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Jun 12th, 2019
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  1. 6.0 ability/items info
  2. ----------------------------------------------
  3.  
  4. --------------------------------------------------------------------------------
  5. Abilities
  6. --------------------------------------------------------------------------------
  7. -----------------
  8. Jedi Consular
  9. -----------------
  10. New Ability: Telekinetic Blitz
  11. Force Cost: 50
  12. Deals X energy damage and Charges the target, stacking up to 3 times. Telekinetic Blitz deals more damage for each Charge stack on the target. Telekinetic Blitz has 3 ability ammo and recharges 1 ammo every 10 seconds.
  13.  
  14. -----------------
  15. Sith Inquisitor
  16. -----------------
  17. New Ability: Severing Slash
  18. Force Cost: 20
  19. Cooldown: 12s
  20. Strikes targets in a cone, dealing X weapon damage and slowing their movement speed by 50% for 3 seconds. Requires a double-bladed lightsaber or electrostaff.
  21.  
  22. New Ability: Volt Rush
  23. Force Cost: 50
  24. Deals X energy damage and Charges the target, stacking up to 3 times. Volt Rush deals more damage for each Charge stack on the target. Volt Rush has 3 ability ammo and recharges 1 ammo every 10 seconds.
  25.  
  26. -----------------
  27. Sith Warrior
  28. -----------------
  29. New Ability: Furious Focus
  30. Cooldown: 15s
  31. Consumes all ability ammo of Furious Focus and applies Furious Focus stacks to you. Each stack increases your next direct damage attack by 25% and is consumed whenever you deal damage. Recharges 1 ability ammo every 15 seonds.
  32.  
  33. -----------------
  34. Powertech:
  35. -----------------
  36. -Ion gas cylinder now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects
  37.  
  38. -----------------
  39. Juggernaut:
  40. -----------------
  41. -Soresu Form now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects
  42.  
  43. --------------------------------------------------------------------------------
  44. All Companions:
  45. --------------------------------------------------------------------------------
  46. -Companions now have a talent system known as "traits". This gives a variety of bonuses to the companion (see below for a list of known traits)
  47.  
  48. -------
  49. DPS:
  50. -------
  51. -Execute ability (30% health) will now restore small amount of health to the companion based on teh damage dealt.
  52.  
  53. -Trait: Stylish Recovery
  54. Your companions Execute ability will additionally restore health equal to 25% of the damage dealt.
  55.  
  56. -Trait: Sustained Conflict
  57. Activating an attack and defeating opponents builds a stack of Combat Experience. After obtaining 30 stacks you gain a 10% increase to all damage dealt. Lasts 10 seconds.
  58.  
  59. -Trait: Stunning Assault
  60. Your companions stun ability now deals damage over time.
  61.  
  62. -Trait: Tactful Aggressor
  63. Reduces all threat generated by the Companion by 30%.
  64.  
  65. -------
  66. Heal:
  67. -------
  68. -New Ability (Non force-user companions): Kolto Shell
  69. Deploys a Kolto Shell around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target for X. This effect cannot occur more than once every 3 seconds. A target may not have more than one Kolto Shell active.
  70.  
  71. -New Ability (Force-user companions): Protective Barrier
  72. Deploys a Protective Barrier around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Protective Barrier loses 1 charge and heals the target for X. This effect cannot occur more than once every 3 seconds. A target may not have more than one Protective Barrier active.
  73.  
  74. -Single target heal has its cooldown increased to 10 seconds (up from 8)
  75.  
  76. -Trait: Ardent Protector
  77. Closes the distance the target, healing for X.
  78.  
  79. -Trait: Emergency Measures
  80. Activated when a friendly target drops below 30% health. Increases all healing done for 15 seconds.
  81.  
  82. -Trait: Continued Restoration
  83. Extends the duration of the Companions heal over time ability by 3 seconds.
  84.  
  85. -Trait: Self Preservation
  86. Passively regenerates 1% of maximum health every 5 seconds.
  87.  
  88. -Trait: Covert Medic
  89. Reduces all threat generated by the Companion by 30%.
  90.  
  91. -------
  92. Tank:
  93. -------
  94. -Charge ability now heals for 50% of the damage dealt (up from 25%)
  95.  
  96. -Trait: Bastion
  97. Increases shield and defence chance by 3%.
  98.  
  99. -Trait: Guard
  100. While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to your companion.
  101.  
  102. -Trait: Auto-Safeguards
  103. Activates an advanced response system when the companion drops below 50% health. Absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing for 5% of maximum health each time an attack is absorbed.
  104.  
  105. -Trait: Momentum
  106. Your companions Single Target ability will restore an additional 25% of the damage dealt as health.
  107.  
  108. --------------------------------------------------------------------------------
  109. Items
  110. --------------------------------------------------------------------------------
  111. -New grade 11 stims/adrenals/medpacks named "Kyrprax"
  112. eg: "Advanced Kyrprax Efficacy Adrenal"
  113.  
  114.  
  115. --------------------------------------------------------------------------------
  116. Amplifiers
  117. --------------------------------------------------------------------------------
  118. ---------------
  119. Universal Amplifiers
  120. ---------------
  121. -Taskmaster:
  122. Significantly increases your active companions attack and cast speed.
  123.  
  124. -Self Preservation:
  125. Passively regenerates 1% of maximum health every 10 seconds.
  126.  
  127. -Beserk:
  128. Increases Power by 25%, Decreases Armor by 50%.
  129.  
  130. -(NO NAME YET)
  131. +2% Absorb Rating
  132.  
  133. -(NO NAME YET)
  134. +2% Accuracy Rating
  135.  
  136. -(NO NAME YET)
  137. +2% Alacrity Rating
  138.  
  139. -(NO NAME YET)
  140. +3% Armor Rating
  141.  
  142. -(NO NAME YET)
  143. +1% Critical Chance
  144.  
  145. -(NO NAME YET)
  146. +2% Critical Rating
  147.  
  148. -(NO NAME YET)
  149. +2% Defense Rating
  150.  
  151. -(NO NAME YET)
  152. +2% Endurance
  153.  
  154. -(NO NAME YET)
  155. Increases experience gained by 25%
  156.  
  157. -(NO NAME YET)
  158. +2% Mastery
  159.  
  160. -(NO NAME YET)
  161. +2% Shield Rating
  162.  
  163. -(NO NAME YET)
  164. Increases social points gained by 150%
  165.  
  166. -(NO NAME YET)
  167. Reduces cooldown of all skills by 5%
  168.  
  169. -Experience
  170. Increases Rested experience accrual rate by 50%
  171.  
  172.  
  173. ---------------
  174. Sith Inquisitor Amplifiers
  175. ---------------
  176. -Galvanize:
  177. Force Speed makes your next Force attack deal 5% more damage.
  178.  
  179. -Reckless Vengeance:
  180. Recklessness grants an additional charge.
  181.  
  182. -Seething Power
  183. Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit.This effect can only occur once every 10 seconds.
  184.  
  185. -Gyre
  186. Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind.
  187.  
  188. -Decelerate
  189. Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration.
  190.  
  191. -Charged Electrocute
  192. Electrocute's stun lasts an additional 2 seconds.
  193. ---------------
  194. Sith Assassin Amplifiers
  195. ---------------
  196. -Projected Shroud:
  197. Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds.
  198.  
  199. -Steely Spike:
  200. Using Spike grants you a 20% damage reduction for 6 seconds.
  201.  
  202. -Deflecting Slashes
  203. Each target hit by Severing Slash extends Deflection's duration by 1 second.
  204.  
  205. -Death Knell
  206. Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber.
  207.  
  208. -Shadowcraft
  209. Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.
  210.  
  211. ---------------
  212. Sith Sorcerer Amplifiers
  213. ---------------
  214. -Charged Targets
  215. Overload Charges the targets it hits. Volt Rush deals more damage to Charged targets.
  216.  
  217. -Gathering Storm
  218. Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds. Using Polarity Shift immediately after extends its duration.
  219.  
  220. -Dark Consumption
  221. Dark Heal heals more if you have a Consuming Darkness or Reverse Corruption stack and consumes 1 stack upon use.
  222.  
  223. -Revitalize
  224. Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force.
  225.  
  226. ---------------
  227. Sith Warrior Amplifiers
  228. ---------------
  229. -Blinding Fear
  230. Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimiadting Roar wears off.
  231.  
  232. -Positioning
  233. After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
  234.  
  235. -Ubercharge
  236. Force Charge gets two charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
  237.  
  238. -Sap
  239. After Force Choke stun effect finishes, it slows its target and every target nearby it for 6 seconds.
  240.  
  241.  
  242. ---------------
  243. Sith Juggernaut Amplifiers
  244. ---------------
  245. -Strengthening Scream
  246. Threatening Scream scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.
  247.  
  248. -Retaliator
  249. Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.
  250.  
  251. ---------------
  252. Sith Marauder Amplifiers
  253. ---------------
  254. -Critical Focus
  255. Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.
  256.  
  257. -Vicious Thirst
  258. Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.
  259.  
  260. -From the Shadows
  261. Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.
  262.  
  263. --------------------------------------------------------------------------------
  264. Tactical Items
  265. --------------------------------------------------------------------------------
  266. ---------------------------
  267. Universal Tactical Items
  268. ---------------------------
  269. -Krall's Accord
  270. Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order.
  271.  
  272. -The Life Warden
  273. Taking damage below 20% health will heal you for a large amount. 10 Minute Cooldown
  274.  
  275. -A Breath of Fresh Air
  276. Every third Activation of your basic attack restores 10% of your Class Resource.
  277.  
  278. -Rakghoul Pheromone
  279. Your ability activations have a chance to summon a Infatuated Rakling who breifly attacks your target before disapearing who knows where.
  280.  
  281. -Amplification Matrix
  282. Doubles the effect of all your equipped Amplifiers so long as you have no active Set Bonus effect.
  283.  
  284. ---------------------------
  285. Sith Assassin Tactical Items
  286. ---------------------------
  287. -Redirected Wrath
  288. Wither generates Redirected Wrath stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
  289.  
  290. -Shadow Shroud
  291. Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed.
  292.  
  293. -Discharging Voltage
  294. Severing Slash causes your next Surging Discharge to arc to multiple targets.
  295.  
  296. -High Voltage
  297. Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals extra damage and immediartely finishes the cooldown of Ball Lightning.
  298.  
  299. -Burning Bolts
  300. When Reaping Strike hits, it causes its target to burn.
  301.  
  302. -Thrashing Terror
  303. Creeping Terror has a 20% chance to tick an additional time whenever Thrash deals damage.
  304.  
  305. -Hungering Blade
  306. Critically hitting with Leeching Strike resets its cooldown and increases the critical chance and Force cost of the next Leeching Strike. Stacks up to 3 times.
  307.  
  308. -Shrouding Guard
  309. Force Shroud also applies to any ally you are guarding.
  310.  
  311. -Shadow Step
  312. Phantom Stride gains 2 charges.
  313.  
  314. -Multitrap
  315. Mind Trap can now affect up to two targets at once.
  316.  
  317. -All For One
  318. Revivification heals more for each ally it affects.
  319.  
  320. -One for All
  321. Revivification heals more the less allies it affects.
  322.  
  323. -Healing Volts
  324. Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Volt Rush charges are on the enemy.
  325.  
  326. -Extra Mend
  327. Roaming Mend can now heal up to 5 targets instead of 4.
  328.  
  329. -Volt Flux
  330. Volt Rush triggers Lightning Storm when activated. Chain Lightning spreads Charge and causes your next Volt Rush to arc to nearby targets.
  331.  
  332. -Convection Burst
  333. Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks.
  334.  
  335. -Stormwatch
  336. Lightning Flash applies Stormwatch to it's targets. For the next 10 seconds, whenever the target is critically hit, a lightning bolt is called down upon the target, dealing <<1>> energy damage. This cannot happen more than once every 2 seconds.
  337.  
  338. -Death Channel
  339. Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks.
  340.  
  341. -Exhaustion Field
  342. Death Field does 10% more damage too all targets, additional damage to Force Slowed targets and spreads Force Slow's effects.
  343.  
  344. -Ruthless Demolition
  345. Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly.
  346.  
  347. -Wrath Rush
  348. When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath.
  349.  
  350. -Writhing Terror
  351. Creeping Terror has a 10% chance to tick an additional time whenever Force Lightning deals damage.
  352.  
  353. -Dark Return
  354. Returning to your Phase Walk marker causes an force explosion around you, dealing damage to any enemies around.
  355.  
  356. -Dark Cleanse
  357. Consuming Darkness lowers the cooldown of Expunge by 3 seconds.
  358.  
  359. -Preserve Self
  360. Activating Unnatural Preservation removes Static Barrier's Deionize effect from you.
  361.  
  362. -Liberate
  363. Extrication now heals you and the target and makes your next Resurgence free.
  364.  
  365. ---------------------------
  366. Sith Juggernaut Tactical Items
  367. ---------------------------
  368. -Crushing Defense
  369. Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
  370.  
  371. -Indomitable
  372. Using Backhand while Invincible extends the duration of Invincible by 5 seconds.
  373.  
  374. -Retaliating Defense
  375. Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.
  376.  
  377. -Unknowing Rage
  378. Force Crush builds a Furious Focus charge.
  379.  
  380. -Furious Retaliation
  381. Retaliation refunds one rage and finishes the cooldown of Furious Strike.
  382.  
  383. -Keep Away
  384. Activating Saber Ward finishes the cooldown of Force Push.
  385.  
  386. -Grit Teeth
  387. Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.
  388.  
  389. -Interceding Defense
  390. Intercede gives you 3% damage reduciton per ally nearby for 6 seconds.
  391.  
  392. -Higher Focus
  393. Enrage builds one Furious Focus charge.
  394.  
  395. -Bloody Vengeance
  396. When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
  397.  
  398. -Payback
  399. Retaliation finishes the cooldown of Hew and allows it to be usable on a target with any health level, and causes your next Hew to enable Retaliation. This effect cannot occur more than once every 10 seconds.
  400.  
  401. -Crimson Slash
  402. Vicious Slash refreshes the duration of Force Scream and Impale's bleeds on the target.
  403.  
  404. -Impulse Driver
  405. Activating Force Push on a target affected by Force Crush grants Impulse Driver, increasing your damage dealt by 20% and the damage dealt to that target by 5%.
  406.  
  407. ---------------------------
  408. Sith Marauder Tactical Items
  409. ---------------------------
  410. -Exterminator
  411. Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
  412.  
  413. -Rapid Rupture
  414. Refreshing Rupture deals double damage on initial hit.
  415.  
  416. -Vicious Saber
  417. Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.
  418.  
  419. -Unstable Focus
  420. Using Devastating Blast with Furious Focus causes Devastating Blast do explode, dealing damage to all targets in the area.
  421.  
  422. -Hyper
  423. Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Last 10 seconds or until an ability other than Massacre is used.
  424.  
  425. -Bloody Focus
  426. Using Gore with Furious Focus causes its target to bleed.
  427.  
  428. -Always Ferocious
  429. Ferocity is always active but only gives a 50% armor penetration.
  430.  
  431. -Detonate
  432. Raging Burst detonates Force Crush, dealing damage to enemies in an area around the primary target.
  433.  
  434. -Obliterator
  435. Using Obliterate with Furious Focus causes it to critcally hit.
  436.  
  437. -Force Barter
  438. Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
  439.  
  440. -Undying Cloak
  441. Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds.
  442.  
  443. -Apex Predator
  444. Activating Predation finishes the cooldown of Force Camouflage.
  445.  
  446. -Frenzied Ravager
  447. Ravage builds a Furious Focus charge.
  448.  
  449. -Hidden Power
  450. Force Camouflage generates 2 rage per second.
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