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Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
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  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Imperial Agent - Operative - 11.12.11 Wszystkie informacje
« dnia: Grudzień 11, 2011, 14:11:49 pm »
"Imperial Agent" (Imperial Agent) -- Summary For Operative
==================================================================================================
Advanced Classes: Operative (Medicine (Healing), Concealment (Damage), Lethality (Damage))
Sniper (Marksmanship (Damage), Engineering (Damage), Lethality (Damage))

Imperial Agent - Base Attributes per Level
--------------------------------------------------------------------------------------------------
Level Strength Aim Endurance Cunning Willpower Presence BaseHealth
1 10 21 48 54 10 48 130
2 11 23 52 58 11 52 140
3 12 24 55 62 12 55 150
4 13 26 59 66 13 59 160
5 14 28 63 70 14 63 170
6 14 29 66 74 14 66 185
7 15 31 70 78 15 70 200
8 16 32 73 82 16 73 220
9 17 34 77 86 17 77 240
10 18 36 81 90 18 81 260
11 18 37 84 94 18 84 285
12 19 39 88 98 19 88 310
13 20 40 91 102 20 91 335
14 21 42 95 106 21 95 365
15 22 44 99 110 22 99 395
16 22 45 102 114 22 102 430
17 23 47 106 118 23 106 465
18 24 48 109 122 24 109 500
19 25 50 113 126 25 113 540
20 26 52 117 130 26 117 580
21 26 53 120 134 26 120 620
22 27 55 124 138 27 124 665
23 28 56 127 142 28 127 710
24 29 58 131 146 29 131 755
25 30 60 135 150 30 135 805
26 30 61 138 154 30 138 855
27 31 63 142 158 31 142 905
28 32 64 145 162 32 145 960
29 33 66 149 166 33 149 1015
30 34 68 153 170 34 153 1070
31 34 69 156 174 34 156 1125
32 35 71 160 178 35 160 1185
33 36 72 163 182 36 163 1245
34 37 74 167 186 37 167 1305
35 38 76 171 190 38 171 1370
36 38 77 174 194 38 174 1435
37 39 79 178 198 39 178 1500
38 40 80 181 202 40 181 1570
39 41 82 185 206 41 185 1640
40 42 84 189 210 42 189 1710
41 42 85 192 214 42 192 1780
42 43 87 196 218 43 196 1855
43 44 88 199 222 44 199 1930
44 45 90 203 226 45 203 2005
45 46 92 207 230 46 207 2085
46 46 93 210 234 46 210 2165
47 47 95 214 238 47 214 2245
48 48 96 217 242 48 217 2330
49 49 98 221 246 49 221 2415
50 50 100 225 250 50 225 2500


Imperial Agent - Base Class Abilities
--------------------------------------------------------------------------------------------------
"Armor Proficiency: Medium"
Passive
Able to equip medium-weight armor.

"Weapon Proficiency: Blaster Rifle"
Passive
Able to equip blaster rifles, carbines, and repeaters.

"Weapon Proficiency: Vibroknife"
Passive
Able to equip vibroknives, electroknives, and conventional knives.

"Coordination"
Instant
Cooldown: 6 sec
Range: 30 m
Increases a friendly target's critical hit chance by 5% for 60 minutes. If the target is a party member, all other party members are also affected.
Tags: [StealthUseable]
Rank 1: Level 1, Training Cost: --

"Crouch"
Instant
Cooldown: 1 sec
Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Rank 1: Level 1, Training Cost: --

"Explosive Probe"
Energy: 20
Instant
Cooldown: 30 sec
Range: 30 m
Puts an explosive probe on the target that detonates when the target takes damage, dealing [<1>] kinetic damage to the target. Standard and weak targets are additionally knocked down and set on fire, dealing [<2>] additional elemental damage over 3 seconds. Can only be used from cover.
Rank 1: Level 1, Training Cost: --, 1: [95 - 99], 2: [4]
Rank 2: Level 3, Training Cost: 10, 1: [117 - 122], 2: [5]
Rank 3: Level 6, Training Cost: 95, 1: [152 - 159], 2: [7]
Rank 4: Level 9, Training Cost: 130, 1: [193 - 203], 2: [9]
Rank 5: Level 12, Training Cost: 340, 1: [232 - 244], 2: [11]
Rank 6: Level 15, Training Cost: 525, 1: [270 - 284], 2: [13]
Rank 7: Level 21, Training Cost: 1.325, 1: [327 - 344], 2: [15]
Rank 8: Level 33, Training Cost: 5.313, 1: [477 - 502], 2: [22]
Rank 9: Level 44, Training Cost: 19.550, 1: [623 - 652], 2: [29]
Rank 10: Level 50, Training Cost: 21.250, 1: [713 - 745], 2: [33]

"Recuperate"
Channeling: 15 sec
Recovers your health and energy over 15 seconds. This is only usable out of combat.
Tags: [StealthUseable]
Rank 1: Level 1, Training Cost: --

"Rifle Shot"
Instant
Range: 30 m
Shoots your rifle at the target, dealing [<1>] weapon damage.
Rank 1: Level 1, Training Cost: --, 1: [15 - 21]

"Snipe"
Energy: 20
Activation: 1.5 sec
Range: 30 m
Shoots a target for [<1>] weapon damage. Can only be used from cover.
Tags: [Pushback]
Rank 1: Level 1, Training Cost: --, 1: [73 - 88]
Rank 2: Level 4, Training Cost: 50, 1: [98 - 117]
Rank 3: Level 7, Training Cost: 95, 1: [127 - 151]
Rank 4: Level 10, Training Cost: 215, 1: [159 - 186]
Rank 5: Level 13, Training Cost: 395, 1: [190 - 221]
Rank 6: Level 16, Training Cost: 600, 1: [218 - 252]
Rank 7: Level 22, Training Cost: 1.450, 1: [264 - 306]
Rank 8: Level 31, Training Cost: 4.163, 1: [356 - 411]
Rank 9: Level 40, Training Cost: 13.600, 1: [449 - 531]
Rank 10: Level 50, Training Cost: 21.250, 1: [583 - 706]

"Take Cover"
Instant
Cooldown: 1 sec
Roll into the selected cover point. If no cover point is available, you will crouch in place. Taking cover enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead.
Rank 1: Level 1, Training Cost: --

"Shiv"
Energy: 15
Instant
Cooldown: 6 sec
Range: 4 m
Stabs a target for [<1>] kinetic damage.
Rank 1: Level 2, Training Cost: 10, 1: [71 - 80]
Rank 2: Level 5, Training Cost: 50, 1: [94 - 106]
Rank 3: Level 8, Training Cost: 130, 1: [120 - 137]
Rank 4: Level 11, Training Cost: 295, 1: [146 - 168]
Rank 5: Level 14, Training Cost: 450, 1: [172 - 198]
Rank 6: Level 19, Training Cost: 983, 1: [205 - 236]
Rank 7: Level 29, Training Cost: 3.275, 1: [282 - 325]
Rank 8: Level 38, Training Cost: 11.000, 1: [359 - 413]
Rank 9: Level 50, Training Cost: 21.250, 1: [478 - 542]

"Fragmentation Grenade"
Energy: 20
Instant
Cooldown: 6 sec
Range: 30 m
Throws a fragmentation grenade that deals [<1>] kinetic damage to up to 5 enemies in an 8-meter radius. If the primary target is standard or weak, it is knocked down by the blast.
Rank 1: Level 3, Training Cost: 10, 1: [59 - 69]
Rank 2: Level 8, Training Cost: 130, 1: [90 - 107]
Rank 3: Level 11, Training Cost: 295, 1: [110 - 131]
Rank 4: Level 15, Training Cost: 525, 1: [135 - 163]
Rank 5: Level 21, Training Cost: 1.325, 1: [164 - 197]
Rank 6: Level 32, Training Cost: 4.675, 1: [235 - 283]
Rank 7: Level 43, Training Cost: 17.850, 1: [304 - 361]
Rank 8: Level 49, Training Cost: 21.250, 1: [350 - 413]

"Debilitate"
Energy: 10
Instant
Cooldown: 45 sec
Range: 4 m
Deals [<2>] energy damage and stuns the target for [?] seconds.
Rank 1: Level 4, Training Cost: 50, 2: [30 - 35]
Rank 2: Level 7, Training Cost: 95, 2: [38 - 46]
Rank 3: Level 10, Training Cost: 215, 2: [47 - 57]
Rank 4: Level 13, Training Cost: 395, 2: [56 - 69]
Rank 5: Level 16, Training Cost: 600, 2: [64 - 79]
Rank 6: Level 25, Training Cost: 2.038, 2: [86 - 105]
Rank 7: Level 37, Training Cost: 9.325, 2: [121 - 147]
Rank 8: Level 49, Training Cost: 21.250, 2: [160 - 192]

"Corrosive Dart"
Energy: 20
Instant
Range: 30 m
Fires a dart at the target that deals [<1>] internal damage over 15 seconds.
Rank 1: Level 5, Training Cost: 50, 1: [24]
Rank 2: Level 7, Training Cost: 95, 1: [28]
Rank 3: Level 10, Training Cost: 215, 1: [35]
Rank 4: Level 13, Training Cost: 395, 1: [42]
Rank 5: Level 17, Training Cost: 683, 1: [49]
Rank 6: Level 23, Training Cost: 1.663, 1: [61]
Rank 7: Level 35, Training Cost: 6.800, 1: [86]
Rank 8: Level 45, Training Cost: 20.400, 1: [108]
Rank 9: Level 50, Training Cost: 21.250, 1: [121]

"Flash Bang"
Energy: 10
Instant
Cooldown: 1 min
Range: 10 m
Detonates a flash bang that blinds up to 5 targets within 5 meters for 8 seconds. Damage causes this effect to end prematurely.
Rank 1: Level 6, Training Cost: 95

"Overload Shot"
Energy: 17
Instant
Range: 10 m
Blasts a target for [<1>] weapon damage.
Rank 1: Level 8, Training Cost: 130, 1: [92 - 109]
Rank 2: Level 12, Training Cost: 340, 1: [121 - 141]
Rank 3: Level 16, Training Cost: 600, 1: [146 - 169]
Rank 4: Level 22, Training Cost: 1.450, 1: [177 - 205]
Rank 5: Level 31, Training Cost: 4.163, 1: [239 - 277]
Rank 6: Level 40, Training Cost: 13.600, 1: [302 - 357]
Rank 7: Level 50, Training Cost: 21.250, 1: [392 - 475]

"Escape"
Instant
Cooldown: 2 min
Breaks you free from all incapacitating and movement-impairing effects.
Tags: [StealthUseable]
Rank 1: Level 9, Training Cost: 130

"Slice Droid"
Activation: 1.5 sec
Range: 30 m
Hacks a droid, incapacitating it for 60 seconds. While sliced, the droid's systems reboot, causing non-standard and non-weak droids to heal rapidly. Damage causes this effect to end prematurely. Only one droid can be sliced at a time.
Tags: [Pushback]
Rank 1: Level 12, Training Cost: 340

"Adrenaline Probe"
Instant
Cooldown: 2 min
Summons a droid that helps you recover 50 energy over 3 seconds.
Rank 1: Level 14, Training Cost: 450

"Sprint"
Instant
Increase movement speed by 35% while not in combat.
Tags: [StealthUseable]
Rank 1: Level 14, Training Cost: 450

"Advanced Recon"
Instant
Cooldown: 20 min
Immediately finishes the cooldown on Adrenaline Probe and restores 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
Rank 1: Level 15, Training Cost: 525

"Distraction"
Instant
Cooldown: 12 sec
Range: 10 m
Interrupts the target's current action and prevents that ability from being used for 4 seconds.
Rank 1: Level 18, Training Cost: 765

"Evasion"
Instant
Cooldown: 1 min
Increases your chance to dodge melee and ranged attacks by 100% for 3 seconds. Does not break Stealth.
Tags: [StealthUseable]
Rank 1: Level 24, Training Cost: 1.875

"Speeder Piloting"
Passive
Able to ride speeder bikes.

"Eviscerate"
Instant
Range: 4 m
Delivers a powerful knife attack to a vulnerable target, dealing [<1>] kinetic damage to weak and standard targets, and [<2>] kinetic damage to strong targets. Only usable on incapacitated targets.
Rank 1: Level 28, Training Cost: 2.900, 1: [545 - 566], 2: [385 - 406]
Rank 2: Level 38, Training Cost: 11.000, 1: [715 - 742], 2: [506 - 533]
Rank 3: Level 50, Training Cost: 21.250, 1: [947 - 979], 2: [670 - 702]

"Countermeasures"
Instant
Cooldown: 45 sec
Activates countermeasures, instantly lowering threat by a moderate amount.
Rank 1: Level 30, Training Cost: 3.650

"Shield Probe"
Instant
Cooldown: 45 sec
Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for 15 seconds. Does not break stealth.
Tags: [StealthUseable]
Rank 1: Level 32, Training Cost: 4.675
Rank 2: Level 41, Training Cost: 14.875
Rank 3: Level 50, Training Cost: 21.250

"Headshot"
Instant
Range: 30 m
Fires a carefully placed shot that deals [<1>] weapon damage to weak and standard targets, and [<2>] weapon damage to strong targets. Only usable on incapacitated targets. Shares a cooldown with Eviscerate.
Rank 1: Level 34, Training Cost: 5.950, 1: [602 - 702], 2: [411 - 479]
Rank 2: Level 46, Training Cost: 21.250, 1: [825 - 991], 2: [564 - 677]
Rank 3: Level 50, Training Cost: 21.250, 1: [909 - 1101], 2: [621 - 752]

"Orbital Strike"
Energy: 30
Activation: 3 sec
Cooldown: 1 min
Range: 30 m
Calls in support from orbiting warships, dealing [<1>] elemental damage over 9 seconds to all enemies within 8 meters of the targeted area. Standard and weak enemies are additionally knocked down by the blasts.
Rank 1: Level 48, Training Cost: 21.250, 1: [514]

--------------------------------------------------------------------------------------------------
Advanced Class Imperial Agent (Base Class: Operative)
--------------------------------------------------------------------------------------------------

Operative (Imperial Agent) - Advanced Class Abilities
--------------------------------------------------------------------------------------------------
"Medical Doctor"
Passive
Reduces the cooldown of Revive by 100%.

"Skirmisher"
Passive
Increases the damage dealt by Overload Shot by 15%.

"Tactical Advantage"
Passive
Defeating an opponent or activating Shiv or Hidden Strike puts you in a position of Tactical Advantage, increasing all damage dealt by 2% and enabling the use of executions for 10 seconds. Up to 2 charges of Tactical Advantage can exist at once.

"Backstab"
Energy: 10
Instant
Cooldown: 9 sec
Range: 4 m
Ambushes an enemy for [<1>] kinetic damage. Only usable while behind the target.
Rank 1: Level 10, Training Cost: 215, 1: [168 - 173]
Rank 2: Level 13, Training Cost: 395, 1: [201 - 207]
Rank 3: Level 17, Training Cost: 683, 1: [234 - 242]
Rank 4: Level 23, Training Cost: 1.663, 1: [290 - 299]
Rank 5: Level 35, Training Cost: 6.800, 1: [412 - 425]
Rank 6: Level 47, Training Cost: 21.250, 1: [545 - 561]
Rank 7: Level 50, Training Cost: 21.250, 1: [583 - 599]

"Kolto Injection"
Energy: 25
Activation: 2.5 sec
Range: 30 m
Heals a friendly target for [<1>].
Tags: [Pushback]
Rank 1: Level 10, Training Cost: 215, 1: [203 - 255]
Rank 2: Level 13, Training Cost: 395, 1: [254 - 320]
Rank 3: Level 16, Training Cost: 600, 1: [307 - 389]
Rank 4: Level 20, Training Cost: 1.200, 1: [375 - 477]
Rank 5: Level 27, Training Cost: 2.550, 1: [480 - 612]
Rank 6: Level 38, Training Cost: 11.000, 1: [784 - 1006]
Rank 7: Level 50, Training Cost: 21.250, 1: [1046 - 1330]

"Stealth"
Instant
Activates your stealth generator, making you and your companion difficult to detect. Movement speed is reduced to 85% of normal while in stealth. Most hostile actions and taking cover will break Stealth. Your companion will not react to enemy attacks while in stealth.
Tags: [StealthUseable]
Rank 1: Level 10, Training Cost: 215

"Diagnostic Scan"
Channeling: 3 sec
Range: 30 m
Heals a friendly target for [<1>] over 3 seconds.
Tags: [Pushback]
Rank 1: Level 12, Training Cost: 340, 1: [7]

"Stim Boost"
Instant
Cooldown: 35 sec
Executes your Tactical Advantage to recover 3 energy every 3 seconds for 45 seconds. Requires and consumes Tactical Advantage. Does not break Stealth.
Tags: [StealthUseable]
Rank 1: Level 12, Training Cost: 340

"Kolto Infusion"
Energy: 20
Activation: 1.5 sec
Range: 30 m
Executes your Tactical Advantage to heal the target for [<1>]. Requires and consumes Tactical Advantage.
Tags: [Pushback]
Rank 1: Level 14, Training Cost: 450, 1: [230 - 302]
Rank 2: Level 19, Training Cost: 983, 1: [304 - 402]
Rank 3: Level 30, Training Cost: 3.650, 1: [453 - 600]
Rank 4: Level 39, Training Cost: 12.300, 1: [690 - 918]
Rank 5: Level 50, Training Cost: 21.250, 1: [890 - 1173]

"Carbine Burst"
Energy: 20
Instant
Executes your Tactical Advantage, firing a short burst that hits up to 5 targets in a 10-meter cone in front of you for [<1>] weapon damage. Requires and consumes Tactical Advantage.
Rank 1: Level 16, Training Cost: 600, 1: [198 - 229]
Rank 2: Level 22, Training Cost: 1.450, 1: [240 - 278]
Rank 3: Level 32, Training Cost: 4.675, 1: [334 - 388]
Rank 4: Level 42, Training Cost: 16.150, 1: [431 - 513]
Rank 5: Level 50, Training Cost: 21.250, 1: [530 - 642]

"Sleep Dart"
Energy: 20
Instant
Range: 10 m
Puts the target to sleep for 60 seconds. Damage will break the effect prematurely. Only usable from stealth and only usable on targets not in combat. Only one target can be incapacitated at a time. Does not affect droids.
Tags: [StealthUseable]
Rank 1: Level 20, Training Cost: 1.200

"Cloaking Screen"
Instant
Cooldown: 3 min
Overloads your stealth generator, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
Tags: [StealthUseable]
Rank 1: Level 22, Training Cost: 1.450

"Sneak"
Instant
Cooldown: 1 min
Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Tags: [StealthUseable]
Rank 1: Level 22, Training Cost: 1.450

"Avoidance Training"
Passive
Evasion also removes all hostile removable effects when used.

"Toxin Scan"
Energy: 10
Instant
Cooldown: 4.5 sec
Range: 30 m
Purges a friendly target of up to 2 negative tech or physical effects.
Rank 1: Level 24, Training Cost: 1.875

"Sever Tendon"
Energy: 10
Instant
Cooldown: 12 sec
Range: 10 m
Throws a knife at the target, dealing [<1>] kinetic damage and slowing the target's movement speed by 50% for 12 seconds.
Rank 1: Level 26, Training Cost: 2.200, 1: [67 - 77]
Rank 2: Level 36, Training Cost: 7.650, 1: [91 - 104]
Rank 3: Level 50, Training Cost: 21.250, 1: [126 - 142]

"Hidden Strike"
Energy: 17
Instant
Range: 4 m
Slips you out of stealth to stab the target with your energy blade for [<1>] energy damage. Must be in stealth and behind a target to use.
Rank 1: Level 36, Training Cost: 7.650, 1: [631 - 710]
Rank 2: Level 50, Training Cost: 21.250, 1: [875 - 972]

"Infiltrate"
Instant
Cooldown: 3 min
Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth.
Rank 1: Level 42, Training Cost: 16.150

"Resuscitation Probe"
Activation: 1.5 sec
Cooldown: 5 min
Range: 30 m
Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
Rank 1: Level 50, Training Cost: 21.250

Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
  • Wiadomości: 602
    • Dark Side
    • Zobacz profil
  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Odp: Imperial Agent - Operative - 11.12.11 Wszystkie informacje
« Odpowiedź #1 dnia: Grudzień 11, 2011, 14:12:01 pm »
Skill Tree "Medicine (Healing)" (Operative)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Incisive Action" (2 Points)
Passive
Reduces the activation time of Kolto Injection by [0.25/0.50] seconds and gives Kolto Injection a [50/100]% chance to grant Tactical Advantage.

(1.3) "Precision Instruments" (2 Points)
Passive
Reduces the energy cost of Corrosive Dart, Debilitate and Sever Tendon by [2/4].

(1.4) "Imperial Education" (3 Points)
Passive
Increases total Cunning by [3/6/9]%.

Tier 2

(2.1) "Endorphin Rush" (2 Points)
Passive
Adrenaline Probe now immediately restores [8/16] additional energy.

(2.2) "Medical Consult" (3 Points)
Passive
Increases all healing dealt by [1/2/3]% at all times and an additional [2/4/6]% while Tactical Advantage is active.

(2.3) "Surgical Steadiness" (2 Points)
Passive
Reduces the pushback suffered while activating healing abilities by [35/70]%, and reduces the threat generated by heals by [5/10]%.

(2.4) "Chem-resistant Inlays" (2 Points)
Passive
Reduces all damage taken by [2/4]%.

Tier 3

(3.2) "Prognosis: Critical" (2 Points)
Passive
Increases the critical chance of Diagnostic Scan by [12/24]%.

(3.3) "Kolto Probe" (1 Point)
Energy: 15
Instant
Range: 30 m
Summons a droid that heals a friendly target for [<1>] over 18 seconds. Stacks up to 2 times.
Level 20: 1: [53]

(3.4) "Sedatives" (2 Points)
Passive
When Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by [25/50]% for the next 10 seconds.

Tier 4

(4.2) "Patient Studies" (2 Points)
Requires "Prognosis: Critical" (3.2)
Passive
Diagnostic Scan criticals restore [1/2] energy.

(4.3) "Medical Engineering" (3 Points)
Requires "Kolto Probe" (3.3)
Passive
Each tick of Kolto Probe has a [10/20/30]% chance to grant Tactical Advantage. This effect cannot occur more than once every 9 seconds. Each rank beyond the first reduces this rate limit by 1.5 seconds.

(4.4) "Evasive Imperative" (2 Points)
Passive
Evasion increases movement speed by [10/20]% while active.

Tier 5

(5.1) "Tox Screen" (1 Point)
Passive
Toxin Scan now removes negative mental effects and heals the target for [<1>].

(5.2) "Medical Therapy" (2 Points)
Passive
Increases the healing dealt by periodic effects by [5/10]% and Surgical Probe by [3/6]%.

(5.3) "Surgical Probe" (1 Point)
Instant
Range: 30 m
Executes your Tactical Advantage to summon a probe that instantly heals the target [<1>]. Requires and consumes Tactical Advantage.
Level 30: 1: [193 - 414]

(5.4) "Surgical Precision" (1 Point)
Requires "Surgical Probe" (5.3)
Passive
Increases the healing dealt by Surgical Probe by [15]%. In addition, Surgical Probe immediately re-grants Tactical Advantage when used on targets below 30% max health.

Tier 6

(6.2) "Med Shield" (2 Points)
Passive
Increases all healing received by [7.5/15.0]% while Shield Probe is active.

(6.3) "Accomplished Doctor" (3 Points)
Passive
Increases the critical healing bonus of Kolto Injection, Kolto Infusion and Recuperative Nanotech by [10/20/30]%.

Tier 7

(7.3) "Recuperative Nanotech" (1 Point)
Energy: 30
Instant
Cooldown: 12 sec
Range: 30 m
Heals up to 4 allies within 10 meters for [<1>] over 15 seconds.
Level 40: 1: [136]

--------------------------------------------------------------------------------------------------
Skill Tree "Concealment (Damage)" (Operative)
--------------------------------------------------------------------------------------------------
Tier 1

(1.1) "Concealed Attacks" (2 Points)
Passive
Increases the critical hit chance of Backstab and Hidden Strike by [8/16]%.

(1.2) "Imperial Brew" (3 Points)
Passive
Increases the damage dealt by Corrosive Dart by [6/12/18]% and Acid Blade by [3/6/9]%.

(1.3) "Survival Training" (3 Points)
Passive
Increases all healing done by [1/2/3]% and all healing received by [3/6/9]%.

Tier 2

(2.1) "Infiltrator" (3 Points)
Passive
Increases movement speed by [5/10/15]% and effective stealth level by [1/2/3].

(2.2) "Surgical Strikes" (2 Points)
Passive
Increases the damage dealt by Shiv, Overload Shot and Backstab by [2/4]%.

(2.3) "Inclement Conditioning" (3 Points)
Passive
Increases total Endurance by [2/4/6]%.

(2.4) "Scouting" (2 Points)
Passive
Increases your stealth detection level by [1/2] and defense by [1/2]%.

Tier 3

(3.1) "Waylay" (1 Point)
Passive
Reduces the energy cost of Backstab by [10] and Acid Blade by [2].

(3.2) "Laceration" (1 Point)
Energy: 15
Instant
Range: 4 m
Executes your Tactical Advantage, lacerating the target for [<1>] kinetic damage. Requires and consumes Tactical Advantage.
Level 20: 1: [256 - 320]

(3.3) "Collateral Strike" (2 Points)
Requires "Laceration" (3.2)
Passive
Laceration has a [25/50]% chance to trigger a Collateral Strike, dealing [<2>] additional kinetic damage. This effect cannot occur more than once every 10 seconds. Standard and weak targets are additionally stunned by Collateral Strike.

(3.4) "Revitalizers" (1 Point)
Passive
Stim Boost now additionally grants Revitalizers, restoring 2% of total health every 3 seconds.

Tier 4

(4.1) "Energy Screen" (1 Point)
Passive
Dodging or resisting an attack restores 1 energy. In addition, Cloaking Screen no longer reduces healing dealt and received.

(4.2) "Pin Down" (2 Points)
Passive
Sever Tendon has a [50/100]% chance to immobilize the target for 2 seconds.

(4.3) "Tactical Opportunity" (2 Points)
Requires "Collateral Strike" (3.3)
Passive
Collateral Strike has a [50/100]% chance to immediately re-grant Tactical Advantage when hitting a poisoned target.

Tier 5

(5.2) "Culling" (3 Points)
Passive
Increases all damage dealt to poisoned targets by [1/2/3]%.

(5.3) "Advanced Cloaking" (2 Points)
Passive
Reduces the cooldown of Cloaking Screen by [30/60] seconds, and activating Cloaking Screen increases movement speed by [25/50]% for 6 seconds.

Tier 6

(6.2) "Meticulously Kept Blades" (3 Points)
Passive
Increases the amount of energy recovered by each tick of Stim Boost by [0.5/1.0/1.5]. Increases the critical damage dealt by Backstab, Sever Tendon, Hidden Strike and Acid Blade by [10/20/30]%.

(6.3) "Jarring Strike" (2 Points)
Passive
Hidden Strike has a [50/100]% chance to knock the target flat on its face for 3 seconds.

Tier 7

(7.2) "Acid Blade" (1 Point)
Energy: 15
Instant
Cooldown: 1.5 sec
Coats your instruments in acid, causing your next Hidden Strike or Backstab to deal an additional [<1>] internal damage over 6 seconds and increase armor penetration by 50% for 15 seconds. This ability does not respect the global cooldown and does not break stealth.
Tags: [StealthUseable]
Level 40: 1: [75]

--------------------------------------------------------------------------------------------------
Skill Tree "Lethality (Damage)" (Operative)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Deadly Directive" (2 Points)
Passive
Increases alacrity by [2/4]%.

(1.3) "Lethality" (3 Points)
Passive
Increases ranged and tech critical chance by [2/4/6]%.

(1.4) "Razor Edge" (2 Points)
Passive
Increases the damage dealt by Shiv by [5/10]%.

Tier 2

(2.1) "Slip Away" (2 Points)
Passive
Reduces the cooldown of Debilitate by [7.5/15.0] seconds, and increases movement speed by [15/30]% for 4 seconds after activating Debilitate.

(2.2) "Flash Powder" (2 Points)
Passive
Reduces all targets' accuracy by [10/20]% for 8 seconds after Flash Bang ends.

(2.3) "Corrosive Microbes" (2 Points)
Passive
Corrosive Dart has a [12.5/25.0]% chance to tick twice when it inflicts damage.

(2.4) "Lethal Injectors" (1 Point)
Passive
Increases the duration of Corrosive Dart by [3] seconds.

Tier 3

(3.2) "Corrosive Grenade" (1 Point)
Energy: 20
Instant
Cooldown: 12 sec
Range: 30 m
Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing [<1>] internal damage over 21 seconds to up to 3 targets.
Level 20: 1: [43]

(3.3) "Combat Stims" (2 Points)
Requires "Corrosive Grenade" (3.2)
Passive
Stim Boost immediately restores [5/10] energy when activated. Additionally reduces the cooldown of Stim Boost by [7.5/15.0] seconds.

(3.4) "Cut Down" (2 Points)
Passive
Increases the damage dealt by Overload Shot, Carbine Burst and Cull by [3/6]%.

Tier 4

(4.1) "Lethal Purpose" (2 Points)
Passive
Reduces the cooldown of Adrenaline Probe by [15/30] seconds. In addition, critical hits with poison effects restore [1/2] energy.

(4.2) "Adhesive Corrosives" (2 Points)
Requires "Corrosive Grenade" (3.2)
Passive
Corrosive Grenade has a [50/100]% chance to reduce the movement speed of all targets by 30% for 6 seconds.

(4.3) "Vanish" (2 Points)
Passive
Reduces the cooldown of Evasion by [7.5/15.0] seconds and Escape by [15/30] seconds.

(4.4) "Lethal Dose" (3 Points)
Passive
Increases the critical hit chance of all periodic effects by [4/8/12]%.

Tier 5

(5.2) "Cull" (1 Point)
Energy: 25
Instant
Range: 10 m
Executes your Tactical Advantage to fire a volley of corrosive shots, dealing [<1>] weapon damage. For each of your poison effects present on the target, the target is culled for an additional [<2>] internal damage. Requires and consumes Tactical Advantage.
Level 30: 1: [250 - 290], 2: [124]

(5.3) "License to Kill" (2 Points)
Requires "Cull" (5.2)
Passive
Reduces the energy cost of Cull by [3/6].

(5.4) "Counterstrike" (2 Points)
Passive
Countermeasures has a [50/100]% chance to remove all movement-impairing effects when activated.

Tier 6

(6.2) "Devouring Microbes" (3 Points)
Passive
Increases the damage dealt by poison effects by [5/10/15]% on targets below 30% of max health.

(6.3) "Escape Plan" (2 Points)
Passive
Reduces the cooldown of Shield Probe by [7.5/15.0] seconds and Infiltrate by [30/60] seconds.

Tier 7

(7.2) "Weakening Blast" (1 Point)
Energy: 10
Instant
Cooldown: 15 sec
Range: 10 m
Deals [<1>] weapon damage and causes the target to take 30% additional damage from the Agent's next 10 poison effects. Lasts 15 seconds.
Level 40: 1: [211 - 250]

Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
  • Wiadomości: 602
    • Dark Side
    • Zobacz profil
  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Odp: Imperial Agent - Operative - 11.12.11 Wszystkie informacje
« Odpowiedź #2 dnia: Grudzień 11, 2011, 14:12:10 pm »
Operative (Imperial Agent) - Abilities by Availablity
--------------------------------------------------------------------------------------------------
Lv Pt Ability Cost Casting Cooldown Range
1 -- Coordination - Instant 6 sec 30 m
1 -- Crouch - Instant 1 sec
1 -- Explosive Probe 20 Instant 30 sec 30 m
1 -- Recuperate - Channeled 15 sec --
1 -- Rifle Shot - Instant -- 30 m
1 -- Snipe 20 Activation 1.5 sec -- 30 m
1 -- Take Cover - Instant 1 sec
2 -- Shiv 15 Instant 6 sec 4 m
3 -- Fragmentation Grenade 20 Instant 6 sec 30 m
4 -- Debilitate 10 Instant 45 sec 4 m
5 -- Corrosive Dart 20 Instant -- 30 m
6 -- Flash Bang 10 Instant 60 sec 10 m
8 -- Overload Shot 17 Instant -- 10 m
9 -- Escape - Instant 120 sec
10 -- Backstab 10 Instant 9 sec 4 m
10 -- Kolto Injection 25 Activation 2.5 sec -- 30 m
10 -- Stealth - Instant --
12 -- Diagnostic Scan - Channeled 3 sec -- 30 m
12 -- Slice Droid - Activation 1.5 sec -- 30 m
12 -- Stim Boost - Instant 35 sec
14 -- Adrenaline Probe - Instant 120 sec
14 -- Kolto Infusion 20 Activation 1.5 sec -- 30 m
14 -- Sprint - Instant --
15 -- Advanced Recon - Instant 1200 sec
16 -- Carbine Burst 20 Instant --
18 -- Distraction - Instant 12 sec 10 m
20 11 Corrosive Grenade 20 Instant 12 sec 30 m
20 11 Kolto Probe 15 Instant -- 30 m
20 11 Laceration 15 Instant -- 4 m
20 -- Sleep Dart 20 Instant -- 10 m
22 -- Cloaking Screen - Instant 180 sec
22 -- Sneak - Instant 60 sec
24 -- Evasion - Instant 60 sec
24 -- Toxin Scan 10 Instant 4,5 sec 30 m
26 -- Sever Tendon 10 Instant 12 sec 10 m
28 -- Eviscerate - Instant -- 4 m
30 -- Countermeasures - Instant 45 sec
30 21 Cull 25 Instant -- 10 m
30 21 Surgical Probe - Instant -- 30 m
32 -- Shield Probe - Instant 45 sec
34 -- Headshot - Instant -- 30 m
36 -- Hidden Strike 17 Instant -- 4 m
40 31 Acid Blade 15 Instant 1,5 sec
40 31 Recuperative Nanotech 30 Instant 12 sec 30 m
40 31 Weakening Blast 10 Instant 15 sec 10 m
42 -- Infiltrate - Instant 180 sec
48 -- Orbital Strike 30 Activation 3 sec 60 sec 30 m
50 -- Resuscitation Probe - Activation 1.5 sec 300 sec 30 m

--------------------------------------------------------------------------------------------------
Operative - Abilities by Level (without Skill-Tree abilities)
--------------------------------------------------------------------------------------------------
Lv Ability Training Cost
1 Armor Proficiency: Medium --
1 Weapon Proficiency: Blaster Rifle --
1 Weapon Proficiency: Vibroknife --
1 Coordination --
1 Crouch --
1 Explosive Probe (Rank 1/10) --
1 Recuperate --
1 Rifle Shot --
1 Snipe (Rank 1/10) --
1 Take Cover --
2 Shiv (Rank 1/9) 10
3 Explosive Probe (Rank 2/10) 10
3 Fragmentation Grenade (Rank 1/8) 10
4 Debilitate (Rank 1/8) 50
4 Snipe (Rank 2/10) 50
5 Corrosive Dart (Rank 1/9) 50
5 Shiv (Rank 2/9) 50
6 Explosive Probe (Rank 3/10) 95
6 Flash Bang 95
7 Corrosive Dart (Rank 2/9) 95
7 Debilitate (Rank 2/8) 95
7 Snipe (Rank 3/10) 95
8 Fragmentation Grenade (Rank 2/8) 130
8 Overload Shot (Rank 1/7) 130
8 Shiv (Rank 3/9) 130
9 Escape 130
9 Explosive Probe (Rank 4/10) 130
10 Medical Doctor --
10 Skirmisher --
10 Tactical Advantage 215
10 Backstab (Rank 1/7) 215
10 Corrosive Dart (Rank 3/9) 215
10 Debilitate (Rank 3/8) 215
10 Kolto Injection (Rank 1/7) 215
10 Snipe (Rank 4/10) 215
10 Stealth 215
11 Fragmentation Grenade (Rank 3/8) 295
11 Shiv (Rank 4/9) 295
12 Diagnostic Scan 340
12 Explosive Probe (Rank 5/10) 340
12 Overload Shot (Rank 2/7) 340
12 Slice Droid 340
12 Stim Boost 340
13 Backstab (Rank 2/7) 395
13 Corrosive Dart (Rank 4/9) 395
13 Debilitate (Rank 4/8) 395
13 Kolto Injection (Rank 2/7) 395
13 Snipe (Rank 5/10) 395
14 Adrenaline Probe 450
14 Kolto Infusion (Rank 1/5) 450
14 Shiv (Rank 5/9) 450
14 Sprint 450
15 Advanced Recon 525
15 Explosive Probe (Rank 6/10) 525
15 Fragmentation Grenade (Rank 4/8) 525
16 Carbine Burst (Rank 1/5) 600
16 Debilitate (Rank 5/8) 600
16 Kolto Injection (Rank 3/7) 600
16 Overload Shot (Rank 3/7) 600
16 Snipe (Rank 6/10) 600
17 Backstab (Rank 3/7) 683
17 Corrosive Dart (Rank 5/9) 683
18 Distraction 765
19 Kolto Infusion (Rank 2/5) 983
19 Shiv (Rank 6/9) 983
20 Kolto Injection (Rank 4/7) 1,200
20 Sleep Dart 1,200
21 Explosive Probe (Rank 7/10) 1,325
21 Fragmentation Grenade (Rank 5/8) 1,325
22 Carbine Burst (Rank 2/5) 1,450
22 Cloaking Screen 1,450
22 Overload Shot (Rank 4/7) 1,450
22 Sneak 1,450
22 Snipe (Rank 7/10) 1,450
23 Backstab (Rank 4/7) 1,663
23 Corrosive Dart (Rank 6/9) 1,663
24 Avoidance Training 1,875
24 Evasion 1,875
24 Toxin Scan 1,875
25 Speeder Piloting (Rank 1/3) 40,000
25 Debilitate (Rank 6/8) 2,038
26 Sever Tendon (Rank 1/3) 2,200
27 Kolto Injection (Rank 5/7) 2,550
28 Eviscerate (Rank 1/3) 2,900
29 Shiv (Rank 7/9) 3,275
30 Countermeasures 3,650
30 Kolto Infusion (Rank 3/5) 3,650
31 Overload Shot (Rank 5/7) 4,163
31 Snipe (Rank 8/10) 4,163
32 Carbine Burst (Rank 3/5) 4,675
32 Fragmentation Grenade (Rank 6/8) 4,675
32 Shield Probe (Rank 1/3) 4,675
33 Explosive Probe (Rank 8/10) 5,313
34 Headshot (Rank 1/3) 5,950
35 Backstab (Rank 5/7) 6,800
35 Corrosive Dart (Rank 7/9) 6,800
36 Hidden Strike (Rank 1/2) 7,650
36 Sever Tendon (Rank 2/3) 7,650
37 Debilitate (Rank 7/8) 9,325
38 Eviscerate (Rank 2/3) 11,000
38 Kolto Injection (Rank 6/7) 11,000
38 Shiv (Rank 8/9) 11,000
39 Kolto Infusion (Rank 4/5) 12,300
40 Speeder Piloting (Rank 2/3) 210,000
40 Overload Shot (Rank 6/7) 13,600
40 Snipe (Rank 9/10) 13,600
41 Shield Probe (Rank 2/3) 14,875
42 Carbine Burst (Rank 4/5) 16,150
42 Infiltrate 16,150
43 Fragmentation Grenade (Rank 7/8) 17,850
44 Explosive Probe (Rank 9/10) 19,550
45 Corrosive Dart (Rank 8/9) 20,400
46 Headshot (Rank 2/3) 21,250
47 Backstab (Rank 6/7) 21,250
48 Orbital Strike 21,250
49 Debilitate (Rank 8/8) 21,250
49 Fragmentation Grenade (Rank 8/8) 21,250
50 Speeder Piloting (Rank 3/3) 330,000
50 Backstab (Rank 7/7) 21,250
50 Carbine Burst (Rank 5/5) 21,250
50 Corrosive Dart (Rank 9/9) 21,250
50 Eviscerate (Rank 3/3) 21,250
50 Explosive Probe (Rank 10/10) 21,250
50 Headshot (Rank 3/3) 21,250
50 Hidden Strike (Rank 2/2) 21,250
50 Kolto Infusion (Rank 5/5) 21,250
50 Kolto Injection (Rank 7/7) 21,250
50 Overload Shot (Rank 7/7) 21,250
50 Resuscitation Probe 21,250
50 Sever Tendon (Rank 3/3) 21,250
50 Shield Probe (Rank 3/3) 21,250
50 Shiv (Rank 9/9) 21,250
50 Snipe (Rank 10/10) 21,250
----------------------
Total Cost: 1,313,425

 


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