CP2 Wiki
Tags: Visual edit apiedit
(Full page rewrite)
Tag: rte-source
Line 1: Line 1:
 
{{Mastery|hero = {{all heroes}}|descr = You will spend the next minerals you earn to upgrade your equipment step by step. Each upgrade step will reduce the cooldowns for all your primary skills. The cost of each upgrade step varies slightly. Research will run in the background and you will periodically be notified of its progress.|effects = cooldown abilities<br>{{red|4000-5000 minerals}}}}
 
{{Mastery|hero = {{all heroes}}|descr = You will spend the next minerals you earn to upgrade your equipment step by step. Each upgrade step will reduce the cooldowns for all your primary skills. The cost of each upgrade step varies slightly. Research will run in the background and you will periodically be notified of its progress.|effects = cooldown abilities<br>{{red|4000-5000 minerals}}}}
  +
'''Lightweight Equipment Mastery''', or '''LW Equipment Mastery''', is a Mastery available to all heroes. When taken, it does not have any immediate effects. However, after it has been taken, every 15 seconds, 200-250 minerals (at random) will be subtracted from the player, and a chat message will be sent saying that they have received 5%/10%/15% (etc.) Lightweight Equipment Mastery Research. Each 5% gives a small amount of cooldown reduction to most hero spells, and mana cost decrease, duration increase, or range increase to certain other spells. If you have all the minerals available when research starts, it takes 5 minutes to receive all of this Mastery's benefits. When all 100% has been received, a chat message is sent to all players, saying that a player has completed all Lightweight Equipment Mastery bonuses. This mastery is useful on most heroes, but is especially useful on primary spellcasters like [[Nova]] and [[Tassadar]], and while [[Predator]] is not a primary spellcaster, all of its spells benefit from the reduced cooldowns. However, it is not generally extremely useful in the early game, as most heroes do not have sufficient energy or energy regeneration to keep up with their reduced cooldowns. This can however be offset with [[Energy Mastery]].
Lightweight Equipment Mastery is key for those who depend on casting skills and spells repeatedly as fast as possible, or who just want to lower the cooldown by a decent amount. Choosing this mastery is one of the best ways to lower cooldown for your abilities, but will require higher energy regeneration to compensate for the higher skill usage. This is best paired with [[Energy Mastery|Energy Mastery.]]
 
  +
  +
{{Clear}}
  +
  +
Listed below are all effects that Lightweight Equipment Mastery gives.
  +
* CD = Cooldown
  +
* DUR = Duration
  +
* s = Seconds
  +
* EN = Energy cost
  +
* RNG = Range
  +
{|class="wikitable"
  +
!Hero
  +
!Ability
  +
!Effect/5%
  +
!Total Effect
  +
|-
  +
|rowspan="4" |[[Tychus]]
  +
| [[Psi Storm]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Stimpack]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Shredder Grenade]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Place Flaming Betty (Tychus)|Place Flaming Betty]] || -0.5s CD || -10s CD
  +
|-
  +
|rowspan="3" |[[Swann]]
  +
| [[Place Hellfire Missile Battery]] || -1.5s CD || -30s CD
  +
|-
  +
| [[Place Flaming Betty (Swann)|Place Flaming Betty]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Place Gatling Turret]] || -1.1s CD || -22s CD
  +
|-
  +
|rowspan="5" |[[Tassadar]]
  +
| [[Force Field]] || +0.2 RNG || +4.0 RNG
  +
|-
  +
|rowspan="2" |[[Empower]] || -1.1s CD || -22s CD
  +
|-
  +
| -0.3 EN || -6 EN
  +
|-
  +
|rowspan="2" |[[Thunderstorm]] || -1.5s CD || -30s CD
  +
|-
  +
| -0.5 EN || -10 EN
  +
|-
  +
|rowspan="3" |[[Nova]]
  +
| [[Displace]] || -2s CD || -40s CD
  +
|-
  +
| [[Snipe]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Strafe]] || -2s CD || -40s CD
  +
|-
  +
|rowspan="4" |[[Predator]]
  +
| [[Battlecry]] || -1s CD || -20s CD
  +
|-
  +
| [[Corona]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Demoralize]] || -0.5s CD || -10s CD
  +
|-
  +
| [[Phalanx]] || -2s CD || -40s CD
  +
|-
  +
|rowspan="3" |[[Major Anvil]]
  +
|rowspan="2" |[[Combined Assault]] || -1s CD || -20s CD
  +
|-
  +
| +1s DUR || +20s DUR
  +
|-
  +
| [[Mjölnir Protocol]] || -1.1s CD || -22s CD
  +
|}
   
 
== Core users ==
 
== Core users ==
While lowering all the cooldowns is a great thing to have, not every role needs to have their cooldowns and abilities lowered to near spammable levels. There are those, however, who will solely rely on this and is part of their core gameplay.
+
While reduced cooldowns is useful, especially in the late game, not every hero needs these improvements. Certain heroes, however, benefit strongly from the reductions.
  +
=== Nova ===
* Nova paired with [[Strafe]] (and her cooldown reduction Talent *To be added later*<!-- Talent I'm looking for increases the firing speed of Strafe. -->) add a lot of fire rate, giving high DPS. This is her main ability and is used nearly all the time for wave clearing or quickly taking out high health targets. It is also used in combination with the Talent [[Hunter Killer]] to quickly escape bad situations or chase down targets of interest, provided you have the cooldown talent listed above as well.
 
  +
Between Lightweight Equipment Mastery and [[Stay On Target]], [[Snipe]]'s cooldown is reduced to 0. However, Snipe still has a 1 second cast time.
* Tasssadar *To be added later*<!-- I'm not 100% sure on Tassadar's playstyle, but I do know that he's heavy on spells so I added him to the list. -->
 
  +
  +
Between LW Equipment Mastery and [[Havoc]], [[Strafe]] has its cooldown reduced to 7 seconds, with a duration of 4 seconds (5 seconds with [[Focused Attacks]]). This serves as the majority of Nova's damage output, both against large waves of [[Roach]]es and [[Zergling]]s, and against large enemies like [[Hive Guardian]]s.
  +
=== Tassadar ===
  +
More Thunderstorms and Empowers for less mana is always good, but what's much more important is the bonus cast range on [[Force Field]]s.
   
  +
=== Predator ===
== Extending research time ==
 
  +
All of Predator's active spells have their cooldowns reduced by LW Equipment Mastery. Probably most significantly, this takes [[Corona]] down to a 10-second cooldown, making it an extremely relevant source of damage output. The extra [[Battlecry]]s and [[Phalanx]]es are good for extra survivability (not that you really need that as you're already indestructable), and the extra [[Demoralize]]s are good for extending the life expectancy of adjacent [[Extremely Big Gun]]s.
When taking the mastery, you are committing to paying off the full cost of the research in increments until the research is complete. Since the mastery uses your current mineral count, it's possible to slow down or completely stall out the progress by dying without the [[Iron Man Mastery]] or using high numbers of nukes. While unlikely, it's also possible for the [[Weapons Research Mastery]] to slow the progress of the Lightweight Equipment Mastery by hogging the minerals at earlier stages, preventing you from progressing this mastery. This can be offset with the [[Mercenary|Mercenary Perk]].
 
   
  +
== Interaction with other Masteries and Perks ==
To prevent this from occurring, simply take the Iron Man Mastery if you are having trouble staying alive, nuke less (or alternatively take Talents and Masteries to lower the cost of future nukes) or stop altogether, or get extra cash from destroying debris for salvageable minerals.
 
  +
Lightweight Equipment Mastery consumes Minerals to perform its upgrade steps. Once the Mastery has been taken, these expenses cannot be cancelled and will be paid automatically if the Minerals are available. If the Minerals are not available, research progress will stop, and every 15 seconds it will check again and try to proceed. This means that if you die without [[Iron Man Mastery]], use a large number of [[Nuke]]s, or have [[Weapons Research Mastery]] as well, LW Equipment Mastery can take a very long time to complete.
   
  +
Three [[Perks]] can also interact with LW Equipment Mastery.
== Perk synergy ==
 
Lightweight Equipment Mastery is linked to the [[Compartmentalization|Compartmentalization Perk]]. Choosing this perk at the start will allow you to instantly be able to choose the mastery and progress its research.
+
* [[Compartmentalization]] removes the Mastery Point cost of LW Equipment Mastery, allowing it to be selected at the beginning of the game.
  +
* [[Mercenary]] gives the player an additional 3000 Minerals at the beginning of the game, and after every boss or Hive kill, giving a source of income to finance this Mastery.
  +
* [[Absorption]] gives the player additional Energy and Energy Regeneration when they cast spells. This can also help offset the additional energy consumption that comes with LW Equipment Mastery's cooldown reduction.

Revision as of 06:01, 18 August 2015

Lightweight Equipment Mastery
Lightweight Equipment Mastery
Hero TychusSwannTassadar
NovaPredator
Major Anvil
Description You will spend the next minerals you earn to upgrade your equipment step by step. Each upgrade step will reduce the cooldowns for all your primary skills. The cost of each upgrade step varies slightly. Research will run in the background and you will periodically be notified of its progress.
Effects cooldown abilities
4000-5000 minerals

Lightweight Equipment Mastery, or LW Equipment Mastery, is a Mastery available to all heroes. When taken, it does not have any immediate effects. However, after it has been taken, every 15 seconds, 200-250 minerals (at random) will be subtracted from the player, and a chat message will be sent saying that they have received 5%/10%/15% (etc.) Lightweight Equipment Mastery Research. Each 5% gives a small amount of cooldown reduction to most hero spells, and mana cost decrease, duration increase, or range increase to certain other spells. If you have all the minerals available when research starts, it takes 5 minutes to receive all of this Mastery's benefits. When all 100% has been received, a chat message is sent to all players, saying that a player has completed all Lightweight Equipment Mastery bonuses. This mastery is useful on most heroes, but is especially useful on primary spellcasters like Nova and Tassadar, and while Predator is not a primary spellcaster, all of its spells benefit from the reduced cooldowns. However, it is not generally extremely useful in the early game, as most heroes do not have sufficient energy or energy regeneration to keep up with their reduced cooldowns. This can however be offset with Energy Mastery.

Listed below are all effects that Lightweight Equipment Mastery gives.

  • CD = Cooldown
  • DUR = Duration
  • s = Seconds
  • EN = Energy cost
  • RNG = Range
Hero Ability Effect/5% Total Effect
Tychus Psi Storm -0.5s CD -10s CD
Stimpack -0.5s CD -10s CD
Shredder Grenade -0.5s CD -10s CD
Place Flaming Betty -0.5s CD -10s CD
Swann Place Hellfire Missile Battery -1.5s CD -30s CD
Place Flaming Betty -0.5s CD -10s CD
Place Gatling Turret -1.1s CD -22s CD
Tassadar Force Field +0.2 RNG +4.0 RNG
Empower -1.1s CD -22s CD
-0.3 EN -6 EN
Thunderstorm -1.5s CD -30s CD
-0.5 EN -10 EN
Nova Displace -2s CD -40s CD
Snipe -0.5s CD -10s CD
Strafe -2s CD -40s CD
Predator Battlecry -1s CD -20s CD
Corona -0.5s CD -10s CD
Demoralize -0.5s CD -10s CD
Phalanx -2s CD -40s CD
Major Anvil Combined Assault -1s CD -20s CD
+1s DUR +20s DUR
Mjölnir Protocol -1.1s CD -22s CD

Core users

While reduced cooldowns is useful, especially in the late game, not every hero needs these improvements. Certain heroes, however, benefit strongly from the reductions.

Nova

Between Lightweight Equipment Mastery and Stay On Target, Snipe's cooldown is reduced to 0. However, Snipe still has a 1 second cast time.

Between LW Equipment Mastery and Havoc, Strafe has its cooldown reduced to 7 seconds, with a duration of 4 seconds (5 seconds with Focused Attacks). This serves as the majority of Nova's damage output, both against large waves of Roaches and Zerglings, and against large enemies like Hive Guardians.

Tassadar

More Thunderstorms and Empowers for less mana is always good, but what's much more important is the bonus cast range on Force Fields.

Predator

All of Predator's active spells have their cooldowns reduced by LW Equipment Mastery. Probably most significantly, this takes Corona down to a 10-second cooldown, making it an extremely relevant source of damage output. The extra Battlecrys and Phalanxes are good for extra survivability (not that you really need that as you're already indestructable), and the extra Demoralizes are good for extending the life expectancy of adjacent Extremely Big Guns.

Interaction with other Masteries and Perks

Lightweight Equipment Mastery consumes Minerals to perform its upgrade steps. Once the Mastery has been taken, these expenses cannot be cancelled and will be paid automatically if the Minerals are available. If the Minerals are not available, research progress will stop, and every 15 seconds it will check again and try to proceed. This means that if you die without Iron Man Mastery, use a large number of Nukes, or have Weapons Research Mastery as well, LW Equipment Mastery can take a very long time to complete.

Three Perks can also interact with LW Equipment Mastery.

  • Compartmentalization removes the Mastery Point cost of LW Equipment Mastery, allowing it to be selected at the beginning of the game.
  • Mercenary gives the player an additional 3000 Minerals at the beginning of the game, and after every boss or Hive kill, giving a source of income to finance this Mastery.
  • Absorption gives the player additional Energy and Energy Regeneration when they cast spells. This can also help offset the additional energy consumption that comes with LW Equipment Mastery's cooldown reduction.