`Joystick 371 5 октября, 2011 (изменено) 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 8 марта, 2016 пользователем `Joystick 3 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Mackintosh 4 211 19 октября, 2014 Ну значит пойдем без тебя сегодня Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
euphoria 57 19 октября, 2014 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 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
TaRs_WoLk 192 19 октября, 2014 (изменено) всем добра Изменено 26 ноября, 2014 пользователем TaRs_WoLk 1 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Cessy 49 20 октября, 2014 (изменено) 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 ForceStockstrike 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>1Cell CapacitorRecharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for 6 seconds.<UtilityTier>1Charged BarrierCharged Bolts, Grav Round, and Medical Probe build a Charged Barrier that reduces damage taken by 1% for << seconds. Stacks up to 5 times.<UtilityTier>1Parallactic Combat StimsYou recharge 10 energy cells when stunned, immobilized, knocked down or otherwise incapacitated.<UtilityTier>1Suit FOEWhen you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for 12 seconds.<UtilityTier>2Electro ShieldWhen 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>2Reflexive ShieldWhen 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>3Reflexive BatteryIncreases 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>3Kolto WaveConcussion Charge heals you and up to 7 other allies within range for X.<UtilityTier>3Efficient ConversionsRemoves the energy cell cost of Concussion Charge, Concussive Round, Field Aid, and Cryo Grenade.Forced MarchAllows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.Combat ShieldReactive Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.Nightvision ScopeIncreases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.OverclockReduces 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 TrooperIncreases Endurance by 3% and all healing received by 3%.Med ZoneIncreases all healing received by 20% while Reactive Shield is active.Tenacious DefenseReduces the cooldown of Concussion Charge by 5 seconds and Tenacity by 30 seconds.Supercharged ReservesReduces 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 LineIncreases the duration of Hold the Line by 4 seconds.Chain GunneryIncreases the damage dealt by Hail of Bolts by 25%.Shock AbsorbersReduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources. Vanguard Battlefield TrainingIncreases movement speed by 15%<UtilityTier>1Parallactic Combat StimsYou recharge 10 energy cells when stunned, immobilized, knocked down or otherwise incapacitated.<UtilityTier>1Reflective ArmorWhen Into the Fray is triggered, it will also deal <<1 elemental damage to the attacker if the attacker is within 10 meters.<UtilityTier>1Entangling HeatTactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 50% for 6 seconds.<UtilityTier>1 Electro ShieldWhen 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 CannonIncreases 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 AugsIncreases the stun durations of Cryo Grenade and Neural Surge by 1 second each.Re-energizersWhen 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 TacticsReduces the cooldown of Cryo Grenade by 10 seconds.Emergency StimsAllows 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 SatchelIncreases Explosive Surge damage by 25%Focus StimsBattle Focus increases damage done by 5% while Ion Cell is active and increases damage reduction by 5% while Ion Cell is not active.Efficient ToolsIncreases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.Iron WillReduces the cooldown of Tenacity by 30 seconds and the cooldown of Hold the Line by 5 seconds.Defensive MeasuresHarpoon immobilizes the target for 3 seconds. In addition, Stealth Scan immobilizes any targets it reveals for 3 seconds.Charge the LineHold the Line increases movement speed by an additional 45% while active.Accelerated ReelReduces the cooldown of Harpoon by 15 secondsAdvance the LineIncreases the duration of Hold the Line by 4 seconds.Sonic RebounderSonic 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 AugsIncreases the range of Ion Pulse and Tactical Surge by 5 meters and the radius of Explosive Surge by 2 meters.Frontline DefenseReduces the cooldown of Riot Strike by 2 seconds Scoundrel Holdout DefenseSlapping a target with Blaster Whip grants Holdout Defense, increasing your movement speed by 50% for 3 seconds.<UtilityTier>1SneakyIncreases movement speed by 7.5% and effective stealth level by 1.<UtilityTier>1Stopping PowerTendon Blast immobilizes the target for 2 seconds<UtilityTier>2Flee the SceneReduces 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>2Dirty TricksterSurrender will also purge movement-impairing effects when activated.<UtilityTier>2Med ScreenYour Defense Screen heals you for <<1 when it collapses.<UtilityTier>2Keep CoolCool Head now immediately restores 16 additional energy.<UtilityTier>2ScrambleEvery 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>3Surprise ComebackPugnacity now additionally grants Surprise Comeback, restoring 4% of total health every 3 seconds and reduces damage received by 20% for the duration.<UtilityTier>3Hotwired DefensesIncreases the amount of damage absorbed by Defense Screen by 30%.Smuggled Get-upReduces all area of effect damage taken by 30%.Smuggled DefensesReduces the cooldown of Escape by 30 seconds, Defense Screen by 4 seconds and Smuggle by 60 seconds.Dirty EscapeReduces the cooldown of Dirty Kick and Flash Grenade by 15 seconds.Scar TissueIncreases damage reduction by 5%.Anatomy LessonsReduces the energy cost of Dirty Kick and Tendon Blast by 5.SedativesWhen Tranquilizer wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.Flash PowderReduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.SkedaddleWhen activated, Disappearing Act grants 2 seconds of Dodge.Get the BulgeTendon Blast will now grant Upper Hand.Let LooseBlaster 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 DefenseSlapping a target with Blaster Whip grants Holdout Defense, increasing your movement speed by 50% for 3 seconds.<UtilityTier>1Ballistic DampersEntering 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>1Cool Under PressureWhile in cover, you heal for 1% of your total health every 3 seconds.<UtilityTier>1Snap ShotEntering cover makes the next Charged Burst or Dirty Blast activate instantly. This effect cannot occur more than once every 6 seconds.<UtilityTier>1Dirty TricksterSurrender will also purge movement-impairing effects when activated.<UtilityTier>2PandemoniumActivating Pulse Detonator makes the next Charged Burst or Dirty Blast activate instantly.<UtilityTier>2Holed UpReduces all area effect damage taken by 30% while Hunker Down is active.<UtilityTier>3Hotwired DefensesIncreases the amount of damage absorbed by Defense Screen by 30%.Calculated PursuitYou 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 ScreenWhen exiting cover, you increase your ranged defense by 20% for 6 seconds.Heads UpWhen 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 LowReduces the cooldown of Hunker Down by 15 seconds and Pulse Detonator knocks targets back an additional 4 meters.Dirty EscapeReduces the cooldown of Dirty Kick and Flash Grenade by 15 seconds.Hold Your GrounReduces the cooldown of Escape by 30 seconds, Defense Screen by 4 seconds and Pulse Detonator by 5 seconds.Compounding ImpactEach shot of Speed Shot and Penetrating Rounds snare the target by 20% for 3 seconds. The effect can stack up to 4 times.Riot ScreenReduces all damage taken while in cover by 6% and reduces the cooldown of Scrambling Field by 30 seconds.Flash PowderReduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.KneecappinIncreases 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 AmmoIncreases the damage dealt by Sweeping Gunfire by 25%Crippling DiversionDiversion will also snare all targets by 50% for long as they remain in the area.Trip ShotReduces 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." Изменено 20 октября, 2014 пользователем Cessy 6 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
`Joystick 371 20 октября, 2014 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. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Melok 3 20 октября, 2014 За тактики не парьтесь - я все помню Попытаюсь даже рассказать... Если получится) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Feyman 66 20 октября, 2014 (изменено) 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 Изменено 20 октября, 2014 пользователем Feyman Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
ShadowBroker185 88 20 октября, 2014 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. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Mackintosh 4 211 20 октября, 2014 "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 меньше головной боли хилам? Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Alatan 446 20 октября, 2014 гардианы дд дно, ничего не дали... Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Melok 3 20 октября, 2014 Ну... не, в DF/DP такие фокусы не проходят) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Feyman 66 20 октября, 2014 Еще как проходят) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Sagenzo 246 20 октября, 2014 (изменено) 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 20 октября, 2014 пользователем Sagenzo Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Mackintosh 4 211 20 октября, 2014 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. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
euphoria 57 20 октября, 2014 Она, кстати, "Нефра" ) Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Feyman 66 20 октября, 2014 Мак, поправь, я не из Опс5 теперь. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Sagenzo 246 20 октября, 2014 Мак, поправь, я не из Опс5 теперь. В среду ганслингером заходи Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Cessy 49 21 октября, 2014 (изменено) 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)CauterizeStrikes the target for X weapon damage and deals an additional X elemental damage over Y seconds. Requires two lightsabers. Level - 26Overload 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 - 32Focused LeapForce Leap generates 1 additional focusLevel - 36Merciless ZealCritical hits with burn effects heal you for 0.5% of your maximum health.Level - 40Plasma BladesYour burn effects have a 20% chance to build 1 focus when dealing damage. This effect cannot occur more than once every 4 seconds.Level - 41Merciless 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 lightsabersLevel - 44Burning FocusYour 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 damageLevel - 48Inexhaustible ZealJuyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in totalLevel - 52Searing SaberIncreases the critical strike damage of your burn effects by 15%.Level - 56Blazing WardDealing burn damage to a target increases your damage reduction by 5% for 3 secondsLevel - 57 (Active)Force MeltCalls on the power of the Force to melt the target, causing it to burn for X elemental damage over Y seconds.Juyo MasteryYour burn effects are 1% more likely to critically hit per stack of Juyo FormMind SearIncreases the duration of Cauterize's burn effect by 3 secondsClose QuartersReduces the minimum range of Force Leap by 10 meters and its cooldown by 2 secondsRepelling BlowsIncreases the direct damage dealt by Cauterize by 5%Burning SweepForce Sweep spreads your Cauterize and Force Melt burns to targets it hits, if it hits a target already affected by those burnsAccelerating VictoryJuyo Form and Merciless build two stacks at a time Combat Level - 10 (Active)Ataru FormEnters 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 secondsLevel - 26 (Active)Blade RushStrikes 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 lightsabersLevel - 28Opportune AttackDamage 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 - 32Combat TranceWhen Opportune Attack is consumed by Blade Storm, you generate 1 focusLevel - 36Immaculate ForceOpportune Attack now additionally increases the critical chance of Blade Storm by 50%Level - 40Saber ScreenWhen your Ataru Form deals damage, your damage reduction and melee and ranged defense are increased by 2%. Stacks up to 3 times. Lasts 10 secondsLevel - 41 (Active)Precision SlashSlashes the target for X weapon damage and grants Precision for 6 seconds, which increases armor penetration by 100%. Requires two lightsabersLevel - 52Hand of JusticeDamage 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 secondsLevel - 56Force HealthIncreases damage reduction by 2%. In addition, Twin Saber Throw builds 2 focusLevel - 57 (Active)Clashing BlastUnleashes 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 StormAtaru MasteryIncreases the damage dealt by your triggered Ataru Form attacks by 5%Ataru SavvyWhile Ataru Form is active, Cyclone Slash triggers an Ataru Form strike on each enemy target it damagesEfficient StrikesWhile Ataru Form is active, Zen reduces the focus consumed by Blade Rush and Cyclone Slash by 1Saber StormIncreases the critical strike damage bonus of Blade Rush, Precision Slash, and Clashing Blast by 10%Righteous ZealReduces the cooldown of Zealous Strike by 3 secondsDual Wield MasteryIncreases the damage dealt with offhand lightsaber attacks by 25%Swift BladesReduces 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 BurstBursts the enemy target with a powerful burst of Force energy, dealing X kinetic damageLevel - 26 (Active)Zealous LeapLeaps to a target, dealing X weapon damage and immobilizing the target for 1 second. Strikes with both weapons if dual wieldingLevel - 28MomentumReduces 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 focusLevel - 32Nimble SlashesWhile 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 secondLevel - 36Felling BlowForce Leap and Zealous Leap make your next Force Sweep or Focused Burst used within 20 seconds an automatic critical hitLevel - 40Heightened PowerIncreases 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 secondsLevel - 41 (Active)Force ExhaustionProgressively 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 damageLevel - 44KoanWhile 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 - 56Force FlagellationSlash, 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 attacksLevel - 57 (Active)Concentrated SliceSlices the target for X weapon damage. Attacks with both weapons if dual wieldingLevel - 59Concentrated DefenseWhile Shii-Cho Form is active, Concentrated Slice grants Concentrated Defense, increasing your defense chance by 10% for 6 secondsShii-Cho MasteryShii-Cho Form increases armor penetration by 30%Focused ResonanceIncreases the critical strike damage of all attacks by 15%Gravity DefianceZealous Leap and Force Exhaustion each consume 1 less focusSwelling WindsIncreases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds eachSaber StrengthIncreases the damage you deal with saber attacks by 5%Decisive SlashesIncreases the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 10% Gunslinger Sharpshooter Level - 10 (Active)Aimed ShotFires a well-aimed shot that deals X weapon damage. Fires both blasters if dual wieldingLevel - 16Charged AimCharged Burst gets your blasters charged up, reducing the activation time of your next Aimed Shot by 0.25 seconds. Stacks up to 2 timesLevel - 20Percussive ShotWhen Aimed Shot strikes a target within 10 meters, the target is knocked back several metersLevel - 26 (Active)Penetrating RoundsUnleashes 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 ShotLevel - 41 (Active)TrickshotFires 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 blastersLevel - 44Recoil ControlFiring Charged Burst twice in a row, firing Quickdraw or Aimed Shot once, or completing a Speed Shot now finishes the cooldown on TrickshotLevel - 48Smoking BarrelsTrickshot reduces the energy cost of your next two Charged Bursts by 5Level - 57 (Active)Burst VolleyImmediately finishes the cooldown of Penetrating Rounds, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts 15 secondsLevel - 59Honed ShotsCharged Burst grants Honed Shots, increasing the critical hit chance and damage done by Charged Burst by 5% for 15 seconds. Stacks up to 3 timesStay LowIncreases 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 secondsSlick ShooterIncreases the critical hit chance of Charged Burst and Trickshot by 4%. Additionally increases armor penetration by 10%Rapid FireReduces the cooldown of Aimed Shot and Speed Shot by 3 secondsFoxholeIncreases the energy regeneration rate by 1 per second while in coverDeadeyeIncreases the critical damage dealt by Aimed Shot, Penetrating Rounds, Trickshot, Charged Burst, and Quickdraw by 30%Aim HighIncreases the critical chance of Quickdraw and Penetrating Rounds by 15% and reduces and reduces the energy cost of Quickdraw by 3Sharp AimAimed Shot ignores 20% of the target's armorAccurized BlastersIncreases the critical chance of Sweeping Gunfire by 15% and increases its critical damage by 30% Saboteur Level - 10 (Active)Sabotage ChargeAttaches 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 secondsLevel - 20Contingency ChargesAfter 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 secondLevel - 24InsurrectionIncreases the number of Contingency Charges dropped by Sabotage Charge by 2. In addition, when your Contingency Charges detonate, you recover 5 energyLevel - 26 (Active)Shock ChargeHurls 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 timeLevel - 28Sapping ChargeShock Charge reduces the target's movement speed by 70% for the durationLevel - 36Blazing SpeedSpeed Shot burns the target, dealing X elemental damage over 6 seconds. Stacks up to 3 timesLevel - 41 (Active)Incendiary GrenadeThrows 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 timeLevel - 52Scatter BombsReduces 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 bombsLevel - 57 (Active)SabotageDeals 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 GrenadeLevel - 59Seize the MomentAfter activating Sabotage, the next Thermal Grenade costs no energySpacerReduces 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 attacksSaboteur's Utility BeltReduces the cooldown of Thermal Grenade by 6 seconds and increases the critical hit chance by 10%ArsonistIncreases the critical damage dealt by Sabotage Charge, Shock Charge, Sabotage, and all area effects by 30%Independent AnarchyIncreases the damage dealt by Sabotage Charge, Contingency Charges, Thermal Grenade, Sweeping Gunfire, Incendiary Grenade, Scatter Bombs, and XS Freighter Flyby by 15%Jury-Rigged ModsReduces 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 5Dealer's DiscountReduces the energy cost of Sabotage Charge, Shock Charge and Incendiary Grenade by 5Hot ShotCharged Burst and Quick Shot apply 1 stack of Blazing Speed's effect to the target Dirty Fighting Level - 10 (Active)Shrap BombHurls 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 targetsLevel - 20Feelin' WoozyShrap Bomb reduces the movement speed of all targets by 30% for 6 secondsLevel - 26 (Active)Wounding ShotsFires 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 damageLevel - 28Fighting SpiritReduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energyLevel - 41 (Active)Hemorrhaging BlastDeals 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 activateLevel - 52Dirty ShotDamage 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 levelLevel - 57 (Active)Dirty BlastShoots a target for X weapon damage and X internal damageLevel - 59Incendiary MineIncreases 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 targetsCheap ShotsIncreases the damage dealt by Charged Burst, Dirty Bast, Speed Shot and Wounding Shots by 5%Open WoundIncreases the duration of Vital Shot by 6 secondsBombasticIncreases the damage dealt by Thermal Grenade by 5% and reduced the energy cost of Speed Shot by 1 per secondConcussionYour periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effectsExtra ShrapnelShrap Bomb spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital ShotReopen WoundsIncreases the critical chance of Wounding Shots and Speed Shot by 10%Cold BloodedIncreases 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 ShotBlack Market EquipmentIncreases the critical hit chance of all periodic effects by 10%Mortal WoundVital 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 RoundFires 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 secondsLevel - 12Charged BarrelGrav 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 timesLevel - 26 (Active)Demolition RoundFires 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 vortexLevel - 40Curtain of FireGrav 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 secondsLevel - 41 (Active)Vortex BoltFires a bolt that deals X weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantlyLevel - 52DecoyDiversion intercepts and absorb the next incoming direct Force or tech attack. Lasts 10 secondsLevel - 57 (Active)BoltstormFires 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 - 59BlowbackBeing interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 secondsBlazing BarrelIncreases the critical chance of Hail of Bolts by 15% and its critical damage bonus by 30%Cell ChargerWhile Armor Piercing Cell is active, you regenerate 2 energy cells every 1.5 secondsGravity SurgeRound now applies an additional stack of Charged Barrel and Charged Barrier, if applicableBurst ModeWhile 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 stacksIronsightsIncreases 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 attacksCover FireFull Auto and Boltstorm slow the target's movement speed by 70% for 2 seconds with each hitDeadly CannonIncreases the critical damage bonus of High Impact Bolt, Grav Round, Demolition Round, Vortex Bolt, and Boltstorm by 30%Rotary CannonIncreases the critical hit chance for Full Auto, Boltstorm, and Vortex Bolt by 15%Charged LauncherIncreases the damage dealt by High Impact Bolt, Grav Round, Demolition Round, and Electro Net by 5% Combat Medic Level - 10 (Active)Medical ProbeSummons a probe that heals for XLevel - 24Emergency ResponseEliminates 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 secondsLevel - 26 (Active)Kolto BombLobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for XLevel - 28Kolto ResidueKolto 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 secondsLevel - 36Kolto PodsKolto Bomb leaves a pool of kolto that heals allies for <<1 over 3 secondsLevel - 40Field TriageActivating 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 chargesLevel - 41 (Active)Trauma ProbeDeploys 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 activeLevel - 44Psych AidField Aid now removes negative mental effects and heals the target for XLevel - 48Preventative MedicineBacta 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 secondsLevel - 57 (Active)Successive TreatmentHeals 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 durationLevel - 59Med BoostersReduces 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 healsTreated Wound DressingsReduces all damage taken by 5% while Combat Support Cell is activeProbe MedicIncreases 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 eachSteady HandsReduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%Potent MedicineIncreases the critical healing bonus of all heals by 15%Field MedicineIncreases 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% fasterQuick ThinkingReduces 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 RoundLaunches an incendiary projectile, setting the target ablaze for <X elemental damage and an additional X elemental damage over Y secondsLevel - 20Scorching BoltsHigh 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 cellsLevel - 26 (Active)Assault PlastiqueThrows 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 detonatesLevel - 28Ionic AcceleratorWhile 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 secondsLevel - 40Hyper Assault RoundsDealing 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 secondsLevel - 41 (Active)Serrated BoltFires special serrated bolts at the target that deal X weapon damage and cause the target to bleed for X internal damage over 15 secondsLevel - 52DegaussActivating Diversion increases your defense chance by 25% for 6 secondsLevel - 57 (Active)Mag BoltFires a very powerful shot at the target that deals X weapon damage. Shares a cooldown with High Impact BoltLevel - 59Blazing CelerityDamage 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 secondsSweltering HeatRound 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 damageRapid RechargeIncreases alacrity by 2% and reduces the cooldown of Recharge Cells and Reserve Powercell by 30 secondsRelentless AssaultIncreases tech critical hit chance by 3% and increases the damage dealt by periodic elemental attacks by 30% on targets below 30% max healthSuperheated PlasmaIncreases the damage dealt by Plasma Cell by 30% and increases its chance to be triggered by 10%Hyper BarrelsReduces 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 DisseminationIncreases 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 bleedAssault TrooperIncreases 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 attacksBlaze of GloryAssault 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 MedicineHeals a friendly target for XLevel - 12Exploratory SurgeryReduces the activation time of Underworld Medicine and Kolto Pack by 0.5 seconds and allows Underworld Medicine to grant Upper HandLevel - 26 (Active)Kolto CloudHeals up to 4 allies within 10 meters for X over 6 secondsLevel - 28Medpac MasteryEach 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 secondsLevel - 32Psych MedsTriage now removes negative mental effects and heals the target for X pointsLevel - 36Patient Studiesthe speed at which Diagnostic Scan channels by 30%. In addition, Diagnostic Scan critical hits restore 2 energyLevel - 41 (Active)Emergency MedpacUpper Hand to instantly heal the target for X. Requires and consumes Upper HandLevel - 44Emergent EmergenciesIncreases 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 secondsLevel - 57 (Active)Kolto WavesHeals 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 channelPuissant PoulticesIncreases 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 5Accomplished SawbonesIncreases the critical healing bonus of Underworld Medicine, Kolto Cloud, Emergency Medpac, and Kolto Waves by 30%Smuggled TechnologyReduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%Bedside MannerSpending an Upper Hand increases outgoing healing by 15% for 6 seconds. This can only occur once every 10 secondsHealing HandIncreases 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: CriticalIncreases the critical chance of Diagnostic Scan and Kolto Waves by 25%Smuggled Med DeliveryExiting Stealth grants 2 stacks of Upper HandHomegrown PharmacologyIncreases 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 PunchExploits Upper Hand to sucker punch the target for X kinetic damage. Requires and consumes Upper HandLevel - 16Flying FistsSucker Punch triggers Flying Fists, dealing X additional kinetic damage. Standard and weak targets are additionally stunned by Flying FistsLevel - 20Round TwoFlying Fists immediately regrants Upper Hand when hitting a bleeding target. This effect cannot occur more than once every 10 secondsLevel - 26 (Active)Shank ShotShoots 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 28Turn the TablesIncreases the damage dealt by Sucker Punch and Flying Fists by 5%. In addition, when Flying Fists damages a target, you recover 8 energyLevel - 32Fight or FlightExiting 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 secondsLevel - 36Flechette RoundLoads 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 secondsLevel - 41 (Active)BludgeonStrikes at the target for X kinetic damage. Shares a cooldown with Blaster WhipLevel - 48Rolling PunchesBack 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 attacksLevel - 52Slippery DevilIncreases 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 secondsLevel - 57 (Active)Blood BoilerSummons 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 attacksSawed OffIncreases the damage dealt by Back Blast by 5%Let 'Em Have ItIncreases the critical hit chance of Blaster Volley by 10% and the critical damage bonus by 25%UnderdogIncreases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 30%Pressure CookerIncreases the damage and critical hit chance of Blood Boiler by 5%Shifty-eyedIncreases stealth detection level by 2 and chance to dodge by 2%ScrappyIncreases the damage dealt by Bludgeon, Quick Shot and Back Blast by 5% Ruffian Level - 10 (Active)Brutal ShotsExploits 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 HandLevel - 24Unfair AdvantageBlaster 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 secondsLevel - 26 (Active)Shrap BombHurls 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 targetsLevel - 32PugnaciousPugnacity immediately restores 10 energy when activated. Additionally reduces the cooldown of Pugnacity by 30 secondsLevel - 40Feelin' WoozyShrap Bomb reduces the movement speed of all targets by 30% for 6 secondsLevel - 41 (Active)Sanguinary ShotDeals 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 HandLevel - 44Fighting SpiritReduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 1 energyLevel - 52ScurryIncreases 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 secondsLevel - 57 (Active)Point Blank ShotAmbushes 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 BackblastOpen WoundIncreases the duration of Vital Shot by 6 secondsConcussionYour periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effectsCheap ShotsIncreases the damage dealt by Quick Shot, Blaster Volley, Point Blank Shot, and Brutal Shots by 5%.Black Market ModsBlaster Volley spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital ShotCold BloodedIncreases 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 ShotBlack Market EquipmentIncreases the critical hit chance of all periodic effects by 10%Rough and TumbleReduces 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 attacksMortal WoundVital 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 StrikeIncreases 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 StrikeLevel - 16Dust StormTargets damaged by your Force Sweep and Cyclone Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for 45 secondsLevel - 26 (Active)Guardian SlashStrikes 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 threatLevel - 28Blade BarricadeRiposte raises a Blade Barricade, increasing your defense chance by 5% for Y secondsLevel - 40Blade BarrierWhile in Soresu Form, activating Blade Storm grants Blade Barrier, which absorbs a moderate amount of damage. Lasts up to 10 secondsLevel - 41 (Active)Hilt BashSmacks the target for X kinetic damage, stunning it for Y seconds. This ability generates a high amount of threatLevel - 48CourageWhile 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 timesLevel - 57 (Active)Warding CallReduces all damage taken by 40% for Y secondsWarding PowerIncreases the critical chance of Force Sweep by 20%. Additionally, Warding Strike increases shield absorption by 3%Shield SpecializationIncreases shield chance by 4% and reduces the cooldown of Saber Ward by 30 secondsPacificationForce Sweep deals 65% more damage and consumes 2 less focus. Additionally, the critical chance of Cyclone Slash is increased by 20%LungeWhile 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 activeExpeditious ProtectorIncreases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 secondsCyclonic SweepsReduces 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 secondsStasis MasteryStasis no longer needs to be channeled, applying its full effect over 3 secondsBeacon of MightReduces 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 secondsInner PeaceIncreases the duration of Enure by 10 seconds. Increases elemental and internal damage reduction by 5% Guardian Vigilance Level - 10 (Active)Plasma BrandEngulfs your lightsaber in fiery plasma, instantly dealing X internal damage, with a further X internal damage over 12 secondsLevel - 16Burning BladeBlade Storm causes the target to burn for X elemental damage over 6 secondsLevel - 26 (Active)Overhead SlashExecutes an acrobatic attack that deals X weapon damageLevel - 28Burning PurposeOverhead 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 attacksLevel - 32Force RushPlasma Brand, Overhead Slash, and Dispatch increase the critical chance of your next Blade Storm by 50%. Lasts 15 seconds. Stacks up to 2 timesLevel - 36Sundering ThrowReduces 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 - 40Zen StrikePlasma Brand finishes the active cooldown on Master Strike and generates 3 FocusLevel - 41 (Active)Shien FormEnters 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 usedLevel - 44UnremittingWhile in Shien Form, Force Leap grants Unremitting, reducing all damage taken by 20% and granting immunity to interrupts and all controlling effects for 4 secondsLevel - 56KeeningIncreases 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 secondsLevel - 57 (Active)Vigilant SlashSlashes 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 SweepCommanding AweIncreases 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 secondsSmoldering SaberIncreases the critical chance of Plasma Brand, Vigilant Slash, and burning effects by 10%EffluenceReduces the cooldowns of Force Sweep and Vigilant Slash by 6 seconds each, and both abilities no longer consume focusBurning StormForce 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 targetsMaster FocusMaster Strike deals 10% more damageVigilanceReduces the cooldown of Overhead Slash by 6 seconds and Blade Storm by 3 seconds Guardian Focus Level - 10 (Active)Focused BurstBursts the enemy target with a powerful burst of Force energy, dealing X kinetic damageLevel - 26 (Active)Zealous LeapLeaps to a target, dealing X weapon damage and immobilizing the target for 1 second. Strikes with both weapons if dual wieldingLevel - 28MomentumReduces 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 focusLevel - 32Zephyrean SlashWhile 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 secondsLevel - 36Felling BlowForce Leap and Zealous Leap make your next Force Sweep or Focused Burst used within 20 seconds an automatic critical hitLevel - 40Heightened PowerIncreases 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 secondsLevel - 41 (Active)Force ExhaustionProgressively 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 - 44SingularityWhile 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 activeLevel - 56Force LashSlash, Cyclone Smash, Riposte, Dispatch, and Concentrated Slice deal X additional Force energy damage.Level - 57 (Active)Concentrated SliceSlices the target for X weapon damage. Attacks with both weapons if dual wieldingConcentrated PowerWhile 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 attacksShii-Cho MasteryShii-Cho Form increases armor penetration by 30%Focused ResonanceIncreases the critical strike damage of all attacks by 15%Gravity DefianceZealous Leap and Force Exhaustion each consume 1 less focusSwift SlashIncreases the critical strike chance of Slash, Cyclone Smash, Riposte, Dispatch, and Concentrated Slice by 10%Swelling WindsIncreases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds eachSaber StrengthIncreases 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)GutGuts the target with a knuckle-plate vibroblade, dealing X kinetic damage and causing the target to bleed for X internal damage over Y secondsLevel - 20High Friction BoltsWhile 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 presentLevel - 26 (Active)Tactical SurgeFires a concentrated surge of energy at an enemy target, dealing X energy damage. Replaces Ion PulseLevel - 32Tactical AcceleratorWhile 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 secondsLevel - 40Sonic DefenseActivating Sonic Round increases your defense chance by 25% for 6 secondsLevel - 41 (Active)Assault PlastiqueThrows 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 detonatesLevel - 52Reflexive ShieldWhen 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 secondsLevel - 57 (Active)Cell BurstUnleashes 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 onceHavoc TrainingIncreases 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 AbsorbersReduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sourcesGrenadiershipReduces 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 presentRiot AugsIncreases the damage dealt by Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, and Cell Burst by 5%Critical RechargeIncreases 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 activeTriumphIncreases the damage you deal to bleeding targets by 3%Nightvision ScopeIncreases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 secondsCharged LoadersIncreases 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 BladesIncreases 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)ShockstrikeStrikes 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 StockstrikeLevel - 26 (Active)Incendiary RoundLaunches an incendiary projectile, setting the target ablaze for X elemental damage and an additional X elemental damage over Y secondsLevel - 36Hyper Assault CellWhile Plasma Cell is active, activating Shockstrike makes your next High Impact Bolt an automatic critical hitLevel - 40Pulse GeneratorWhile 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 timesLevel - 41 (Active)Fire PulseEmits a fiery pulse wave, dealing X elemental damage to the targetLevel - 52Adrenaline FueledWhile 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 secondsLevel - 56Plasma BarrageHigh 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 attacksLevel - 57 (Active)PlasmatizeDrenches 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 PlasmatizePlasmatic AssaultIncreases the critical bonus damage of Pulse Cannon, Shockstrike, Incendiary Round, Fire Pulse, and Plasmatize by 30%Heated ToolsReduces the cooldown of Pulse Cannon by 3 seconds and causes Shockstrike to root its target for 2 secondsInsulated AugsIncreases elemental and internal damage reduction by 2% and reduces the cooldown on Sonic Round by 10 secondsRain of FireShockstrike and High Impact Bolt deal 10% additional damage to burning targetsAssault FrameReduces the damage taken from all periodic effects by 15%Superheated PlasmaIncreases the damage dealt by Plasma Cell by 30% and increases its chance to be triggered by 10%Cell GeneratorWhile Plasma Cell is active, you regenerate 2 energy cells every 1.5 secondsBurnoutIncreases tech critical hit chance by 3% and increases the damage dealt by elemental attacks by 10% on targets below 30% max healthIonized IgnitionShockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell, if it is active, on all affected targets Shield Specialist Level - 10 (Active)StormStorms 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 activeLevel 12Ion OverloadWhile 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 threatLevel - 16Static FieldWhile 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 secondsLevel - 20Pulse EngineWhile 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 secondsLevel 24Power ScreenShielding 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 secondLevel - 26 (Active)Energy BlastFires 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 - 28Shield CyclerIncreases 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 secondsLevel - 32Static ShieldIncreases 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 secondsLevel - 40Static SurgeIncreases 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 SurgeLevel - 41 (Active)Riot GasThrows 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 lossLevel - 57 (Active)Ion StormSprays 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 CannonLevel - 59Shield EnhancersStockstrike and High Impact Bolt grant Shield Enhancers when activated, increasing shield chance by 1% for 15 seconds. Stacks up to 3 timesSoldier's GritAdrenaline 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 activeCeramic PlatingIncreases shield absorption by 4%Deflective GuardsIncreases melee and ranged defense by 4%Ion ShieldFurther increases damage reduction while Ion Cell is active by 2%Power ArmorIncreases damage reduction by 2% and armor rating by 15% Shadow Infiltration Level - 10 (Active)Shadow TechniqueAssumes 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 - 16Circling ShadowsDouble 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 - 24Masked AssaultExiting 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 StrikeStrikes 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 - 28ProfundityYour 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 - 36Potent ShadowsWhile 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 - 40Infiltration TacticsDirect 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 SlashSlashes 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 - 48Kinetic FieldReduces 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 BlastCrushes 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 MarkShadow Strike sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.Prevalling StrikesIncreases the damage dealt by Clairvoyant Strike, Whirling Blow and Spinning Strike by 10%.Shadow's RespiteWhile in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by 25%.JudgementIncreases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Spinning Strike by 10.Whirling EdgeIncreases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%.Deep ImpactIncreases the critical strike damage dealt by Shadow Techinque's Force Breach effect and Psychokinetic Blast by 30%.UpheavalProject 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 BalanceDeals 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 - 20Force StrikeMelee 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 ForceWeakens 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 - 32Rebounding ForceWhen your Force Technique deals damage, it restores 2 Force.Level - 36Force SuppressionForce 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 StrikeReclaims 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 - 48Crush SpiritYour 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)VanquishVanquishes 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 PotencyReduces the Force cost of Force in Balance by 20Mind QuellIncreases the damage dealt by Mind Crush and Vanquish by 10%.Force FocusIncreases the damage dealt by Force Technique's Force Breach effect by 20%.Prolific JusticeForce 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.AdjudicationIncreases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 30%.Mind and BodyReduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds.Psychic AbsorptionIncreases 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 ThoughtsIncreases all periodic damage dealt by 10%Aching MindIncreases the critical damage bonus of Force in Balance, Vanquish, and your periodic damage abilities by 30%. Kinetic Combat Level - 10 (Active)Kinetic WardErects 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 TimeSlows 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 - 36Particle AccelerationWhile 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 - 40Double-bladed Saber DefenseWhenever 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 PullUses 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 - 44Harnessed ShadowsProject 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 - 48Rapid 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 - 52Shadow WrapExiting 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 - 56ShadowsightIncreases 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 DebrisDeals 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 - 59Mental FortitudeIncreases 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.BombardmentWhile 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 BreakIncreases the damage dealt by Combat Technique's Force Breach by 15% and Slow Time by 30%.One with the ForceIncreases the rate at which your Force regenerates by 30%.PsychokinesisWhile 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 BulwarkConsuming 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.ElusivenessIncreases the armor rating Combat Technique grants by an additional 20%, and increases damage reduction by 2%. Sage Seer Level - 10 (Active)DeliveranceHeals a friendly target for <<1 health. Level - 12 ForesightReduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%. Level - 16Immutable ForceReduces the activation time of Deliverance by 0.5 seconds and the Force cost of Benevolence by 5. Level - 20ConveyanceYour 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 PreservationReduces the Force cost of Force Armor by 30 and reduces the duration of Force-imbalance by 5 seconds.Level - 26 (Active)Healing TranceHeals a friendly target for X health and consumes 40 Force over the channel duration.Level - 28Mend WoundsRestoration now removes negative physical effects and heals the target for X Level - 32 Force ShelterIncreases 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 - 36SerenityIncreases Force critical chance and damage reduction by 3%. Level - 40 ClairvoyanceIncreases your bonus healing by 5%. Level - 41 (Active)SalvationHeals up to 8 allies that remain within 8 meters of the targeted area for X over 10 seconds.Level - 44ResplendenceHealing 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 - 48Force WardenHealing 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 AmnestyReduces 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 - 56RenewalRefreshing your Rejuvenate on a target will heal them for an additional X health after 1.5 seconds.Level - 57 (Active)Wandering MendPlaces 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 - 59AltruismMind 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 WaveSends a wave of telekinetic energy that deals X kinetic damage to up to 8 targets within 8 meters of the primary target.Level - 12Tidal ForceDisturbance, 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 - 16Resonating VibrationsIncreases the critical chance of Force Quake by 15% and its critical damage bonus by 30%.Level - 20Telekinetic EffusionDirect Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.Level - 24ConcentrationReduces 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)TurbulenceDeals X internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.Level - 28Mental MomentumMind 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 - 32Cascading ForceIncreases 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 - 36Clamoring ForceForce Speed gives 2 stacks of Clamoring Force, which allows Disturbance and Telekinetic Burst to be activated instantly.Level - 40Telekinetic MomentumDisturbance, 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 GustBlasts 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 - 44Telekinetic Focal PointDamage 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 - 48Flowing ForceTelekinetic 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 - 52ReverberationIncreases the critical damage dealt by Telekinetic Wave, Mind Crush, Turbulence, and Telekinetic Gust by 30%.Level - 56TremorsEach 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 BurstFocuses a Telekinetic attack that bursts the target, dealing X energy damage.Level - 59Mental ContinuumDirect 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 BalanceDeals 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 - 12Telekinetic BalanceTelekinetic Throw no longer has a cooldown and deals 10% more damage.Level - 16Psychic BarrierReduces 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 - 20Force SuppressionForce 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 - 24Presence of MindDealing 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 ForceWeakens 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 - 28Abundant JusticeForce 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 - 32Critical KinesisIncreases the critical chance of Telekinetic Throw and Disturbance by 5%.Level - 36Drain ThoughtsIncreases all periodic damage dealt by 10%Level - 40Rippling ForceDamage 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 SerenityRedistributes life from an enemy, dealing X internal damage to the target and healing you for 50% of the damage dealt.Level - 44Mind WarpIncreases the duration of Mind Crush and Vanquish by 2 seconds.Level - 48Mental ScarringIncreases the critical damage bonus of Force in Balance, Force Serenity, and your periodic damage abilities by 30%.Level - 52Focused InsightIncreases 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 - 56Psychic ProjectionWhen 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)VanquishVanquishes 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 - 59Mind's EyeIncreases the damage dealt by Rippling Force by 100% and restores 2 Force each time a charge of your Force Suppression is consumed. Изменено 21 октября, 2014 пользователем Cessy 5 Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Sagenzo 246 21 октября, 2014 Откуда информация? Можно ссылочку? Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Cessy 49 21 октября, 2014 (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 Изменено 21 октября, 2014 пользователем Cessy Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Sagenzo 246 21 октября, 2014 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. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
ShadowBroker185 88 21 октября, 2014 Ну это ты не по адресу :D Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Progeres 9 21 октября, 2014 (изменено) новые шмотки )))))) Изменено 21 октября, 2014 пользователем Progeres Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
ShadowBroker185 88 21 октября, 2014 Спойлеры, там реван без маски. Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты
Progeres 9 21 октября, 2014 (изменено) на каком видео и минуте???? нашел на первом 1:04:30-1:04:58 Изменено 21 октября, 2014 пользователем Progeres Поделиться сообщением Ссылка на сообщение Поделиться на другие сайты