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Re: Star Wars: The Old Republic - все еще живая и интересная MMORPG
6.0 ability/items info
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Abilities
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Jedi Consular
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New Ability: Telekinetic Blitz
Force Cost: 50
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.
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Sith Inquisitor
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New Ability: Severing Slash
Force Cost: 20
Cooldown: 12s
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.
New Ability: Volt Rush
Force Cost: 50
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.
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Sith Warrior
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New Ability: Furious Focus
Cooldown: 15s
Buffs your next direct damage attack by 25%.
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Powertech:
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-Ion gas cylinder now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects
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Juggernaut:
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-Soresu Form now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects
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All Companions:
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-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)
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DPS:
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-Execute ability (30% health) will now restore small amount of health to the companion based on teh damage dealt.
-Trait: Stylish Recovery
Your companions Execute ability will additionally restore health equal to 25% of the damage dealt.
-Trait: Sustained Conflict
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.
-Trait: Stunning Assault
Your companions stun ability now deals damage over time.
-Trait: Tactful Aggressor
Reduces all threat generated by the Companion by 30%.
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Heal:
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-New Ability (Non force-user companions): Kolto Shell
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.
-New Ability (Force-user companions): Protective Barrier
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.
-Single target heal has its cooldown increased to 10 seconds (up from 8)
-Trait: Ardent Protector
Closes the distance the target, healing for X.
-Trait: Emergency Measures
Activated when a friendly target drops below 30% health. Increases all healing done for 15 seconds.
-Trait: Continued Restoration
Extends the duration of the Companions heal over time ability by 3 seconds.
-Trait: Self Preservation
Passively regenerates 1% of maximum health every 5 seconds.
-Trait: Covert Medic
Reduces all threat generated by the Companion by 30%.
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Tank:
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-Charge ability now heals for 50% of the damage dealt (up from 25%)
-Trait: Bastion
Increases shield and defence chance by 3%.
-Trait: Guard
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.
-Trait: Auto-Safeguards
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.
-Trait: Momentum
Your companions Single Target ability will restore an additional 25% of the damage dealt as health.
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Items
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-New grade 11 stims/adrenals/medpacks named "Kyrprax"
eg: "Advanced Kyrprax Efficacy Adrenal"
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Amplifiers
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Universal Amplifiers
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-Taskmaster:
Significantly increases your active companions attack and cast speed.
-Self Preservation:
Passively regenerates 1% of maximum health every 10 seconds.
-Beserk:
Increases Power by 25%, Decreases Armor by 50%.
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+2% Absorb Rating
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+2% Accuracy Rating
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+2% Alacrity Rating
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+3% Armor Rating
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+1% Critical Chance
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+2% Critical Rating
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+2% Defense Rating
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+2% Endurance
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Increases experience gained by 25%
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+2% Mastery
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+2% Shield Rating
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Increases social points gained by 150%
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Reduces cooldown of all skills by 5%
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Sith Inquisitor Amplifiers
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-Galvanize:
Force Speed makes your next Force attack deal 5% more damage.
-Reckless Vengeance:
Recklessness grants an additional charge.
-Seething Power
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.
-Gyre
Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind.
-Decelerate
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.
-Charged Electrocute
Electrocute's stun lasts an additional 2 seconds.
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Sith Assassin Amplifiers
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-Projected Shroud:
Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds.
-Steely Spike:
Using Spike grants you a 20% damage reduction for 6 seconds.
-Deflecting Slashes
Each target hit by Severing Slash extends Deflection's duration by 1 second.
-Death Knell
Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber.
-Shadowcraft
Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.
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Sith Sorcerer Amplifiers
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-Charged Targets
Overload Charges the targets it hits. Volt Rush deals more damage to Charged targets.
-Gathering Storm
Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds. Using Polarity Shift immediately after extends its duration.
-Dark Consumption
Dark Heal heals more if you have a Consuming Darkness or Reverse Corruption stack and consumes 1 stack upon use.
-Revitalize
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.
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Sith Warrior Amplifiers
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-Blinding Fear
Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimiadting Roar wears off.
-Positioning
After executing Mad Dash, you gain 20% damage reduction for 6 seconds.
-Ubercharge
Force Charge gets two charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.
-Sap
After Force Choke stun effect finishes, it slows its target and every target nearby it for 6 seconds.
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Sith Juggernaut Amplifiers
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-Strengthening Scream
Threatening Scream scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.
-Retaliator
Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.
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Sith Marauder Amplifiers
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-Critical Focus
Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.
-Vicious Thirst
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.
-From the Shadows
Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.
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Tactical Items
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Universal Tactical Items
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-Krall's Accord
Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order.
-The Life Warden
Taking damage below 20% health will heal you for a large amount. 10 Minute Cooldown
-A Breath of Fresh Air
Every third Activation of your basic attack restores 10% of your Class Resource.
-Rakghoul Pheromone
Your ability activations have a chance to summon a Infatuated Rakling who breifly attacks your target before disapearing who knows where.
-Amplification Matrix
Doubles the effect of all your equipped Amplifiers so long as you have no active Set Bonus effect.
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Sith Assassin Tactical Items
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-Redirected Wrath
Wither generates Redirected Wrath stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
-Shadow Shroud
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.
-Discharging Voltage
Severing Slash causes your next Surging Discharge to arc to multiple targets.
-High Voltage
Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals extra damage and immediartely finishes the cooldown of Ball Lightning.
-Burning Bolts
When Reaping Strike hits, it causes its target to burn.
-Thrashing Terror
Creeping Terror has a 20% chance to tick an additional time whenever Thrash deals damage.
-Hungering Blade
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.
-Shrouding Guard
Force Shroud also applies to any ally you are guarding.
-Shadow Step
Phantom Stride gains 2 charges.
-Multitrap
Mind Trap can now affect up to two targets at once.
-All For One
Revivification heals more for each ally it affects.
-One for All
Revivification heals more the less allies it affects.
-Healing Volts
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.
-Extra Mend
Roaming Mend can now heal up to 5 targets instead of 4.
-Volt Flux
Volt Rush triggers Lightning Storm when activated. Chain Lightning spreads Charge and causes your next Volt Rush to arc to nearby targets.
-Convection Burst
Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks.
-Stormwatch
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.
-Death Channel
Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks.
-Exhaustion Field
Death Field does 10% more damage too all targets, additional damage to Force Slowed targets and spreads Force Slow's effects.
-Ruthless Demolition
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.
-Wrath Rush
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.
-Writhing Terror
Creeping Terror has a 10% chance to tick an additional time whenever Force Lightning deals damage.
-Dark Return
Returning to your Phase Walk marker causes an force explosion around you, dealing damage to any enemies around.
-Dark Cleanse
Consuming Darkness lowers the cooldown of Expunge by 3 seconds.
-Preserve Self
Activating Unnatural Preservation removes Static Barrier's Deionize effect from you.
-Liberate
Extrication now heals you and the target and makes your next Resurgence free.
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Sith Juggernaut Tactical Items
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-Crushing Defense
Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.
-Indomitable
Using Backhand while Invincible extends the duration of Invincible by 5 seconds.
-Retaliating Defense
Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.
-Unknowing Rage
Force Crush builds a Furious Focus charge.
-Furious Retaliation
Retaliation refunds one rage and finishes the cooldown of Furious Strike.
-Keep Away
Activating Saber Ward finishes the cooldown of Force Push.
-Grit Teeth
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.
-Interceding Defense
Intercede gives you 3% damage reduciton per ally nearby for 6 seconds.
-Higher Focus
Enrage builds one Furious Focus charge.
-Bloody Vengeance
When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.
-Payback
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.
-Crimson Slash
Vicious Slash refreshes the duration of Force Scream and Impale's bleeds on the target.
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Sith Marauder Tactical Items
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-Exterminator
Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.
-Rapid Rupture
Refreshing Rupture deals double damage on initial hit.
-Vicious Saber
Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.
-Unstable Focus
Using Devastating Blast with Furious Focus causes Devastating Blast do explode, dealing damage to all targets in the area.
-Hyper
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.
-Bloody Focus
Using Gore with Furious Focus causes its target to bleed.
-Always Ferocious
Ferocity is always active but only gives a 50% armor penetration.
-Detonate
Raging Burst detonates Force Crush, dealing damage to enemies in an area around the primary target.
-Obliterator
Using Obliterate with Furious Focus causes it to critcally hit.
-Force Barter
Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.
-Undying Cloak
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.
-Apex Predator
Activating Predation finishes the cooldown of Force Camouflage.
-Frenzied Ravager
Ravage builds a Furious Focus charge.
-Hidden Power
Force Camouflage generates 2 rage per second.
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