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Jul 17th, 2019
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  1. 6.0 ability/items info /18/7/19
  2. ----------------------------------------------
  3.  
  4. --------------------------------------------------------------------------------
  5. Abilities
  6. --------------------------------------------------------------------------------
  7. -----------------
  8. Imperial Agent
  9. -----------------
  10. -Exfiltrate now always has a cooldown of 10 seconds. Regardless if a 2nd roll is executed.
  11.  
  12.  
  13. New Ability: Hololocate
  14. Cast: 1.5s
  15. Cooldown: 1s
  16. Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.
  17.  
  18. -----------------
  19. Smuggler
  20. -----------------
  21. New Ability: Hololocate
  22. Cast: 1.5s
  23. Cooldown: 1s
  24. Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.
  25.  
  26. --------------------------------------------------------------------------------
  27. Amplifiers
  28. --------------------------------------------------------------------------------
  29. ---------------------------
  30. Universal
  31. ---------------------------
  32. -En Garde:
  33. Reduces damage taken by a percentage equal to the total sum of equipped En Garde amplifiers for the first 10 seconds after entering combat.
  34.  
  35.  
  36. -First Strike:
  37. Increases damage dealt by a percentage equal to the total sum of equipped First Strike amplifiers for the first 10 seconds after entering combat.
  38.  
  39.  
  40. -Fortuitous Redoubt:
  41. Dodging, parrying, or deflecting an attack generates an absorb shield which absorbs a percentage of incoming damage for the next 5 seconds based on the total sum of equipped Fortuitous Redoubt amplifiers.
  42.  
  43.  
  44. -Overward:
  45. Healing a friendly target beyond their maximum health threshold grants the target a damage absorption shield worth every point of overhealing, up to a percentage of their maximum health based on the total sum of the healer's equipped Overward amplifiers. The shield lasts up to 30 seconds, and this duration is refreshed by additional overhealing. Only works on Players and Companions.
  46.  
  47.  
  48. -Readied Healing
  49. Increases healing dealt by a percentage equal to the total sum of equipped Readied Healing amplifiers for the first 10 seconds after entering combat.
  50.  
  51.  
  52. -Residual Regeneration
  53. Healing a friendly target with a direct, single-target heal has a chance equal to the healer's total sum of equipped Residual Regeneration amplifiers to heal the target for an additional 30% of the heal's value over 3 seconds.
  54.  
  55.  
  56. -Shield Reflection
  57. Shielding an attack redirects a portion of the shielded damage back at the attacker, based on the total sum of equipped Shield Reflection amplifiers.
  58.  
  59. --------------------------------------------------------------------------------
  60. Amp Set Bonuses
  61. --------------------------------------------------------------------------------
  62. ---------------------------
  63. Universal
  64. ---------------------------
  65. -Stationary Grit
  66. Increases damage by 5% while not moving, Increases armor by 5% while moving.
  67.  
  68. -Final Breath 1
  69. Increases Defense by 112 while health is below 50%.
  70.  
  71. -Final Breath 2
  72. Increases Defense by 230 while health is below 50%.
  73.  
  74. -Final Breath 3
  75. Increases Defense by 10% while health is below 50%.
  76.  
  77. -Press On
  78. Defeating enemies heals you for 20% of your maximum health. 5 Second Cooldown.
  79.  
  80. -Victory Rush
  81. In addition to the heal effect, you gain a brief bonus to movement speed when defeating enemies.
  82.  
  83. -A Witty Retort
  84. Shielding an attack causes your generator to overdrive. Deals X weapon damage to up to 8 enemies within 2 meters.
  85.  
  86. -Last Stand 1
  87. Increases Alacrity by 112 while health is below 50%.
  88.  
  89. -Last Stand 2
  90. Increases Alacrity by 230 while health is below 50%.
  91.  
  92. -Last Stand 3
  93. Increases Alacrity by 10% while health is below 50%.
  94.  
  95. -Dying Precision 1
  96. Increases Critical Rating by 112 while health is below 50%.
  97.  
  98. -Dying Precision 2
  99. Increases Critical Rating by 230 while health is below 50%.
  100.  
  101. -Dying Precision 3
  102. Increases Critical Rating by 10% while health is below 50%.
  103.  
  104. -Avenger
  105. Increases your damage dealt by 5% while you Guard another player.
  106.  
  107. -Entertainer's Boon
  108. Using a Rest and Recharge ability buffs nearby allies for increased xp, mastery, and endurance. Lasts 1 hour.
  109.  
  110. ---------------------------
  111. Imperial Agent
  112. ---------------------------
  113. -Counter Probe
  114. Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds.
  115.  
  116. -Mini Shield
  117. Shield Probe creates a small shield around surrounding allies.
  118.  
  119. -Escape Plan
  120. Flash Bang now heals any allies nearby for a small amount and resets the cooldown of Countermeasures.
  121.  
  122. -Freeze Grenade
  123. Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds.
  124. ---------------------------
  125. Operative
  126. ---------------------------
  127. -Noxious Cloud
  128. Activating Noxious Knives reduces the cooldown of Toxic Haze by 3 seconds. Every enemy affected by Toxic Haze takes 20% more damage from Noxious Knives.
  129.  
  130. -Tactician
  131. Tactical Advantage gets an additional stack. Having a Tactical Advantage increases your damage and healing by 1%.
  132.  
  133. -Healing Haze
  134. Toxic Haze heals any allies standing inside it by a minor amount.
  135.  
  136. -Debilitator
  137. Debilitate gets two ability charges.
  138.  
  139. ---------------------------
  140. Sniper
  141. ---------------------------
  142. -Active Reload
  143. Killing an enemy within 3 seconds of damaging them with Takedown resets the cooldown of Takedown and gives you a 5% damage buff. This stacks up to 3 times and lasts 10 seconds.
  144.  
  145. -Lazer Focus
  146. Laze Targets gets 3 charges and its cooldown is reduced by 15 seconds.
  147.  
  148. -Entrenched Offense
  149. While Entrenched, you build stacks of Entrenched Offense, increasing damage by 1% per stack while you remain Entrenched. Stacks up to 5 times. Breaking cover or Entrench being removed removes this.
  150.  
  151. -Reposition
  152. Evasion finishes the cooldown of Covered Escape and increases you and your allies movement speed by 50% for 6 seconds.
  153.  
  154. ---------------------------
  155. Sith Assassin
  156. ---------------------------
  157. -Reckless Slaughter
  158. Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing melee damage bonus by 5% for 20 seconds. Stacks up to 2 times.
  159.  
  160. ---------------------------
  161. Sith Sorcerer
  162. ---------------------------
  163. -Energizing Speed
  164. Energize now stack up to 3 times. Force Speed immediately recharges one Volt Rush ability charge.
  165.  
  166. ---------------------------
  167. Sith Warrior
  168. ---------------------------
  169. -Critical Focus
  170. Dealing damage has a 5% chance to build a Rabid Furor charge. Can only occur once every 5 seconds.
  171.  
  172. -Vicious Thirst
  173. Vicious Slash, Massacre and Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds.
  174.  
  175. ---------------------------
  176. Tactical Items
  177. ---------------------------
  178. ---------------------
  179. Universal
  180. ---------------------
  181. -Amplified
  182. This equipment shell is enhanced with additional powerful Amplifier opportunities. (?)
  183.  
  184. -Stim Addict
  185. Increases Mastery by 100 while under the effects of a stimpack.
  186.  
  187. -The Life Warden
  188. Taking damage below 20% health will heal you for a large amount. 10 Minute Cooldown
  189.  
  190. -Luck Always Changes
  191. Your critical chance with Melee, Ranged, Tech and Force attacks is increased by 1% each second. This effect resets on a successful critical hit.
  192.  
  193. -Greased Lightning
  194. Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times.
  195.  
  196. -Rolling Boil
  197. Increases Mastery by 5% for 5 seconds when a relic triggers.
  198.  
  199. -Relic Reduction
  200. Reduces cooldown of on use relics by 5%
  201. ----------------------------
  202. Sith Marauder Tactical Items
  203. ---------------------------
  204. -Grievous Wound
  205. Crippling Slash's trauma and slow effects last twice as long.
  206.  
  207. ------------------
  208. Carnage
  209. ------------------
  210. -Smashacre
  211. Smash causes your next Massacre to do damage to up to 8 enemies near the primary target.
  212.  
  213. -Unstable Focus
  214. Devastating Blast is now affected by Furious Focus.
  215.  
  216. ------------------
  217. Fury
  218. ------------------
  219. -Blood Fury
  220. Furious Strike causes its target to bleed.
  221.  
  222. -Unstable Focus
  223. Devastating Blast is now affected by Furious Focus.
  224.  
  225. ----------------------------
  226. Sith Juggernaut Tactical Items
  227. ---------------------------
  228. -Obfuscating Throw
  229. Saber Throw lowers the targets accuracy by 70% for 6 seconds.
  230.  
  231. ------------------
  232. Annihilation
  233. ------------------
  234. -Render
  235. When Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around.
  236.  
  237. -Bloodbound Ravager
  238. Ravage deals more damage for each bleed stacked on the target, up to 5.
  239.  
  240. ----------------------------
  241. Sith Assassin Tactical Items
  242. ---------------------------
  243. -Double Cloak
  244. Force Cloak has 2 charges.
  245.  
  246. ------------------
  247. Hatred
  248. ------------------
  249. -Sever Field
  250. Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash.
  251. ----------------------------
  252. Operative Tactical Items
  253. ---------------------------
  254. -Tactical Mastery
  255. Tactical Overdrive gives you a Tactical Advantage.
  256.  
  257. -Combat Medic
  258. Resusciatation Probe becomes an instant cast and Kolto Infusion can be cast while moving.
  259.  
  260. -Leeching Shiv
  261. Half of Shiv's damage heals you.
  262.  
  263. -Holoscreen
  264. Holotraverse gains an additional charge.
  265.  
  266. ------------------
  267. Concealment
  268. ------------------
  269. -Volatile Burst
  270. When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects.
  271.  
  272. -Prepared Strike
  273. Veiled Strike automatically critically hits targets affected by your unexploded Volatile Burst and triggers it immediately.
  274.  
  275. -Acid Lash
  276. Laceration damage triggers Acid Blade damage and refreshes its duration.
  277.  
  278. ------------------
  279. Lethality
  280. ------------------
  281. -Poison Overload
  282. Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast's cooldown is extended by 9 seconds.
  283.  
  284. -Corrosive Shots
  285. Toxic Blast does 50% more damage.
  286.  
  287. ---------------------------
  288. Sniper Tactical Items
  289. ---------------------------
  290. -Holodefense
  291. Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.
  292.  
  293. -Suppression
  294. Enemies take 10% more damage while under Suppresive Fire. Does not affect Ops bosses.
  295.  
  296. -Tech Debt
  297. Shatter Shot applies Tech Debt to its target for target. Whenever the target is healed, so are you for a small amount.
  298.  
  299. -Orbital Heal
  300. Orbital Strike heals allies in the area for X whenever it ticks.
  301. ------------------
  302. Engineering
  303. ------------------
  304. -Blasting Caps
  305. Cluster Bombs deal damage to all enemies around their target.
  306.  
  307. -Explosive Trigger
  308. Explosive Probe now only triggers from EMP Discharge and deals 50% more damage.
  309.  
  310. -Ruthless Interrogation
  311. Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits.
  312.  
  313. ------------------
  314. Marksmanship
  315. ------------------
  316. -Scattershot
  317. Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal deal splash damage as well.
  318.  
  319. -Sniper's Ambush
  320. Acticating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 20% more damage.
  321.  
  322. -Corrosive Followthrough
  323. Corrisve Dart deals more damage and Followthrough refreshes its bleed effect on any target it damages.
  324.  
  325. ------------------
  326. Virulence
  327. ------------------
  328. -Poison Splash
  329. Corrosive Grenade spreads Weakening Blast's effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade.
  330.  
  331. -Poison Choke
  332. Weakening Blast finishes off all your poison effects at once, dealing all their remaining damage. Weakening Blast's cooldown is increased by 6 seconds.
  333.  
  334. -Culling Shots
  335. Weakening Blast deals 50% more damage.
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