Difference between revisions of "Assault Rifle"

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After you receive a grenade, it begins to charge and a timer starts counting down from 6 seconds  Between 6 seconds remaining and 3 seconds remaining, you can use the grenade by activating any Assault Rifle [[ability]] that can consume a grenade.  At the 3 seconds mark it is fully charged, at which point using the grenade consuming ability also gives an additional bonus. When the timer reaches 0, the grenade overcharges and explodes doing 15% of your maximum health to yourself and up to 6 enemies within 5 meters of you.
 
After you receive a grenade, it begins to charge and a timer starts counting down from 6 seconds  Between 6 seconds remaining and 3 seconds remaining, you can use the grenade by activating any Assault Rifle [[ability]] that can consume a grenade.  At the 3 seconds mark it is fully charged, at which point using the grenade consuming ability also gives an additional bonus. When the timer reaches 0, the grenade overcharges and explodes doing 15% of your maximum health to yourself and up to 6 enemies within 5 meters of you.
  
There is a 4-second cooldown on an ability that consumes a grenade.
+
There is a 4-second cooldown on abilities that consumes a grenade.
  
 
=== Active Abilities ===
 
=== Active Abilities ===
  
 
Active abilities are broken down into three paths - Method, Balance, and Technique
 
Active abilities are broken down into three paths - Method, Balance, and Technique
* Heavy Fire focuses on Damage.  They include:
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* The ''Heavy Fire'' path focuses on [[Damage]] and includes:
 
** [[Placed Shot]]
 
** [[Placed Shot]]
 
** [[Full Auto]]
 
** [[Full Auto]]
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** [[Burst Fire]]
 
** [[Burst Fire]]
 
** [[Red Mist]]
 
** [[Red Mist]]
* Bombardment focuses on using Grenades.  They include:
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* The ''Bombardment'' path focuses on using Grenades and includes:
 
** [[Incendiary Grenade]]
 
** [[Incendiary Grenade]]
 
** [[Anima Canister]]
 
** [[Anima Canister]]
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** [[Essence Grenades]]
 
** [[Essence Grenades]]
 
** [[High Explosive Grenades]]
 
** [[High Explosive Grenades]]
* Assault Medic focuses on [[Leech]] Healing.  They include:
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* The ''Assault Medic'' path focuses on [[Leech]] Healing and includes:
 
** [[Vital Shot]]
 
** [[Vital Shot]]
 
** [[Leeching Ray]]
 
** [[Leeching Ray]]
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=== Passive Abilities ===
 
=== Passive Abilities ===
  
* [[Unknown]]
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There is one Passive ability that feeds into each of the paths, and then five (unnamed) paths of Passive Abilities
 +
 
 +
* The first Passive Ability is:
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** [[Anima-Tipped Bullets]]
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* The First path focuses on modifying Active Abilities in the ''Heavy Fire'' path, and includes:
 +
** [[Extended Magazine]] - Modifies [[Full Auto]]
 +
** [[Heavy Payload]] - Modifies [[Lock & Load]]
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** [[Stability]] - Modifies [[Burst Fire]]
 +
** [[Unerring Accuracy]] - Modifies [[Red Mist]]
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* The Second path focuses on modifying Active Abilities in the ''Bombardment'' path, and includes:
 +
** [[Slow Burn]] - Modifies [[Incendiary Grenade]]
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** [[Enlarged Canister]] - Modifies [[Anima Canister]]
 +
** [[Withdrawal]] - Modifies [[Tactical Retreat]]
 +
** [[Lingering Essence]] - Modifies [[Essence Grenades]]
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** [[Auto-loader]] - Modifies [[High Explosive Grenade]]
 +
* The Third path focuses on modifying Active Abilities in the ''Assault Medic'' path, and includes:
 +
** [[Bolstering Shot]] - Modifies [[Vital Shot]]
 +
** [[Reap Essence]] - Modifies [[UnveilEssence]]
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** [[Vivify]] - Modifies [[Energise]]
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** [[Permeate]] -  Modifies [[Permeate]]
 +
* The Fourth path focuses on modifying Grenades and includes:
 +
** [[Explosives Expert]]
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** [[Secondary Explosion]]
 +
** [[Backup Plan]]
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** [[Emergency Loader]]
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* The Fifth path focuses on various Utility/Special-purpose effects and includes:
 +
** [[Field Medic]]
 +
** [[Ground Marker Rounds]]
 +
** [[Jungle Style]]
 +
** [[Anima Dispersal]]
  
 
See the individual ability pages for more details, or [[Assault Rifle abilities]] for a consolidated list
 
See the individual ability pages for more details, or [[Assault Rifle abilities]] for a consolidated list
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==Achievements==
 
==Achievements==
  
* [[Unknown]]
+
* [[Mercenary (Achievement)]]
 +
* [[Warlock (Achievement)]]
 +
* [[Gladiator (Achievement)]]
 +
* [[Now I am the Master]]
 +
* [[9th Degree Black Belt]]
  
 
== Media ==
 
== Media ==
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{{ItemNavbox}}
 
{{ItemNavbox}}
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 +
[[Category:Items]]
 +
[[Category:Weapons]]

Latest revision as of 17:28, 29 July 2017

SWLicon.png This article concerns content for Secret World Legends. For the TSW Classic version, click here.


Assault Rifle users are able to focus their power into their underslung grenade launcher and unleash that power to devastate foes or restore allies.


Assault Rifle is one of the primary weapon abilities.

Assault Rifles are primarily associated with with abilities that focus on Frenzy, Burst, Hindered, Afflicted, and Leech. They are primarily suited for the role of Healer, but can also be used for DPS builds.

Abilities

Special Ability

The special ability for Assault Rifles is Grenades.

Whenever you use an Assault Rifle ability that consumes weapon energy you have a chance to get a grenade (37.5% chance if it consumes 3 energy, 65% if it consumes 5 energy) [1].

After you receive a grenade, it begins to charge and a timer starts counting down from 6 seconds Between 6 seconds remaining and 3 seconds remaining, you can use the grenade by activating any Assault Rifle ability that can consume a grenade. At the 3 seconds mark it is fully charged, at which point using the grenade consuming ability also gives an additional bonus. When the timer reaches 0, the grenade overcharges and explodes doing 15% of your maximum health to yourself and up to 6 enemies within 5 meters of you.

There is a 4-second cooldown on abilities that consumes a grenade.

Active Abilities

Active abilities are broken down into three paths - Method, Balance, and Technique

See the individual ability pages for more details, or Assault Rifle abilities for a consolidated list

Passive Abilities

There is one Passive ability that feeds into each of the paths, and then five (unnamed) paths of Passive Abilities

See the individual ability pages for more details, or Assault Rifle abilities for a consolidated list

Classes

Main article: Classes

The following starter Classes incorporate Blades into their build, and the 'role' they serve.

Achievements

Media

Videos

Weapons Deep Dive, Assault Rifles - See also Weapons Deep Dive

Images

Tutorial

Skins

Generic Rifles

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description

Named Rifles

Name Icon Worn Held Description
Unknown Icon.png Worn.png Held.png <<Description

References

Items
Weapons ▪ Assault Rifle ▪ Pistols ▪ Shotgun ▪ Blade ▪ Fists ▪ Hammer ▪ Blood Focus ▪ Chaos Focus ▪ Elemental Focus
Talismans ▪ Head ▪ Finger ▪ Neck ▪ Wrist ▪ Luck ▪ Waist ▪ Occult
Consumables ▪ Elixir ▪ Energy Drink ▪ Ambrosia ▪ Anima ▪ Food▪ Gadget ▪ Vanity
Assembly ▪ Glyph ▪ Signet
Other ▪  Bag ▪  Makeup ▪ Pet ▪ Mission ▪  Theatre ▪  Clothing
TSW-Only Items
Weapons ▪ Chainsaw ▪ Rocket Launcher ▪ Quantum ▪ Whip▪ Flamethrower
Assembly ▪ Toolkit ▪ Materials