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BRC Republic Forces

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Добро пожаловать в гильдию BRC Republic Forces!

Данная тема предназначена для обсуждения новостей и событий, имеющих значение для всей гильдии и/или игры Star Wars: The Old Republic.



Основные источники полезной информации для новичков:

Темы о Гильдии и SWTOR:

1. Устав Гильдии: https://www.bioware.ru/forum/topic/29311/
2. Офицерский состав: https://www.bioware.ru/forum/topic/29332/
3. Ищу группу/опс: https://www.bioware.ru/forum/topic/29347/
4. PVP: https://www.bioware.ru/forum/topic/30974/
5. RP (Roleplay): https://www.bioware.ru/forum/topic/29302/
6. Крафт: https://www.bioware.ru/forum/topic/30946/
7. Гильд Банк https://www.bioware.ru/forum/topic/29319/
8. Завоевания: https://www.bioware.ru/forum/topic/29883/
9. Глупые вопросы по SWTOR: https://www.bioware.ru/forum/topic/28428/

Разделы на форуме:

1. Новости: https://www.bioware.ru/forum/forum/4/
2. Star wars: The old republic: https://www.bioware.ru/forum/forum/31/
3. Классы: https://www.bioware.ru/forum/forum/84/ Изменено пользователем `Joystick
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Ну значит пойдем без тебя сегодня

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Если необходимо будет заткнуть дыры в опсе, то у меня есть свободные персы. Есть танки, хилы, дамагеры.

 

Êmêrald - Sage
Êmerald - Shadow
Ephemeral - Sentinel
Êmèrâld - Guardian
Emeràld - Vanguard
Emërald - Commando
Èmeràld - Scoundrel
Emerâld - Gunslinger 

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всем добра

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Ну вот и утилити для классов. Убрал всё под спойлеры, чтобы во-первых было удобно просматривать, а во-вторых - не все хотят заранее увидеть эти данные (ведь есть вероятность, что изменения перед релизом будут вносится). Перечисленны все утилити без разделения по тирам.

 

UPDATE: Для некоторых утилити  стали известны позиции в тирах. Собственно это указано зеленым цветом. Tier 1 - Skillfull, Tier 2- MаsterFull, Tier 3 - Heroic.

UPDATE: Теперь доступны все реп классы :) Убрал все имперские.

 

Guardian

"Defiance"

"Generates 4 Focus when stunned, slept or knocked down."

<UtilityTier>1

 

"Gather Strength"

"Whenever your movement is impaired, you gain a 5% damage bonus to your next melee ability that costs Focus. This effect can stack up to 5 times and lasts Х seconds."

<UtilityTier>1

 

"Battlefield Command"

"Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds."

<UtilityTier>1

 

"Inspring Force"

"Freezing Force increases the movement speed of all allies within 8 meters, excluding yourself, by 50% for Х seconds."

<UtilityTier>2

"Preparation"

"When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by Х%."
<UtilityTier>2

 

"Narrowed Focus"

"Generates 1 additional Focus when taking direct area effect damage while Shien Form is active."

<UtilityTier>2

"Purifying Sweep"

"For the Defense discipline, Force Sweep slows the targets it damages by 60% for Х seconds. For the Vigilance and Focus disciplines, Force Sweep and Vigilantl Slash sunder the targets they damage for Х seconds. Sundered targets have their armor rating decreased by 20%."

<UtilityTier>2

 

"Guardianship"

"Challenging Call has a Х% chance to protect all allies within range, excluding yourself, granting Guardianship, which absorbs a moderate amount of damage. Lasts Y seconds."

<UtilityTier>2

 

"Intervention"

"Force Leap, Guardian Slash, Overhead Slash, Zealous Leap, and Guardian Leap grant Intervention, which makes your next Freezing Force consume no Focus and activate with a 0.5 second global cooldown."
<UtilityTier>2

 

"Daunting Presence"

"Force Leap finishes the cooldown on Force Kick. In addition, Saber Reflect lasts 2 seconds longer, and while Soresu Form is active, generates a high amount of threat on all engaged enemies within 30 meters when activated."

<UtilityTier>3

"Pulse"

"Reduces the cooldown of Force Stasis by 15 seconds."

"Whiplash"

"Saber Throw immobilizes the target for 3 seconds."

"Trailblazer"

"Cyclone Slash deals 25% more damage."

"Through Peace"

"Reduces the cooldown of Focused Defense by 30 seconds."

"Peaceful Focus"

"Focused Defense removes all cleansable effects when activated."

"Stagger"

"Increases the duration of Force Leap's immobilize effect by 1 second."

"Jedi Warden"

"Reduces the cooldown of Force Push by 15 seconds, and Freezing Force no longer consumes any Focus."

"Intercessor"

"Reduces the cooldown of Guardian Leap by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Guardian Leap."

"True Harmony"

"Endure Pain increases your movement speed by 50% and grants immunity to movement-impairing effects while active."

"Second Wind"

"Reduces the cooldown of Resolute by 30 seconds and causes Resolute to heal you for 10% of your maximum health when used."

"Debilitation"

"Master Strike immobilizes the target for the duration of the ability."

 

Sentinel

"Defiance"

"Generates 4 Focus when stunned, slept or knocked down."

<UtilityTier>1

"Incisor"

"Force Leap and Zealous Leap have a Х% chance to snare the target, reducing its movement speed by 50% for Y seconds."

<UtilityTier>2

"Recompense"

"Each use of Riposte reduces the active cooldown of Rebuke by Х seconds."

<UtilityTier>2

"Pulse"

"Reduces the cooldown of Force Stasis by 15 seconds."

"Force Aegis"

"Increases the duration of Guarded by the Force by 2 seconds."

"Trailblazer"

"Cyclone Slash deals 25% more damage."

"Jedi Crusader"

"While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 3 seconds."

 

"Defensive Roll"

"Reduces damage taken from area effects by 30%."

"Jedi Enforcer"

"Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.

"Fleetfooted"

"When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%."

"Blood Ward"

"Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This effect cannot occur more than once every 1.5 seconds."

"Stagger"

"Increases the duration of Force Leap's immobilize effect by 1 second."

"Brooding"

"Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds."

"Displacement"

"Increases the range of Pacify by 6 meters and allows Rebuke to be used while stunned."

"Enduring"

"Reduces the cooldown of Guarded by the Force by 30 seconds."

"Just Pursuit"

"Leg Slash consumes 2 less focus. In addition, using Leg Slash against a target already slowed by your Leg Slash immobilizes that target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds."

"Force Fade"

"Increases the duration of Force Camouflage by 2 seconds and further increases the movement speed bonus of Force Camouflage by 20%."

 

"Defensive Forms"

"You build 2 Zen when attacked. This effect cannot occur more than once every 1.5 seconds. Additionally, the effect of your lightsaber forms are improved while they are active: Shii-Cho Form: Further increases damage reduction by 2%;Juyo Form: Increases internal and elemental damage reduction by 5%;Ataru Form: Increases your movement speed by 15%."

"Watchguard"

"Reduces the cooldown of Pacify by 15 seconds and Force Kick by 2 seconds."

"Expunging Camouflage"

"Force Camouflage removes all cleansable effects when activated."

"Debilitation"

"Master Strike immobilizes the target for the duration of the ability."

 

Commando

Concussive Force
Stockstrike immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.
<UtilityTier>1

Cell Capacitor
Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.
<UtilityTier>1

Charged Barrier
Charged Bolts, Grav Round, and Medical Probe build a Charged Barrier that reduces damage taken by 1% for << seconds. Stacks up to 5 times.
<UtilityTier>1

Parallactic Combat Stims
You recharge 10 energy cells when stunned, immobilized, knocked down or otherwise incapacitated.
<UtilityTier>1

Suit FOE
When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for 12 seconds.
<UtilityTier>2

Electro Shield
When activated, your Reactive Shield charges with electricity, zapping attackers for <<1 elemental damage while it remains active. This effect cannot occur more than once each second.
<UtilityTier>2

Reflexive Shield
When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts 6 seconds. This effect cannot occur more than once every 10 seconds.
<UtilityTier>3

Reflexive Battery
Increases the damage dealt by Concussion Charge by 30%. In addition, taking damage reduces the active cooldown of Concussion Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
<UtilityTier>3

Kolto Wave
Concussion Charge heals you and up to 7 other allies within range for X.
<UtilityTier>3

Efficient Conversions
Removes the energy cell cost of Concussion Charge, Concussive Round, Field Aid, and Cryo Grenade.

Forced March
Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.

Combat Shield
Reactive Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.

Nightvision Scope
Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.

Overclock
Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.

Heavy Trooper
Increases Endurance by 3% and all healing received by 3%.

Med Zone
Increases all healing received by 20% while Reactive Shield is active.

Tenacious Defense
Reduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds.

Supercharged Reserves
Reduces the cooldowns of Field Aid and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.

Advance the Line
Increases the duration of Hold the Line by 4 seconds.

Chain Gunnery
Increases the damage dealt by Hail of Bolts by 25%.

Shock Absorbers
Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.

 

Vanguard

Battlefield Training
Increases movement speed by 15%
<UtilityTier>1

Parallactic Combat Stims
You recharge 10 energy cells when stunned, immobilized, knocked down or otherwise incapacitated.
<UtilityTier>1

Reflective Armor
When Into the Fray is triggered, it will also deal <<1 elemental damage to the attacker if the attacker is within 10 meters.
<UtilityTier>1

Entangling Heat
Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 50% for 6 seconds.
<UtilityTier>1

 

Electro Shield
When activated, your Reactive Shield charges with electricity, zapping attackers for <<1 elemental damage while it remains active. This effect cannot occur more than once each second.
<UtilityTier>2

 

Guard Cannon
Increases the damage dealt by Shoulder Cannon by 5%. In addition, damaging a target with your Shoulder Cannon missiles heals you for 5% of your total health.
<UtilityTier>3

 

Paralytic Augs
Increases the stun durations of Cryo Grenade and Neural Surge by 1 second each.

Re-energizers
When Reserve Powercell is activated, it recharges 10 energy cells over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Cell is active, or reduces threat towards all current enemies if Ion Cell is not active.

Containment Tactics
Reduces the cooldown of Cryo Grenade by 10 seconds.

Emergency Stims
Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.

Shrap Satchel
Increases Explosive Surge damage by 25%

Focus Stims
Battle Focus increases damage done by 5% while Ion Cell is active and increases damage reduction by 5% while Ion Cell is not active.

Efficient Tools
Increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.

Iron Will
Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Hold the Line by 5 seconds.

Defensive Measures
Harpoon immobilizes the target for 3 seconds. In addition, Stealth Scan immobilizes any targets it reveals for 3 seconds.

Charge the Line
Hold the Line increases movement speed by an additional 45% while active.

Accelerated Reel
Reduces the cooldown of Harpoon by 15 seconds

Advance the Line
Increases the duration of Hold the Line by 4 seconds.

Sonic Rebounder
Sonic Round 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.

Muzzle Augs
Increases the range of Ion Pulse and Tactical Surge by 5 meters and the radius of Explosive Surge by 2 meters.

Frontline Defense
Reduces the cooldown of Riot Strike by 2 seconds

 

Scoundrel

Holdout Defense
Slapping a target with Blaster Whip grants Holdout Defense, increasing your movement speed by 50% for 3 seconds.
<UtilityTier>1

Sneaky
Increases movement speed by 7.5% and effective stealth level by 1.
<UtilityTier>1

Stopping Power
Tendon Blast immobilizes the target for 2 seconds
<UtilityTier>2

Flee the Scene
Reduces the cooldown of Disappearing Act by 30 seconds and Sneak by 15 seconds. In addition, activating Disappearing Act increases movement speed by 50% for 6 seconds.
<UtilityTier>2

Dirty Trickster
Surrender will also purge movement-impairing effects when activated.
<UtilityTier>2

Med Screen
Your Defense Screen heals you for <<1 when it collapses.
<UtilityTier>2

Keep Cool
Cool Head now immediately restores 16 additional energy.
<UtilityTier>2

Scramble
Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
<UtilityTier>3

Surprise Comeback
Pugnacity now additionally grants Surprise Comeback, restoring 4% of total health every 3 seconds and reduces damage received by 20% for the duration.
<UtilityTier>3

Hotwired Defenses
Increases the amount of damage absorbed by Defense Screen by 30%.

Smuggled Get-up
Reduces all area of effect damage taken by 30%.

Smuggled Defenses
Reduces the cooldown of Escape by 30 seconds, Defense Screen by 4 seconds and Smuggle by 60 seconds.

Dirty Escape
Reduces the cooldown of Dirty Kick and Flash Grenade by 15 seconds.

Scar Tissue
Increases damage reduction by 5%.

Anatomy Lessons
Reduces the energy cost of Dirty Kick and Tendon Blast by 5.

Sedatives
When Tranquilizer wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.

Flash Powder
Reduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.

Skedaddle
When activated, Disappearing Act grants 2 seconds of Dodge.

Get the Bulge
Tendon Blast will now grant Upper Hand.

Let Loose
Blaster Volley deals 15% more damage and costs 10 less energy.

K.O.
When used from stealth, Back Blast and Point Blank Shot interrupt and immobilize the target for 3 seconds.

 

Gunslinger

Holdout Defense
Slapping a target with Blaster Whip grants Holdout Defense, increasing your movement speed by 50% for 3 seconds.
<UtilityTier>1

Ballistic Dampers
Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
<UtilityTier>1

Cool Under Pressure
While in cover, you heal for 1% of your total health every 3 seconds.
<UtilityTier>1

Snap Shot
Entering cover makes the next Charged Burst or Dirty Blast activate instantly. This effect cannot occur more than once every 6 seconds.
<UtilityTier>1

Dirty Trickster
Surrender will also purge movement-impairing effects when activated.
<UtilityTier>2

Pandemonium
Activating Pulse Detonator makes the next Charged Burst or Dirty Blast activate instantly.
<UtilityTier>2

Holed Up
Reduces all area effect damage taken by 30% while Hunker Down is active.
<UtilityTier>3

Hotwired Defenses
Increases the amount of damage absorbed by Defense Screen by 30%.

Calculated Pursuit
You gain 4 charges of Hot Pursuit upon exiting cover, which reduces the energy cost of Quick Shot by 100%. Each use of Quick Shot consumes 1 charge, and consumes of the first charge triggers a 20 second rate-limit on this skill. This effect lasts 15 seconds but is also removed by consuming all charges or reentering cover.

Cover Screen
When exiting cover, you increase your ranged defense by 20% for 6 seconds.

Heads Up
When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.

Lay Low
Reduces the cooldown of Hunker Down by 15 seconds and Pulse Detonator knocks targets back an additional 4 meters.

Dirty Escape
Reduces the cooldown of Dirty Kick and Flash Grenade by 15 seconds.

Hold Your Groun
Reduces the cooldown of Escape by 30 seconds, Defense Screen by 4 seconds and Pulse Detonator by 5 seconds.

Compounding Impact
Each shot of Speed Shot and Penetrating Rounds snare the target by 20% for 3 seconds. The effect can stack up to 4 times.

Riot Screen
Reduces all damage taken while in cover by 6% and reduces the cooldown of Scrambling Field by 30 seconds.

Flash Powder
Reduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.

Kneecappin
Increases the Trauma duration of Flourish Shot by 6 seconds. In addition, when Leg Shot's immobilize effect wears off, the target's movement is slowed by 70% for 3 seconds.

Efficient Ammo
Increases the damage dealt by Sweeping Gunfire by 25%

Crippling Diversion
Diversion will also snare all targets by 50% for long as they remain in the area.

Trip Shot
Reduces the cooldown of Leg Shot by 3 seconds.

 

Shadow

"Misdirection"

"Increases your movement speed by 15% and your effective stealth level by 5."

<UtilityTier>1

 

"Force Wake"

"Force Wave binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely."

<UtilityTier>1

 

"Egress"

"Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration."

<UtilityTier>2

 

"Celerity"

"Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds."

 

"Lambaste"

"Increases the damage done by Whirling Blow by 25%."

 

"Mental Defense"

"Reduces all damage taken while stunned by 30%."

 

"Shadowy Veil"

"Increases your armor rating by 30% while Force Technique or Shadow Technique is active. In addition, targets you Guard gain Shadowy Veil when they take damage, increasing their damage reduction by 1%. This effect stacks up to 3 times, cannot occur more than once per second, and lasts up to 10 seconds if you keep Guard on the target."

 

"Pinning Resolve"

"Reduces the cooldown of Force Stun by 10 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target."
 

"Mind Over Matter"

"Increases the durations of Resilence by 2 seconds and Force Speed by 0.5 seconds."

 

"Nerve Wracking"

"Targets controlled by your Spinning Kick or Force Stun take 5% more damage from all sources."

 

"Sapped Mind"

"When damage breaks your Mind Maze prematurely, the target will suffer from a Sapped Mind, reducing the damage they deal by 25% for 10 seconds."

 

"Fade"

"Reduces the cooldown of Blackout by 15 seconds and Force Cloak by 30 seconds"

 

"Force Harmonics"

"Reduces the cooldown of Force Wave by 2.5 seconds and Force Potency grants 1 additional charge when activated."

 

"Subduing Techniques"

"Increases the duration of Force Slow and reduces its cooldown by 6 seconds each."

 

"Cloak of Resilience"

"Activating Force Cloak grants 2 seconds of Resilience."

 

"Motion Control"

"Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%."

 

"Shadow's Shelter"

"Increases all healing received by 3%. In addition, deploying Phase Walk also deploys Shadow's Shelter, increasing the healing done by those within 5 meters of the Phase Walk by 5%."

 

"Containment"

"If your Force Lift breaks early from damage, the target is stunned for 2 seconds. In addition, Force Lift activates instantly."

 

"Martial Prowess"

"Force Pull immobilizes its target for 3 seconds, Serenity Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off."

 

"Sturdiness"

"While Deflection is active, you are immune to stun, sleep, lift, and incapacitating effects."

 

"Humbling Strike"

"When a target recovers from being stunned by your Spinning Kick or Force Stun, its movement speed is slowed by 90% for the following 3 seconds."

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Короче, я вижу два варианта:

1) Если в БХ по счастливой случайности не будет никого из больших конкурентов (на подобие ПК, Детокс, Ауткаст), мы идем туда и ПвП-шимся до посинения.

2) Если БХ занята, идем на Квеш и в зависимости от ситуации комфортно набиваем кап кому как удобно (ПвП + крафт) или сражаемся, если вдруг будут шансы.

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За тактики не парьтесь - я все помню ;) Попытаюсь даже рассказать... Если получится)

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А я не парюсь про тактику - она для ДДшников заключается всего лишь в трех пунктах в опсах:

1. Стоять сзади или сбоку от босса  и выжимать весь дпс, какой есть

2. Избегать АоЕ

3. Слушать вопли хилеров и танков :D

4. В случае, если 1-3 не работает, то действовать по ситуации и магюгам РЛ в ТС

Железно работает уже как 3 года ;)

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Атару с отхилом сейбер варда, 6 секундным гард бай зе форсом и 10 сек ребуком... О да детка.

Идеальный сент в атару:

1) "Force Aegis" "Increases the duration of Guarded by the Force by 2 seconds."

2) "Defensive Roll" "Reduces damage taken from area effects by 30%."

3) "Jedi Enforcer" "Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.

4) "Defensive Forms" "You build 2 Zen when attacked. This effect cannot occur more than once every 1.5 seconds. Additionally, the effect of your lightsaber forms are improved while they are active: Shii-Cho Form: Further increases damage reduction by 2%;Juyo Form: Increases internal and elemental damage reduction by 5%;Ataru Form: Increases your movement speed by 15%."

5) "Blood Ward" "Getting attacked while Saber Ward is active heals you for 3% of your maximum health. This effect cannot occur more than once every 1.5 seconds."

6) "Brooding" "Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds."

7) "Debilitation" "Master Strike immobilizes the target for the duration of the ability."

P.s. если они идут в том порядке как ты описал, то Bioware таки добрались до сента и сломали его как класс.

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"Through Peace" "Reduces the cooldown of Focused Defense by 30 seconds."

"Peaceful Focus" "Focused Defense removes all cleansable effects when activated."

FD из фигни при 1.2 таки эволюционировала в конфетку  :drinks:  меньше головной боли хилам?

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гардианы дд дно, ничего не дали... 

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Ну... не, в DF/DP такие фокусы не проходят)

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Еще как проходят)

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Буду отсутствовать с 24 октября по 1 ноября включительно.

Следующая дата сбора назначена нами на 22 октября 20:00 по МСК. Фейман, ты будешь нам очень нужен. Будем одевать наших дамагеров в актуальный гир, проходя Стори ДФ и ДП.

Сегодняшний рейд я считаю успешным, т.к. не надеялся, что мы завалим Нефру на ХМе.  :-$

 

P.S.: Мак, покупай микрофон!  :ph34r:

Изменено пользователем Sagenzo

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Среда (22.10.14) в 20:00 мск сбор пойдем на DF/DP/S&V SM

HM нам пока недоступен(ну кроме Нерфы), поэтому пока одеваемся до уровня 168 минимум. Завтра постараюсь достать чертов микрофон.

 

В четверг тоже пойдем.

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Она, кстати, "Нефра" )

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Мак, поправь, я не из Опс5 теперь.

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Мак, поправь, я не из Опс5 теперь.

В среду ганслингером заходи :good:

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А вот и дисциплины :)
Для большинства способностей указаны уровни, на которых они будут доступны. Для некоторых уровни пока под вопросом,но в любом случае все способности в дисциплинах перечисленны, дабы дать представление о том, как же классы будут выглядеть в 3.0.
Зеленым цветом указаны активные абилки, а пассивки, соответственно, указаны белым.

Sentinel

 

Watchman

Level - 10 (Active)
Cauterize
Strikes the target for X weapon damage and deals an additional X elemental damage over Y seconds. Requires two lightsabers.

Level  - 26
Overload Saber (Active)
Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for X elemental damage over 6 seconds. Stacks up to 3 times. Requires Juyo Form.


Level - 32
Focused Leap
Force Leap generates 1 additional focus

Level - 36
Merciless Zeal
Critical hits with burn effects heal you for 0.5% of your maximum health.

Level - 40
Plasma Blades
Your burn effects have a 20% chance to build 1 focus when dealing damage. This effect cannot occur more than once every 4 seconds.

Level - 41
Merciless Slash (Active)
Strikes the target with both lightsabers for X weapon damage. Each use of this ability grants Merciless for 24 seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers


Level - 44
Burning Focus
Your direct damage attacks that critically hit a burning target build 1 focus. This effect cannot occur more than once 4 seconds. In addition, Merciless Slash makes its target assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage

Level - 48
Inexhaustible Zeal
Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total

Level - 52
Searing Saber
Increases the critical strike damage of your burn effects by 15%.

Level - 56
Blazing Ward
Dealing burn damage to a target increases your damage reduction by 5% for 3 seconds

Level - 57 (Active)
Force Melt
Calls on the power of the Force to melt the target, causing it to burn for X elemental damage over Y seconds.



Juyo Mastery
Your burn effects are 1% more likely to critically hit per stack of Juyo Form

Mind Sear
Increases the duration of Cauterize's burn effect by 3 seconds

Close Quarters
Reduces the minimum range of Force Leap by 10 meters and its cooldown by 2 seconds

Repelling Blows
Increases the direct damage dealt by Cauterize by 5%

Burning Sweep
Force Sweep spreads your Cauterize and Force Melt burns to targets it hits, if it hits a target already affected by those burns

Accelerating Victory
Juyo Form and Merciless build two stacks at a time
 

Combat

Level - 10 (Active)
Ataru Form
Enters an acrobatic lightsaber form, increasing accuracy by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals X weapon damage. This effect cannot occur more than once every 1.5 seconds

Level  - 26 (Active)
Blade Rush
Strikes the target with both weapons for X weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Blade Rush, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers


Level - 28
Opportune Attack
Damage dealt by Ataru Form grants Opportune Attack, which makes your next Blade Storm or Clashing Blast deal 5% more damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%

Level - 32
Combat Trance
When Opportune Attack is consumed by Blade Storm, you generate 1 focus

Level - 36
Immaculate Force
Opportune Attack now additionally increases the critical chance of Blade Storm by 50%

Level - 40
Saber Screen
When your Ataru Form deals damage, your damage reduction and melee and ranged defense are increased by 2%. Stacks up to 3 times. Lasts 10 seconds

Level - 41 (Active)
Precision Slash
Slashes the target for X weapon damage and grants Precision for 6 seconds, which increases armor penetration by 100%. Requires two lightsabers


Level - 52
Hand of Justice
Damage dealt by Ataru Form triggers hand of Justice, which finishes the cooldown on Dispatch and makes your next Dispatch usable on a target at any health level without consuming any focus. This effect cannot occur more than once every 20 seconds

Level - 56
Force Health
Increases damage reduction by 2%. In addition, Twin Saber Throw builds 2 focus

Level - 57 (Active)
Clashing Blast
Unleashes a powerful blast of Force energy at the target, dealing X energy damage. The blast stuns standard and weak enemies for 5 seconds. Shares a cooldown with Blade Storm



Ataru Mastery
Increases the damage dealt by your triggered Ataru Form attacks by 5%

Ataru Savvy
While Ataru Form is active, Cyclone Slash triggers an Ataru Form strike on each enemy target it damages

Efficient Strikes
While Ataru Form is active, Zen reduces the focus consumed by Blade Rush and Cyclone Slash by 1

Saber Storm
Increases the critical strike damage bonus of Blade Rush, Precision Slash, and Clashing Blast by 10%

Righteous Zeal
Reduces the cooldown of Zealous Strike by 3 seconds

Dual Wield Mastery
Increases the damage dealt with offhand lightsaber attacks by 25%

Swift Blades
Reduces the cooldowns of Blade Storm and Clashing Blast by 3 seconds and the focus they consume by 1


Concentration (бывший Focus)

Level - 10 (Active)
Focused Burst
Bursts the enemy target with a powerful burst of Force energy, dealing X kinetic damage


Level  - 26 (Active)
Zealous Leap
Leaps to a target, dealing X weapon damage and immobilizing the target for 1 second. Strikes with both weapons if dual wielding


Level - 28
Momentum
Reduces the cooldown of Zealous Leap by 3 seconds, and while Shii-Cho Form is active, Force Leap and Zealous Leap make your next Blade Storm consume no focus

Level - 32
Nimble Slashes
While Shii-Cho Form is active, Strike, Zealous Strike, Slash, Cyclone Slash, Blade Storm, Dispatch, and Concentrated Slice reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second

Level - 36
Felling Blow
Force Leap and Zealous Leap make your next Force Sweep or Focused Burst used within 20 seconds an automatic critical hit

Level - 40
Heightened Power
Increases all damage dealt by 10% for 6 seconds after dealing damage with Force Sweep or Focused Blast. This effect cannot occur more than once every 8 seconds

Level - 41 (Active)
Force Exhaustion
Progressively slows the target from 50% to 5% movement speed over << seconds and deals X kinetic damage each second. At the end of the duration, the target is crushed and takes an additional X kinetic damage


Level - 44
Koan
While Shii-Cho Form is active, damage dealt by Force Exhaustion grants Koan, increasing the damage dealt by your next Force Sweep or Focused Burst by 5% and reducing the focus consumed by your next Force Sweep or Focused Burst by 34%. Koan stacks up to 3 times. Additionally, Zen instantly grants 3 stacks of Koan when used while Shii-Cho Form is active.

Level - 56
Force Flagellation
Slash, Cyclone Slash, Dispatch, and Concentrated Slice deal <<1 additional Force energy damage. In addition, damage dealt by Force Sweep and Focused Burst overwhelms targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks

Level - 57 (Active)
Concentrated Slice
Slices the target for X weapon damage. Attacks with both weapons if dual wielding


Level - 59
Concentrated Defense
While Shii-Cho Form is active, Concentrated Slice grants Concentrated Defense, increasing your defense chance by 10% for 6 seconds



Shii-Cho Mastery
Shii-Cho Form increases armor penetration by 30%

Focused Resonance
Increases the critical strike damage of all attacks by 15%

Gravity Defiance
Zealous Leap and Force Exhaustion each consume 1 less focus

Swelling Winds
Increases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds each

Saber Strength
Increases the damage you deal with saber attacks by 5%

Decisive Slashes
Increases the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 10%

 

 

Gunslinger

Sharpshooter

Level - 10 (Active)
Aimed Shot
Fires a well-aimed shot that deals X weapon damage. Fires both blasters if dual wielding


Level - 16
Charged Aim
Charged Burst gets your blasters charged up, reducing the activation time of your next Aimed Shot by 0.25 seconds. Stacks up to 2 times

Level - 20
Percussive Shot
When Aimed Shot strikes a target within 10 meters, the target is knocked back several meters

Level  - 26 (Active)
Penetrating Rounds
Unleashes a number of rounds that deal X weapon damage and sunder the target for 45 seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Shares a cooldown with Speed Shot

Level - 41 (Active)
Trickshot
Fires a wild follow-up shot at the target that deals X weapon damage. Only usable within the 5 seconds immediately following a Charged Burst, Aimed Shot, Quickdraw or a complete Speed Shot. Requires both blasters


Level - 44
Recoil Control
Firing Charged Burst twice in a row, firing Quickdraw or Aimed Shot once, or completing a Speed Shot now finishes the cooldown on Trickshot

Level - 48
Smoking Barrels
Trickshot reduces the energy cost of your next two Charged Bursts by 5

Level - 57 (Active)
Burst Volley
Immediately finishes the cooldown of Penetrating Rounds, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts 15 seconds


Level - 59
Honed Shots
Charged Burst grants Honed Shots, increasing the critical hit chance and damage done by Charged Burst by 5% for 15 seconds. Stacks up to 3 times



Stay Low
Increases the duration of Hunker Down by 3 seconds. In addition, when you enter cover after using Hightail It, you gain Hunker Down for the first 3 seconds

Slick Shooter
Increases the critical hit chance of Charged Burst and Trickshot by 4%. Additionally increases armor penetration by 10%

Rapid Fire
Reduces the cooldown of Aimed Shot and Speed Shot by 3 seconds

Foxhole
Increases the energy regeneration rate by 1 per second while in cover

Deadeye
Increases the critical damage dealt by Aimed Shot, Penetrating Rounds, Trickshot, Charged Burst, and Quickdraw by 30%

Aim High
Increases the critical chance of Quickdraw and Penetrating Rounds by 15% and reduces and reduces the energy cost of Quickdraw by 3

Sharp Aim
Aimed Shot ignores 20% of the target's armor

Accurized Blasters
Increases the critical chance of Sweeping Gunfire by 15% and increases its critical damage by 30%

Saboteur

Level - 10 (Active)
Sabotage Charge
Attaches a sabotage charge to the target that detonates when the target takes damage, dealing X kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing X additional elemental damage over 3 seconds


Level - 20
Contingency Charges
After Sabotage Charge detonates, it drops X contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing X kinetic damage to the target. Contingency Charges cannot be detonated more than once every half second

Level - 24
Insurrection
Increases the number of Contingency Charges dropped by Sabotage Charge by 2. In addition, when your Contingency Charges detonate, you recover 5 energy

Level  - 26 (Active)
Shock Charge
Hurls an electric shock device that latches on to the target, dealing X energy damage over 18 seconds. Only one shock charge can be active at a time


Level - 28
Sapping Charge
Shock Charge reduces the target's movement speed by 70% for the duration

Level - 36
Blazing Speed
Speed Shot burns the target, dealing X elemental damage over 6 seconds. Stacks up to 3 times

Level - 41 (Active)
Incendiary Grenade
Throws an incendiary device that sets the target area on fire, dealing X elemental damage over 18 seconds to up to 8 targets within 5 meters and slowing all affected targets by 70% while they remain in the target area. Only one incendiary grenade can be active at a time


Level - 52
Scatter Bombs
Reduces the energy cost of Thermal Grenade by 5. In addition, when rolling with Scamper, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing X kinetic damage to any nearby enemy. Enemies can only be struck by 2 bombs

Level - 57 (Active)
Sabotage
Deals X energy damage to the enemy affected by your Shock Charge and stuns the enemy for 2 seconds if it is also affected by your Incendiary Grenade


Level - 59
Seize the Moment
After activating Sabotage, the next Thermal Grenade costs no energy



Spacer
Reduces the activation time of XS Freighter Flyby by 1 second and its cooldown by 15 seconds. In addition, Incendiary Grenade overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks

Saboteur's Utility Belt
Reduces the cooldown of Thermal Grenade by 6 seconds and increases the critical hit chance by 10%

Arsonist
Increases the critical damage dealt by Sabotage Charge, Shock Charge, Sabotage, and all area effects by 30%

Independent Anarchy
Increases the damage dealt by Sabotage Charge, Contingency Charges, Thermal Grenade, Sweeping Gunfire, Incendiary Grenade, Scatter Bombs, and XS Freighter Flyby by 15%

Jury-Rigged Mods
Reduces the cooldown of Speed Shot by 6 seconds, reduces the energy cost of Speed Shot by 1 per second, and reduces the energy cost of Charged Burst by 5

Dealer's Discount
Reduces the energy cost of Sabotage Charge, Shock Charge and Incendiary Grenade by 5

Hot Shot
Charged Burst and Quick Shot apply 1 stack of Blazing Speed's effect to the target


Dirty Fighting

Level - 10 (Active)
Shrap Bomb
Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact in a 5-meter radius on impact, dealing X internal damage over 24 seconds to up to 8 targets


Level - 20
Feelin' Woozy
Shrap Bomb reduces the movement speed of all targets by 30% for 6 seconds

Level  - 26 (Active)
Wounding Shots
Fires a wave of bolts at the target, dealing X weapon damage and spending 6 energy each second. When you deal damage with Wounding Shots, each of your bleed effects on the target also deal damage


Level - 28
Fighting Spirit
Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energy

Level - 41 (Active)
Hemorrhaging Blast
Deals X weapon damage and for the next 10 seconds causes the target to take an additional X weapon damage whenever it takes damage from your Wounding Shots or a bleed effect. Requires both blasters to activate


Level - 52
Dirty Shot
Damage dealt by Wounding Shots has a 45% chance to trigger Dirty Shot, which finishes the cooldown of Quickdraw and makes your next Quickdraw usable on a target with any health level

Level - 57 (Active)
Dirty Blast
Shoots a target for X weapon damage and X internal damage


Level - 59
Incendiary Mine
Increases the duration of your Scrambling Field by 5 seconds. In addition, when you activate Scamper, you detonate an Incendiary Mine that deals X internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts 8 seconds. Does not affect sleeping or incapacitated targets



Cheap Shots
Increases the damage dealt by Charged Burst, Dirty Bast, Speed Shot and Wounding Shots by 5%

Open Wound
Increases the duration of Vital Shot by 6 seconds

Bombastic
Increases the damage dealt by Thermal Grenade by 5% and reduced the energy cost of Speed Shot by 1 per second

Concussion
Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects

Extra Shrapnel
Shrap Bomb spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot

Reopen Wounds
Increases the critical chance of Wounding Shots and Speed Shot by 10%

Cold Blooded
Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Sanguinary Shot, it finishes the cooldown of Sanguinary Shot

Black Market Equipment
Increases the critical hit chance of all periodic effects by 10%

Mortal Wound
Vital Shot has a 15% chance to tick twice when it inflicts damage. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage

 

 

Commando

Gunnery

Level - 10 (Active)
Grav Round
Fires a round that creates a gravity vortex on the target, dealing X kinetic damage, crushing the target's armor and reducing armor rating by 20% for 45 seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for 45 seconds


Level - 12
Charged Barrel
Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% and reducing the activation time of the next Advanced Medical Probe by 20%. Stacks up to 5 times

Level  - 26 (Active)
Demolition Round
Fires a demolition round that explodes on contact, dealing X kinetic damage. This damage is increased by 10% if the target is affected by your gravity vortex


Level - 40
Curtain of Fire
Grav Round finishes the cooldown on Full Auto and Boltstorm and increases the damage dealt by the next Full Auto or Boltstorm by 25%. This effect cannot occur more than once every 8 seconds

Level - 41 (Active)
Vortex Bolt
Fires a bolt that deals X weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantly


Level - 52
Decoy
Diversion intercepts and absorb the next incoming direct Force or tech attack. Lasts 10 seconds

Level - 57 (Active)
Boltstorm
Fires a continuous stream of bolts that deals X weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Shares a cooldown with Full Auto.


Level - 59
Blowback
Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 seconds



Blazing Barrel
Increases the critical chance of Hail of Bolts by 15% and its critical damage bonus by 30%

Cell Charger
While Armor Piercing Cell is active, you regenerate 2 energy cells every 1.5 seconds

Gravity Surge
Round now applies an additional stack of Charged Barrel and Charged Barrier, if applicable

Burst Mode
While Armor Piercing Cell is active, the armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks

Ironsights
Increases the damage dealt by grenade attacks, round attacks, and Vortex Bolt by 10%. Additionally, Vortex Bolt marks its target. Marked targets take 5% more damage from ranged attacks

Cover Fire
Full Auto and Boltstorm slow the target's movement speed by 70% for 2 seconds with each hit

Deadly Cannon
Increases the critical damage bonus of High Impact Bolt, Grav Round, Demolition Round, Vortex Bolt, and Boltstorm by 30%

Rotary Cannon
Increases the critical hit chance for Full Auto, Boltstorm, and Vortex Bolt by 15%

Charged Launcher
Increases the damage dealt by High Impact Bolt, Grav Round, Demolition Round, and Electro Net by 5%


Combat Medic

Level - 10 (Active)
Medical Probe
Summons a probe that heals for X


Level - 24
Emergency Response
Eliminates the energy cell use by Bacta Infusion. In addition, activating Bacta Infusion grants Emergency Response, which makes your next Advanced Medical Probe activate instantly. Lasts 15 seconds

Level  - 26 (Active)
Kolto Bomb
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for X


Level - 28
Kolto Residue
Kolto Bomb leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Advanced Medical Probe grants Invigorated to its target, increasing healing received by 3% for 45 seconds

Level - 36
Kolto Pods
Kolto Bomb leaves a pool of kolto that heals allies for <<1 over 3 seconds

Level - 40
Field Triage
Activating Medical Probe grants a charge of field Triage, which reduces the cost of your next Advanced Medical Probe by 5 energy cells. This effect can stack up to 3 charges

Level - 41 (Active)
Trauma Probe
Deploys a Trauma Probe with 6 charges that lasts up to 3 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for X. This effect cannot occur more than once every 3 seconds. A target may not have more than one Trauma Probe active


Level - 44
Psych Aid
Field Aid now removes negative mental effects and heals the target for X

Level - 48
Preventative Medicine
Bacta Infusion applies Preventative Medicine to the target, healing for an additional X over Y seconds. Additionally, Successive Treatment grants the Protected effect to targets it heals, increasing their armor by 10% for 45 seconds

Level - 57 (Active)
Successive Treatment
Heals a friendly target for X over the duration, and heals one new friendly target within 20 meters for X with each tick, healing up to four total targets with the final tick. 28 energy cells are used over the channel duration


Level - 59
Med Boosters
Reduces the energy cells depleted of Kolto Bomb by 5, and increases the critical heal chance of Trauma Probe by 5%. Additionally, Med Shot regenerates 1 energy cell when it normally heals and 2 energy cells when it critically heals



Treated Wound Dressings
Reduces all damage taken by 5% while Combat Support Cell is active

Probe Medic
Increases the max number of Trauma Probe charges by 3, increases the healing each charge does by 15%, and reduces the rate limits of Trauma Probe by 1 second each

Steady Hands
Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%

Potent Medicine
Increases the critical healing bonus of all heals by 15%

Field Medicine
Increases the healing done by Bacta Infusion and Advanced Medical Probe by 5%. In addition, Medical Probe generates an extra stack of Supercharge when activated, and Successive Treatment channels 20% faster

Quick Thinking
Reduces the activation time of Medical Probe by 0.5 seconds and reduces the cooldown of Advanced Medical Probe by 3 seconds



Assault Specialist

Level - 10 (Active)
Incendiary Round
Launches an incendiary projectile, setting the target ablaze for <X elemental damage and an additional X elemental damage over Y seconds


Level - 20
Scorching Bolts
High Impact Bolt and Mag Bolt ignores 30% of the target's armor, and dealing damage with either ability will always trigger your Plasma Cell, if it is active. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 10 energy cells

Level  - 26 (Active)
Assault Plastique
Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for X kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates


Level - 28
Ionic Accelerator
While Plasma Cell is active, Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt cost no energy cells. This effect cannot occur more than once every 8 seconds

Level - 40
Hyper Assault Rounds
Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the cost of your next Explosive Round by 10 and increases the damage it deals by 75%. This effect cannot occur more than once every 15 seconds

Level - 41 (Active)
Serrated Bolt
Fires special serrated bolts at the target that deal X weapon damage and cause the target to bleed for X internal damage over 15 seconds


Level - 52
Degauss
Activating Diversion increases your defense chance by 25% for 6 seconds

Level - 57 (Active)
Mag Bolt
Fires a very powerful shot at the target that deals X weapon damage. Shares a cooldown with High Impact Bolt


Level - 59
Blazing Celerity
Damage dealt by Plasma Cell has a 50% chance to make your next Charged Bolts or Serrated Bolt activate instantly. This effect cannot occur more than once every 12 seconds



Sweltering Heat
Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage

Rapid Recharge
Increases alacrity by 2% and reduces the cooldown of Recharge Cells and Reserve Powercell by 30 seconds

Relentless Assault
Increases tech critical hit chance by 3% and increases the damage dealt by periodic elemental attacks by 30% on targets below 30% max health

Superheated Plasma
Increases the damage dealt by Plasma Cell by 30% and increases its chance to be triggered by 10%

Hyper Barrels
Reduces the cost of Charged Bolts by 5 and the cooldown of Full Auto by 3 seconds. Additionally increases the damage dealt by High Impact Bolt, Charged Bolts, Full Auto, and Serrated Bolt and Mag Bolt by 5%

Explosive Dissemination
Increases the damage dealt by Plasma Grenade and Sticky Grenade by 25% and causes your Plasma Grenade to spread your Incendiary Round burn to targets it hits, if it hits a target already affected by your Incendiary Round burn. Additionally, Sticky Grenade will spread your Serrated Bolt bleed to targets it hits, if it hits a target already affected by your Serrated Bolt bleed

Assault Trooper
Increases the critical damage bonus for Full Auto, Charged Bolts, Incendiary Round, Assault Plastique, Serrated Bolt, and Mag Bolt by 30%. Additionaly, Serrated Bolt marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks

Blaze of Glory
Assault Plastique, Charged Bolts, High Impact Bolt, Full Auto, Hail of Bolts, Sticky Grenade, Explosive Round, Serrated Bolt, and Mag Bolt deal 10% additional damage to burning targets

 

Scoundrel

Sawbones

Level - 10 (Active)
Underworld Medicine
Heals a friendly target for X


Level - 12
Exploratory Surgery
Reduces the activation time of Underworld Medicine and Kolto Pack by 0.5 seconds and allows Underworld Medicine to grant Upper Hand

Level  - 26 (Active)
Kolto Cloud
Heals up to 4 allies within 10 meters for X over 6 seconds


Level - 28
Medpac Mastery
Each tick of Slow-release Medpac, Kolto Pack, Kolto Cloud, and Kolto Waves has a 30% chance to grant Upper Hand. This effect cannot occur more than once every 6 seconds

Level - 32
Psych Meds
Triage now removes negative mental effects and heals the target for X points

Level - 36
Patient Studies
the speed at which Diagnostic Scan channels by 30%. In addition, Diagnostic Scan critical hits restore 2 energy

Level - 41 (Active)
Emergency Medpac
Upper Hand to instantly heal the target for X. Requires and consumes Upper Hand


Level - 44
Emergent Emergencies
Increases the healing dealt by Emergency Medpac by 20% and increases the max stack limit of Upper Hand by 1. In addition, Emergency Medpac immediately regrants Upper Hand once every 10 seconds

Level - 57 (Active)
Kolto Waves
Heals up to 8 allies that remain within 8 meters of the targeted area for X health over the channel duration. Depletes 32 energy over the duration of the channel




Puissant Poultices
Increases the healing dealt by Slow-release Medpac and Kolto Cloud by 10%. Additionally increases the duration of Kolto Cloud by 3 seconds and reduces the energy cost of Slow-release Medpac by 5

Accomplished Sawbones
Increases the critical healing bonus of Underworld Medicine, Kolto Cloud, Emergency Medpac, and Kolto Waves by 30%

Smuggled Technology
Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%

Bedside Manner
Spending an Upper Hand increases outgoing healing by 15% for 6 seconds. This can only occur once every 10 seconds

Healing Hand
Increases the critical chance of Slow-release Medpac by 5%. Additionally, Kolto Pack makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%.

Prognosis: Critical
Increases the critical chance of Diagnostic Scan and Kolto Waves by 25%

Smuggled Med Delivery
Exiting Stealth grants 2 stacks of Upper Hand

Homegrown Pharmacology
Increases the healing dealt by periodic effects by 10%. In addition, the energy cost of Kolto Cloud is reduced by 5, and targets affected by Kolto Cloud are invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources


Scrapper

Level - 10 (Active)
Sucker Punch
Exploits Upper Hand to sucker punch the target for X kinetic damage. Requires and consumes Upper Hand


Level - 16
Flying Fists
Sucker Punch triggers Flying Fists, dealing X additional kinetic damage. Standard and weak targets are additionally stunned by Flying Fists

Level - 20
Round Two
Flying Fists immediately regrants Upper Hand when hitting a bleeding target. This effect cannot occur more than once every 10 seconds

Level  - 26 (Active)
Shank Shot
Shoots the target for X kinetic damage and immobilizes the target, preventing them from moving or turning for 4 seconds. Additionally inflicts trauma for 4 seconds, reducing all healing the target receives by 20%


Level 28
Turn the Tables
Increases the damage dealt by Sucker Punch and Flying Fists by 5%. In addition, when Flying Fists damages a target, you recover 8 energy

Level - 32
Fight or Flight
Exiting stealth mode now finishes the cooldown of Sneak, and Sneak can now be used out of stealth mode, increasing movement speed by 50% for 6 seconds

Level - 36
Flechette Round
Loads your shotgun with flechettes, causing Back Blast to deal an additional X internal damage over 6 seconds and increase armor penetration by 30% for 15 seconds

Level - 41 (Active)
Bludgeon
Strikes at the target for X kinetic damage. Shares a cooldown with Blaster Whip


Level - 48
Rolling Punches
Back Blast grants Rolling Punches, which increases ranged and tech critical chance by 5% for 15 seconds. In addition, damage dealt by Bludgeon causes the target to become susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks

Level - 52
Slippery Devil
Increases your effective stealth level by 2 and reduces all area effect damage taken by 30%. In addition, when you activate Scamper you dodge all incoming attacks for 1.5 seconds

Level - 57 (Active)
Blood Boiler
Summons a probe on the target that after a few seconds detonates when the target next takes damage from one of your bleeds, dealing X internal damage and making the target assailable for 45 seconds. Assailable targets take 7% more damage from elemental and internal attacks




Sawed Off
Increases the damage dealt by Back Blast by 5%

Let 'Em Have It
Increases the critical hit chance of Blaster Volley by 10% and the critical damage bonus by 25%

Underdog
Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 30%

Pressure Cooker
Increases the damage and critical hit chance of Blood Boiler by 5%

Shifty-eyed
Increases stealth detection level by 2 and chance to dodge by 2%

Scrappy
Increases the damage dealt by Bludgeon, Quick Shot and Back Blast by 5%


Ruffian

Level - 10 (Active)
Brutal Shots
Exploits Upper Hand to fire a volley of wounding shots, dealing X weapon damage. For each of your bleed effects present on the target, the target is dealt an additional X internal damage. Requires and consumes Upper Hand


Level - 24
Unfair Advantage
Blaster Whip triggers Unfair Advantage, which makes your next Wounding Shots regrant Upper Hand and cost no energy. This effect cannot occur more than once every 10 seconds

Level  - 26 (Active)
Shrap Bomb
Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact in a 5-meter radius on impact, dealing X internal damage over 24 seconds to up to 8 targets


Level - 32
Pugnacious
Pugnacity immediately restores 10 energy when activated. Additionally reduces the cooldown of Pugnacity by 30 seconds

Level - 40
Feelin' Woozy
Shrap Bomb reduces the movement speed of all targets by 30% for 6 seconds

Level - 41 (Active)
Sanguinary Shot
Deals X weapon damage and for the next 10 seconds causes the target to take an additional X weapon damage whenever it takes damage from your Brutal Shots or a bleed effect. Grants Upper Hand


Level - 44
Fighting Spirit
Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energy

Level - 52
Scurry
Increases the duration of your Dodge by 1 second and your effective stealth level by 2. In addition, when you activate Scamper, you gain Scurry, which makes your next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand. This effect cannot occur more than once every 10 seconds

Level - 57 (Active)
Point Blank Shot
Ambushes an enemy for X kinetic damage and X internal damage. If used while stealthed, deals X kinetic damage, X internal damage, and grants Upper Hand. Shares a cooldown with Backblast




Open Wound
Increases the duration of Vital Shot by 6 seconds

Concussion
Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects

Cheap Shots
Increases the damage dealt by Quick Shot, Blaster Volley, Point Blank Shot, and Brutal Shots by 5%.

Black Market Mods
Blaster Volley spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot

Cold Blooded
Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Sanguinary Shot, it finishes the cooldown of Sanguinary Shot

Black Market Equipment
Increases the critical hit chance of all periodic effects by 10%

Rough and Tumble
Reduces the energy cost of Brutal Shots by 5, and causes damage dealt by Blaster Whip to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks

Mortal Wound
Vital Shot has a 15% chance to tick twice when it inflicts damage. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage

 

Guardian

Defense

Level - 10 (Active)
Warding Strike
Increases damage reduction by 3% for Y seconds, generates 6 focus, and deals X weapon damage to the target with a series of quick melee attacks. Shares a cooldown with Sundering Strike


Level - 16
Dust Storm
Targets damaged by your Force Sweep and Cyclone Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for 45 seconds

Level  - 26 (Active)
Guardian Slash
Strikes the target with a powerful blow, dealing X weapon damage, enabling your Riposte, and impairing the target for Y seconds. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Warding Strike, Guardian Slash damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat


Level - 28
Blade Barricade
Riposte raises a Blade Barricade, increasing your defense chance by 5% for Y seconds

Level - 40
Blade Barrier
While in Soresu Form, activating Blade Storm grants Blade Barrier, which absorbs a moderate amount of damage. Lasts up to 10 seconds

Level - 41 (Active)
Hilt Bash
Smacks the target for X kinetic damage, stunning it for Y seconds. This ability generates a high amount of threat


Level - 48
Courage
While in Soresu Form, parrying, deflecting, shielding or resisting an attack has a 50% chance to grant Courage, reducing the focus cost of your next Blade Storm or Dispatch by 1. Lasts up to 12 seconds and stacks up to 3 times

Level - 57 (Active)
Warding Call
Reduces all damage taken by 40% for Y seconds



Warding Power
Increases the critical chance of Force Sweep by 20%. Additionally, Warding Strike increases shield absorption by 3%

Shield Specialization
Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds

Pacification
Force Sweep deals 65% more damage and consumes 2 less focus. Additionally, the critical chance of Cyclone Slash is increased by 20%

Lunge
While Soresu Form is active, Riposte consumes no focus and its critical chance is increased by 15%. In addition, the cooldown of Riposte is reduced by 3 seconds while Saber Ward is active

Expeditious Protector
Increases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 seconds

Cyclonic Sweeps
Reduces the rate limit by which Visionary can generate focus by 3 seconds, and reduces the focus consumed by Blade Storm, Slash, Cyclone Slash, and Guardian Slash by 1. And while in Soresu Form, Slash and Cyclone Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds

Stasis Mastery
Stasis no longer needs to be channeled, applying its full effect over 3 seconds

Beacon of Might
Reduces the cooldown of Warding Call by 30 seconds, increases the damage dealt by Hilt Strike and Guardian Slash by 15%, and reduces the cooldown of Riposte by 1.5 seconds

Inner Peace
Increases the duration of Enure by 10 seconds. Increases elemental and internal damage reduction by 5%


Guardian Vigilance

Level - 10 (Active)
Plasma Brand
Engulfs your lightsaber in fiery plasma, instantly dealing X internal damage, with a further X internal damage over 12 seconds


Level - 16
Burning Blade
Blade Storm causes the target to burn for X elemental damage over 6 seconds

Level  - 26 (Active)
Overhead Slash
Executes an acrobatic attack that deals X weapon damage


Level - 28
Burning Purpose
Overhead Slash sets the target ablaze for X elemental damage over 6 seconds and beats the target down for 45 seconds. Beat Down targets take 5% more damage from melee attacks

Level - 32
Force Rush
Plasma Brand, Overhead Slash, and Dispatch increase the critical chance of your next Blade Storm by 50%. Lasts 15 seconds. Stacks up to 2 times

Level - 36
Sundering Throw
Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for 45 seconds. Sundered targets have their armor rating reduced by 20%

Level - 40
Zen Strike
Plasma Brand finishes the active cooldown on Master Strike and generates 3 Focus

Level - 41 (Active)
Shien Form
Enters an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that cost focus will refund 1 focus when used


Level - 44
Unremitting
While in Shien Form, Force Leap grants Unremitting, reducing all damage taken by 20% and granting immunity to interrupts and all controlling effects for 4 seconds

Level - 56
Keening
Increases the damage dealt by your burning effects by 10%. In addition, your Master Strike and burning damage has a 30% chance to trigger Keening, which finishes the cooldown on Dispatch and makes your next Dispatch free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds

Level - 57 (Active)
Vigilant Slash
Slashes up to 8 enemies within 5 meters with a Force-empowered saber, dealing X combined weapon and kinetic damage. Stuns weak and standard enemies for Y seconds. Shares a cooldown with Force Sweep



Commanding Awe
Increases damage reduction by 5% at all times and by an additional 15% while Enure is active. In addition, the cooldown of Awe is reduced by 15 seconds

Smoldering Saber
Increases the critical chance of Plasma Brand, Vigilant Slash, and burning effects by 10%

Effluence
Reduces the cooldowns of Force Sweep and Vigilant Slash by 6 seconds each, and both abilities no longer consume focus

Burning Storm
Force Sweep and Vigilant Slash spread your burning effects to all targets they damage, if at least one of the targets is already affected by your burns. In addition, Cyclone Slash deals 25% more damage to burning targets

Master Focus
Master Strike deals 10% more damage

Vigilance
Reduces the cooldown of Overhead Slash by 6 seconds and Blade Storm by 3 seconds


Guardian Focus

Level - 10 (Active)
Focused Burst
Bursts the enemy target with a powerful burst of Force energy, dealing X kinetic damage

Level  - 26 (Active)
Zealous Leap
Leaps to a target, dealing X weapon damage and immobilizing the target for 1 second. Strikes with both weapons if dual wielding


Level - 28
Momentum
Reduces the cooldown of Zealous Leap by 3 seconds, and while Shii-Cho Form is active, Force Leap and Zealous Leap make your next Blade Storm consume no focus

Level - 32
Zephyrean Slash
While Shii-Cho Form is active, Strike, Sundering Strike, Slash, Cyclone Smash, Riposte, Blade Storm, Dispatch, and Concentrated Strike reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second and Combat Focus by 2 seconds

Level - 36
Felling Blow
Force Leap and Zealous Leap make your next Force Sweep or Focused Burst used within 20 seconds an automatic critical hit

Level - 40
Heightened Power
Increases all damage dealt by 10% for 6 seconds after dealing damage with Force Sweep or Focused Blast. This effect cannot occur more than once every 8 seconds

Level - 41 (Active)
Force Exhaustion
Progressively slows the target from 50% to 5% movement speed over Y seconds and deals X kinetic damage each second. At the end of the duration, the target is crushed and takes an additional X kinetic damage.


Level - 44
Singularity
While Shii-Cho Form is active, damage dealt by Force Exhaustion grants Singularity, increasing the damage dealt by your next Force Sweep or Focused Burst by 5% and reducing the Focus consumed by your next Force Sweep or Focused Burst by 34%. Singularity stacks up to 3 times. Additionally, the cooldown of Combat Focus is reduced by 15 seconds, and Combat Focus instantly grants 3 stacks of Singularity and generates 6 additional focus over 6 seconds when used while Shii-Cho Form is active

Level - 56
Force Lash
Slash, Cyclone Smash, Riposte, Dispatch, and Concentrated Slice deal X additional Force energy damage.

Level - 57 (Active)
Concentrated Slice
Slices the target for X weapon damage. Attacks with both weapons if dual wielding




Concentrated Power
While Shii-Cho Form is active, Concentrated Power enables Riposte and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks

Shii-Cho Mastery
Shii-Cho Form increases armor penetration by 30%

Focused Resonance
Increases the critical strike damage of all attacks by 15%

Gravity Defiance
Zealous Leap and Force Exhaustion each consume 1 less focus

Swift Slash
Increases the critical strike chance of Slash, Cyclone Smash, Riposte, Dispatch, and Concentrated Slice by 10%

Swelling Winds
Increases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds each

Saber Strength
Increases the damage you deal with saber attacks by 5%

 

Vanguard

Разработчики знатно перетасовали абилки между двумя ДД ветками :D

 

Tactics (как бы Tactics)

Level - 10 (Active)
Gut
Guts the target with a knuckle-plate vibroblade, dealing X kinetic damage and causing the target to bleed for X internal damage over Y seconds


Level - 20
High Friction Bolts
While High Energy Cell is active, High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 10 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect if present

Level  - 26 (Active)
Tactical Surge
Fires a concentrated surge of energy at an enemy target, dealing X energy damage. Replaces Ion Pulse


Level - 32
Tactical Accelerator
While High Energy Cell is active, Stockstrike, Tactical Surge, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds

Level - 40
Sonic Defense
Activating Sonic Round increases your defense chance by 25% for 6 seconds

Level - 41 (Active)
Assault Plastique
Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for X kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates


Level - 52
Reflexive Shield
When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts 6 seconds. This effect cannot occur more than once every 10 seconds

Level - 57 (Active)
Cell Burst
Unleashes your High Energy Cell's stored energy to decimate the target, dealing X energy damage. This damage increases based on your current number of Energy Lodes. While High Energy Cell is active, Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once



Havoc Training
Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Gut, Assault Plastique, and Cell Burst by 30%. Additionally, when Assault Plastique damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5%

Shock Absorbers
Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources

Grenadiership
Reduces the cooldown of Sticky Grenade by 6 seconds and the cooldown of Mortar Volley by 15 seconds and increases the damage of both abilities by 15%. In addition, damage dealt by Sticky Grenade refreshes the duration of your Gut's bleed effect if present

Riot Augs
Increases the damage dealt by Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, and Cell Burst by 5%

Critical Recharge
Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes while High Energy Cell is active

Triumph
Increases the damage you deal to bleeding targets by 3%

Nightvision Scope
Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds

Charged Loaders
Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical hit chance of Stockstrike and Assault Plastique by 5%

Serrated Blades
Increases the damage dealt by Gut's bleed effect by 15% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20%


Plasmatech (как бы бывший Assault Specialist)

Level - 10 (Active)
Shockstrike
Strikes the target with an overcharged rifle butt, dealing X kinetic damage and releasing a powerful discharge that deals X elemental damage. Shares a cooldown with Stockstrike


Level  - 26 (Active)
Incendiary Round
Launches an incendiary projectile, setting the target ablaze for X elemental damage and an additional X elemental damage over Y seconds


Level - 36
Hyper Assault Cell
While Plasma Cell is active, activating Shockstrike makes your next High Impact Bolt an automatic critical hit

Level - 40
Pulse Generator
While Plasma Cell is active, Ion Pulse, Explosive Surge, and Fire Pulse grant Pulse Generator, increasing the damage your next Pulse Cannon deals by 20%, causing it to slow affected targets by 30%, and making it immune to interrupts. This effect can stack up to 3 times

Level - 41 (Active)
Fire Pulse
Emits a fiery pulse wave, dealing X elemental damage to the target


Level - 52
Adrenaline Fueled
While Adrenaline Rush is active, your damage reduction is increased by 30%. Additionally, getting attacked reduces the active cooldown of your Adrenaline Rush by 6 seconds. This effect cannot occur more than once every 1.5 seconds

Level - 56
Plasma Barrage
High Impact Bolt and Fire Pulse make your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Pulse Cannon will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks

Level - 57 (Active)
Plasmatize
Drenches the target with a blast of plasma, melting them for X elemental damage over Y seconds. Plasmatize also makes the target Susceptible for Y seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize spreads to the closest enemy target within 10 meters that is not already affected by your Plasmatize



Plasmatic Assault
Increases the critical bonus damage of Pulse Cannon, Shockstrike, Incendiary Round, Fire Pulse, and Plasmatize by 30%

Heated Tools
Reduces the cooldown of Pulse Cannon by 3 seconds and causes Shockstrike to root its target for 2 seconds

Insulated Augs
Increases elemental and internal damage reduction by 2% and reduces the cooldown on Sonic Round by 10 seconds

Rain of Fire
Shockstrike and High Impact Bolt deal 10% additional damage to burning targets

Assault Frame
Reduces the damage taken from all periodic effects by 15%

Superheated Plasma
Increases the damage dealt by Plasma Cell by 30% and increases its chance to be triggered by 10%

Cell Generator
While Plasma Cell is active, you regenerate 2 energy cells every 1.5 seconds

Burnout
Increases tech critical hit chance by 3% and increases the damage dealt by elemental attacks by 10% on targets below 30% max health

Ionized Ignition
Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell, if it is active, on all affected targets


Shield Specialist

Level - 10 (Active)
Storm
Storms up to a distant target, dealing X kinetic damage, interrupting the target's current action and immobilizing the target for Y seconds. Cannot be used against targets in cover. Activating Storm grants Blitz, increasing movement speed by 30% for 4 seconds. The duration of Blitz is refreshed if attacked while it is active


Level 12
Ion Overload
While Ion Cell is active, dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cell deals damage, it will also shock the target for X additional energy damage over Y seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat

Level - 16
Static Field
While Ion Cell is active, Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds

Level - 20
Pulse Engine
While Ion Cell is active, direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Pulse Cannon or Ion Storm and causes your next Pulse Cannon or Ion Storm to deplete no energy cells and channel twice as fast. This effect cannot occur more than once every 15 seconds

Level 24
Power Screen
Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for 20 seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second

Level  - 26 (Active)
Energy Blast
Fires a shot that consumes all Power Screens to deal X elemental damage, regenerate 10 energy cells, and increase shield absorption by 25% for 6 seconds. This ability is only usable with 3 Power Screens and does not respect the global cooldown.


Level - 28
Shield Cycler
Increases shield chance by 2%. In addition, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 1.5 seconds

Level - 32
Static Shield
Increases the critical chance of Stockstrike and Explosive Surge by X %. In addition, shielding or defending an attack has a X % chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 7.5 seconds

Level - 40
Static Surge
Increases the damage dealt by Explosive Surge by 15%. In addition, Storm grants 2 charges of Static Surge, which makes Ion Pulse and Explosive Surge deplete no energy cells. Each use of Ion Pulse or Explosive Surge consumes a charge of Static Surge

Level - 41 (Active)
Riot Gas
Throws down a canister of Riot Gas over the immediate area for Y seconds. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 30% melee and ranged accuracy loss

Level - 57 (Active)
Ion Storm
Sprays waves of ionizing energy in a 10-meter cone, depleting 28 energy cells and dealing X elemental damage to up to 8 enemy targets over the duration. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Shares a cooldown with Pulse Cannon


Level - 59
Shield Enhancers
Stockstrike and High Impact Bolt grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 times


Soldier's Grit
Adrenaline Rush now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Battle Focus increases alacrity by 5% while active

Ceramic Plating
Increases shield absorption by 4%

Deflective Guards
Increases melee and ranged defense by 4%

Ion Shield
Further increases damage reduction while Ion Cell is active by 2%

Power Armor
Increases damage reduction by 2% and armor rating by 15%

 

Shadow

Infiltration

Level - 10 (Active)
Shadow Technique
Assumes a shadow technique using all your available Force, giving your melee attacks a 50% chance to deal X internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Force Breach. This effect cannot occur more than once every 6 seconds. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.


Level - 16
Circling Shadows
Double Strike, Whirling Blow, Clairvoyant Strike, Shadow Strike, and Spinning Strike grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.

Level - 24
Masked Assault
Exiting stealth mode now finishes the cooldown of Blackout, and Blackout can now be used out of stealth mode, granting 6 seconds of Shadow's Respite and restoring 15 Force. While Shadow's Respite is active, all damage taken is reduced by 25%.

Level  - 26 (Active)
Clairvoyant Strike
Strikes the target twice, dealing X weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.


Level - 28
Profundity
Your Shadow Technique restores 6 Force over 6 seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Whirling Blow builds charges of Clairvoyance, and while Shadow Technique is active, Force Breach causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.

Level - 36
Potent Shadows
While Shadow Technique is active, Force Potency builds 3 Breaching Shadows, and exiting combat reduces the active cooldown of Force Potency by 60 seconds. Additionally, the critical damage dealt by Clairvoyant Strike and Shadow Strike is increased by 30%.

Level - 40
Infiltration Tactics
Direct damage attacks grant Infiltration Tactics, causing your next Shadow Strike to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds.

Level - 41 (Active)
Low Slash
Slashes the target low, dealing X weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff.


Level - 48
Kinetic Field
Reduces the damage taken from area attacks by 30%. In addition, dealing critical damage grants Kinetic Field, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times.

Level - 57 (Active)
Psychokinetic Blast
Crushes the target's mind with the Force for X kinetic damage. Standard and weak targets are additionally stunned for Y seconds. Shares a cooldown with Project.



Shadow's Mark
Shadow Strike sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.

Prevalling Strikes
Increases the damage dealt by Clairvoyant Strike, Whirling Blow and Spinning Strike by 10%.

Shadow's Respite
While in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by 25%.

Judgement
Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Spinning Strike by 10.

Whirling Edge
Increases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%.

Deep Impact
Increases the critical strike damage dealt by Shadow Techinque's Force Breach effect and Psychokinetic Blast by 30%.

Upheaval
Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.


Serenity (бывшый Balance)

Level - 10 (Active)
Force in Balance
Deals X internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within an 8-meter radius.


Level - 20
Force Strike
Melee attacks that strike a target affected by your Force Technique's Force Breach effect finish the cooldown on Mind Crush and Vanquish and make your next Mind Crush or Vanquish activate instantly and consume no Force. This effect cannot occur more than once every 10 seconds.

Level  - 26 (Active)
Sever Force
Weakens the target, freezing it in place for 2 seconds and dealing X internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds.


Level - 32
Rebounding Force
When your Force Technique deals damage, it restores 2 Force.

Level - 36
Force Suppression
Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts 30 seconds.

Level - 41 (Active)
Serenity Strike
Reclaims the life away from an enemy, dealing X weapon damage to the target and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.


Level - 48
Crush Spirit
Your damaging periodic effects have a 30% chance to trigger Crush Spirit, which finishes the cooldown of Spinning Strike and makes your next Spinning Strike usable on a target with any health level. This effect cannot occur more than once every 15 seconds.

Level - 57 (Active)
Vanquish
Vanquishes the target with mighty force, dealing X kinetic damage initially, plus an additional X kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares cooldown with Mind Crush.




Mental Potency
Reduces the Force cost of Force in Balance by 20

Mind Quell
Increases the damage dealt by Mind Crush and Vanquish by 10%.

Force Focus
Increases the damage dealt by Force Technique's Force Breach effect by 20%.

Prolific Justice
Force in Balance spreads your periodic Force Breach and Sever Force effects to the targets it damages, as long as it damages targets already affected by your Force Breach and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.

Adjudication
Increases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 30%.

Mind and Body
Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds.

Psychic Absorption
Increases the life redirected by Force in Balance and Serenity Strike by 100% and causes Sever Force and Force Technique's Force Breach effect to steal life from enemy targets, healing you for 25% of the damage they deal.

Drain Thoughts
Increases all periodic damage dealt by 10%

Aching Mind
Increases the critical damage bonus of Force in Balance, Vanquish, and your periodic damage abilities by 30%.


Kinetic Combat

Level - 10 (Active)
Kinetic Ward
Erects a kinetic ward with 15 charges that increases your shield chance by 15% for 20 seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth.

Level  - 26 (Active)
Slow Time
Slows the passage of time for up to 8 targets, dealing X kinetic damage, slowing the movement speed of all affected targets by 30% for 10 seconds, and weakening all affected targets for 45 seconds. Weakened targets deal 5% less melee and ranged damage. Does not damage sleeping, lifted, or incapacitated enemies. This ability generates a high amount of threat.


Level - 36
Particle Acceleration
While Combat Technique is active, damage dealt by Double Strike, Shadow Strike, Whirling Blow and Spinning Strike has a 30% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerated Projects that consume a charge of Force Potency deal an additional 50% critical damage.

Level - 40
Double-bladed Saber Defense
Whenever you successfully shield, parry or deflect an attack, you recover 2% of your total Force. This effect cannot occur more than once a second. In addition, your melee and ranged defense is increased by 4%.

Level - 41 (Active)
Force Pull
Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.


Level - 44
Harnessed Shadows
Project and Slow Time grant Harnessed Shadows, which makes the next Telekinetic Throw used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Telekinetic Throw by 25%. Stacks up to 3 times. At 3 stacks, each tick of Telekinetic Throw grants Shadow Protection, which increases damage reduction by 1%. Shadow Protection stacks up to 4 times and lasts 12 seconds.

Level - 48
Rapid Recovery
-описание отсутствует, но глобально измениться не должно, поэтому укажу текущее-
Increases the amount of Force recovered by Double-bladed Saber Defense by X %. In addition, when you shield, parry, or deflect an attack, the active cooldown of Resilience is reduced by X. This effect cannot occur more than once a second.

Level - 52
Shadow Wrap
Exiting stealth instantly grants 4 stacks of Shadow Protection. In addition, Double Strike, Whirling Blow, and Spinning Strike grant Shadow Wrap, which makes your next Shadow Strike consume 50% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds.

Level - 56
Shadowsight
Increases your Stealth detection level by 2, defense by 2%, and shield absorption by 4%. In addition, when you activate Battle Readiness while Combat Technique is active, damage reduction is increased by 25% for the duration.

Level - 57 (Active)
Cascading Debris
Deals X energy damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. Shares a cooldown with Telekinetic Throw.


Level - 59
Mental Fortitude
Increases damage reduction and Endurance by 2% and allows for Spinning Kick to be used out of Stealth mode. Additionally, while Combat Technique is active, activating Force Potency will grant 30% shield absorption for 20 seconds.


Bombardment
While Combat Technique is active, Project deals 25% more damage and consumes 15 less Force, and Double Strike and Whirling Blow inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.

Force Break
Increases the damage dealt by Combat Technique's Force Breach by 15% and Slow Time by 30%.

One with the Force
Increases the rate at which your Force regenerates by 30%.

Psychokinesis
While Combat Technique is active, Force Breach causes its targets to become unsteady for 45 seconds. Unsteady targets have their melee and ranged accuracy reduced by 5%. In addition, Whirling Blow deals 15% more damage to Unsteady targets.

Kinetic Bulwark
Consuming a charge of Kinetic Ward increases shield absorption by 1%. Stacks up to 8 times. This effect lasts for 20 seconds or until Kinetic Ward is reactivated.

Elusiveness
Increases the armor rating Combat Technique grants by an additional 20%, and increases damage reduction by 2%.

 

Sage

Seer

Level - 10 (Active)
Deliverance
Heals a friendly target for <<1 health.

 

Level - 12

Foresight
Reduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%.

 

Level - 16
Immutable Force
Reduces the activation time of Deliverance by 0.5 seconds and the Force cost of Benevolence by 5.

 

Level - 20
Conveyance
Your Rejuvenate grants Conveyance, which increases the effect of your next healing ability:
Benevolence: Critical chance increased by 60%.
Deliverance: Activation time reduced by 0.5 seconds.
Healing Trance: Critical chance increased by 25%.
Salvation: Force cost reduced by 30%.

 

Level - 24

Preservation
Reduces the Force cost of Force Armor by 30 and reduces the duration of Force-imbalance by 5 seconds.

Level  - 26 (Active)
Healing Trance
Heals a friendly target for X health and consumes 40 Force over the channel duration.


Level - 28
Mend Wounds
Restoration now removes negative physical effects and heals the target for X

 

Level - 32

Force Shelter
Increases the duration of Rejuvenate by 6 seconds. In addition, Rejuvenate grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%.

 

Level - 36
Serenity
Increases Force critical chance and damage reduction by 3%.

 

Level - 40

Clairvoyance
Increases your bonus healing by 5%.

 

Level - 41 (Active)
Salvation
Heals up to 8 allies that remain within 8 meters of the targeted area for X over 10 seconds.


Level - 44
Resplendence
Healing Trance critical hits grant 1 charge of Resplendence, which improves the effectiveness of your next Noble Sacrifice or Salvation.
Noble Sacrifice: Activates without degenerating your force regeneration rate. Consumes 1 charge.
Salvation: Activates 33% faster and costs 10 less force per charge. Consumes all charges.

Level - 48
Force Warden
Healing Trance channels and ticks 20% faster, and Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%.

 

Level - 52

Amnesty
Reduces the duration of Noble Sacrifice's force degeneration effects by 3 seconds. In addition, Force Barrier now purges Noble Sacrifice's force degeneration effects.

 

Level - 56
Renewal
Refreshing your Rejuvenate on a target will heal them for an additional X health after 1.5 seconds.

Level - 57 (Active)
Wandering Mend
Places a mending Force on a friendly target that heals them for X health the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to 30 seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time.


Level - 59
Altruism
Mind Crush, Disturbance, Deliverance, and Salvation grant Altruism, which causes your next Benevolence to activate instantly and consume no Force. This effect may not occur more than once every 10 seconds.


Telekinetics

Level - 10 (Active)
Telekinetic Wave
Sends a wave of telekinetic energy that deals X kinetic damage to up to 8 targets within 8 meters of the primary target.


Level - 12
Tidal Force
Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave and makes your next Telekinetic Wave activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds.

Level - 16
Resonating Vibrations
Increases the critical chance of Force Quake by 15% and its critical damage bonus by 30%.

Level - 20
Telekinetic Effusion
Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.

Level - 24
Concentration
Reduces the pushback suffered while activating Telekinetic Wave, Disturbance, Mind Crush, Turbulence, and Telekinetics Bolt by 75%. Additionally, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to 15 seconds.

Level  - 26 (Active)
Turbulence
Deals X internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.


Level - 28
Mental Momentum
Mind Crush has a 30% chance to tick twice and makes its target vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks. In addition, when you activate Turbulence, there is a 30% chance the ability will produce a second blast that strikes the same target for 30% damage.    

Level - 32
Cascading Force
Increases the maximum range of your Force attacks by 5 meters. Additionally, Telekinetic Wave immobilizes all affected targets for X seconds and slows all affected targets by 50% for Y seconds.

Level - 36
Clamoring Force
Force Speed gives 2 stacks of Clamoring Force, which allows Disturbance and Telekinetic Burst to be activated instantly.

Level - 40
Telekinetic Momentum
Disturbance, Telekinetic Wave, Telekinetics Gust, and Telekinetics Burst have a 30% chance to unleash a second charge of Telekinetics that strikes the same targets for 30% damage. Additionally, Telekinetic Wave overwhelms its targets for 45 seconds. Overwhelmed targets take an additional 10% damage from area attacks.

Level - 41 (Active)
Telekinetic Gust
Blasts the target with a quick gust, which deals X energy damage, and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to 12 seconds.


Level - 44
Telekinetic Focal Point
Damage dealt by Telekinetic Wave and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Focal Telekinetics, which increases alacrity by 1%. Stacks up to 5 times. Lasts 15 seconds.

Level - 48
Flowing Force
Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by 5 seconds and reduces its cooldown by 15  seconds.

Level - 52
Reverberation
Increases the critical damage dealt by Telekinetic Wave, Mind Crush, Turbulence, and Telekinetic Gust by 30%.

Level - 56
Tremors
Each Telekinetic Momentum and Mental Momentum reduces the active cooldown of Mental Alacrity by 1 second. In addition, being interrupted grants Unshakeable for 4 seconds. This can only occur once every 15 seconds.

Level - 57 (Active)
Telekinetic Burst
Focuses a Telekinetic attack that bursts the target, dealing X energy damage.


Level - 59
Mental Continuum
Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weaken Mind on affected targets. In addition, Telekinetic Burst increases your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.


Balance

Level - 10 (Active)
Force in Balance
Deals X internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within an 8-meter radius.


Level - 12
Telekinetic Balance
Telekinetic Throw no longer has a cooldown and deals 10% more damage.

Level - 16
Psychic Barrier
Reduces the pushback suffered while activating Force Serenity by 75% and Telekinetic Throw by 100%. In addition, each time your Telekinetic Throw deals damage, you recover 1% of your total Force.

Level - 20
Force Suppression
Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts 30 seconds.

Level - 24
Presence of Mind
Dealing damage with Telekinetic Throw produces a stack of Presence of Mind. At 4 stacks, Presence of Mind causes your next Disturbance, Mind Crush, or Vanquish to activate instantly, consume 50% less Force, and deal 25% more damage.

Level  - 26 (Active)
Sever Force
Weakens the target, freezing it in place for 2 seconds and dealing X internal damage over 18 seconds. The immobilizing effect cannot occur more than once every 9 seconds.


Level - 28
Abundant Justice
Force in Balance spreads your Weaken Mind and Sever Force to the targets it damages, as long as it damages targets already affected by your Weaken Mind and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.

Level - 32
Critical Kinesis
Increases the critical chance of Telekinetic Throw and Disturbance by 5%.

Level - 36
Drain Thoughts
Increases all periodic damage dealt by 10%

Level - 40
Rippling Force
Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Disturbance has a 60% chance to apply Rippling Force to the target, which deals X energy damage and restores 2 Force after Y seconds.

Level - 41 (Active)
Force Serenity
Redistributes life from an enemy, dealing X internal damage to the target and healing you for 50% of the damage dealt.


Level - 44
Mind Warp
Increases the duration of Mind Crush and Vanquish by 2 seconds.

Level - 48
Mental Scarring
Increases the critical damage bonus of Force in Balance, Force Serenity, and your periodic damage abilities by 30%.

Level - 52
Focused Insight
Increases the life stolen by Force in Balance and Force Serenity by 100% and causes Weaken Mind and Sever Force to reclaim life from enemy targets, healing you for 25% of the damage they deal.

Level - 56
Psychic Projection
When a target affected by your Weaken Mind takes direct damage from your Disturbance, Force Serenity, or Vanquish you gain Psychic Projection, which causes your next Telekinetic Throw to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.

Level - 57 (Active)
Vanquish
Vanquishes the target with mighty force, dealing X kinetic damage initially, plus an additional X kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Shares cooldown with Mind Crush.


Level - 59
Mind's Eye
Increases the damage dealt by Rippling Force by 100% and restores 2 Force each time a charge of your Force Suppression is consumed.

Изменено пользователем Cessy
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Откуда информация? Можно ссылочку?

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(изменено)

Откуда информация? Можно ссылочку?

 

Не доверяем ? :) Ну оно и понятно.

Все в свободном доступе, если не лень этим заниматься http://www.reddit.com/r/swtor/comments/2jo4my/swtormined_30_pts_patch_1_10192014/

Моя работа - свести все в удобную для чтения форму, но никто не запрещает ковырятся там самим :)

Вобщем-то swtor_miner довольно известный тип (или группа из нескольких человек) который добывает информацию с PTS и тесно сотрудничает с Dulfy.net.

Кстати судя по последним его комментам, он ненадолго выложил полный Discipline калькулятор на Dulfy.net, но Bioware вежливо попросили убрать его и добавлять классы в этот калькулятор (http://dulfy.net/2014/10/13/swtor-disciplines-calculator-swtor_miner/ )только после их официальных стримов :)

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Не доверяем ? :) Ну оно и понятно.

Все в свободном доступе, если не лень этим заниматься http://www.reddit.com/r/swtor/comments/2jo4my/swtormined_30_pts_patch_1_10192014/

Моя работа - свести все в удобную для чтения форму, но никто не запрещает ковырятся там самим :)

Вобщем-то swtor_miner довольно известный тип (или группа из нескольких человек) который добывает информацию с PTS и тесно сотрудничает с Dulfy.net.

Кстати судя по последним его комментам, он мог выложить полный Discipline калькулятор на Dulfy.net, но Bioware вежливо попросили добавлять классы в этот калькулятор только после их официальных стримов :)

Почему сразу не доверяю?) Просто хочу империю глянуть. 

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Ну это ты не по адресу :D

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новые шмотки ))))))
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Спойлеры, там реван без маски.

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на каком видео и минуте????

нашел на первом 1:04:30-1:04:58

Изменено пользователем Progeres

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Гость
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