- Looming Barrier: a large, single-sided, front-facing shield is placed in front of you, creating cover. Ideal for placing in front of important tactical areas to help the team take over the area, or can be placed during a gunfight to provide cover for yourself.
-Rallying Barrier: a somewhat shorter shield than the Looming Barrier, only half a body high, suitable for crouching and shooting over the barrier, and the weapon will auto-load once in cover.
Jump Triple Choice:
-High Jump Up: A jet two-step jump allowing the player to fly higher.
-Focused Leap Up: Jet 2 jump allows the player to have better control over direction. Close to Gen 1's Titan Glide, which allows for fairly fast movement by tapping the jump button consecutively, though not as fast as Gen 1. The number of consecutive jumps has been reduced from Gen 1's 3 to 2. Still the better jumping option.
-Shot Leap: Jet 2 jumps have a much more explosive initial burst.
Grenade Triple Choice:
-Flash Grenade: Explodes when you stop rolling after throwing it, which can directly damage the enemy and cause the enemy's perspective to produce a white screen effect for a short time, and the enemy's radar will also be blocked, leaving the enemy unaware of what's going on. If you use this mine, it's recommended to go after the enemy after hitting him, as he won't be able to see you - unless there are other enemies around who will attack you.
- Pulse Grenade: Immediately explodes when thrown, creating a planar ranged attack effect multiple times. no one used this mine in Generation 1, and it doesn't seem to be working very well in Generation 2 so far.
-Lightning Grenade: Sticks to any surface and shoots lightning multiple times in the direction you are facing. It is recommended to throw it at the wall behind the enemy or on the path of progress, to block or close the way. 1 generation of the electric titan grenade king, hated by countless players, 2 generation of its weakened, after sticking to the wall will be built up for a short period of time before it begins to spray lightning, so pay more attention to the amount of time in advance. Enemies can destroy it with their weapons.
Superpower:
Fist of Havoc: L1+R1 activates it, instantly smashing the ground to unleash massive ranged damage. It can still be sustained afterwards, and pressing the fire button smashes the ground again, making it extremely threatening. This open talent point also allows you to press the melee button Iron Mountain. Aside from the inability to attack from a distance, there are no downsides to this move.
Talent points due to Beta only open a set, everyone read the game comes with the Chinese explanation is good, there is not much need to say. We'll do a comparison when the second set comes out in the official version.
Sentinel Titan (Attribute: Void)
Professional skills and Jump Titan are the same, refer to the above.
Grenades:
-Magnetic grenades: Sticky grenades, which automatically stick to the enemy and explode twice when thrown in the general direction of the enemy. The initial explosion will not kill the enemy directly, but the enemy will usually dodge afterward, and will need to be reloaded to die. If the enemy is bloodied, you can throw it and then immediately retreat to cover until the enemy is dead.
- Wall of Void Grenade: Explodes on the ground after being thrown, creating a horizontal wall of flame that burns enemies.
- Inhibition Grenade: Explodes when thrown and stops rolling, not only dealing direct damage, but also silencing the enemy, preventing them from using any skills, including two-steps, grenades, and moves, as well as interrupting skills that are in the process of being activated. It can also interrupt skills in progress.
Superpower:
Sentinel Shield: L1+R1 activate and press R1 for a powerful melee fighting attack, hold L2 for defense, and press L1 to throw a shield attack. Thrown shields will refract to attack other enemies. Killing an enemy with a shield melee attack will return blood directly. In addition, this open talent point allows players to hold L1+R1 while opening up, changing the offensive Sentinel Shield to the same shield as Generation 1, helping the team take up important tactical ground positions.