
Powertech Pyrotech Basics Guide
Pyrotech
Need a light? The Pyrotech-style Powertech add fuel to any firefight with an abundance of vivid, searing flame attacks. From fistfuls of fire to missiles loaded with highly combustible compounds, the Pyrotech’s arsenal allows them to never back down while making sure their enemy burns out in a blaze of destruction.
Role: Damage
Type: Damage Over Time
Weapon: Blaster Pistol
Distance: Short Range
Mirror: Vanguard – Plasmatech
Pyrotech for New Players
Pyrotech is very mobile and very easy to jump and move around with while playing.
It is a short-range class, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
All of your abilities can just be used right away, you don’t need to activate them first in any way.
Pyrotech is a DOT or damage-over-time class, which means you set things on fire – then let them burn over time. So to do big damage you need to learn to not simply set your enemy on fire over and over.
How to play a Pyrotech Powertech
You can start playing Pyrotech at level 1. To start playing Pyrotech, you will need to first create a Powertech character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.
Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Pyrotech from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.
Updated for 7.2!
Below Level 80
If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.
Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.
5 Ability Basic Rotation
Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Pyrotech until you’re ready to read and learn from a true level 80 guide.
Scorch is your biggest damage over time (DoT) ability and lasts a long time. Start with applying this!
Incendiary Missile is your other DoT skill, and having both it and Scorch on the target will increase the rest of your damage. Watch your debuffs to see when it’s going to run out of time as it will run out sooner than Scorch!
Flaming Fist does a ton of damage.
Immolate is another great attack to use while your damage over time stuff is applied, and can be buffed by another move covered below. Immolate makes Flame Burst glow and cost no energy.
Flame Burst will be your main attack when Flaming Fist is down and your DoTs are already applied. You will run out of heat fast – so alternate between using Rapid Shots instead of Flame Burst to reduce heat.
Multiple Enemies
Use Deadly Onslaught to do tons of damage to up to 8 targets. It can be very expensive heat-wise, but well worth it in large packs of enemies.
Searing Wave is a great ability both single target (mentioned in the Extra Tips) and AoE, as it can spread your Incendiary Missile to all targets caught in the cone with it!
Flame Sweep is your area-damage version of Flame Burst. Use this when onslaught is used up.
Extra Tips
Use Vent Heat to get heat down.
Feeling spicy? Use Searing Wave after Flame Burst makes it glow and it will give Immolate extra damage!
Feeling EXTRA spicy? Use Rail Shot when it’s glowing – it will always glow after Flaming Fist.
Feeling SUPER SPICY? Thermal Yield and Explosive Fuel boost your damage. Use them as often as possible after your damage over time abilities are applied but before you start using Flaming Fist.
Feeling SUPER EXTRA spicy? Use your orange Shoulder Cannon to do burst damage. It doesn’t respect the global cooldown, so keep it on a spam-able key and do it alongside everything else!
Feeling SO SPICY YOU JUST CAN’T STOP? If you’re waiting for a fight to start, spin around in a circle away from your enemy by using Flame Sweep twice to boost your damage early!
Pyrotech is a class that can have a lot of additional layers of complexity if you want to add them.
Before you play…
Making your Scorch (every 30 seconds) and Incendiary Missiles (every 15 seconds) debuffs more visible on your enemy can make it easier to know when they are about to fall off.
- Press ESC on your keyboard, choose Interface Editor from the menu
- Select the “Target Frame” box where the portrait of your enemy would appear
- In the center box, scroll down and check 🔲 Highlight Debuff, then scroll down more and check 🔲 Personal Debuffs
- Save. This will show your own debuffs highlighted in gold so you don’t mix them up with your groups’!
Discipline | Tactical | Legendary | Stats |
---|---|---|---|
Guardian Defense Juggernaut Immortal | ![]() | Force Resistance + Retaliator | Shield: 5500-6000 Absorb: remaining tertiary stats |
Guardian Vigilance Juggernaut Vengeance | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Guardian Focus Juggernaut Rage | ![]() | Fearless Victor + Champion’s Precision | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Watchman Marauder Annihilation | ![]() | Fearless Victor + Berserker’s Call and Dispatcher are all viable options | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sentinel Combat Marauder Carnage | ![]() | Fearless Victor + Dispatcher | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Sentinel Concentration Marauder Fury | ![]() | Fearless Victor + Berserker’s Call | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Telekinetics Sorcerer Lightning | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 560 (2.14%) • 1.3 GCD = 3209 (10.38%) • 1.2 GCD = 8296 (20%) • 1.1 GCD under PS = 3596 (16.366) With Alacrity Guild Perk • 1.3 GCD = 1494 • 1.1 GCD under PS = 1801 |
Sage Seer Sorcerer Corruption | ![]() | Unmatched Haste + Revitalize or Dynamic Force are all considered viable as of now | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Sage Balance Sorcerer Madness | ![]() | Gathering Storm + Unmatched Haste | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Kinetic Combat Assassin Darkness | ![]() | Dynamic Force + Force Resistance or Ballast Point is fine if you prefer to use pieces with tanking stats | Shield: 5000-5500 Absorb: remaining tertiary stats |
Shadow Infiltration Assassin Deception | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Shadow Serenity Assassin Hatred | ![]() | Dynamic Force + Force Training | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Combat Medic Mercenary Bodyguard | ![]() | Advanced Scanning + Concentrated Fire or Overcharged Cells seem to all be viable options | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Commando Gunnery Mercenary Arsenal | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 1123 (4.14%) • 1.3 GCD = 4021 (12.38%) • 1.2 GCD = 9981 (22%) With Alacrity Guild Perk • 1.3 GCD = 2134 • 1.2 GCD = 6315 |
Commando Assault Specialist Mercenary Innovative Ordnance | ![]() | Concentrated Fire + Overcharged Cells | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Shield Specialist Powertech Shield Tech | ![]() | Supercommando + Squad Leader | Shield: 6000 - 6500 Absorb: remaining tertiary stats |
Vanguard Plasmatech Powertech Pyrotech | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Vanguard Tactics Powertech Advanced Prototype | ![]() | Shock Trooper + Mandalorian Armaments | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Sharpshooter Sniper Marksmanship | ![]() | Locked and Loaded + Improved Targeting use Energy Regulators if you experience energy issues | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Saboteur Sniper Engineering | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Gunslinger Dirty Fighting Sniper Virulence | ![]() | Locked and Loaded + Improved Targeting | Accuracy: 2694 Alacrity: 2700 - 2800 With Alacrity Guild Perk 1100 - 1300 |
Scoundrel Sawbones Operative Medicine | ![]() | Tactician + Aggressive Treatment or Field Medic | Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Scrapper Operative Concealment | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Scoundrel Ruffian Operative Lethality | ![]() | Tactician + Locked and Loaded | Accuracy: 2694 Alacrity: • 1.4 GCD = 2054 (7.14%) • 1.3 GCD = 5431 (15.38%) • 1.2 GCD = 13531 (25%) With Alacrity Guild Perk • 1.4 GCD = 560 • 1.3 GCD = 3209 |
Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!
Guides
- Plasma / Pyrotech 7.4 by admiralnick on admiralnicksswtorgu (7.4)
- SO YOU WANNA PYRO? | Swtor Pyrotech PVE Guide by TakesCooosh on YouTube (7.4)
- Best Tank Killer: Pyrotech / Plasmatech SWTOR PVP Guide by Ivano on YouTube (7.3.1)
- 7.0 Pyrotech Powertech PvE Guide and Best Builds by Endonae on vulkk.com (7.2)
- Pyrotech Powertech Guide by Biggs on YouTube (7.01)
- Pyrotech Powertech PvE Guide and Best Builds by Vulkk on vulkk.com (7)
Attacks
Rapid Shots - Basic AttackLevel 1
Rocket Punch - AttackLevel 1
Flame Burst - AttackLevel 1
Rail Shot - AttackLevel 4
Searing Wave - Area AttackLevel 5
Flame Sweep - Area AttackLevel 7
Flaming Fist - AttackLevel 15
Deadly Onslaught - Area AttackLevel 19
Incendiary Missile - AttackLevel 35
Mandalorian Warhead - Optional Attack Level 39 Option 1/3Level 39 REPLACES Incendiary Missile at Level 39+
Immolate - AttackLevel 47
Shoulder Cannon - AttackLevel 60
Scorch - AttackLevel 60
Multiple Enemy Attack Abilities
These Pyrotech attacks are useful for attacking groups of enemies.
Searing Wave - Area AttackLevel 5
Flame Sweep - Area AttackLevel 7
Deadly Onslaught - Area AttackLevel 19
Carbonize - Area StunLevel 56
Buffs
You can combine your Pyrotech buffs with your attacks to create powerful combinations.
Hunter's Boon - Passive Class BuffLevel 1
Vent Heat - BuffLevel 13
Thermal Yield - Buff and DefensiveLevel 15
Explosive Fuel - BuffLevel 40
Defensive & Healing Abilities
Use these abilities to help yourself stay alive. The Powertech has these defensive and healing abilities and you'll want to know where they are in a difficult fight.
Thermal Yield - Buff and DefensiveLevel 15
Energy Shield - DefensiveLevel 17
Kolto Overload - DefensiveLevel 32
Useful Abilities
These abilities may not be directly for attacking, but they are used heavily by skilled Powertechs in combat to turn the tide of a fight.
Recharge and Reload - Regeneration - Regain health out of battle.Level 1
Determination - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
Quell - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 12
Grapple - Pull - Pull an enemy to you. Doesn't work on stronger enemies.Level 25
Jet Charge - Optional Leap Level 27 Option 3/3 - Jump to a faraway enemy.Level 27
Sonic Missile - Detaunt - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 31
Terminator Droid - Optional Detection Level 43 Option 3/3 - Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.Level 43
Carbonize - Area Stun - Stun many enemies to keep them out of the fight temporarily.Level 56
Hydraulic Overrides - Optional Movement Level 68 Option 2/3 - Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.Level 68
Electro Dart - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68
Tree Choices
As you level up, you will be able to make choices about how you play your Pyrotech Powertech with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.
You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Pyrotech Powertech, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Pyrotech Powertech.
































































































Level 23 Choice: Flaming Fist Change
Choose from one of three ways that you want Flaming Fist to change at level 23. Your options are Primed Ignition, Open Flame, and Heatstroke.

Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals kinetic damage and elemental damage.

Flaming Fist leaves traces of Ignition Fuel on the target causing your next Immolate or Flame Burst to deal 30% more damage. This effect can only occur once every 30 seconds.
Flaming Fist leaves traces of Ignition Fuel on the target causing your next Immolate or Flame Burst to deal 30% more damage. This effect can only occur once every 30 seconds.

Flaming Fist deals damage up to 4 enemies within 5 meters of the primary target.
Flaming Fist deals damage up to 4 enemies within 5 meters of the primary target.

Flaming Fist builds a stack of Heatstroke increasing the damage of your Combustible Gas Cylinder by 25% per stack. Lasts for 20 seconds. This effect can stack up to 4 times.
Flaming Fist builds a stack of Heatstroke increasing the damage of your Combustible Gas Cylinder by 25% per stack. Lasts for 20 seconds. This effect can stack up to 4 times.
Multi-Enemy Solo Suggestion: Open Flame - This is a pretty good amount of cleave damage to a large group of trash enemies.
Solo Single-Strong-Enemy Suggestion: Heatstroke - Flaming Fist is your big melee hit ability, and Combustible Gas Cylinder is a passive damage source thats working in the background all the time as you fight. Heatstroke will be free extra damage without having to change the way you play Pyrotech at all!
Flashpoint Suggestion: Heatstroke - Flaming Fist is your big melee hit ability, and Combustible Gas Cylinder is a passive damage source thats working in the background all the time as you fight. Heatstroke will be free extra damage without having to change the way you play Pyrotech at all!
Operation Suggestion: Heatstroke - Flaming Fist is your big melee hit ability, and Combustible Gas Cylinder is a passive damage source thats working in the background all the time as you fight. Heatstroke will be free extra damage without having to change the way you play Pyrotech at all!
Level 27 Choice
Choose from one of three Powertech abilities at Level 27, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 27 choice are Heat Chain, Manhunter, and Jet Charge.

Grappling hook is engulfed in fire and places Heat Chain on the target. This deals elemental damage and slows the target over 6 seconds.
Grappling hook is engulfed in fire and places Heat Chain on the target. This deals elemental damage and slows the target over 6 seconds.

Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist.
Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist.

Jet to a distant target dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
Jump to a faraway enemy.
General Suggestion: Jet Charge - Taking Jet Charge and adding a leap to your Powertech makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Grapple - which would generate high threat.
Level 39 Choice: Incendiary Missile Change
Choose from one of three ways that you want Incendiary Missile to change at level 39. Your options are Mandalorian Warhead, Primed Rail Shot, and Whistling Birds.

Fires a missile that explodes on contact, igniting the target for elemental damage and an additional elemental damage over 15 seconds.

Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Mandalorian Warhead will now make targets assailable, increasing the elemental and internal damage the targets take by 7%. Replaces Incendiary Missile.
Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Mandalorian Warhead will now make targets assailable, increasing the elemental and internal damage the targets take by 7%. Replaces Incendiary Missile.

When you deal damage with Incendiary Missile, your next Rail Shot applies Burning Shot, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds.
When you deal damage with Incendiary Missile, your next Rail Shot applies Burning Shot, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds.

Incendiary Missile deals damage up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Searing Wave each detonator explodes dealing damage to each target.
Incendiary Missile deals damage up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Searing Wave each detonator explodes dealing damage to each target.
Solo Single-Strong-Enemy Suggestion: Primed Rail Shot - Pyrotech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing rail shot after every Incendiary Missile for 12 seconds of burn damage!
Flashpoint Suggestion: Primed Rail Shot - Pyrotech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing rail shot after every Incendiary Missile for 12 seconds of burn damage!
Operation Suggestion: Primed Rail Shot - Pyrotech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing rail shot after every Incendiary Missile for 12 seconds of burn damage!
Multi-Enemy Solo Suggestion: Whistling Birds - Searing Wave should already be trying to spread incendiary missile - this added dps will make your AoE on large groups much better without much extra thinking.
Level 43 Choice
Choose from one of three Powertech abilities at Level 43, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 43 choice are Boiling Point, Chilled Retribution, and Terminator Droid.

When activating Kolto Overload you gain Boiling Point. This allows your next Thermal Yield to gain an additional stack and return damage to attacks or your next Sonic Missile will heal allies and grant you 10% damage reduction.
When activating Kolto Overload you gain Boiling Point. This allows your next Thermal Yield to gain an additional stack and return damage to attacks or your next Sonic Missile will heal allies and grant you 10% damage reduction.

When activating Energy Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Carbonize is reduced by 2 seconds. This can occur once every 3 seconds.
When activating Energy Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Carbonize is reduced by 2 seconds. This can occur once every 3 seconds.

Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.
General Suggestion: Boiling Point - Adding an extra stack to one of your most important buffs and allowing it to reflect damage is very powerful, not to mention the ability to turn your detaunt into a defensive that heals allies! Only Pyrotechs have access to this and it's pretty good!
Level 51 Choice
Choose from one of three Powertech abilities at Level 51, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 51 choice are Pyro Shield, Gyroscopic Alignment Jets, and Iron Will.

When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.
You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.
Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.
General Suggestion: Pyro Shield - Choose Pyro Shield to do some free damage to your enemy every time you get hit!
Level 64 Choice
Choose from one of three Powertech abilities at Level 64, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 64 choice are Reflective Armor, Hitman, and Suppressive Tools.

When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.
When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.
Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
General Suggestion: Hitman - The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage.
Level 68 Choice
Choose from one of three Powertech abilities at Level 68, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 68 choice are Shield Cannon, Hydraulic Overrides, and Electro Dart.

Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.

Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.
Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.

Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.
You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.
General Suggestion: Hydraulic Overrides - All three choices here are good, but Hydraulic Overrides should be your default to help make powertech feel a little more mobile. If extra survivability is needed, swap to Shield Cannon, and Electro Dart is a great 4 second stun if your enemies aren't immune to such effects.
Level 73 Choice
Choose from one of three Powertech abilities at Level 73, you can only have one of these options at any given time. Your options as a Pyrotech Powertech for the Level 73 choice are Enhanced Paralytics, Sonic Rebounder, and Efficient Suit.

Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.
Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.

Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
Operation Suggestion: Sonic Rebounder - Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Style! Remember that if you took Boiling Point at 43, this will also heal allies and reduce your damage taken!
Solo Single-Strong-Enemy Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
Multi-Enemy Solo Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
Flashpoint Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!
All Abilities
All your abilities for the Pyrotech Powertech.
Lvl | Icon | Ability |
---|---|---|
LvL1 | ![]() | Recharge and ReloadRegeneration Regenerates health and vents heat while channeling. Not usable in combat. Regain health out of battle. |
LvL1 | ![]() | Rapid ShotsBasic Attack 30m (long range) Fires a quick stream of bolts, causing weapon damage. Fires a quick stream of bolts, causing weapon damage. |
LvL1 | ![]() | Rocket PunchAttack 4m (melee range) Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage. Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage. |
LvL1 | ![]() | Hunter's BoonPassive Class Buff Increases Endurance by 5%. Increases Endurance by 5%. |
LvL1 | ![]() | Combustible Gas CylinderPassive Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second. |
LvL1 | ![]() | Perilous FlamesPassive Increases the damage of Scorch by 20%. Increases the damage of Scorch by 20%. |
LvL1 | ![]() | Flame BurstAttack 10m (short range) Fires a burst of flame at the target that deals elemental damage. Fires a burst of flame at the target that deals elemental damage. |
LvL4 | ![]() | Rail ShotAttack 10m (short range) Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding. |
LvL5 | ![]() | Searing WaveArea Attack 10m (short range) Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets. Torches everything in a 10-meter cone with a flamethrower, dealing elemental damage to up to 8 targets. |
LvL7 | ![]() | Flame SweepArea Attack 5m (melee range) Torches up to 8 targets within 5 meters for elemental damage. Torches up to 8 targets within 5 meters for elemental damage. |
LvL10 | ![]() | DeterminationStun Break Purges all incapacitating and movement-impairing effects. If you are stunned and can’t move, you can use this ability to unstun yourself. |
LvL12 | ![]() | QuellInterrupt 4m (melee range) Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back! |
LvL13 | ![]() | Vent HeatBuff Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it. |
LvL15 | ![]() | Flaming FistAttack 4m (melee range) Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals kinetic damage and elemental damage. Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals kinetic damage and elemental damage. |
LvL15 | ![]() | Thermal YieldBuff and Defensive Applies a stack of Power Yield to you, increasing your armor by 40% and your damage done by 2% for 10 seconds. Whenever you take damage, an additional stack of Power Yield is applied, up to 5 times. This lasts up to 30 seconds. Applies a stack of Power Yield to you, increasing your armor by 40% and your damage done by 2% for 10 seconds. Whenever you take damage, an additional stack of Power Yield is applied, up to 5 times. This lasts up to 30 seconds. |
LvL15 | ![]() | Heated ToolsHidden Passive Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds. Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds. |
LvL15 | ![]() | Volatile IgniterPassive Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder on all affected targets. Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds. Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder on all affected targets. Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds. |
LvL17 | ![]() | Energy ShieldDefensive Increases damage reduction by 25% for 15 seconds. Increases damage reduction by 25% for 15 seconds. |
LvL19 | ![]() | Deadly OnslaughtArea Attack 10m (short range) Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving. |
LvL23 | ![]() | Neural DartTaunt 30m (long range) Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. |
LvL23 | ![]() | Primed IgnitionOptional Passive Level 23 Option 1/3 Flaming Fist leaves traces of Ignition Fuel on the target causing your next Immolate or Flame Burst to deal 30% more damage. This effect can only occur once every 30 seconds. Flaming Fist leaves traces of Ignition Fuel on the target causing your next Immolate or Flame Burst to deal 30% more damage. This effect can only occur once every 30 seconds. |
LvL23 | ![]() | Open FlameOptional Passive Level 23 Option 2/3 Flaming Fist deals damage up to 4 enemies within 5 meters of the primary target. Flaming Fist deals damage up to 4 enemies within 5 meters of the primary target. Solo Many-Enemy Suggestion: This is a pretty good amount of cleave damage to a large group of trash enemies. |
LvL23 | ![]() | HeatstrokeOptional Passive Level 23 Option 3/3 Flaming Fist builds a stack of Heatstroke increasing the damage of your Combustible Gas Cylinder by 25% per stack. Lasts for 20 seconds. This effect can stack up to 4 times. Flaming Fist builds a stack of Heatstroke increasing the damage of your Combustible Gas Cylinder by 25% per stack. Lasts for 20 seconds. This effect can stack up to 4 times. General Suggestion: Flaming Fist is your big melee hit ability, and Combustible Gas Cylinder is a passive damage source thats working in the background all the time as you fight. Heatstroke will be free extra damage without having to change the way you play Pyrotech at all! |
LvL23 | ![]() | Superheated GasHidden Passive Increases the damage dealt by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%. Increases the damage dealt by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%. |
LvL23 | ![]() | Flame SuitPassive Reduces the damage taken from all periodic effects by 30%. Reduces the damage taken from all periodic effects by 30%. |
LvL25 | ![]() | GrapplePull 10-40m Fires a grapple line that pulls the target to the Powertech and generates a high amount of threat. Targets are immobilized for 3 seconds. Cannot be used on targets in cover. Pull an enemy to you. Doesn't work on stronger enemies. |
LvL27 | ![]() | Close and PersonalPassive Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds. |
LvL27 | ![]() | Heat ChainOptional Passive Level 27 Option 1/3 Grappling hook is engulfed in fire and places Heat Chain on the target. This deals elemental damage and slows the target over 6 seconds. Grappling hook is engulfed in fire and places Heat Chain on the target. This deals elemental damage and slows the target over 6 seconds. |
LvL27 | ![]() | ManhunterOptional Passive Level 27 Option 2/3 Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist. Grapple gets two charges and finishes the cooldown of Rocket Punch and Flaming Fist. |
LvL27 | ![]() | Jet ChargeOptional Leap 10-30m Level 27 Option 3/3 Jet to a distant target dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds. Jump to a faraway enemy. General Suggestion: Taking Jet Charge and adding a leap to your Powertech makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Grapple - which would generate high threat. |
LvL31 | ![]() | Sonic MissileDetaunt 30m (long range) Fires a sonic missile, immediately reducing threat towards all current enemies by a moderate amount. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you. Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank. |
LvL32 | ![]() | Kolto OverloadDefensive Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered. Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered. |
LvL35 | ![]() | Incendiary MissileAttack 30m (long range) Fires a missile that explodes on contact, igniting the target for elemental damage and an additional elemental damage over 15 seconds. Fires a missile that explodes on contact, igniting the target for elemental damage and an additional elemental damage over 15 seconds. |
LvL35 | ![]() | Heat Flow RecyclerHidden Passive Increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds. Increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds. |
LvL35 | ![]() | Insulated MatsPassive Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Missile by 10 seconds. Increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds. Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Missile by 10 seconds. Increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds. |
LvL39 | ![]() | Mandalorian WarheadOptional Attack 30m (long range) Level 39 Option 1/3 Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Mandalorian Warhead will now make targets assailable, increasing the elemental and internal damage the targets take by 7%. Replaces Incendiary Missile. Fires a missile that explodes on contact, igniting the target for elemental damage. In addition, Mandalorian Warhead will now make targets assailable, increasing the elemental and internal damage the targets take by 7%. Replaces Incendiary Missile. |
LvL39 | ![]() | Primed Rail ShotOptional Passive Level 39 Option 2/3 When you deal damage with Incendiary Missile, your next Rail Shot applies Burning Shot, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds. When you deal damage with Incendiary Missile, your next Rail Shot applies Burning Shot, dealing elemental damage over 12 seconds. This effect can occur once every 10 seconds. General Suggestion: Pyrotech is a damage over time-based damage discipline. A talent that gives you an additional damage over time effect is invaluable as it is what you specialize in already. Remember to press your glowing rail shot after every Incendiary Missile for 12 seconds of burn damage! |
LvL39 | ![]() | Whistling BirdsOptional Passive Level 39 Option 3/3 Incendiary Missile deals damage up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Searing Wave each detonator explodes dealing damage to each target. Incendiary Missile deals damage up to 4 targets and applies a detonator to each target it hits. When the targets are hit by Searing Wave each detonator explodes dealing damage to each target. Solo Many-Enemy Suggestion: Searing Wave should already be trying to spread incendiary missile - this added dps will make your AoE on large groups much better without much extra thinking. |
LvL40 | ![]() | Explosive FuelBuff Increases ranged and tech critical hit chance by 25% for 15 seconds. Increases ranged and tech critical hit chance by 25% for 15 seconds. |
LvL43 | ![]() | PuncturePassive Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage. Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage. |
LvL43 | ![]() | Charged GauntletsPassive Activating Flaming Fist makes your next Rail Shot an automatic critical hit. Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%. Activating Flaming Fist makes your next Rail Shot an automatic critical hit. Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%. |
LvL43 | ![]() | FirebugHidden Passive Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 15%. Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 15%. |
LvL43 | ![]() | Boiling PointOptional Passive Level 43 Option 1/3 When activating Kolto Overload you gain Boiling Point. This allows your next Thermal Yield to gain an additional stack and return damage to attacks or your next Sonic Missile will heal allies and grant you 10% damage reduction. When activating Kolto Overload you gain Boiling Point. This allows your next Thermal Yield to gain an additional stack and return damage to attacks or your next Sonic Missile will heal allies and grant you 10% damage reduction. General Suggestion: Adding an extra stack to one of your most important buffs and allowing it to reflect damage is very powerful, not to mention the ability to turn your detaunt into a defensive that heals allies! Only Pyrotechs have access to this and it's pretty good! |
LvL43 | ![]() | Chilled RetributionOptional Passive Level 43 Option 2/3 When activating Energy Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Carbonize is reduced by 2 seconds. This can occur once every 3 seconds. When activating Energy Shield you gain 25% movement speed and immunity from incapacitating effects for 6 seconds. In addition when taking damage from direct attacks your cooldown on Carbonize is reduced by 2 seconds. This can occur once every 3 seconds. |
LvL43 | ![]() | Terminator DroidOptional Detection 30m (long range) Level 43 Option 3/3 Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%. |
LvL47 | ![]() | ImmolateAttack 10m (short range) Sprays the target with fuel and ignites it into a fireball that deals elemental damage. Sprays the target with fuel and ignites it into a fireball that deals elemental damage. |
LvL51 | ![]() | Superheated FlamethrowerPassive Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage dealt by your next Searing Wave by 50% and causing it to slow affected targets by 45% for 3 seconds. This effect stacks up to 2 times. Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage dealt by your next Searing Wave by 50% and causing it to slow affected targets by 45% for 3 seconds. This effect stacks up to 2 times. |
LvL51 | ![]() | Pyro ShieldOptional Passive Level 51 Option 1/3 When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second. General Suggestion: Choose Pyro Shield to do some free damage to your enemy every time you get hit! |
LvL51 | ![]() | Gyroscopic Alignment JetsOptional Passive Level 51 Option 2/3 You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing. |
LvL51 | ![]() | Iron WillOptional Passive Level 51 Option 3/3 Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds. Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds. |
LvL56 | ![]() | CarbonizeArea Stun 8m (short range) Encases up to 8 enemies within 8 meters in carbonite, dealing internal damage and stunning them for 2.5 seconds. Stun many enemies to keep them out of the fight temporarily. |
LvL60 | ![]() | Shoulder CannonAttack 20m Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes. |
LvL60 | ![]() | ScorchAttack 10m (short range) Ignites the target with a blast of fire, burning them for elemental damage over 30 seconds. Scorch also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scorch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch. Ignites the target with a blast of fire, burning them for elemental damage over 30 seconds. Scorch also makes the target Susceptible for 45 seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scorch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch. |
LvL60 | ![]() | Rain of FirePassive Increases the damage dealt by Incendiary Missile and Mandalorian Warhead by 10%. In addition, Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile. Increases the damage dealt by Incendiary Missile and Mandalorian Warhead by 10%. In addition, Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile. |
LvL64 | ![]() | Reflective ArmorOptional Passive Level 64 Option 1/3 When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters. |
LvL64 | ![]() | HitmanOptional Passive Level 64 Option 2/3 Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated. Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated. General Suggestion: The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage. |
LvL64 | ![]() | Suppressive ToolsOptional Passive Level 64 Option 3/3 Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds. |
LvL68 | ![]() | Automated DefensesPassive While Kolto Overload is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Kolto Overload is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second. While Kolto Overload is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Kolto Overload is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second. |
LvL68 | ![]() | Shield CannonOptional Passive Level 68 Option 1/3 Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health. |
LvL68 | ![]() | Hydraulic OverridesOptional Movement Level 68 Option 2/3 Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%. General Suggestion: All three choices here are good, but Hydraulic Overrides should be your default to help make powertech feel a little more mobile. If extra survivability is needed, swap to Shield Cannon, and Electro Dart is a great 4 second stun if your enemies aren't immune to such effects. |
LvL68 | ![]() | Electro DartOptional Stun 10m (short range) Level 68 Option 3/3 Fires an electro dart, dealing energy damage and stunning the target for 4 seconds. You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general. |
LvL73 | ![]() | Flame BarragePassive Immolate makes your next Flame Burst or Flame Sweep deplete no energy cells. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks. Immolate makes your next Flame Burst or Flame Sweep deplete no energy cells. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks. |
LvL73 | ![]() | Enhanced ParalyticsOptional Passive Level 73 Option 1/3 Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds. Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds. |
LvL73 | ![]() | Sonic RebounderOptional Passive Level 73 Option 2/3 Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker. Operation Suggestion: Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Style! Remember that if you took Boiling Point at 43, this will also heal allies and reduce your damage taken! |
LvL73 | ![]() | Efficient SuitOptional Passive Level 73 Option 3/3 Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize. Solo Single-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! Solo Many-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! Flashpoint Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther! |
LvL78 | ![]() | Consuming FlamesHidden Passive Searing Wave causes the next Immolate to deal 40% more damage. In addition, increases the critical chance of Immolate by 10%. Searing Wave causes the next Immolate to deal 40% more damage. In addition, increases the critical chance of Immolate by 10%. |
LvL78 | ![]() | BurnoutPassive Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Scorch costs 5 less heat. Searing Wave causes the next Immolate to deal 30% more damage. In addition, increases the critical chance of Immolate by 10%. Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Scorch costs 5 less heat. Searing Wave causes the next Immolate to deal 30% more damage. In addition, increases the critical chance of Immolate by 10%. |
Milestones
- At Level 15 you will get your first exclusive ability only the Pyrotech Powertech has, it will be called Flaming Fist.
- At Level 23 you will get to choose a way to change how Flaming Fist works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Pyrotech Ability Tree on the right.
- At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
- At Level 47 you will get your second exclusive ability only the Pyrotech Powertech gets, it will be called Incendiary Missile.
- At Level 39 you will get to choose a way to change how Incendiary Missile works from three different options in your Ability Tree.
- At Level 47 and 60 you will get your last two exclusive abilities only the Pyrotech Powertech has, Immolate and Scorch.
- At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
- At Level 43, 51, 64, 68 you will get to make additional choices for your Powertech.
- All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.