Shotgun abilities

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Tier One Abilities

Tier One abilities are available to the player immediately upon starting The Secret World. Unlocking both Tier One Ability clusters awards the Enforce & Control Achievement.

Enforce

  • Pump Action - [1 AP, Active, Single Attack, Cone] - Builds one resource for each weapon equipped. A Cone attack that does moderate damage to 6 enemies in a 60 degree 7 metre cone in front of the player.
  • Sawed Off - [1 AP, Passive, Single Attack, Single Target, Modifies: Pump Action] - "Pump Action" will also cause affected targets to become Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
  • Out for a Kill - [1 AP, Active, Single Attack, Single] - Consumes all Shotgun Resources. A single target attack that does a large amount of physical damage, based on the number of resources consumed. Enemies who are killed shortly after being hit will grant you a beneficial effect for 8 seconds which will increase the Penetration Chance of your attacks from manifestations, turrets, mines or drones by 10%
  • Buckshot - [3 AP, Active, Single Attack, Single] - A single target attack that deals a large amount of physical damage, with a larger amount of physical damage dealt if the player has 5 Shotgun Resources on the target.
  • Rapid Reload - [4 AP, Passive, Single Attack, Single Target, Modifies: Buckshot] - Reduces the activation time of "Buckshot" by 0.5 seconds.
  • Kneecapper - [7 AP, Elite Active, Single Attack, Cone] - A cone attack that deals a large amount of damage. Affects up to 10 targets in a 60 degree 9 metre cone in front of the player. Affected targets also become Hindered and their movement speed is reduced by 70% for 8 seconds.


Control

  • Hit & Run - [1 AP, Passive, Single Attack, Single Target] - Whenever an enemy dies with your Shotgun Resources remaining, an explosion occurs around that enemy, dealing moderate physical damage to up to 6 enemies in a 3 metre radius.
  • Powder Burn - [1 AP, Active, Strike, Single] - Builds 1 resource for each equipped weapon. An attack that deals a moderate amount of physical damage, and deals a high amount of physical damage if the target is Hindered.
  • Gunsmoke - [1 AP, Passive, Single Attack, Single Target] - Whenever the player applies Weakened, the target takes a small amount of physical damage.
  • Breaching Shot - [2 AP, Active, Buff, Group] - Gives all group members a beneficial effect that increases Penetration Chance by 45% for 8 seconds. Affected group members also gain the "Depleted" effect which prevents them from gaining the "Breaching Shot" effect for 90 seconds. This ability does not trigger and is not affected by the global recharge timer.


  • Both Barrels - [4 AP, Active, Blast, Cone] - Consumes all Shotgun Resources. A cone Blast attack that deals a large amount of physical damage based on the number of Shotgun Resources consumed. Affects 6 targets in a 60 degree 7 metre cone in front of the player.
  • Authority - [7 AP, Elite Passive, Single Attack, Single Target, Modifies: Buff] - Your group-wide effects are 20% more effective.


Tier Two Abilities

The second tier of Shotgun abilities can only be accessed once the player has unlocked all of the abilities from both Enforce and Control.

Tactical Surprise

  • Striker - [9 AP, Active, Strike, Single] - Builds 1 resource for each equipped weapon. A single target strike attack that deals moderate physical damage.
  • Impact Striker - [12 AP, Passive, Single Attack, Single Target, Modifies: Striker] - Increase damage dealt by Striker to Hindered targets by 25%.


  • Punisher - [21 AP, Passive, Single Attack, Single Target] - Strike attacks also cause the target to become Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
  • Sure Shot - [27 AP, Active, Single Attack, Single] - Consumes all shotgun resources. A single target attack that deals a large amount of physical damage based on the amount of resources consumed. If the target is hindered, you also cleans 1 detrimental effect from your defensive target and purge 1 beneficial effect from the target.
  • Perjury - [34 AP, Passive, Single Attack, Single Target] - Whenever the player penetrates twice in a row or applies Hindered, they also cleanse 1 detrimental effect from themselves. Cleansing a detrimental effect from a penetrating hit has an internal recharge time of 3 seconds.
  • Bombardment - [50 AP, Elite Active, Summon, GTAoE] - Places a turret at the targeted point. The turret will fire at a random target within 7 metres every 2.5 seconds for 20 seconds. The target is dealt a large amount of physical damage and enemies within 3 metres of the target are dealt a small amount of physical damage.

Hunkering Down

  • Smart Bomb - [12 AP, Active, Summon, GTAoE] - Places a mine at the targeted point that lasts 60 seconds. If an enemy comes within 5 metres of the mine, it explodes dealing a moderate amount of physical damage to up to 6 enemies in a 5 metre radius around it. Affected targets also have 2 beneficial effects purged from them.
  • Hardcase - [16 AP, Passive, Single Attack, Single Target, Effect: Protection] - Whenever the player applies Weakened, they gain a single stack of the Protectin effect, which increases their Physical and Magical Protection by 40 per stack for 8 seconds. This effect can stack up to 5 times.
  • Flak Jacket - [21 AP, Active, Buff, Group] - Grants all group members a beneficial effect that reduces all damage received by 15% for 5 seconds. This ability does not trigger and is not affected by global recharge timer.
  • Full Flak Jacket - [27 AP, Passive, Single Attack, Single Target, Modifies: Flak Jacket] - Increases the duration of Flak Jacket by 5 seconds. INcreases the damage reduction effect of Flak Jacket to 25%.
  • Bomb Squad - [34 AP, Active, Summon, GTAoE] - Places a mine at the target point that lasts 60 seconds. If an enemy comes withing 5 metres of the mine, it explodes dealing a moderate amount of physical damage to up to 6 enemies in a 5 metre radius around it. Affected targets also become Hindered and their movement speed is reduced by 70% for 8 seconds.
  • Shield Formation - [50 AP, Elite Passive, Single Attack, Group] - Whenever you gain the Minor Ward, Major Ward or stacks of the Protection effect, all friends within 15 metres of you will receive the same effect. Reduces all incoming damage by 5%.

Securing the Perimeter

  • Scattershot - [9 AP, Active, Single Attack, TAoE] - Builds 1 resource for each equipped weapon. A target based area of effect that deals a small amount of damage to 6 enemies in a 5 metre radius around the target.
  • Collateral Damage - [12 AP, Passive, Single Attack, Single Target, Effect: Purge] - Blast attacks have a 50% chance to purge 1 beneficial effect from the target.
  • Shotgun Turret - [16 AP, Active, Summon, Blast, Cone] - Consumes all Shotgun Resources. A Blast attack that places a turret at the player's feet. The turret will fire every second for 5 seconds, affecting up to 6 enemies in a 7 metre long 120 degree cone in front of the turrent, dealing a small to moderate amount of damage based on the number of resources consumed.
  • Tear Gas - [27 AP, Active, Single Attack, TAoE] - Consumes all Shotgun Resources. A target based area of effect that deals moderate physical damage, or higher moderate physical damage to Hindered targets. Damage scales based on the number of resources consumed. Affects up to 6 enemies in a 5 metre radius around the target.
  • Mitigating Factor - [34 AP, Passive, Single Attack, Single Target, Effect: Protection] - Whenever the player penetrates or apply Hindered, you gain a single stack of the Protection effect, which increases your Physical and Magical Protection by 40 per stack for 8 seconds. This effect can stack up to 5 times.
  • Cleanup - [50 AP, Elite Active, Single Attack, Group, Effect: Cleanse] - Gives all group members a beneficial effect that lasts 9 seconds. While this effect is active, it cleanses 1 detrimental effect every 1.5 seconds. Their targets will be purged of 1 beneficial effect with each hit. This ability does not trigger and is not affected by global recharge time.

Close Encounters

  • Single Barrel - [9 AP, Active, Single Attack, Single] - builds 1 resource for each equipped weapon. A single target attack that deals moderate physical damage, or deals slightly higher moderate physical damage if the target is Weakened.
  • Strike Force - [12 AP, Passive, Single Attack, Single Target] - Increases the Penetration Chance of Strike attacks by 7.5%.
  • Raging Bullet - [16 AP, Active, Strike, Single] - Consumes all Shotgun Resources. A single target Strike attack that deals a large amount of physical damage. The damage increases if the target is 3 to 9 metres from the player, and increases significantly if the target is closer than 3 metres. Damage also scales with number of resources consumed.
  • Body Piercing - [21 AP, Passive, Single Attack, Single Target, Effect: Penetration Rating] - Whenever you penetrate, you gain a single stack of the Penetration Rating effect, which increases your Penetration Rating by 40 per stack for 8 seconds. This effect can stack up to 5 times.
  • Heavy Recoil - [27 AP, Active, Dash (conditional), Single, Column (conditional)] - Consumes all Shotgun Resources. A single target attack that deals a large amount of physical damage, based on the number of resources consumed. If the target is Weakened the player will also dash 10 metres backward, dealing a small amount of physical damage to up to 6 enemies in a 6 metre wide area on the way.
  • Invasive Measures - [34 AP, Passive, Single Attack, Single Target] - Whenever the player hits a Weakened target, they have a 15% chance to build 1 resource for their primary weapon.
  • Point Blank - [50 AP, Elite Active, Single Attack, Single, Effect: Knockback (Conditional)] - A single target attack that deals a large amount of physical damage and causes the target to be knocked 6 metres back. This ability has a 3 metre range.


Restricted Access

  • Beanbag Rounds - [9 AP, Passive, Single Attack, Single Target, Effect: Minor Penetration Chance] - Whenever the player applies Hindered, the player gains the Minor Penetration Chance effect, which increase their Penetration Chance by 15% for 8 seconds.
  • Kickback - [12 AP, Active, Dash, Single] - A signle target attack that deals a moderate amount of physical damage. Also preforms a backward column dash that deals a small amount of physical damage.
  • Pinned Down - [16 AP, Passive, Single Attack, Single Target, Effect: Hindered] - Whenever the player penetrates, they also cause the target to become Hindered and its movement speed to be reduced by 70% for 4 seconds. This effect cannot happen more frequently than once every 30 seconds.
  • Takedown - [21 AP, Active, Single Attack, Single, Effect: Hindered] - A single target attack that deals a large amount of physical damage. The target becomes Hindered and its movement speed is reduced by 70% for 4 seconds. If you have 5 Shotgun Resources on the target, the movement reducing effect will last 2 seconds longer.
  • Overpenetration - [27 AP, Passive, Single Attack, Single Target, Effect: Minor Penetration Chance] - Whenever the player penetrates, they build a counter. Once the player reaches 3 counters, they can the Minor Penetration Chance effect, which increase Penetration Chance by 15% for 8 seconds.


  • Close Quarters - [50 AP, Elite Passive, Single Attack, PBAoE, Effect: Hindered] - Whenever the player hits a target that is within 3 metres of them, the target becomes Hindered and its movement speed is reduced by 70% for 4 seconds.

Crackdown

  • Fire and Forget - [9 AP, Active, Blast, Column] - Builds 1 resource for each equipped weapon. A column Blast attack that deals a moderate amount of physical damage to up to 6 enemies in a 4 metre wide by 10 metre long area in front of the player.
  • 12 Gouge - [12 AP, Passive, Single Attack, Single Target, Effect: Weakened] - Whenever you penetrate, your target becomes Weakened by a single stack of the Debilitated effect, which reduces all damage dealt by 3% per stack for 10 seconds. This effect can stack up to 10 times.
  • Riot Act - [16 AP, Active, Single Attack, TAoE] - Consumes all Shotgun Resources. A target based area of effect attack that deals a large amount of physical damage to up to 6 enemies in a 5 metre radius around the target. The damage is based on the number of Shotgun Resources consumed.
  • Riot Control - [21 AP, Passive, Single Attack, Single Target, Modifies: Riot Act] - Riot Act also leaves a ground area lasting 5 seconds that reduces the movement speed of enemies inside it by 15%.
  • Stopping Power - [27 AP, Active, Single Attack, Cone] - Consumes all shotgun resources. A cone attack that deals a large amount of physical damage to up to 6 enemies in a 7 metre long 60 degree cone in front of the player. Damage is based on the number of resources consumed. This attack will penetrate any targets that are Hindered.
  • Blast Corps - [34 AP, Passive, Blast, Single Target] - Blast abilities will also apply a detrimental effect that makes the target take 144 physical damage the next time they are hit.
  • Shotgun wedding - [50 AP, Elite Active, Single Attack, Cone] - A channeled cone attack that deals a large amount of physical damage per hit. Each time the ability fires and hits any number of targets, the damage of the remaining hits is increased by 25%. This effect can stack up to 4 times. Hits every .5 seconds for 2.5 seconds. Affects up to 6 enemies in a 9 metre long 60 degree cone in front of the player.

Trivia

  • Insert some nifty Trivia here.

Ability Demonstration

Abilities
Ranged: Assault Rifles · Pistols · Shotguns
Melee: Blades · Fists · Hammers
Magic: Blood Magic · Chaos · Elementalism
Miscellaneous Abilities
Auxiliary: Rocket Launcher · Flamethrower · Chainsaw · Whip · Quantum