost | 16 Heat | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Range | 30 meters | |||||||||||||
| Cast time | 2 seconds | |||||||||||||
| Cooldown | n/a | |||||||||||||
| GCD | 0 seconds | |||||||||||||
| Name | Level | Class | Cost | Range | Cooldown |
|---|---|---|---|---|---|
| Power Shot | 1 | 30 meters | 8 secs | ||
| Power Shot | 1 | 30 meters | 30 secs | ||
| Power Shot | 1 | 30 meters | 8 secs | ||
| Power Shot | 1 | 30 meters | 30 secs | ||
| Power Shot | 1 | 30 meters | 6 secs | ||
| Power Shot | 1 | 30 meters | 6 secs |
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For an Arsenal spec mercenary the Power Shot ability is rendered almost useless once you acquire Tracer Missile, due to Tracer Missile weaking the target and improving other key abilities whilst doing decent damage itself, whereas Power Shot does only damage.
More useful for Pyrotech specs who don't have Tracer. Used to maintain some steady burst damage whilst waiting for other abilities to come off cool down. Has no cool down itself which means you can fire off several shots in a row, however you are still restricted by heat and the cast time.
Deals an additional 9% damage to burning targets if Rain of Fire is fully specced. Costs 9 less heat if Muzzle Fluting is specced into, however this skill is in tier 2 of the Arsenal tree so you may have to make some sacrifices to get it as a Pyrotech, but it is arguably worth it.