Analysis of how ability choices will affect combat styles in SWTOR 7.0 and lists of new ability effects and ability choices for all classes
The 7.0 PTS has been taken down and will not be returning until after 7.0 is released. This is an analysis and list of all Ability Tree Choices for each discipline from the final build of the PTS, it also contains new abilities, effect chances, and completely pruned abilities.
To be clear, this is definitely not the final version we’ll see in game, though I suspect many of the choices will be similar to what we actually get with the 7.0 Expansion.
I won’t be analyzing individual choices like I have been in previous 7.0 articles detailing individual class changes, though I do want to point out some notable trends.
What effect the Ability Choices will have on gameplay
Almost every Combat Style has 5 currently-accessible abilities locked behind 3 choices. Don’t just look at your favorite Combat Style and compare it to everything else on live.
The Level 73 Choice – Pick 1 of 3 Abilities
At level 73, each Combat Style has to pick between 1 of 3 abilities. All Combat Styles (except Sniper / Gunslinger) have one of their primary CC (crowd control) abilities offered as a choice here.
Every single Combat Style has either the 8s mez (stun that breaks on damage) or 4s hard stun (does not break on damage) locked away behind a choice, with the other remaining accessible to the Combat Style baseline or being pruned.
If I had to guess, I’d say that BioWare wanted to reduce the amount of CC present in PvP because the result of this choice is that the amount of time you’ll be spending locked out of your abilities in PvP is gonna be reduced by approximately half, if not more!
All Combat Styles (except Assassin / Shadow) also have one of their movement abilities locked away in the level 73 choice, and it’s always the ability with the longer cooldown that tends to have some sort of defensive component to it. In PvP, this will force players to choose between CC and mobility.
The third option in the level 73 choice is far less consistent. I can’t seem to find a pattern to it. Sometimes it’s a strong DCD, other times it’s a part of a very specific multi-part build. I think the third option really just gives BioWare some extra wiggle-room with balancing where they can choose to make it truly consequential when needed, or just make it a choice between the defensive movement ability and CC when they don’t feel anything else needs to be taken away from the Combat Style for it to be balanced.
Level 47 Choice – 1 Ability or 1 of 2 Passives
Each Combat Style has to pick between 1 ability or 1 of 2 passives at level 47. The ability that is locked away in this choice is always an offensive cooldown (except for PT / VG) and it’s almost always the one with the longest cooldown duration, though there are a couple of minor exceptions.
The other two choices tend to be fairly strong offensive or defensive boosts, though they’re a bit inconsistent in how strong they are. I might be reading into it too much, but it seems like the strength of the passives are similar to the strength of the offensive cooldown (OCD) option.
The Combat Styles that get offensive passive options tend to act as capstones for builds you can make with the lower level choices, as this is the last level where you’re making discipline-specific choices. Everything at higher levels is usually the same for all disciplines in that Combat Style.
Level 35 Choice – 1 Ability or 1 of 2 Passives
At level 35, every Combat Style has to pick between 1 ability or 1 of 2 discipline passives. The pattern isn’t as consistent here as it is for the other two ability choices. Most of the time, there seems to be 2 clear options for PvP where BioWare only wants you to have 1 of those capabilities in PvP and then a third option that is useful in PvE, but isn’t quite as strong in PvP.
It definitely seems like BioWare felt that having this additional choice was important for balancing some Combat Styles where most or all of the options are quite consequential while others are minor boosts.
Clarifications on Exceptions
I mentioned some exceptions to the patterns I observed when looking at the choices that involved abilities:
- Snipers / Gunslingers have their CC locked away in the level 35 choice instead of the level 73 one. I suspect that both of those choices will be refined for the final release of 7.0 since there are some problems.
- Powertechs / Vanguards only have 2 abilities locked away in the level 73 choice as opposed to 3, though the passive that’s locked away is Shield / Guard Cannon, which is a critical part of the Veteran Ranger build, and I think it’s easily as consequential as some other Combat Styles’ choices at that tier like Volt Rush / TK Blitz, Severing Slash, and Infiltrate / Smuggle.
- Assassins / Shadows didn’t have a movement ability locked away, but the rest of their ability choices are a bit more consequential than what most other disciplines have to deal with, like they’re missing out on something big no matter what they pick. Also, I think BioWare wants to give them more mobility to feed into that speedy Phantom / Reaper / Ghost playstyle.
- Mercenaries / Commandos have 7 abilities that are locked away instead of the usual 5, so at level 35 and 47, they have to pick between 1 of 2 abilities or 1 passive. I think this is reasonable since they had the most ability bloat by far. They certainly won’t be less capable compared to other disciplines as a result of having 2 more abilities locked away.
None of these exceptions mean that one individual Combat Style is stronger than another. It seems that BioWare is just trying to be sensible by choosing to follow the spirit of the rules they establish rather than the letter in order to offer a more balanced experience.
Better way to look at the Combat Styles changes
Don’t just look at your favorite Combat Style and compare it to everything else on Live. Every Combat Style will generally have the same types of abilities locked away behind choices. Some Combat Styles are getting hit a little harder than others, but the ones that have gotten nerfed the most by these changes seem to be the ones most in need of nerfs.
I wanted to analyze all of the changes in this way because it seems like a lot of players are just looking at how changes for their main will work in a vacuum and not in the context of changes that are happening to other classes that they aren’t as familiar with.
Part of this is BioWare’s fault, they could have done a much better job explaining the rationale behind these choices and ability pruning so that the whole community doesn’t feel like their favorite Combat Style is getting ruined.
I believe that the game will be more balanced as a result of these changes and I’m mostly happy with what BioWare has done with the ability trees. They provide more interesting and impactful choices than utilities while still offering a balanced experience, something that the original skill trees couldn’t provide.
Below you will find the full lists of all new abilities and ability choices transcribed from the final PTS version before it was shut down. Note that the lists only contain Imperial terminology. When the full individual Class Guides for 7.0 are ready, everything will be properly translated with Republic terms. Some Ability icons are also likely to change for the release of Legacy of the Sith.
Table of contents
Note: These descriptions are not 100% identically transcribed in the way they were on the Public Test Server. I presented them in the structure that similar effects appear in game with
Sorcerer Combat Style
Lightning
Level 27 Choice – Chain Lightning Buffs
- Forbidden Knowledge – Critical hits with Chain Lightning build stacks of Preserved, increasing the healing done by Unnatural Preservation and reducing its cooldown.
- Halted Offensive – Replaces Chain Lightning with a single-target version of the ability that deals double damage.
- Suppressive Current – Chain Lightning applies Suppressive Current to all targets it hits. Your next Force Storm detonates the current, dealing additional damage.
Level 35 Choice – Eye of the Storm, Cloud Mind, or Finish Them
- Eye of the Storm – Replaces Lightning Bolt with an AoE version that deals damage to up to 3 nearby enemies.
- Cloud Mind – Grants the Cloud Mind ability, which increases your damage reduction by 25% for 6 seconds and reduces your threat by a moderate amount.
- Finish Them – Shock deals bonus damage and returns Force when hitting targets affected by slows and increases your movement speed by 20%. This can only occur once every 8 seconds.
Level 43 Choice – Thundering Blast Buffs
- Off Balance – Thundering Blast immobilizes targets for 2 seconds. This can only occur once every 9 seconds.
- Thunder and Lightning – Thundering Blast causes your next Chain Lightning to deal 5% more damage. This effect can only occur once every 12 seconds.
- Dark Embrace – Thundering Blast causes Affliction to tick twice.
Level 47 Choice – Insulating Blast, Unlimited Power, or Overcharged Barrier
- Insulating Blast – Thundering Blast grants a stack of Insulating Blast, which increases your damage reduction by 5% for 18 seconds.
- Unlimited Power – Grants the Unlimited Power ability, which increases Mastery, Endurance, and Presence by 10% for you and your Operation group members within 40m for 10 seconds.
- Overcharged Barrier – Increases all healing received by 5% and increases damage absorbed by Static Barrier by 10%.
Level 60 Choice – Lightning Barrier, Force Mobility, or Defiance
- Lightning Barrier – Your Static Barrier crackles with electricity, shocking attackers for as much damage as a Lightning Bolt whenever it absorbs direct damage to you. This does not affect Static Barriers placed on or by allies and cannot occur more than once each second.
- Force Mobility – Thundering Blast can be casted while moving.
- Defiance – Increases damage reduction by 3%.
Level 68 Choice – Unnatural Vigor, Surging Speed, or Backlash
- Unnatural Vigor – Unnatural Preservation increases your damage reduction by 15% for 6 seconds and the cooldown of Unnatural Preservation is reduced by 5 seconds.
- Surging Speed – Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and activating Force Barrier finishes the cooldown on Force Speed.
- Backlash – Static Barriers you place on yourself erupt in a flash of light when they end, mezzing up to 8 nearby enemies for 3 seconds.
Level 73 Choice – Whirlwind, Phase Walk, or Volt Rush
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
- Phase Walk – Grants the Phase Walk ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 60s.
- Volt Rush – Deals a small amount of damage to your target and grants Energize, which increases the damage (and healing, if applicable) dealt by Volt Rush by 30%. Stacks up to 3 times and lasts 5 seconds.
Level 78 Choice – Emersion, Corrupted Flesh, or Conspiring Force
- Emersion – Force Speed grants Emersion, purging all movement-impairing effects and granting immunity to them for the duration.
- Corrupted Flesh – Reduces periodic damage taken by 15%.
- Conspiring Force – Targets affected by your Affliction are slowed by 30% for its duration.
New Abilities and Effects
Static Barrier
In addition to its other effects, while under the effect of Deionized, you gain 5% damage reduction. (this is less than the current 10% DR Lightning Sorcs get)
Pruned Abilities
- Force Slow
- Overload (maybe)
- Reanimation (now healer-only)
Madness
Level 27 Choice – Death Field Buffs
- Unrelenting Affliction – Deathmarks have a 50% chance to be refunded when consumed.
- Death Brand – Replaces Death Field with a single-target version of the ability that deals about 18% more damage, applies a slow, and heals for 50% of the damage dealt.
- Sustained Corruption – When a Deathmark is consumed, you are healed for 1% of your maximum health.
Level 35 Choice – Cloud Mind, Overloaded Strike, or Plague Master
- Cloud Mind – Grants the Cloud Mind ability which increases damage reduction by 25% for 6 seconds and reduces your threat.
- Overloaded Strike – Replaces Lightning Strike with an AoE version that deals the same damage, but can hit up to 2 additional targets within 10m of the primary target.
- Plague Master – Shock finishes off all of your directly applied DoTs, dealing their remaining damage. The cooldown of Shock is increased by 12 seconds. Does not consume or benefit from Deathmarks.
Level 43 Choice – Creeping Terror Buffs
- Creeping End – Applying Creeping Terror reduces the cooldown of Recklessness by 2 seconds. This effect can only occur once every 5 seconds.
- Eternal Torment – Creeping Terror has a 30% chance to deal damage to up to 4 targets within 10m of the initial target.
- Downfall – Dealing damage with Creeping Terror can consume and benefit from an additional Deathmark.
Level 47 Choice – Critical Movement, Corrupted Defense, or Unlimited Power
- Critical Movement – Dealing periodic damage reduces the cooldown of Force Speed by 3 seconds. This effect can only occur once every 5 seconds.
- Corrupted Defense – Dealing critical damage with your DoTs grants Corrupted Defense, which increase your damage reduction by 5% for 10 seconds. Stacks up to 3 times and lasts 10 seconds.
- Unlimited Power – Grants the Unlimited Power ability which increases Mastery, Endurance, and Presence by 10% for you and your Operation group members within 40m for 10 seconds.
Level 60 Choice – Lightning Barrier, Force Mobility, or Defiance
- Lightning Barrier – Your Static Barrier crackles with electricity, shocking attackers for as much damage as a Lightning Bolt whenever it absorbs direct damage to you. This does not affect Static Barriers placed on or by allies and cannot occur more than once each second.
- Force Mobility – Thundering Blast can be casted while moving.
- Defiance – Increases damage reduction by 3%.
Level 68 Choice – Unnatural Vigor, Surging Speed, or Backlash
- Unnatural Vigor – Unnatural Preservation increases your damage reduction by 15% for 6 seconds and the cooldown of Unnatural Preservation is reduced by 5 seconds.
- Surging Speed – Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and activating Force Barrier finishes the cooldown on Force Speed.
- Backlash – Static Barriers you place on yourself erupt in a flash of light when they end, mezzing up to 8 nearby enemies for 3 seconds.
Level 73 Choice – Whirlwind, Phase Walk, or Volt Rush
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
- Phase Walk – Grants the Phase Walk ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 60s.
- Volt Rush – Deals a small amount of damage to your target and grants Energize, which increases the damage (and healing, if applicable) dealt by Volt Rush by 30%. Stacks up to 3 times and lasts 5 seconds.
Level 78 Choice – Emersion, Corrupted Flesh, or Conspiring Force
- Emersion – Force Speed grants Emersion, purging all movement-impairing effects and granting immunity to them for the duration.
- Corrupted Flesh – Reduces periodic damage taken by 15%.
- Conspiring Force – Targets affected by your Affliction are slowed by 30% for its duration.
New Abilities and Effects
Static Barrier
Your Static Barrier, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. The healing for Enduring Bastion is increased by 1% for each stack of Enduring Bastion.
Pruned Abilities
- Force Slow
- Overload (maybe)
- Reanimation (now healer-only)
Corruption
Level 23 Choice – Dark Infusion Buffs
- Fueled Corruption – Dark Infusion applies Fueled Corruption, which is a 12 second HoT that is about 63% as strong as Dark Infusion.
- Rally – Dark Infusion also heals 1 additional target within 8m of the primary target.
- Haste – After casting Dark Infusion, you are granted Haste, which makes your next Dark Infusion instant. This effect cannot occur more than once every 10 seconds.
Level 35 Choice – Dark Speed, Cloud Mind, or Dark Power
- Dark Speed – Dark Heal increases the movement speed of the target by 50% for 6 seconds. This effect cannot occur more than once every 12 seconds.
- Cloud Mind – Grants the ability Cloud Mind, which increases your damage reduction by 25% for 6 seconds and reduces your threat by a moderate amount.
- Dark Power – Dark Heal has a 50% chance to cause your Resurgence to tick twice.
Level 43 Choice – Innervate Buffs
- Dark Resurgence – Innervate spreads your Resurgence to up to 8 allies within 5m.
- Polarizing – While Polarity Shift is active, Innervate’s healing is increased by 3%.
- Corrupted Bastion – Innervate builds stacks of Corrupted Bastion. Each stack increases the healing done by your next Dark Heal, Rally, or Dark Infusion by 3%. Stacks up to 3 times.
Level 60 Choice – Lightning Barrier, Force Mobility, or Defiance
- Lightning Barrier – Your Static Barrier crackles with electricity, shocking attackers for as much damage as a Lightning Bolt whenever it absorbs direct damage to you. This does not affect Static Barriers placed on or by allies and cannot occur more than once each second.
- Force Mobility – Thundering Blast can be casted while moving.
- Defiance – Increases damage reduction by 3%.
Level 68 Choice – Unnatural Vigor, Surging Speed, or Backlash
- Unnatural Vigor – Unnatural Preservation increases your damage reduction by 15% for 6 seconds and the cooldown of Unnatural Preservation is reduced by 5 seconds.
- Surging Speed – Reduces the cooldowns of Force Speed by 5 seconds and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and activating Force Barrier finishes the cooldown on Force Speed.
- Backlash – Static Barriers you place on yourself erupt in a flash of light when they end, mezzing up to 8 nearby enemies for 3 seconds.
Level 73 Choice – Whirlwind, Phase Walk, or Volt Rush
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
- Phase Walk – Grants the Phase Walk ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 60s.
- Volt Rush – Deals a small amount of damage to your target and grants Energize, which increases the damage (and healing, if applicable) dealt by Volt Rush by 30%. Stacks up to 3 times and lasts 5 seconds.
Level 78 Choice – Emersion, Corrupted Flesh, or Conspiring Force
- Emersion – Force Speed grants Emersion, purging all movement-impairing effects and granting immunity to them for the duration.
- Corrupted Flesh – Reduces periodic damage taken by 15%.
- Conspiring Force – Targets affected by your Affliction are slowed by 30% for its duration.
New Abilities and Effects
Static Barrier
No new effect listed. I assume the difference is the shorter Deionized duration. Other disciplines have much more significant differences between the unique ability than Sorc has with the bubble, complete with their own distinct icons, so it’s possible this could change significantly as well.
Pruned Abilities
- Force Slow
- Overload (maybe)
Assassin Combat Style
Deception
Level 27 Choice – Reaping Strike Buffs
- Penetrating Slash – Increases Reaping Strike’s armor penetration and critical chance by 20%.
- Reaper – Killing an enemy within 3 seconds of dealing damage with Reaping Strike resets the cooldown of all damaging abilities and increases your crit chance by 40% for 6 seconds.
- Energized Blade – Reaping Strike costs 10 additional Force. Critically hitting with direct Force attacks resets the cooldown of Reaping Strike.
Level 35 Choice – Overload, Maul Spike, or Force Magnetism
- Overload – Grants the Overload ability, which deals a small amount of damage, knocks back up to 8 enemies within a 15m cone in front of you, and immobilizes them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Standard and weak enemies are additionally knocked down for 3 seconds.
- Maul Spike – Dealing damage with Maul from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down instead.
- Force Magnetism – Force Cloak increases your movement speed by 50%. In addition, Force Speed lasts 1 second longer and slows all enemies within 5m by 75% for 2.5s when activated.
Level 43 Choice – Voltaic Slash Buffs
- Reckless Voltage – Dealing damage with Voltaic Slash reduces the cooldown of Recklessness by 2 seconds.
- Voltaic Engine – Voltage stacks built by Voltaic Slash increase your critical chance by 10% per stack.
- Voltaic Defense – Voltage stacks built by Voltaic Slash increase your damage reduction by 5% per stack. In addition, Voltaic Slash slows its target by 30% for 6 seconds.
Level 47 Choice – Lightning Engine, Lightning Critical, or Overcharged Saber
- Lightning Engine – Critically hitting with Voltaic Slash or a direct Force attack generates 10 Force and heals you for 1% of your maximum health. This effect cannot occur more than once per second.
- Lightning Critical – Melee attacks that cost Force now benefit from and consume Recklessness. You deal additional energy damage to targets you critically hit with melee attacks. This effect cannot occur more than once every 3 seconds.
- Overcharge Saber – Grants the Overcharge Saber ability, which immediately restores 15% of your max health, increases the damage dealt by all Lightsaber Charges by 50%, increases their chance to trigger by 25%, and heals you for a small amount whenever their effects are triggered. The healing cannot occur more than once per second.
Level 60 Choice – Formless Phantom, Fade, or Dark Stability
- Formless Phantom – Reduces AoE damage taken by 30%.
- Fade – Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.
- Dark Stability – Activating Deflection grants Dark Stability, which makes you immune to stun, sleep, lift, and incapacitating effects for 6 seconds.
Level 68 Choice – Obfuscating Speed, Force Phase, or Lambaste
- Obfuscating Speed – Increases your movement speed by 15% and your effective stealth level by 10. Activating Ball Lightning increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
- Force Phase – Force Speed and Phantom Stride grant Force Phase, which purges all movement-impairing effects and grants immunity to them for 2 seconds.
- Lambaste – Lacerate deals 25% additional damage.
Level 73 Choice – Severing Slash, Whirlwind, or Force Shroud
- Severing Slash – Grants the Severing Slash ability, which deals moderate damage in a frontal cone and slows targets it damages by 50% and Electrifies you for 3 seconds. Electrify increases the damage of your Force attacks by 5% for each target hit with Severing Slash.
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
- Force Shroud – Grants the Force Shroud ability, which purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break stealth.
Level 78 Choice – Reapers Rush, Avoidance, or Shroud of Madness
- Reaper’s Rush – Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Lasts up to 10 seconds. In addition, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, the cooldown of Phantom Stride is reset.
- Avoidance – Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
- Shroud of Madness – Activating Force Cloak grants 2 seconds of Force Shroud.
New Abilities and Effects
Recklessness
Grants 3 stacks of Recklessness, which increases the critical chance of your next 3 direct Force attacks by 60%. Lasts up to 20 seconds.
Pruned Abilities
- Guard (now tank-only)
- Spike (now tank-only as choice)
Hatred
Level 27 Choice – Death Field Buffs
- Death Focus – Death Field restores 5 Force and reduces the cooldown of Recklessness by 5 seconds for each enemy it hits.
- Pervasive Death – Death Field deals 10% more damage and grants Pervasive Death, which increases your armor penetration by 10% for each target it hits. Lasts 10 seconds.
- Deadly Field – Death Field gains an additional ability charge. Killing an enemy or activating Recklessness generates 1 charge of Death Field.
Level 35 Choice – Overload, Maul Spike, or Force Magnetism
- Overload – Grants the Overload ability, which deals a small amount of damage, knocks back up to 8 enemies within a 15m cone in front of you, and immobilizes them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Standard and weak enemies are additionally knocked down for 3 seconds.
- Maul Spike – Dealing damage with Leeching Strike from stealth stuns the target for 2 seconds. Standard and weak enemies are knocked down instead.
- Force Magnetism – Force Cloak increases your movement speed by 50%. In addition, Force Speed lasts 1 second longer and slows all enemies within 5m by 75% for 2.5s when activated.
Level 43 Choice – Eradicate Buffs
- Ruin – Whenever a target affected by your Eradicate dies, it deals its initial damage to the nearest target and applies Ruin, which causes the initial hit of the next Eradicate used on that target to deal 25% additional damage.
- Eradication Ray – Eradicate now deals all its periodic damage over 1 second.
- Befall – Dealing damage with Eradicate applies Befall to the target, increasing the critical chance of your periodic effects by 10%. Lasts 10 seconds.
Level 47 Choice – Maliciousness, Hungering Force, or Overcharged Saber
- Maliciousness – Defeating an enemy or activating Recklessness reset the cooldowns of all melee attacks and Eradicate and grants Maliciousness, which increases their damage dealt by 10%. Stacks up to 2 times and lasts 20 seconds.
- Hungering Force – The critical chance of your periodic effects is increased by 5%. Whenever you steal life, you generate 1 Force.
- Overcharge Saber – Grants the Overcharge Saber ability, which immediately restores 15% of your max health, increases the damage dealt by all Lightsaber Charges by 50%, increases their chance to trigger by 25%, and heals you for a small amount whenever their effects are triggered. The healing cannot occur more than once per second.
Level 60 Choice – Formless Phantom, Fade, or Dark Stability
- Formless Phantom – Reduces AoE damage taken by 30%.
- Fade – Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.
- Dark Stability – Activating Deflection grants Dark Stability, which makes you immune to stun, sleep, lift, and incapacitating effects for 6 seconds.
Level 68 Choice – Obfuscating Speed, Force Phase, or Lambaste
- Obfuscating Speed – Increases your movement speed by 15% and your effective stealth level by 10. Activating Eradicate increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
- Force Phase – Force Speed and Phantom Stride grant Force Phase, which purges all movement-impairing effects and grants immunity to them for 2 seconds.
- Lambaste – Lacerate deals 25% additional damage.
Level 73 Choice – Severing Slash, Whirlwind, or Force Shroud
- Severing Slash – Grants the Severing Slash ability, which deals moderate damage in a frontal cone and slows targets it damages by 50% for 3 seconds and heals you for 25% of the damage dealt.
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
- Force Shroud – Grants the Force Shroud ability, which purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for 3 seconds. Does not break stealth.
Level 78 Choice – Reapers Rush, Avoidance, or Shroud of Madness
- Reaper’s Rush – Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Lasts up to 10 seconds. In addition, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, the cooldown of Phantom Stride is reset.
- Avoidance – Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
- Shroud of Madness – Activating Force Cloak grants 2 seconds of Force Shroud.
New Abilities and Effects
Recklessness
Grants 2 stacks of Recklessness, which increases the critical chance of your next 2 direct Force attacks by 60%. Lasts up to 20 seconds. Critically hitting with a periodic damage effect reduces the cooldown of Recklessness by 2 seconds.
Pruned Abilities
- Guard (now tank-only)
- Spike (now tank-only as choice)
Darkness
Ability Tree Choices
Level 27 Choice – Depredating Volts Buffs
- Antagonizing Volts – Increases the damage, critical hit chance, and threat generated by Depredating Volts by 10%.
- Energized Volts – Depredating Volts deals 20% more damage to targets you have mind controlled and restores 5 Force whenever it deals damage to them.
- Chained Volts – Depredating Volts arcs to nearby targets each time it deals damage.
Level 35 Choice – Spike, Energized Shock, or Force Magnetism
- Spike – Grants the Spike ability, which deals a high amount of Force energy damage and stuns the target for 2 seconds. Standard and weak enemies are additionally knocked down. 4m range, 20s cooldown, instant.
- Energized Shock – Shock’s critical hit damage is increased by 50% and dealing damage with Shock extends the duration of Mind Control by 3 seconds to targets already affected by your Mind Control.
- Force Magnetism – Force Cloak increases your movement speed by 50%. In addition, Force Speed lasts 1 second longer and slows all enemies within 5m by 75% for 2.5s when activated.
Level 43 Choice – Dark Ward Buffs
- Dusk Ward – Each time a stack of Dark Ward is consumed, the cooldown of Force Cloak is reduced by 2 seconds. If Dark Ward is broken by damage, it reduces the accuracy of all nearby enemies by 20% for 6 seconds.
- Twilight Ward – Each time a stack of Dark Ward is consumed, the cooldown of Recklessness is decreased by 2 seconds. If Dark Ward is broken by damage, it grants 1 stack of Recklessness to you.
- Gloom Ward – Each time a stack of Dark Ward is consumed, the cooldown of Mass Mind Control is reduced by 2 seconds. If Dark Ward is broken by damage, it deals a moderate amount of damage to nearby targets, generates a high amount of threat, and finishes the cooldowns of Wither and Discharge.
Level 47 Choice – Dark Forces, Reckless Defense, or Overcharged Saber
- Dark Forces – Each time you deal damage to a target affected by your Mind Control, you restore 2 Force and heal for 1% of your max health.
- Reckless Defense – Consuming a stack of Recklessness grants you and nearby allies Reckless Defense, increasing damage reduction by 5% per stack. Reckless Defense stacks up to 3 times and lasts 6 seconds.
- Overcharge Saber – Grants the Overcharge Saber ability, which immediately restores 15% of your max health, increases the damage dealt by all Lightsaber Charges by 50%, increases their chance to trigger by 25%, and heals you for a small amount whenever their effects are triggered. The healing cannot occur more than once per second. In addition, your damage reduction is increased by 25% while Overcharge Saber is active.
Level 60 Choice – Formless Phantom, Fade, or Dark Stability
- Formless Phantom – Reduces damage taken while stunned by 30%.
- Fade – Reduces the cooldown of Force Cloak by 30 seconds and extends its duration by 5 seconds.
- Dark Stability – Activating Deflection grants Dark Stability, which makes you immune to stun, sleep, lift, and incapacitating effects for 6 seconds.
Level 68 Choice – Obfuscating Speed, Force Phase, or Lambaste
- Obfuscating Speed – Increases your movement speed by 15% and your effective stealth level by 10. Activating Shock increases your movement speed by 50% for 9 seconds. This effect cannot occur more than once every 18 seconds.
- Force Phase – Force Speed and Phantom Stride grant Force Phase, which purges all movement-impairing effects and grants immunity to them for 2 seconds.
- Lambaste – Lacerate deals 25% additional damage.
Level 73 Choice – Severing Slash, Whirlwind, or Force Shroud
- Overload – Grants the Overload ability, which deals a small amount of damage, knocks back up to 8 enemies within a 15m cone in front of you, and immobilizes them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Standard and weak enemies are additionally knocked down for 3 seconds.
- Severing Slash – Grants the Severing Slash ability, which deals moderate damage in a frontal cone and slows targets it damages by 50% and applies Charged Veil to you for 3 seconds. Charged Veil increases your damage reduction by 5% for each target hit with Severing Slash.
- Whirlwind – Grants the Whirlwind ability, which mezzes the target for 8 seconds. If the effect ends prematurely, the target is stunned for 2 seconds. Strong, Elite, and Champion enemies heal rapidly.
Level 78 Choice – Reapers Rush, Avoidance, or Shroud of Madness
- Reaper’s Rush – Phantom Stride grants Reaper’s Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Lasts up to 10 seconds. In addition, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, the cooldown of Phantom Stride is reset.
- Avoidance – Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
- Shroud of Madness – Activating Force Cloak grants 2 seconds of Force Shroud.
New Abilities and Effects
Recklessness
Grants 2 stacks of Recklessness, which increases the critical chance of your next 2 direct Force attacks by 60%. Lasts up to 20 seconds. Activating Recklessness grants Shroud of Darkness, which increases Shield Absorption by 30% for 20 seconds.
No abilities were fully removed from the game for Assassin tanks.
Sniper Combat Style
Virulence
Level 27 Choice – Corrosive Grenade Buffs
- Corrosive Technologies – The initial hit of Corrosive Grenade deals 10% more damage. In addition, Corrosive Grenade extends the duration of Integrated Toxins by 1 second for each target it hits.
- Critical Grenade – Corrosive Grenade increases the critical damage dealt by your periodic poison effects by 10% on affected targets.
- Corrosive Refund – Corrosive Grenade refunds 2 Energy for each target it hits.
Level 35 Choice – Evasive Maneuvers, Maim, or Shatter Snipe
- Maim – Grants the Maim ability, which stuns the target for 4 seconds, deals a small amount of damage, and grants Executioner, which makes Takedown usable against any target regardless of remaining health and deal 15% additional damage.
- Shatter Snipe – The critical hit damage of Lethal Shot is increased by 20%. In addition, dealing damage with Lethal Shot inflicts Trauma, which reduces all healing the target receives by 20%. Lasts 10 seconds.
- Evasive Maneuvers – Countermeasures grants Evasive Maneuvers, which increases your chance to dodge melee and ranged attacks by 200% and reduces the damage you take from Force and Tech attacks by 75% for 3 seconds. In addition, Countermeasures resets the cooldown of Covered Escape.
Level 43 Choice – Cull Buffs
- Corrosive Impair – Cull deals 10% more weapon damage and slows the target by 50% for 6 seconds.
- Winnow – Defeating a target during Cull resets the cooldown of Cull and deals poison damage to nearby enemies if the target was affected by one of your poisons.
- Corrosive Targeting – While Integrated Toxins is active, the armor penetration, critical chance, and critical damage of Cull are increased by 20%.
Level 47 Choice – Focused Integration, Target Acquired, or Critical Compounds
- Focused Integration – Viral Targeting’s cooldown is extended by 30 seconds, but its Integrated Toxins effect lasts twice as long.
- Target Acquired – Grants the ability Target Acquired, which immediately restores 15 Energy. In addition, Ranged and Tech accuracy are increased by 30% and armor penetration is increased by 15%. Lasts 10 seconds.
- Critical Compounds – Critically hitting with a periodic damage generates 1 Energy.
Level 60 Choice – Snap Shot, Ballistic Dampers, or Pillbox Sniper
- Snap Shot – Entering Cover makes your next Snipe activate instantly. Cannot occur more than once every 6 seconds.
- Ballistic Dampers – Entering Cover grants 3 stacks of Ballistic Dampers, which absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5s and Ballistic can only be gained once every 6 seconds.
- Pillbox Sniper – Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5m.
Level 68 Choice – Reestablish Range, Ruthless Efficiency, or Over-prepared
- Reestablish Range – Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, which increases your movement speed by 75%. Lasts 6 seconds. In addition, the final shot of Series of Shots knocks back the target if they are within 10m.
- Ruthless Efficiency – Increases the damage dealt by Suppressive Fire by 25%
- Over-prepared – Reduces the cooldown of Meticulous Preparation by 45 seconds and activating Meticulous Preparation grants Over-prepared, which increases your damage reduction by 15%. Lasts 15 seconds.
Level 73 Choice – Hololocate, Orbital Strike, or Ballistic Shield
- Hololocate – Grants the Hololocate ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 2 min.
- Orbital Strike – Grants the Orbital Strike ability, which deals a high amount of damage to up to 8 enemies within 8m of the target area. Standard and Weak enemies are knocked down by the blasts. Lasts 9 seconds. 2s cast, costs 20 Energy, 45s cooldown.
- Ballistic Shield – Grants the Ballistic Shield ability, which places a shield at your present location that spans 10m and reduces the damage taken by all allies that remain inside by 20%. Lasts 25 seconds, 3 min cooldown.
Level 78 Choice – Augmented Shields, Calculated Pursuit, or Seek Cover
- Augmented Shields – Increases the amount of damage absorbed by Shield Probe by 30%.
- Calculated Pursuit – Upon exiting Cover, you gain 4 stacks of Calculated Pursuit, which allow Lethal Shot to be activated and cast while moving. Can only occur once every 20 seconds once a stack has been consumed. Lasts up to 15 seconds. Reentering Cover removes the effect.
- Seek Cover – When Entrench ends or you leave Cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement-impairing effects. Lasts 6 seconds.
New Abilities and Effects
Viral Targeting – Replaces Laze Target. Now has a unique effect in each discipline. For Virulence, the unique effect is that it increases the critical chance of your next Cull or Takedown by 100% and when Viral Targeting is consumed, it grants Integrated Toxins, which increases the damage and critical chance of your poison effects by 5%. Lasts 10 seconds.
Entrench
Siege Bunker 60% AoE DR is now built-in.
The word Imperial has been replaced with something that is faction-agnostic. The most notable change is Imperial Preparation > Meticulous Preparation.
Pruned Abilities
- Flashbang
- Shatter Shot
- Evasion
Marksman
Level 27 Choice – Ambush Buffs
- Shrap Shot – Ambush deals splash damage to nearby targets and slows them by 30% for 6 seconds.
- Relentless Ambush – The energy cost of Ambush is reduced by 5. Each use of Ambush grants Relentless Ambush, which reduces the cooldown of your next Ambush by 1.5 seconds. Stacks up to 3 times.
- Targeted Ambush – Increases the critical hit damage of Ambush by 20%. Killing a target with an Ambush critical hit resets the cooldown of Laze Target and Ambush.
Level 35 Choice – Evasive Maneuvers, Maim, or Shatter Snipe
- Evasive Maneuvers – Countermeasures grants Evasive Maneuvers, which increases your chance to dodge melee and ranged attacks by 200% and reduces the damage you take from Force and Tech attacks by 75% for 3 seconds. In addition, Countermeasures resets the cooldown of Covered Escape.
- Maim – Grants the Maim ability, which stuns the target for 4 seconds, deals a small amount of damage, and grants Executioner, which makes Takedown usable against any target regardless of remaining health and deal 15% additional damage.
- Shatter Snipe – The critical hit damage of Snipe is increased by 20%. In addition, dealing damage with Snipe inflicts Trauma, which reduces all healing the target receives by 20%. Lasts 10 seconds.
Level 43 Choice – Penetrating Blasts Buffs
- Penetrating Rounds – Increases the armor penetration of Penetrating Blasts by 20% and Penetrating Blasts now immobilizes targets for the duration of the channel.
- Energy Barrel – Increases the Energy cost of Penetrating Blasts by 10 and increases the critical chance and critical damage by 20%.
- Retargeting – Whenever Penetrating Blasts deals damage, the cooldown of Laze Target is reduced by 2 seconds.
Level 47 Choice – Ballistic Redistribution, Target Acquired, or Laser Focus
- Ballistic Redistribution – Critically hitting with a weapon attack restores 2 Energy.
- Target Acquired – Grants the ability Target Acquired, which immediately restores 15 Energy. In addition, Ranged and Tech accuracy are increased by 30% and armor penetration is increased by 15%. Lasts 10 seconds.
- Laser Focus – Critically hitting with a weapon attack reduces the cooldown of Laze Target by 2 seconds.
Level 60 Choice – Snap Shot, Ballistic Dampers, or Pillbox Sniper
- Snap Shot – Entering Cover makes your next Snipe activate instantly. Cannot occur more than once every 6 seconds.
- Ballistic Dampers – Entering Cover grants 3 stacks of Ballistic Dampers, which absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5s and Ballistic can only be gained once every 6 seconds.
- Pillbox Sniper – Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5m.
Level 68 Choice – Reestablish Range, Ruthless Efficiency, or Over-prepared
- Reestablish Range – Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, which increases your movement speed by 75%. Lasts 6 seconds. In addition, the final shot of Penetrating Blasts knocks back the target if they are within 10m.
- Ruthless Efficiency – Increases the damage dealt by Suppressive Fire by 25%
- Over-prepared – Reduces the cooldown of Meticulous Preparation by 45 seconds and activating Meticulous Preparation grants Over-prepared, which increases your damage reduction by 15%. Lasts 15 seconds.
Level 73 Choice – Hololocate, Orbital Strike, or Ballistic Shield
- Hololocate – Grants the Hololocate ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 2 min.
- Orbital Strike – Grants the Orbital Strike ability, which deals a high amount of damage to up to 8 enemies within 8m of the target area. Standard and Weak enemies are knocked down by the blasts. Lasts 9 seconds. 2s cast, costs 20 Energy, 45s cooldown.
- Ballistic Shield – Grants the Ballistic Shield ability, which places a shield at your present location that spans 10m and reduces the damage taken by all allies that remain inside by 20%. Lasts 20 seconds, 3 min cooldown.
Level 78 Choice – Augmented Shields, Calculated Pursuit, or Seek Cover
- Augmented Shields – Increases the amount of damage absorbed by Shield Probe by 30%.
- Calculated Pursuit – Upon exiting Cover, you gain 4 stacks of Calculated Pursuit, which allow Snipe to be activated and cast while moving. Can only occur once every 20 seconds once a stack has been consumed. Lasts up to 15 seconds. Reentering Cover removes the effect.
- Seek Cover – When Entrench ends or you leave Cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement-impairing effects. Lasts 6 seconds.
New Abilities and Effects
Laze Target
Now has a unique effect in each discipline. For Marksman, the unique effect is that it has 2 charges.
Entrench
Siege Bunker 60% AoE DR is now built-in.
The word Imperial has been replaced with something that is faction-agnostic. The most notable change is Imperial Preparation > Meticulous Preparation.
Pruned Abilities
- Flashbang
- Shatter Shot
- Evasion
Engineering
Level 27 Choice – Explosive Probe Buffs
- Laser Targeting – Increases the critical damage dealt by Explosive Probe by 20%.
- Systems Kick – Dealing damage with Explosive Probe, extends the duration of your Systems Upgrade by 5 seconds, if active, and applies Systems Kick to the target, which reduces Ranged and Tech accuracy by 20% for 8 seconds.
- Explosive Reset – Defeating an enemy resets the cooldown of Explosive Probe.
Level 35 Choice – Evasive Maneuvers, Maim, or Shatter Snipe
- Shatter Snipe – The critical hit damage of Snipe is increased by 20%. In addition, dealing damage with Snipe inflicts Trauma, which reduces all healing the target receives by 20%. Lasts 10 seconds.
- Takedown – Grants the ability Takedown, which deals a high amount of damage. Only usable on targets at or below 30% max health. Costs 15 Energy, 12s cooldown.
- Evasive Maneuvers – Countermeasures grants Evasive Maneuvers, which increases your chance to dodge melee and ranged attacks by 200% and reduces the damage you take from Force and Tech attacks by 75% for 3 seconds. In addition, Countermeasures resets the cooldown of Covered Escape.
Level 43 Choice – Interrogation Probe Buffs
- Critical Interrogation – Your critical chance is increased by 10% against the target affected by your Interrogation Probe.
- Calculated Measures – Dealing weapon damage to the target affected by your Interrogation Probe extends the duration of your Systems Upgrade by 1 second.
- Shocking Blast – EMP Discharge deals 20% more damage to the target affected by your Interrogation Probe.
Level 47 Choice – Efficient Systems, Targeting Beam, or Target Acquired
- Efficient Systems – Your probe attacks generate 1 Energy if they deal damage while Systems Upgrade is active. This effect cannot occur more than once per second.
- Targeting Beam – Critical hit damage is increased by 10%. Killing an enemy while Systems Upgrade is active resets the cooldown of Targeting Systems.
- Target Acquired – Grants the ability Target Acquired, which immediately restores 15 Energy. In addition, Ranged and Tech accuracy are increased by 30% and armor penetration is increased by 15%. Lasts 10 seconds.
Level 60 Choice – Snap Shot, Ballistic Dampers, or Pillbox Sniper
- Snap Shot – Entering Cover makes your next Snipe activate instantly. Cannot occur more than once every 6 seconds.
- Ballistic Dampers – Entering Cover grants 3 stacks of Ballistic Dampers, which absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5s and Ballistic can only be gained once every 6 seconds.
- Pillbox Sniper – Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5m.
Level 68 Choice – Reestablish Range, Ruthless Efficiency, or Over-prepared
- Reestablish Range – Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, which increases your movement speed by 75%. Lasts 6 seconds. In addition, the final shot of Series of Shots knocks back the target if they are within 10m.
- Ruthless Efficiency – Increases the damage dealt by Suppressive Fire by 25%
- Over-prepared – Reduces the cooldown of Meticulous Preparation by 45 seconds and activating Meticulous Preparation grants Over-prepared, which increases your damage reduction by 15%. Lasts 15 seconds.
Level 73 Choice – Hololocate, Orbital Strike, or Ballistic Shield
- Maim – Grants the Maim ability, which stuns the target for 4 seconds, deals a small amount of damage, and grants Executioner, which makes Takedown usable against any target regardless of remaining health and deal 15% additional damage.
- Hololocate – Grants the Hololocate ability, which allows you to place a mark on the ground that lasts up to 10 minutes. At any point, you can teleport back to that mark if you are within 60m, at which point the ability goes on cooldown for 2 min.
- Ballistic Shield – Grants the Ballistic Shield ability, which places a shield at your present location that spans 10m and reduces the damage taken by all allies that remain inside by 20%. Lasts 20 seconds, 3 min cooldown.
Level 78 Choice – Augmented Shields, Calculated Pursuit, or Seek Cover
- Augmented Shields – Increases the amount of damage absorbed by Shield Probe by 30%.
- Calculated Pursuit – Upon exiting Cover, you gain 4 stacks of Calculated Pursuit, which allow Snipe to be activated and cast while moving. Can only occur once every 20 seconds once a stack has been consumed. Lasts up to 15 seconds. Reentering Cover removes the effect.
- Seek Cover – When Entrench ends or you leave Cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement-impairing effects. Lasts 6 seconds.
New Abilities and Effects
Targeting Systems
Replaces Laze Target. Now has a unique effect in each discipline. Increases the critical chance of your next Explosive Probe by 100%. Targeting Systems grants Systems Upgrade, which increases the damage dealt by your probe attacks by 5%. Lasts 20 seconds.
Entrench
Siege Bunker 60% AoE DR is now built-in.
The word Imperial has been replaced with something that is faction-agnostic. The most notable change is Imperial Preparation > Meticulous Preparation.
Pruned Abilities
- Flashbang
- Shatter Shot
- Evasion
Powertech Combat Style
Advanced Prototype
Level 27 Choice – Energy Burst Buff
- Power Burst – Energy Burst grants you Power Burst, which increases the damage of your next Flame Burst or Thermal Detonator by 5% per Energy Lode consumed. Stacks up to 4 times.
- Heat Zone – Energy Burst can hit up to 3 additional targets within 5m of the primary target.
- Lingering Heat – Energy Burst applies an additional burn that deals a moderate amount of damage over 12 seconds.
Level 35 Choice – Gap Closing
- Manhunter – Grapple gets 2 charges and activating Grapple finishes the cooldown of Rocket Punch.
- Jet Charge – Grants the Jet Charge ability, which deals a small amount of kinetic damage, interrupts the target, and immobilizes them for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, which enables Jet Charge to be used again and increases your movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge has a 10m range and deals 50% more damage, but does not cause an additional interrupt or immobilization. This effect cannot occur more than once every 15 seconds.
- Reel and Rattle – Grapple deals a moderate amount of tech damage to pulled targets and causes your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional damage and stun the target for 3 seconds. Lasts 6 seconds.
Level 43 Choice – Retractable Blade Buff
- Retracted Refresh – When the bleed effect from Retractable Blade is refreshed, you deal additional damage to up to 4 targets within 5m of the primary target.
- Jugular – When the bleed effect from Retractable Blade is refreshed, the target takes a small amount of kinetic damage.
- Easy Prey – When Retractable Blade ticks, you gain a stack of Easy Prey, which increases the damage done by your next initial hit with Retractable Blade by 25%. Stacks up to 4 times and can only occur once every 3 seconds.
Level 47 Choice – Advanced Yield, Advanced Shielding, and Stealth Scan
- Advanced Yield – The range of your 10m abilities is increased by 5m. In addition, Retractable Blade ticks decrease the cooldown of Power Yield by 1 second. This effect can only occur once every 10 seconds.
- Advanced Shielding – Activating Energy Shield grants Advanced Shielding, which makes your next Kolto Overload heal up to 45% health or your next Power Yield lasts for 15 seconds.
- Stealth Scan – Grants the Stealth Scan ability, which reveals stealthed enemies in the target area for 15 seconds. In addition, any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain in the target area and for 6 seconds after they leave the area. 10s cooldown.
Level 60 Choice – Pyro Shield, Gyroscopic Alignment Jets, and Iron Will
- Pyro Shield – Energy Shield deals a small amount of elemental damage to attackers when they deal direct damage to you. Cannot occur more than once per second.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% additional damage.
- Iron Will – Reduces the cooldown of Determination by 30 seconds and Vent Heat by 15 seconds.
Level 68 Choice – Reflective Armor, Hitman, and Suppressive Tools
- Reflective Armor – When Close and Personal is triggered, it will also deal a small amount of damage to the attacker if the attacker is within 10m.
- Hitman – Reduces the cooldown of Quell by 2 seconds. Additionally, the damage taken while stunned is reduced by 30% for Shield Tech and AoE damage taken is reduced by 30% for Advanced Prototype and Pyrotech.
- Suppressive Tools – Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Level 73 Choice – Shield Cannon, Hydraulic Overrides, and Electro Dart
- Shield Cannon – Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases your movement speed by 75% and provides immunity from immunity movement-impairing effects, knockdowns, and physics for 10 seconds. 35s cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of damage. 45s cooldown, 10m range, and costs 5 Heat.
Level 78 Choice – Enhanced Paralytics, Sonic Rebounder, and Efficient Suit
- Enhanced Paralytics – Increases the stun durations of Carbonize by 0.5 seconds and Electro Dart by 1 second.
- Sonic Rebounder – Sonic Missile grants Sonic Rebounder to all friendly targets within 8m of the primary target, excluding you, which reflects the next direct, single-target attack back at the attacker. Lasts up to 15 seconds.
- Efficient Suit – Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. In addition, the range of Grapple and Shoulder Cannon are increased by 10m and Carbonize and Electro Dart no longer generate Heat.
New Abilities
Power Yield
Increases your armor by 200% and damage done by 10% for 10 seconds and instantly builds 4 Energy Lodes. In addition, Energy Burst’s critical chance is increased by 100% and getting critically hit while under the effect of Power Yield builds an Energy Lode.
Pruned Abilities
- Thermal Sensor Override
- Guard (now tank-only)
- Searing Wave (removed from AP) and Shatter Slug (removed from Pyro)
Pyrotech
Level 27 Choice – Flaming Fist Buff
- Primed Ignition – Flaming Fist leaves traces of Ignition Fuel on the target, causing your next Immolate or Flame Burst to deal 30% more damage. This effect can only occur once every 30 seconds.
- Open Flame – Flaming Fist deals damage to up to 4 enemies within 5m of the primary target.
- Heatstroke – Flaming Fist builds a stack of Heatstroke, increasing the damage of your Combustible Gas Cylinder by 10%. Stacks up to 4 times and lasts f
Level 35 Choice – Gap Closing
- Heat Chain – Grapple applies Heat Chain to the target, which slows the target and deals elemental damage for 6 seconds.
- Manhunter – Grapple gets 2 charges and activating Grapple finishes the cooldown of Rocket Punch.
- Jet Charge – Grants the Jet Charge ability, which deals a small amount of kinetic damage, interrupts the target, and immobilizes them for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, which enables Jet Charge to be used again and increases your movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge has a 10m range and deals 50% more damage, but does not cause an additional interrupt or immobilization. This effect cannot occur more than once every 15 seconds.
Level 43 Choice – Incendiary Missile Buff
- Mandalorian Warhead – Replaces Incendiary Missile with an ability that deals the same amount of damage as Incendiary Missile, but all of the damage is dealt up front as direct damage. 15s cooldown, costs 15 Heat.
- Primed Rail Shot – When you deal damage with Incendiary Missile, your next Rail Shot applies Burning Shot, which is a 12s DoT that deals a moderate amount of damage. Can only occur once every 10s.
- Whistling Birds – Incendiary Missile deals damage to up to 4 targets and applies a detonator to each target it hits. When targets are hit by Searing Wave, each detonator explodes, dealing damage to each target.
Level 47 Choice – Boiling Point, Chilled Retribution, and Stealth Scan
- Boiling Point – When activating Kolto Overload, you gain Boiling Point, which makes your next Thermal Yield able to gain an additional stack and return damage to attackers or your next Sonic missile to heal allies and grant you 10% damage reduction.
- Chilled Retribution – When Energy Shield is activated, you gain Chilled Retribution, which increases your movement speed by 25% and provides immunity to incapacitating effects for 6 seconds. In addition, when taking direct damage, the cooldown on Carbonize is reduced by 2 seconds. This can only occur once every 3 seconds.
- Stealth Scan – Grants the ability Stealth Scan, which reveals stealthed enemies in the target area for 15 seconds. In addition, any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain in the target area and for 6 seconds after they leave the area. 10s cooldown.
Level 60 Choice – Pyro Shield, Gyroscopic Alignment Jets, and Iron Will
- Pyro Shield – Energy Shield deals a small amount of elemental damage to attackers when they deal direct damage to you. Cannot occur more than once per second.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% additional damage.
- Iron Will – Reduces the cooldown of Determination by 30 seconds and Vent Heat by 15 seconds.
Level 68 Choice – Reflective Armor, Hitman, and Suppressive Tools
- Reflective Armor – When Close and Personal is triggered, it will also deal a small amount of damage to the attacker if the attacker is within 10m.
- Hitman – Reduces the cooldown of Quell by 2 seconds. Additionally, the damage taken while stunned is reduced by 30% for Shield Tech and AoE damage taken is reduced by 30% for Advanced Prototype and Pyrotech.
- Suppressive Tools – Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Level 73 Choice – Shield Cannon, Hydraulic Overrides, and Electro Dart
- Shield Cannon – Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases your movement speed by 75% and provides immunity from immunity movement-impairing effects, knockdowns, and physics for 10 seconds. 35s cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of damage. 45s cooldown, 10m range, and costs 5 Heat.
Level 78 Choice – Enhanced Paralytics, Sonic Rebounder, and Efficient Suit
- Enhanced Paralytics – Increases the stun durations of Carbonize by 0.5 seconds and Electro Dart by 1 second.
- Sonic Rebounder – Sonic Missile grants Sonic Rebounder to all friendly targets within 8m of the primary target, excluding you, which reflects the next direct, single-target attack back at the attacker. Lasts up to 15 seconds.
- Efficient Suit – Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. In addition, the range of Grapple and Shoulder Cannon are increased by 10m and Carbonize and Electro Dart no longer generate Heat.
New Abilities
Thermal Yield
Replaces Power Yield. Applies a stack of Thermal Yield to you, increasing your armor by 40% and damage dealt by 2% for 10 seconds. Whenever you take damage, an additional stack of Thermal Yield is applied to you, refreshing the duration. Thermal Yield can last up to 30 seconds.
Pruned Abilities
- Thermal Sensor Override
- Guard (now tank-only)
- Searing Wave (removed from AP) and Shatter Slug (removed from Pyro)
Shield Tech
Level 27 Choice – Firestorm Buff
- Counter Attack – Shielding an attack grants Counter Attack, increasing the damage of your next Rail Shot by 10%. This effect can only occur once every 10 seconds.
- Target Rich Environment – Firestorm grants you a stack of Target Rich Environment, which increases the damage of your Tech and Elemental attacks by 3% per stack. Lasts 10 seconds and stacks up to 8 times.
- Heavy Flamethrower – Replaces Firestorm with a 3s channeled ability that deals 25% less DPS (50% more damage over the channel). Uninterruptible. Costs 28 Heat, same cooldown as Firestorm.
Level 35 Choice – Gap Closing
- Manhunter – Grapple gets 2 charges and activating Grapple finishes the cooldown of Rocket Punch.
- Translocate – Grants the Translocate ability, which swaps places with the targeted ally and places a benign presence on them that lasts up to 6 seconds. This ability is immune to activation pushback. 90s cooldown, 5-30m range, 1.5s cast.
- Extraction Plan – Replaces Grapple with an ability that can also pull allies. It is the same as Grapple in every other regard.
Level 43 Choice – Heat Blast Buff
- Contracted Defense – Firing Heat Blast grants you a stack of Contracted Defense, which increases your shield chance by 1% per stack. Lasts 10 seconds and stacks up to 5 times. Flame Burst and Flame Sweep can grant additional stacks of Contracted Defense if you already have at least 1 stack of the effect.
- Heat Release – Dealing damage with Heat Blast slows targets by 20% for 6 seconds and grants a stack of Heat Release, which increases Shield Chance by 1% per stack. Stacks up to 4 times and lasts up to 10 seconds.
- Payday – Replaces Heat Blast with a single-target version of the ability that deals approximately 60% more damage and increases Shield Chance by 3% for 10 seconds and reduces the cooldown of Neural Dart by 3 seconds in addition to Heat Blast’s other effects, except that the active cooldown is not reduced by 1 second upon generating or refreshing your stacks of Heat Screen.
Level 47 Choice – Mandalorian Iron, Reactive Missile, and Stealth Scan
- Mandalorian Iron – Taking damage while Explosive Fuel is active reduces the cooldown on Energy Yield by 2 seconds . In addition, taking direct damage builds a stack of Mandalorian Iron, increasing your damage reduction by 1% per stack. Stacks up to 3 times and can only occur once every 1.2s.
- Reactive Missile – When you receive redirected damage from Guard, Sonic Missile’s cooldown is reduced by 2 seconds. Can only occur once every 3 seconds.
- Stealth Scan – Grants the ability Stealth Scan, which reveals stealthed enemies in the target area for 15 seconds. In addition, any target it reveals is immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain in the target area and for 6 seconds after they leave the area. 10s cooldown.
Level 60 Choice – Pyro Shield, Gyroscopic Alignment Jets, and Iron Will
- Pyro Shield – Energy Shield deals a small amount of elemental damage to attackers when they deal direct damage to you. Cannot occur more than once per second.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% additional damage.
- Iron Will – Reduces the cooldown of Determination by 30 seconds and Vent Heat by 15 seconds.
Level 68 Choice – Reflective Armor, Hitman, and Suppressive Tools
- Reflective Armor – When Close and Personal is triggered, it will also deal a small amount of damage to the attacker if the attacker is within 10m.
- Hitman – Reduces the cooldown of Quell by 2 seconds. Additionally, the damage taken while stunned is reduced by 30% for Shield Tech and AoE damage taken is reduced by 30% for Advanced Prototype and Pyrotech.
- Suppressive Tools – Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.
Level 73 Choice – Shield Cannon, Hydraulic Overrides, and Electro Dart
- Shield Cannon – Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases your movement speed by 75% and provides immunity from immunity movement-impairing effects, knockdowns, and physics for 10 seconds. 35s cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of damage. 45s cooldown, 10m range, and costs 5 Heat.
Level 78 Choice – Enhanced Paralytics, Sonic Rebounder, and Efficient Suit
- Enhanced Paralytics – Increases the stun durations of Carbonize by 0.5 seconds and Electro Dart by 1 second.
- Sonic Rebounder – Sonic Missile grants Sonic Rebounder to all friendly targets within 8m of the primary target, excluding you, which reflects the next direct, single-target attack back at the attacker. Lasts up to 15 seconds.
- Efficient Suit – Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. In addition, the range of Grapple and Shoulder Cannon are increased by 10m and Carbonize and Electro Dart no longer generate Heat.
New Discipline-Specific Abilities
Energy Yield – Replaces Power Yield. Applies a stack of Energy Yield to you. Energy Yield increases your armor by 40% and damage dealt by 2% per stack for 15 seconds. Whenever you take damage, an additional stack of Energy Yield is applied. In addition, whenever you gain a stack of Energy Yield from taking damage, you also gain a stack of Energy Heal. When Energy Yield ends, you are healed for 6% of your max health per stack of Energy Heal. Both Energy Yield and Energy Heal stack up to 5 times.
Rising Phoenix
Replaces Jet Charge. Functions the same as Jet Charge but also applies the 2s root to up to 4 other targets within 10m of the primary target and incorporates the Flame Surge proc. Does not contain the effects of Battering Ram.
Pruned Abilities
- Thermal Sensor Override
- Guard (now tank-only)
- Searing Wave (removed from AP) and Shatter Slug (removed from Pyro)
Operative Combat Style
Concealment
Level 23 Choice – Laceration Buffs
- Defensive Stance – Dealing damage with Laceration applies Defensive Stance to you, increasing your damage reduction by 3% per stack. Stacks up to 3 times and lasts 6 seconds.
- Roll Knife – Laceration’s critical chance is increased by 10% and activating Laceration reduces Stim Boost’s cooldown by 10 seconds.
- Relentless Blades – Laceration no longer costs Energy and slows the target by 50% for 6 seconds.
Level 35 Choice – Curbing Strategies, Debilitate, or Quick Countermeasures
- Curbing Strategies – Noxious Knives deals 25% more damage and applies Curbing Strategies, which reduces the movement speed of targets it damages by 40%. Lasts 6 seconds.
- Debilitate – Grants the Debilitate ability, which stuns the target for 4 seconds and deals a small amount of damage. Costs 5 Energy, 4m range, and has a 30s cooldown.
- Quick Countermeasures – Reduces the cooldown of Evasion by 15 seconds. In addition, activating Evasion lowers threat by a moderate amount and grants Quick Countermeasures, which increases your movement speed by 50%. Lasts 6 seconds.
Level 43 Choice – Crippling Slice Buffs
- Crippling Throw – Replaces Crippling Slice with an upgraded version of the ability that grants a TA and has a 10m range. It is the same in every other way.
- The Best Defense – Dealing damage with Crippling Slice applies The Best Defense to the target, which reduces its damage dealt to you by 20%. Lasts 6 seconds.
- Crippling Wounds – Crippling Slice applies Crippling Wounds, which causes your next direct damage attack against that target to automatically critically hit. Lasts up to 10 seconds.
Level 47 Choice – Tactical Critical, Advanced Stealth, or Tactical Overdrive
- Tactical Critical – Critically hitting with a direct damage attack applies a stack of Tactical Critical to you, which reduces the cooldown of Stim Boost by 2 seconds for every stack of Tactical Critical on you. Stacks up to 5 times and lasts 2 seconds. In addition, activating Stim Boost purges movement-impairing effects.
- Advanced Stealth – Gaining a Tactical Advantage with an attack that breaks stealth grants Active Stealth. While you are in Active Stealth, your chance to dodge Melee and Ranged attacks is increased by 200% and your next direct damage attack automatically critically hits. Lasts up to 3 seconds and dealing or taking damage breaks Active Stealth.
- Tactical Overdrive – Grants the Tactical Overdrive ability, which resets the cooldown of Stim Boost, Volatile Substance, Backstab, and Shield Probe. In addition, your Mastery is increased by 20%. Lasts for 15 seconds.
Level 60 Choice – Infiltrator, Advanced Cloaking, or Chem-resistant Inlays
- Infiltrator – Increases your movement speed by 15% and your effective stealth level by 3.
- Advanced Cloaking – Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
- Chem-resistant Inlays – Increases damage reduction by 5%.
Level 68 Choice – Med Shield, Endorphin Rush, or Evasive Screen
- Med Shield – Your Shield Probe heals you for 5% of your maximum health when it collapses.
- Endorphin Rush – Adrenaline Probe immediately restores 15 additional Energy.
- Evasive Screen – When activated, Cloaking Screen grants 2 seconds of Evasion.
Level 73 Choice – Infiltrate, Flash Bang, or Holotraverse
- Infiltrate – Grants the Infiltrate ability, which cloaks all group members within 10m of you in a temporary stealth field that lasts 15 seconds. Cannot be used while in combat. Only usable while in stealth mode.
- Flash Bang – Grants the Flash Bang ability, which mezzes the target for 8 seconds. When Flash Bang ends, it leaves behind Flash Powder, which reduces the target’s accuracy by 20% for 8 seconds. 10m range, 1 min cooldown, (still AoE from Preparedness passive)
- Holotraverse – Grants the Holotraverse ability, which generates a TA and instantly moves you to your target (friend or foe) and increases your movement speed by 75% for 3 seconds. Can be used while immobilized and purges all movement-impairing effects. Does not break stealth and cannot be used against enemy targets in Cover.
Level 78 Choice – Evasive Imperative, Jarring Strike, or Blow for Blow
- Evasive Imperative – Each time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
- Jarring Strike – When used from stealth, Backstab interrupts and knocks down the target for 3 seconds. Player targets are immobilized for 3 seconds rather than being knocked down.
- Blow for Blow – Activating Evasion grants Blow for Blow, which Reflects 50% of direct single-target Force and Tech damage back to the attacker while Evasion is active.
New Abilities and Effects
Stim Boost
Now has a different additional effect for every discipline. For Concealment, the additional effect is that critical damage dealt is increased by 20%.
Pruned Abilities
- Sever Tendon
- Countermeasures
- Overload Shot
- Resuscitation Probe (now healer-only)
Lethality
Level 23 Choice – Corrosive Assault Buffs
- Corrosive Return – If Corrosive Assault would reduce your TAs to 0, it is refunded instead. This effect can only occur once every 10 seconds. In addition, Stim Boost lasts 5 seconds longer.
- Penetrating Strategies – Corrosive Assault’s armor penetration, critical chance, and critical damage dealt are increased by 10%.
- Corrosive Impair – Corrosive Assault deals 10% additional weapon damage and applies Corrosive Impair, which slows the target by 50%. Lasts 6 seconds.
Level 35 Choice – Curbing Strategies, Sly Countermeasures, or Debilitate
- Curbing Strategies – Noxious Knives deals 25% more damage and applies Curbing Strategies, which reduces the movement speed of targets it damages by 40%. Lasts 6 seconds.
- Sly Countermeasures – Increases the duration of Evasion by 2 seconds. In addition, activating Evasion lowers your threat by a moderate amount.
- Debilitate – Grants the Debilitate ability, which stuns the target for 4 seconds and deals a small amount of damage. Costs 5 Energy, 4m range, and has a 30s cooldown.
Level 43 Choice – Corrosive Grenade Buffs
- Critical Grenade – Corrosive Grenade increases the critical damage dealt by your periodic poison effects by 10% on affected targets.
- Corrosive Refund – Corrosive Grenade refunds 2 Energy for each target it hits.
- Corrosive Defense – The initial hit of Corrosive Grenade deals 10% more damage and dealing damage with the initial hit of Corrosive Grenade grants a stack of Corrosive Defense, which increases your damage reduction by 2% per stack. Lasts 10 seconds.
Level 47 Choice – Tactical Stims, Tactical Overdrive, or Tactical Offense
- Tactical Stims – Activating Stim Boost purges movement-impairing effects and maxes out your TA.
- Tactical Overdrive – Grants the Tactical Overdrive ability, which resets the cooldown of Stim Boost, Lethal Strike, Toxic Haze, and Shield Probe. In addition, your Mastery is increased by 20%. Lasts for 15 seconds.
- Tactical Offense – Having a TA increases all damage and healing dealt by 5%.
Level 60 Choice – Infiltrator, Advanced Cloaking, or Chem-resistant Inlays
- Infiltrator – Increases your movement speed by 15% and your effective stealth level by 3.
- Advanced Cloaking – Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
- Chem-resistant Inlays – Increases damage reduction by 5%.
Level 68 Choice – Med Shield, Endorphin Rush, or Evasive Screen
- Med Shield – Your Shield Probe heals you for 5% of your maximum health when it collapses.
- Endorphin Rush – Adrenaline Probe immediately restores 15 additional Energy.
- Evasive Screen – When activated, Cloaking Screen grants 2 seconds of Evasion.
Level 73 Choice – Infiltrate, Flash Bang, or Holotraverse
- Infiltrate – Grants the Infiltrate ability, which cloaks all group members within 10m of you in a temporary stealth field that lasts 15 seconds. Cannot be used while in combat. Only usable while in stealth mode.
- Flash Bang – Grants the Flash Bang ability, which mezzes the target for 8 seconds. When Flash Bang ends, it leaves behind Flash Powder, which reduces the target’s accuracy by 20% for 8 seconds. 10m range, 1 min cooldown, (still AoE from Preparedness passive)
- Holotraverse – Grants the Holotraverse ability, which generates a TA and instantly moves you to your target (friend or foe) and increases your movement speed by 75% for 3 seconds. Can be used while immobilized and purges all movement-impairing effects. Does not break stealth and cannot be used against enemy targets in Cover.
Level 78 Choice – Evasive Imperative, Jarring Strike, or Blow for Blow
- Evasive Imperative – Each time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
- Jarring Strike – When used from stealth, Lethal Strike interrupts and knocks down the target for 3 seconds. Player targets are immobilized for 3 seconds rather than being knocked down.
- Blow for Blow – Activating Evasion grants Blow for Blow, which Reflects 50% of direct single-target Force and Tech damage back to the attacker while Evasion is active.
New Abilities and Effects
Stim Boost
Now has a different additional effect for every discipline. For Lethality, the additional effect is Revitalizers, which restores 5% of your total health every 3 seconds and reduces damage taken by 20%.
Pruned Abilities
- Sever Tendon
- Countermeasures
- Overload Shot
- Resuscitation Probe (now healer-only)
Medicine
Level 23 Choice – Kolto Injection Buffs
- Kolto Stim – Kolto Injection grants an additional TA when used on yourself.
- Kolto Burst – Kolto Injection heals up to 8 allies around you when used on yourself.
- Defensive Injection – Kolto Injection grants Defensive Injection, which increases the recipient’s damage reduction by 5%. Lasts 10 seconds.
Level 35 Choice – Curbing Strategies, Sly Countermeasures, or Debilitate
- Curbing Strategies – Noxious Knives deals 25% more damage and applies Curbing Strategies, which reduces the movement speed of targets it damages by 40%. Lasts 6 seconds.
- Clever Countermeasures – Increases the duration of Evasion by 2 seconds. In addition, activating Evasion lowers your threat by a moderate amount and grants a TA.
- Debilitate – Grants the Debilitate ability, which stuns the target for 4 seconds and deals a small amount of damage. Costs 5 Energy, 4m range, and has a 30s cooldown.
Level 43 Choice – Recuperative Nanotech Buffs
- Nanotech Stim – For each target affected by Recuperative Nanotech, the cooldown of Stim Boost is reduced by 2 seconds.
- Nano Mark – The initial target of Recuperative Nanotech receives 20% increased healing from you for the duration of Recuperative Nanotech.
- Critical Nanotech – For each subsequent target affected by Recuperative Nanotech, the critical hit chance of Recuperative Nanotech is increased by 10%.
Level 47 Choice – Stim Burst, Tactical Overdrive, Tactical Effectiveness
- Stim Burst – Activating Stim Boost grants Stim Burst, which increases your healing done by 15%. Lasts 15 seconds.
- Tactical Overdrive – Grants the Tactical Overdrive ability, which resets the cooldown of Stim Boost, Recuperative Nanotech, Toxin Scan, and Shield Probe. In addition, your Mastery is increased by 20%. Lasts for 15 seconds.
- Tactical Effectiveness – Having a TA increases all damage and healing dealt by 5%.
Level 60 Choice – Infiltrator, Advanced Cloaking, or Chem-resistant Inlays
- Infiltrator – Increases your movement speed by 15% and your effective stealth level by 3.
- Advanced Cloaking – Reduces the cooldown of Cloaking Screen by 30 seconds and activating Cloaking Screen increases movement speed by 50% for 6 seconds.
- Chem-resistant Inlays – Increases damage reduction by 5%.
Level 68 Choice – Med Shield, Endorphin Rush, or Evasive Screen
- Med Shield – Your Shield Probe heals you for 5% of your maximum health when it collapses.
- Endorphin Rush – Adrenaline Probe immediately restores 15 additional Energy.
- Evasive Screen – When activated, Cloaking Screen grants 2 seconds of Evasion.
Level 73 Choice – Infiltrate, Flash Bang, or Holotraverse
- Infiltrate – Grants the Infiltrate ability, which cloaks all group members within 10m of you in a temporary stealth field that lasts 15 seconds. Cannot be used while in combat. Only usable while in stealth mode.
- Flash Bang – Grants the Flash Bang ability, which mezzes the target for 8 seconds. When Flash Bang ends, it leaves behind Flash Powder, which reduces the target’s accuracy by 20% for 8 seconds. 10m range, 1 min cooldown, (still AoE from Preparedness passive)
- Holotraverse – Grants the Holotraverse ability, which generates a TA and instantly moves you to your target (friend or foe) and increases your movement speed by 75% for 3 seconds. Can be used while immobilized and purges all movement-impairing effects. Does not break stealth and cannot be used against enemy targets in Cover.
Level 78 Choice – Evasive Imperative, Jarring Strike, or Blow for Blow
- Evasive Imperative – Each time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
- Jarring Strike – When used from stealth, Backstab interrupts and knocks down the target for 3 seconds. Player targets are immobilized for 3 seconds rather than being knocked down.
- Blow for Blow – Activating Evasion grants Blow for Blow, which Reflects 50% of direct single-target Force and Tech damage back to the attacker while Evasion is active.
New Abilities and Effects
Stim Boost
Now has a different additional effect for every discipline. For Medicine, the additional effect is activating Stim Boost grants Enduring Kolto, which makes your next Kolto Infusion or Kolto Injection activate instantly.
Pruned Abilities
- Sever Tendon
- Countermeasures
- Overload Shot
Mercenary Combat Style
Arsenal
Level 27 Choice – Tracer Missile Buff
- Proficient Tracing – Reduces the activation time of Tracer Missile by 0.2 seconds and the heat it generates by 2.
- Signature Shot – Priming Shot deals 50% more damage to targets affected by your Heat Signature.
- Triple Trace – Tracer Missile fires up to 2 additional half-strength missiles at other enemies within 5m of the primary target.
Level 35 Choice – Sticky Dart, Power Barrier, and Stealth Scan
- Sticky Dart – Grants the Sticky Dart ability, which detonates after several seconds, dealing slightly less damage than Sweeping Blasters to up to 8 nearby enemies and slowing them by 60% for 10 seconds. Standard and weak enemies enter a state of panic while the dart is active and are knocked down by the blast. 15s cooldown, costs 15 Heat.
- Power Barrier – Tracer Missile and Rapid Scan generate a stack of Power Barrier, which increase damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.
- Stealth Scan – Grants the Stealth Scan ability, which reveals stealthed opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage dealt by your next non-channeled direct damage or healing ability by 20%. For each additional target revealed from stealth, you generate an additional stack of Battlefield Protocols. Stacks up to 5 times. 15s cooldown.
Level 43 Choice – Heatseeker Missiles Buff
- Customized Warhead – Increases the critical chance and critical damage of Heatseeker Missiles by 10%.
- Tracing Residue – Heatseeker Missiles apply a Tracing Residue to the target, increasing your Tracer Missile damage against the target by 5%.
- Thermonuclear Fusion – Fusion Missile spreads your Tracer Missile’s Heat Signature to the targets it damages, if it damages at least one target already affected by your Heat Signature. Heatseeker Missiles fire additional quarter-strength missiles at nearby targets affected by your Heat Signature.
Level 47 Choice – Chaff Flare, Supercharged Celerity, and Power Overrides
- Chaff Flare – Grants the Chaff Flare ability, which reduces your threat by a moderate amount and applies several effects that last 6 seconds: Melee and Ranged defense chance is increased by 35%, interrupt immunity, and 2 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming direct Force or Tech attack.
- Supercharged Celerity – Grants the Supercharged Celerity ability, which requires and converts 10 stacks of Supercharge to increase you and your Operation group’s alacrity by 10% for 10 seconds.
- Power Overrides – Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second stack.
Level 60 Choice – Improved Vents, Energy Rebounder, and Jet Escape
- Improved Vents – Vent Heat now immediately vents an additional 15 Heat and grants 10% alacrity for 6 seconds.
- Energy Rebounder – When you take damage, the active cooldown of Energy 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 lasts up to 6 seconds and absorbs a small amount of damage. This effect cannot occur more than once every 10 seconds.
- Jet Escape – Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds, and Determination by 30 seconds.
Level 68 Choice – Kolto Surge, Power Shield, and Thrill of the Hunt
- Kolto Surge – Kolto Overload triggers at and can heal you up to 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much time each time it restores health.
- Power Shield – Energy Shield now further decreases ability activation pushback by 30% and increases all healing received by 20% and makes you immune to interrupts.
- Thrill of the Hunt – Allows Unload, Blazing Bolts, and Progressive Scan to be activated and channeled while moving.
Level 73 Choice – Hydraulic Overrides, Responsive Safeguards, Electro Dart
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases movement speed by 30% and grants 10 seconds of immunity from movement-impairing effects, knockdowns, and physics. 45s cooldown.
- Responsive Safeguards – Grants the Responsive Safeguards ability, which absorbs all incoming direct single-target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker, and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. 2 min cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of direct damage.
Level 78 Choice – Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators
- Afterburners – Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost’s knockback effect is stronger and pushes enemies 4m further away.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
- Trauma Regulators – While Energy Shield is active, you generate a stack of Trauma Regulators each time you take direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.
No abilities were fully removed from the Combat Style and there aren’t any new baseline effects, but 7 abilities are locked away behind 3 choices instead of the usual 5. Also, Onboard AED is now healer-only.
Innovative Ordnance
Level 27 Choice – Incendiary Missile Buff
- Eruptive Flames – Periodic damage from Incendiary Missile has a 60% chance to erupt, burning up to 4 additional targets within 5m of the primary target.
- Incendiary Ignition – Periodic damage from Incendiary Missile has a 50% chance to trigger Combustible Gas Cylinder on the target.
- Volatile Cinders – Periodic Damage from Incendiary Missile has a 50% chance to trigger Volatile Warhead, regardless of the target’s health percentage. THis effect cannot occur more than once every 10 seconds.
Level 35 Choice – Sticky Dart, Power Barrier, and Stealth Scan
- Sticky Dart – Grants the Sticky Dart ability, which detonates after several seconds, dealing slightly less damage than Sweeping Blasters to up to 8 nearby enemies and slowing them by 60% for 10 seconds. Standard and weak enemies enter a state of panic while the dart is active and are knocked down by the blast. 15s cooldown, costs 15 Heat.
- Power Barrier – Power Shot and Rapid Scan generate a stack of Power Barrier, which increase damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.
- Stealth Scan – Grants the ability Stealth Scan, which reveals stealthed opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage dealt by your next non-channeled direct damage or healing ability by 20%. For each additional target revealed from stealth, you generate an additional stack of Battlefield Protocols. Stacks up to 5 times. 15s cooldown.
Level 43 Choice – Thermal Detonator Buff
- Impact Explosives – Thermal Detonator deals 50% more kinetic damage, but no longer deals elemental damage and Power Shot and Mag Shot cannot detonate it early.
- Heavy Shrapnel – Thermal Detonator can hit up to 8 additional enemies within 8m of the primary target for a quarter of the damage it deals to the primary target.
- Slow Burn – Periodic damage from Thermal Detonator is 25% stronger and burns for 6 seconds longer.
Level 47 Choice – Chaff Flare, Supercharged Celerity, and Power Overrides
- Chaff Flare – Grants the Chaff Flare ability, which reduces your threat by a moderate amount and applies several effects that last 6 seconds: Melee and Ranged defense chance is increased by 35%, interrupt immunity, and 2 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming direct Force or Tech attack.
- Supercharged Celerity – Grants the Supercharged Celerity ability, which requires and converts 10 stacks of Supercharge to increase you and your Operation group’s alacrity by 10% for 10 seconds.
- Power Overrides – Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second stack.
Level 60 Choice – Improved Vents, Energy Rebounder, and Jet Escape
- Improved Vents – Vent Heat now immediately vents an additional 15 Heat and grants 10% alacrity for 6 seconds.
- Energy Rebounder – When you take damage, the active cooldown of Energy 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 lasts up to 6 seconds and absorbs a small amount of damage. This effect cannot occur more than once every 10 seconds.
- Jet Escape – Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds, and Determination by 30 seconds.
Level 68 Choice – Kolto Surge, Power Shield, and Thrill of the Hunt
- Kolto Surge – Kolto Overload triggers at and can heal you up to 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much time each time it restores health.
- Power Shield – Energy Shield now further decreases ability activation pushback by 30% and increases all healing received by 20% and makes you immune to interrupts.
- Thrill of the Hunt – Allows Unload, Blazing Bolts, and Progressive Scan to be activated and channeled while moving.
Level 73 Choice – Hydraulic Overrides, Responsive Safeguards, Electro Dart
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases movement speed by 30% and grants 10 seconds of immunity from movement-impairing effects, knockdowns, and physics. 45s cooldown.
- Responsive Safeguards – Grants the Responsive Safeguards ability, which absorbs all incoming direct single-target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker, and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. 2 min cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of direct damage.
Level 78 Choice – Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators
- Afterburners – Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost’s knockback effect is stronger and pushes enemies 4m further away.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
- Trauma Regulators – While Energy Shield is active, you generate a stack of Trauma Regulators each time you take direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.
No abilities were fully removed from the Combat Style and there aren’t any new baseline effects, but 7 abilities are locked away behind 3 choices instead of the usual 5. Also, Onboard AED is now healer-only.
Bodyguard
Level 27 Choice – Healing Scan Buff
- Integrated Scanning – Activating Healing Scan grants Integrated Scanning which increases all healing dealt by 3%. Lasts 15 seconds.
- Residual Globules – Healing a friendly target with Healing Scan leaves behind a Residual Globule for 10 seconds. A different friendly target can move into the Residual Globule and be healed for an amount equivalent to 1-1.6x the healing dealt by a single stack of Kolto Shell (does not scale with Kolto Shell’s healing).
- Critical Scanning – Increases the critical chance of Healing Scan by 5%.
Level 35 Choice – Sticky Dart, Power Barrier, and Stealth Scan
- Sticky Dart – Grants the Sticky Dart ability, which detonates after several seconds, dealing slightly less damage than Sweeping Blasters to up to 8 nearby enemies and slowing them by 60% for 10 seconds. Standard and weak enemies enter a state of panic while the dart is active and are knocked down by the blast. 15s cooldown, costs 15 Heat.
- Power Barrier – Tracer Missile, Power Shot, and Rapid Scan generate a stack of Power Barrier, which increase damage reduction by 2% per stack for 15 seconds. Stacks up to 3 times.
- Stealth Scan – Grants the Stealth Scan ability, which reveals stealthed opponents for 15 seconds and grants a charge of Battlefield Protocols, increasing the damage dealt by your next non-channeled direct damage or healing ability by 20%. For each additional target revealed from stealth, you generate an additional stack of Battlefield Protocols. Stacks up to 5 times. 15s cooldown.
Level 43 Choice – Kolto Shell Buff
- Efficient Shells – When Kolto Shell heals its target, there is a 25% chance that it does not lose a stack.
- Splashing Shells – When Kolto Shell heals its target, it also heals up to 2 additional friendly targets within 5m for a miniscule amount equivalent to about 20-25% of the healing dealt by Kolto Shot (does not scale with Kolto Shot healing).
- Shell Shield – When Kolto Shell heals its target, the target will gain a Shell Shield, which lasts up to 4 seconds and absorbs a tiny amount of damage equivalent to about 50% of the healing dealt by Kolto Shot (does not scale with Kolto Shot healing).
Level 47 Choice – Chaff Flare, Supercharged Celerity, and Power Overrides
- Chaff Flare – Grants the Chaff Flare ability, which reduces your threat by a moderate amount and applies several effects that last 6 seconds: Melee and Ranged defense chance is increased by 35%, interrupt immunity, and 2 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming direct Force or Tech attack.
- Supercharged Celerity – Grants the Supercharged Celerity ability, which requires and converts 10 stacks of Supercharge to increase you and your Operation group’s alacrity by 10% for 10 seconds.
- Power Overrides – Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second stack.
Level 60 Choice – Improved Vents, Energy Rebounder, and Jet Escape
- Improved Vents – Vent Heat now immediately vents an additional 15 Heat and grants 10% alacrity for 6 seconds.
- Energy Rebounder – When you take damage, the active cooldown of Energy 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 lasts up to 6 seconds and absorbs a small amount of damage. This effect cannot occur more than once every 10 seconds.
- Jet Escape – Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds, and Determination by 30 seconds.
Level 68 Choice – Kolto Surge, Power Shield, and Thrill of the Hunt
- Kolto Surge – Kolto Overload triggers at and can heal you up to 60% of your maximum health. Additionally, Kolto Overload lasts 2 seconds longer and heals for twice as much time each time it restores health.
- Power Shield – Energy Shield now further decreases ability activation pushback by 30% and increases all healing received by 20% and makes you immune to interrupts.
- Thrill of the Hunt – Allows Unload, Blazing Bolts, and Progressive Scan to be activated and channeled while moving.
Level 73 Choice – Hydraulic Overrides, Responsive Safeguards, Electro Dart
- Hydraulic Overrides – Grants the Hydraulic Overrides ability, which increases movement speed by 30% and grants 10 seconds of immunity from movement-impairing effects, knockdowns, and physics. 45s cooldown.
- Responsive Safeguards – Grants the Responsive Safeguards ability, which absorbs all incoming direct single-target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker, and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned. 2 min cooldown.
- Electro Dart – Grants the Electro Dart ability, which stuns the target for 4 seconds and deals a small amount of direct damage.
Level 78 Choice – Afterburners, Gyroscopic Alignment Jets, and Trauma Regulators
- Afterburners – Missile Blast immobilizes the target for 4 seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost’s knockback effect is stronger and pushes enemies 4m further away.
- Gyroscopic Alignment Jets – You vent 20 Heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
- Trauma Regulators – While Energy Shield is active, you generate a stack of Trauma Regulators each time you take direct damage. Stacks up to 10 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 4% of your maximum health.
No abilities were fully removed and there aren’t any new baseline effects, but 7 abilities are locked away behind 3 choices instead of the usual 5.
Marauder Combat Style
Annihilation
Level 27 Choice – Force Rend Buffs
- Juyo Rend – Force Rend immediately maxes out your Juyo stacks and deals 3% more damage for each stack you have.
- Draining Center – Activating Force Rend immediately builds 10 Fury and Force Rend deals quadruple damage whenever it consumes a stack of Berserk.
- Critical Bleeds – Force Rend increases the critical chance of all your bleeds on that target by 10%.
Level 35 Choice – Snaring Slash, Overwhelming Slashes, or Predation
- Snaring Slash – Vicious Slash and Ravage slow targets they hit by 50% for 10 seconds.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Predation – Grants the Predation ability, which applies Predation to you and all Operation group members within 40m. Predation purges movement-impairing effects, increases movement speed by 80%, and increases melee and ranged defense chance by 10%. Lasts 10 seconds. 30 second cooldown.
Level 43 Choice – Rupture Buffs
- Blood Wave – Dealing damage with Rupture sends a wave out from your primary target, causing your bleeds to deal damage to nearby targets.
- Force Fracture – Replaces Rupture. Deals a small amount of direct energy damage and a tiny amount of additional internal damage for each of your bleed effects on the target. Costs 2 Rage, 10m range, instant, no cooldown.
- Rupturing Rage – Rupture applies Trauma and refunds Rage when used while Berserk is active.
Level 47 Choice – Furious Power, Bleeding Center, or Blood Fury
- Furious Power – Grants the ability Furious Power, which consumes all ability charges of Furious Power when activated and applies the same number of stacks to you. Each stack increases your next direct single-target melee attack by 25%. 30s cooldown.
- Bleeding Center – Critically hitting with periodic bleed damage builds 2 Fury, even during Berserk. This effect cannot occur more than once every 2 seconds.
- Blood Fury – All melee damage attacks deal a miniscule amount of additional bleed damage while Berserk is active. This effect cannot occur more than once per second.
Level 60 Choice – Inexorable, Interloper, or Defensive Roll
- Inexorable – You generate 4 Rage when stunned, immobilized, put to sleep, or get knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
- Interloper – Force Charge gets an additional charge and builds 2 Fury.
- Defensive Roll – Reduces AoE damage taken by 30% and increases internal and elemental damage reduction by 3%.
Level 68 Choice – Cloak of Annihilation, Path Carver, or Blood Ward
- Cloak of Annihilation – Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds.
- Path Carver – Increases the damage dealt by Sweeping Slash by 15%.
- Blood Ward – Activating Saber Ward grants Blood Ward, which grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds. In addition, getting attacked while Saber Ward is active heals you for 3% of your maximum health . This effect cannot occur more than once per second.
Level 73 Choice – Force Choke, Mad Dash, or Undying Rage
- Force Choke – Grants the Force Choke ability, which stuns the target, deals a small amount of damage, and builds 3 rage over the duration of the cast. Can be cast while moving.
- Mad Dash – Grants the Mad Dash ability, which makes you dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
- Undying Rage – Grants the Undying Rage ability, which reduces the damage you take by 99% for 6 seconds. 2 min, 30s cooldown.
Level 78 Choice – Thirst for Rage, Interceptor, or Brazen
- Thirst for Rage – You heal for 1% of your max health whenever you activate an ability that consumes Rage. In addition, Bloodthirst generates 12 Rage when activated.
- Interceptor – Force Charge and Force Rend snare the target, reducing its movement speed by 50% for 6 seconds.
- Brazen – Increases your damage reduction by 2% and you build 2 Fury when attacked. Cannot occur more than once every 1.5s.
New Abilities and Effects
Drive
Increases your movement speed by 15% (passive).
Force Camouflage
Obscures yourself with the Force, removing all cleansable effects and becoming difficult to detect. Reduces your threat towards all enemies by a moderate amount and reduces all damage taken by 50%, grants immunity to controlling effects, and increases movement speed by 50%. Lasts up to 6 seconds. Dealing direct damage ends the effect prematurely. (now has Expunging Camouflage built in)
Cloak of Pain
Reduces all damage taken by 20% and deals a tiny amount of energy damage to attackers. Cannot occur more than once per second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. (now has Cloak of Carnage built in)
Pruned Abilities
- Obfuscate
- Intimidating Roar
- Crippling Slash
Carnage
Level 27 Choice – Gore Buffs
- Piercing Gore – Gore deals damage to enemies in a straight line behind the target.
- Driving Gore – Gore deals 10% additional damage per movement enhancing effect active on you and increases your movement speed by 10% for 10 seconds.
- Berserk Gore – Whenever Gore consumes a charge of Berserk, its cooldown is reset.
Level 35 Choice – Snaring Slash, Overwhelming Slashes, or Predation
- Snaring Slash – Vicious Slash, Massacre, and Ravage slow targets they hit by 50% for 10 seconds.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Predation – Grants the Predation ability, which applies Predation to you and all Operation group members within 40m. Predation purges movement-impairing effects, increases movement speed by 80%, and increases melee and ranged defense chance by 10%. Lasts 10 seconds. 30 second cooldown.
Level 43 Choice – Massacre Buffs
- Defensive Stance – Dealing damage with Massacre grants Defensive stance, increasing your damage reduction by 2% per stack. Stacks up to 3 times and lasts 6 seconds.
- Rush Down – Massacre deals 10% additional damage per movement enhancing effect active on you.
- Frenzied Blade – Massacre’s critical chance is increased by 20%. Activating Massacre reduces the cooldown of Frenzy by 2 seconds.
Level 47 Choice – Furious Power, Swiftness, or Quickness
- Furious Power – Grants the ability Furious Power, which consumes all ability charges of Furious Power when activated and applies the same number of stacks to you. Each stack increases your next direct single-target melee attack by 25%. 30s cooldown.
- Swiftness – Critically hitting grants Swiftness, which increases your movement speed by 5% and your critical chance by 5% per stack. Stacks up to 5 times and lasts 6 seconds.
- Quickness – Critically hitting with Force energy attacks reduces the cooldown of offensive abilities that cost Rage by 1 second.
Level 60 Choice – Inexorable, Interloper, or Defensive Roll
- Inexorable – You generate 4 Rage when stunned, immobilized, put to sleep, or get knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
- Interloper – Force Charge gets an additional charge and builds 2 Fury.
- Defensive Roll – Reduces AoE damage taken by 30% and increases internal and elemental damage reduction by 3%.
Level 68 Choice – Cloak of Annihilation, Path Carver, or Blood Ward
- Cloak of Annihilation – Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds.
- Path Carver – Increases the damage dealt by Sweeping Slash by 15%.
- Blood Ward – Activating Saber Ward grants Blood Ward, which grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds. In addition, getting attacked while Saber Ward is active heals you for 3% of your maximum health . This effect cannot occur more than once per second.
Level 73 Choice – Force Choke, Mad Dash, or Undying Rage
- Force Choke – Grants the Force Choke ability, which stuns the target, deals a small amount of damage, and builds 3 rage over the duration of the cast. Can be cast while moving.
- Mad Dash – Grants the Mad Dash ability, which makes you dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
- Undying Rage – Grants the Undying Rage ability, which reduces the damage you take by 99% for 6 seconds. 2 min, 30s cooldown.
Level 78 Choice – Thirst for Rage, Interceptor, or Brazen
- Thirst for Rage – You heal for 1% of your max health whenever you activate an ability that consumes Rage. In addition, Bloodthirst generates 12 Rage when activated.
- Interceptor – Force Charge and Devastating Blast snare the target, reducing its movement speed by 50% for 6 seconds.
- Brazen – Increases your damage reduction by 2% and you build 2 Fury when attacked. Cannot occur more than once every 1.5s.
New Abilities and Effects
Drive
Increases your movement speed by 15% (passive).
Force Camouflage
Obscures yourself with the Force, removing all cleansable effects and becoming difficult to detect. Reduces your threat towards all enemies by a moderate amount and reduces all damage taken by 50%, grants immunity to controlling effects, and increases movement speed by 50%. Lasts up to 6 seconds. Dealing direct damage ends the effect prematurely. (now has Expunging Camouflage built in)
Cloak of Pain
Reduces all damage taken by 20% and deals a tiny amount of energy damage to attackers. Cannot occur more than once per second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. (now has Cloak of Carnage built in)
Pruned Abilities
- Obfuscate
- Intimidating Roar
- Crippling Slash
Fury
Level 27 Choice – Raging Burst Buffs
- Subjugate – Raging Burst also damages nearby targets. [UNCLEAR].
- Dark Synergy – Dealing damage with Raging Burst or Smash increases your critical chance by 20% for 6 seconds. This effect cannot occur more than once every 8 seconds.
- Unrelenting Rage – Raging Burst deals 15% more damage and applies Trauma to its target. Trauma reduces healing received by 20% for 10 seconds.
Level 35 Choice – Snaring Slash, Overwhelming Slashes, or Predation
- Snaring Slash – Vicious Slash and Ravage slow targets they hit by 50% for 10 seconds.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Predation – Grants the Predation ability, which applies Predation to you and all Operation group members within 40m. Predation purges movement-impairing effects, increases movement speed by 80%, and increases melee and ranged defense chance by 10%. Lasts 10 seconds. 30 second cooldown.
Level 43 Choice – Obliterate Buffs
- Seething Defense – Activating Obliterate grants Seething Defense, which absorbs a tiny amount of damage. Lasts up to 10 seconds.
- Furious Discovery – Activating Obliterate immediately builds 10 Fury.
- Obliteration – Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate and grants Obliteration, which increases the damage dealt by your next Obliterate by 50%.
Level 47 Choice – Furious Power, Swiftness, or Quickness
- Furious Power – Grants the ability Furious Power, which consumes all ability charges of Furious Power when activated and applies the same number of stacks to you. Each stack increases your next direct single-target melee attack by 25%. 30s cooldown.
- Criticality – Berserk also increases your critical chance by 25% while active.
- Furious Rumination – Each time you deal damage with a Force energy or kinetic attack, you generate 1 Rage.
Level 60 Choice – Inexorable, Interloper, or Defensive Roll
- Inexorable – You generate 4 Rage when stunned, immobilized, put to sleep, or get knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
- Interloper – Force Charge gets an additional charge and builds 2 Fury.
- Defensive Roll – Reduces AoE damage taken by 30% and increases internal and elemental damage reduction by 3%.
Level 68 Choice – Cloak of Annihilation, Path Carver, or Blood Ward
- Cloak of Annihilation – Each use of Assault and Battering Assault reduces the active cooldown of Cloak of Pain by 3 seconds.
- Path Carver – Increases the damage dealt by Sweeping Slash by 15%.
- Blood Ward – Activating Saber Ward grants Blood Ward, which grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds. In addition, getting attacked while Saber Ward is active heals you for 3% of your maximum health . This effect cannot occur more than once per second.
Level 73 Choice – Force Choke, Mad Dash, or Undying Rage
- Force Choke – Grants the Force Choke ability, which stuns the target, deals a small amount of damage, and builds 3 rage over the duration of the cast. Can be cast while moving.
- Mad Dash – Grants the Mad Dash ability, which makes you dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
- Undying Rage – Grants the Undying Rage ability, which reduces the damage you take by 99% for 6 seconds. 2 min, 30s cooldown.
Level 78 Choice – Thirst for Rage, Interceptor, or Brazen
- Thirst for Rage – You heal for 1% of your max health whenever you activate an ability that consumes Rage. In addition, Bloodthirst generates 12 Rage when activated.
- Interceptor – Force Charge and Obliterate snare the target, reducing its movement speed by 50% for 6 seconds.
- Brazen – Increases your damage reduction by 2% and you build 2 Fury when attacked. Cannot occur more than once every 1.5s.
New Abilities and Effects
Drive
Increases your movement speed by 15% (passive).
Force Camouflage
Obscures yourself with the Force, removing all cleansable effects and becoming difficult to detect. Reduces your threat towards all enemies by a moderate amount and reduces all damage taken by 50%, grants immunity to controlling effects, and increases movement speed by 50%. Lasts up to 6 seconds. Dealing direct damage ends the effect prematurely. (now has Expunging Camouflage built in)
Cloak of Pain
Reduces all damage taken by 20% and deals a tiny amount of energy damage to attackers. Cannot occur more than once per second. Lasts 10 seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than 30 seconds in total. (now has Cloak of Carnage built in)
Berserk
Requires and converts 30 stacks of Fury to go Berserk, instantly generating 4 Rage plus 8 additional Rage over the next few seconds and causing your next direct damage attack to automatically critically hit.
Pruned Abilities
- Obfuscate
- Intimidating Roar
- Crippling Slash
Juggernaut Combat Style
Vengeance
Level 27 Choice – Shatter Buffs
- Deep Cuts – Shatter also increases the critical chance of all your bleed effects on that target by 10%.
- Major Fracture – Increases the initial damage of Shatter by approximately 60% and reduces its cooldown by 2 seconds.
- Shattering Burst – [UNCLEAR] Killing a target with bleed damage while affected by Shatter causes it to explode, dealing damage to nearby targets.
Level 35 Choice – Sweeping Slash, Overwhelming Slashes, or Projected Scream
- Sweeping Slash – Grants the ability Sweeping Slash.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Projected Scream – Force Scream does damage to additional enemies in a cone and slows them by 50% for 6 seconds.
Level 43 Choice – Impale Buffs
- Bleeding Pommel – Impale deals 10% additional damage and generates 1 Rage for each of your bleed effects on the target it hits.
- Bleeding Offense – Eviscerate deals a miniscule amount of additional damage whenever it critically hits and Impale’s critical hit chance is increased by 20%.
- Skewering Strike – Replaces Impale with an ability that leaps to your target and roots them for 3 seconds. 10m range.
Level 47 Choice – Furious Power, Bloodbound, or Blood Rites
- Furious Power – Grants the ability Furious Power, which consumes all ability charges of Furious Power when activated and applies the same number of stacks to you. Each stack increases your next direct single-target melee attack by 25%. 30s cooldown.
- Bloodbound – Critically hitting with a bleed effect reduces the cooldown of your Bloodrage by 1 second. In addition, Bloodrage also purges movement-impairing effects.
- Blood Rites – Bloodrage no longer generates Rage. Instead, activating Bloodrage grants Blood Rites, increasing the critical hit chance of your bleed effects by 10% and generates 1 Rage each time you critically hit with a bleed effect. Lasts 10 seconds.
Level 60 Choice – Extending Roar, Warmonger, or Unyielding
- Extending Roar – Increases the range of Force Scream to 30m, but Force Scream deals reduced damage beyond 10m. Additionally, Force Push deals 20% more damage and grants Extending Roar, which allows your next Force Scream to deal full damage regardless of your distance from the target.
- Warmonger – Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
- Unyielding – You generate 4 Rage when stunned, immobilized, put to sleep, or knocked around.
Level 68 Choice – War Master, Hardened Defense, or Payback
- War Master – Force Charge grants unstoppable, granting immunity to movement-impairing effects that push or pull you around for 4 seconds. In addition, Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health.
- Hardened Defense – Activating Threatening Scream grants Hardened Defense, which reduces your AoE damage taken by 60% for 15 seconds.
- Payback – Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
Level 73 Choice – Saber Reflect, Intimidating Roar, or Mad Dash
- Saber Reflect – Grants the Saber Reflect ability, which absorbs all direct single-target ranged, Force, and tech damage and reflects 100% of it back to the attacker. Lasts 5 seconds. 1 min cooldown.
- Intimidating Roar – Grants the Intimidating Roar ability, which mezzes up to 8 enemies within 8m of you for up to 6 seconds. 1 min cooldown.
- Mad Dash – Grants the Mad Dash ability, which makes you dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
Level 78 Choice – Pooled Hatred, Crushing Fist, or Through Passion
- Pooled Hatred – Whenever your movement is impaired, you gain a stack of Pooled Hatred, which increases the damage dealt by your next ability that consumes Rage. This effect can stack up to 5 times and lasts 15 seconds.
- Crushing Fist – Vengeful Slam sunders targets it damages. Sundered targets have their armor reduced by 20% for 45 seconds.
- Through Passion – The cooldown of Enraged Defense is reduced by 30 seconds.
New Abilities and Effects
Bloodrage
Replaces Enrage. Detonates your bleeds on all targets within 10m of you, dealing damage and generating 6 Rage.
Seething Hatred
When you exit combat, the cooldowns of Force Charge, Bloodrage, and Saber Throw are reset.
Endure Pain
Removes all cleansable effects and temporarily increases your maximum health by 30% and increases damage reduction by 15% for 10 seconds. When the effect ends, the health is lost.
Pruned Abilities
- Chilling Scream
- Guard (now tank-only)
Rage
Level 27 Choice – Raging Burst Buffs
- Dark Synergy – Dealing damage with Raging Burst or Smash increases your critical chance by 20% for 6 seconds. This effect cannot occur more than once every 8 seconds.
- Subjugate – Raging Burst also damages nearby targets. [UNCLEAR].
- Unrelenting Rage – Raging Burst deals 15% more damage and applies Trauma to its target. Trauma reduces healing received by 20% for 10 seconds.
Level 35 Choice – Sweeping Slash, Overwhelming Slashes, or Projected Scream
- Sweeping Slash – Grants the Sweeping Slash ability which deals moderate damage to up to 8 enemies in front of you within 5m.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Projected Scream – Force Scream does damage to additional enemies in a cone and slows them by 50% for 6 seconds.
Level 43 Choice – Obliterate Buffs
- Rage Engine – Activating Obliterate reduces the cooldown of Enrage by 5 seconds.
- Seething Defense – Activating Obliterate grants Seething Defense, which absorbs a tiny amount of damage. Lasts up to 10 seconds.
- Obliteration – Killing an enemy within 3 seconds of dealing damage with Obliterate resets the cooldown of Obliterate and grants Obliteration, which increases the damage dealt by your next Obliterate by 50%.
Level 47 Choice – Furious Power, Bloodbound, or Blood Rites
- Furious Power – Grants the Furious Power ability, which consumes all ability charges of Furious Power when activated and applies the same number of stacks to you. Each stack increases your next direct single-target melee attack by 25%. 30s cooldown.
- Domination – Critically hitting with a Force energy or kinetic attack reduces the cooldown of Enrage by 1 second. In addition, Enrage purges movement-impairing effects and triggers Dominate.
- Indignant Rumination – Each time you deal damage with a Force energy or kinetic attack, you generate 1 Rage.
Level 60 Choice – Extending Roar, Warmonger, or Unyielding
- Extending Roar – Increases the range of Force Scream to 30m, but Force Scream deals reduced damage beyond 10m. Additionally, Force Push deals 20% more damage and grants Extending Roar, which allows your next Force Scream to deal full damage regardless of your distance from the target.
- Warmonger – Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
- Unyielding – You generate 4 Rage when stunned, immobilized, put to sleep, or knocked around.
Level 68 Choice – War Master, Hardened Defense, or Payback
- War Master – Force Charge grants unstoppable, granting immunity to movement-impairing effects that push or pull you around for 4 seconds. In addition, Force Charge enables your next Vicious Throw to be used against a target with any percentage of health.
- Hardened Defense – Activating Threatening Scream grants Hardened Defense, which reduces your AoE damage taken by 60% for 15 seconds.
- Payback – Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
Level 73 Choice – Saber Reflect, Intimidating Roar, or Mad Dash
- Saber Reflect – Grants the ability Saber Reflect ability, which absorbs all direct single-target ranged, Force, and tech damage and reflects 100% of it back to the attacker. Lasts 5 seconds. 1 min cooldown.
- Intimidating Roar – Grants the ability Intimidating Roar, which mezzes up to 8 enemies within 8m of you for up to 6 seconds. 1 min cooldown.
- Mad Dash – Grants the Mad Dash ability, which makes you dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
Level 78 Choice – Pooled Hatred, Crushing Fist, or Through Passion
- Pooled Hatred – Whenever your movement is impaired, you gain a stack of Pooled Hatred, which increases the damage dealt by your next ability that consumes Rage. This effect can stack up to 5 times and lasts 15 seconds.
- Crushing Fist – Smash sunders targets it damages. Sundered targets have their armor reduced by 20% for 45 seconds.
- Through Passion – The cooldown of Enraged Defense is reduced by 30 seconds.
New Abilities and Effects
Enrage
Instantly maxes out your Rage and increases your movement speed by 50% for 10 seconds. Activating Enrage when you already have max Rage consumes all your Rage and unleashes a burst of energy around you, dealing kinetic damage to nearby enemies.
Seething Hatred
When you exit combat, the cooldowns of Force Charge, Enrage, and Saber Throw are reset.
Endure Pain
Removes all cleansable effects and temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
Pruned Abilities
- Chilling Scream
- Guard (now tank-only)
Immortal
Level 27 Choice – Aegis Assault Buffs
- Through Strength – Dealing damage with Aegis Assault increases your damage reduction by an additional 2%.
- Targeted Assault – Aegis Assault deals 20% more damage to taunted targets.
- Unrelenting Rage – Increases the damage dealt, critical chance, and threat generated by Aegis Assault by 20%.
Level 35 Choice – Sweeping Slash, Overwhelming Slashes, or Projected Scream
- Sweeping Slash – Grants the Sweeping Slash ability which deals moderate damage to up to 8 enemies in front of you within 5m and inflicts Trauma, which reduces healing received by 20% for 6 seconds.
- Overwhelming Slashes – Ravage immobilizes the target for 3 seconds and generates 1 Rage.
- Projected Scream – Force Scream does damage to additional enemies in a cone and slows them by 50% for 6 seconds.
Level 43 Choice – Crushing Blow Buffs
- Crushing Rage – Dealing damage with Crushing Blow while Aegis Assault is active grants Crushing Rage to up to 8 allies within 10m of the target. Crushing Rage absorbs a small amount of damage and lasts up to 6 seconds.
- Critical Blow – The critical chance and threat generation of Crushing Blow is increased by 20% and its cooldown is reduced by 1 second each time it critically hits.
- Crushing Mark – Crushing Blow deals 50% more damage to taunted targets.
Level 47 Choice – Furious Power, Bloodbound, or Blood Rites
- War Machine – Critically hitting with a direct attack reduces the cooldown of Threatening Rage by 1 second. In addition, Threatening Rage purges movement-impairing effects.
- Marked for Death – Dealing direct damage to taunted targets generates 1 Rage. This effect can only occur once per second.
- Reckoning – Intercede grants Reckoning, which increases the damage dealt by your next melee attack by 20%. Lasts 10 seconds. In addition, the cooldown of Intercede is reduced by 5 seconds and the threat and damage taken are both reduced by an additional 10% for the friendly target of Intercede.
Level 60 Choice – Extending Roar, Warmonger, or Unyielding
- Extending Roar – Increases the range of Force Scream to 30m, but Force Scream deals reduced damage beyond 10m. Additionally, Force Push deals 20% more damage and grants Extending Roar, which allows your next Force Scream to deal full damage regardless of your distance from the target.
- Warmonger – Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
- Unyielding – You generate 4 Rage when stunned, immobilized, put to sleep, or knocked around.
Level 68 Choice – War Master, Hardened Defense, or Payback
- War Master – Force Charge grants unstoppable, granting immunity to movement-impairing effects that push or pull you around for 4 seconds. In addition, Force Charge enables your next Vicious Throw to be used against a target with any percentage of health.
- Hardened Defense – Damage taken while stunned is reduced by 30%.
- Payback – Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
Level 73 Choice – Saber Reflect, Intimidating Roar, or Mad Dash
- Saber Reflect – Grants the ability Saber Reflect, which absorbs all direct single-target ranged, Force, and tech damage and reflects 100% of it back to the attacker. Lasts 5 seconds. In addition, Saber Reflect generates a high amount of threat on all engaged enemies within 30m when activated. 1 min cooldown.
- Intimidating Roar – Mezzes up to 8 enemies within 8m of you for up to 6 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the mez ends. This effect applies immediately to targets that are immune. 1 min cooldown.
- Mad Dash – Dash forward 20m, dealing a moderate amount of damage (includes Through Victory damage) and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered (maybe).
Level 78 Choice – Pooled Hatred, Crushing Fist, or Through Passion
- Pooled Hatred – Whenever your movement is impaired, you gain a stack of Pooled Hatred, which increases the damage dealt by your next ability that consumes Rage. This effect can stack up to 5 times and lasts 15 seconds.
- Crushing Fist – Smash applies Crushing Fist to targets it damages, which reduces movement speed by 60%. Lasts 10 seconds.
- Through Passion – The cooldown of Enraged Defense is reduced by 30 seconds.
New Abilities and Effects
Threatening Rage
Instantly generates 6 Rage and reduces the cooldown of Taunt and Threatening Scream by 5 seconds and deals a moderate amount of damage all taunted targets within 10m.
Seething Hatred
When you exit combat, the cooldowns of Force Charge, Enrage, and Saber Throw are reset.
Endure Pain
Removes all cleansable effects and temporarily increases your maximum health by 30% for 10 seconds. When the effect ends, the health is lost.
Pruned Abilities
- Chilling Scream
The Legacy of the Sith expansion knocks on your door already. SWTOR 7.0 launches on December 14th 2021. Make the best with your time until then by learning how to prepare for the expansion!
UPDATE: Bioware has delayed the release of SWTOR 7.0 Legacy of the Sith to February 15 2022.