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Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
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    • Dark Side
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  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Trooper - Commando - 11.12.11 - Wszystkie informacje
« dnia: Grudzień 11, 2011, 13:41:42 pm »
Trooper - Base Attributes per Level
--------------------------------------------------------------------------------------------------
Level Strength Aim Endurance Cunning Willpower Presence BaseHealth
1 10 54 48 21 10 48 130
2 11 58 52 23 11 52 140
3 12 62 55 24 12 55 150
4 13 66 59 26 13 59 160
5 14 70 63 28 14 63 170
6 14 74 66 29 14 66 185
7 15 78 70 31 15 70 200
8 16 82 73 32 16 73 220
9 17 86 77 34 17 77 240
10 18 90 81 36 18 81 260
11 18 94 84 37 18 84 285
12 19 98 88 39 19 88 310
13 20 102 91 40 20 91 335
14 21 106 95 42 21 95 365
15 22 110 99 44 22 99 395
16 22 114 102 45 22 102 430
17 23 118 106 47 23 106 465
18 24 122 109 48 24 109 500
19 25 126 113 50 25 113 540
20 26 130 117 52 26 117 580
21 26 134 120 53 26 120 620
22 27 138 124 55 27 124 665
23 28 142 127 56 28 127 710
24 29 146 131 58 29 131 755
25 30 150 135 60 30 135 805
26 30 154 138 61 30 138 855
27 31 158 142 63 31 142 905
28 32 162 145 64 32 145 960
29 33 166 149 66 33 149 1015
30 34 170 153 68 34 153 1070
31 34 174 156 69 34 156 1125
32 35 178 160 71 35 160 1185
33 36 182 163 72 36 163 1245
34 37 186 167 74 37 167 1305
35 38 190 171 76 38 171 1370
36 38 194 174 77 38 174 1435
37 39 198 178 79 39 178 1500
38 40 202 181 80 40 181 1570
39 41 206 185 82 41 185 1640
40 42 210 189 84 42 189 1710
41 42 214 192 85 42 192 1780
42 43 218 196 87 43 196 1855
43 44 222 199 88 44 199 1930
44 45 226 203 90 45 203 2005
45 46 230 207 92 46 207 2085
46 46 234 210 93 46 210 2165
47 47 238 214 95 47 214 2245
48 48 242 217 96 48 217 2330
49 49 246 221 98 49 221 2415
50 50 250 225 100 50 225 2500


Trooper - Base Class Abilities
--------------------------------------------------------------------------------------------------
"Armor Proficiency: Heavy"
Passive
Able to equip heavy combat armor.

"Armor Proficiency: Medium"
Passive
Able to equip medium-weight armor.

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

"Explosive Round"
Ammo: 3
Instant
Range: 30 m
Fires a heavy round that deals [<1>] kinetic damage to the primary target and [<2>] kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground.
Rank 1: Level 1, Training Cost: --, 1: [41 - 42], 2: [5 - 6]
Rank 2: Level 4, Training Cost: 50, 1: [56 - 58], 2: [7 - 8]
Rank 3: Level 7, Training Cost: 95, 1: [74 - 76], 2: [10 - 11]
Rank 4: Level 10, Training Cost: 135, 1: [93 - 96], 2: [12 - 14]
Rank 5: Level 13, Training Cost: 395, 1: [112 - 116], 2: [14 - 17]
Rank 6: Level 17, Training Cost: 683, 1: [131 - 135], 2: [17 - 20]
Rank 7: Level 26, Training Cost: 2.200, 1: [175 - 181], 2: [23 - 27]
Rank 8: Level 37, Training Cost: 9.325, 1: [244 - 252], 2: [32 - 37]
Rank 9: Level 48, Training Cost: 21.250, 1: [316 - 326], 2: [41 - 47]

"Fortification"
Instant
Cooldown: 6 sec
Range: 30 m
Increases the target's Endurance 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: --

"Hammer Shot"
Instant
Range: 30 m
Fires a series of hammering shots that deals [<1>] weapon damage to the target.
Rank 1: Level 1, Training Cost: --, 1: [37 - 49]

"Recharge and Reload"
Channeling: 15 sec
Fully recharges your energy cells 2 at a time. Heals you and your companion.
Tags: [StealthUseable]
Rank 1: Level 1, Training Cost: --

"Recharge Cells"
Instant
Cooldown: 2 min
Recharges 6 cells over 3 seconds.
Rank 1: Level 1, Training Cost: --

"Stockstrike"
Ammo: 2
Instant
Cooldown: 9 sec
Range: 4 m
Strikes the target with the butt of the rifle, dealing [<1>] kinetic damage.
Rank 1: Level 2, Training Cost: 10, 1: [67 - 72]
Rank 2: Level 5, Training Cost: 50, 1: [90 - 97]
Rank 3: Level 8, Training Cost: 110, 1: [116 - 126]
Rank 4: Level 11, Training Cost: 295, 1: [143 - 156]
Rank 5: Level 14, Training Cost: 450, 1: [169 - 185]
Rank 6: Level 19, Training Cost: 983, 1: [202 - 221]
Rank 7: Level 28, Training Cost: 2.900, 1: [270 - 296]
Rank 8: Level 39, Training Cost: 12.300, 1: [366 - 398]
Rank 9: Level 50, Training Cost: 21.250, 1: [479 - 517]

"Full Auto"
Ammo: 2
Channeling: 3 sec
Cooldown: 15 sec
Range: 30 m
Fires a continuous stream of bolts that deals [<1>] weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration.
Tags: [Pushback]
Rank 1: Level 3, Training Cost: 10, 1: [59 - 68]
Rank 2: Level 6, Training Cost: 95, 1: [76 - 88]
Rank 3: Level 9, Training Cost: 110, 1: [96 - 110]
Rank 4: Level 12, Training Cost: 340, 1: [116 - 146]
Rank 5: Level 15, Training Cost: 525, 1: [135 - 168]
Rank 6: Level 21, Training Cost: 1.325, 1: [163 - 204]
Rank 7: Level 32, Training Cost: 4.675, 1: [235 - 295]
Rank 8: Level 44, Training Cost: 19.550, 1: [318 - 418]
Rank 9: Level 50, Training Cost: 21.250, 1: [370 - 497]

"Plasma Cell"
Activation: 1.5 sec
Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal [<1>] additional elemental damage over 6 seconds. Only one cell can be active at a time.
Tags: [Pushback]
Rank 1: Level 4, Training Cost: 50, 1: [16]
Rank 2: Level 7, Training Cost: 95, 1: [21]
Rank 3: Level 10, Training Cost: 135, 1: [26]
Rank 4: Level 13, Training Cost: 395, 1: [31]
Rank 5: Level 16, Training Cost: 600, 1: [36]
Rank 6: Level 23, Training Cost: 1.663, 1: [46]
Rank 7: Level 35, Training Cost: 6.800, 1: [65]
Rank 8: Level 47, Training Cost: 21.250, 1: [87]
Rank 9: Level 50, Training Cost: 21.250, 1: [93]

"Sticky Grenade"
Ammo: 2
Instant
Cooldown: 15 sec
Range: 30 m
Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals [<1>] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.
Rank 1: Level 5, Training Cost: 50, 1: [76 - 89]
Rank 2: Level 8, Training Cost: 110, 1: [98 - 115]
Rank 3: Level 11, Training Cost: 295, 1: [121 - 143]
Rank 4: Level 14, Training Cost: 450, 1: [144 - 170]
Rank 5: Level 19, Training Cost: 983, 1: [171 - 202]
Rank 6: Level 30, Training Cost: 3.650, 1: [246 - 292]
Rank 7: Level 41, Training Cost: 14.875, 1: [327 - 383]
Rank 8: Level 49, Training Cost: 21.250, 1: [397 - 460]

"High Impact Bolt"
Ammo: 2
Instant
Cooldown: 15 sec
Range: 30 m
Fires a very powerful round at the target, dealing [<1>] weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
Rank 1: Level 6, Training Cost: 95, 1: [137 - 159]
Rank 2: Level 9, Training Cost: 110, 1: [173 - 199]
Rank 3: Level 12, Training Cost: 340, 1: [211 - 264]
Rank 4: Level 15, Training Cost: 525, 1: [244 - 305]
Rank 5: Level 20, Training Cost: 1.200, 1: [283 - 356]
Rank 6: Level 31, Training Cost: 4.163, 1: [411 - 517]
Rank 7: Level 42, Training Cost: 16.150, 1: [548 - 713]
Rank 8: Level 50, Training Cost: 21.250, 1: [670 - 900]

"Pulse Cannon"
Ammo: 3
Channeling: 3 sec
Cooldown: 18 sec
Sprays waves of ionizing energy at targets in a 10-meter cone, dealing [<1>] elemental damage over the duration.
Rank 1: Level 8, Training Cost: 110, 1: [64]
Rank 2: Level 11, Training Cost: 295, 1: [79]
Rank 3: Level 16, Training Cost: 600, 1: [102]
Rank 4: Level 21, Training Cost: 1.325, 1: [119]
Rank 5: Level 32, Training Cost: 4.675, 1: [172]
Rank 6: Level 43, Training Cost: 17.850, 1: [222]
Rank 7: Level 50, Training Cost: 21.250, 1: [263]

"Tenacity"
Instant
Cooldown: 2 min
Removes all incapacitating and movement-impairing effects.
Rank 1: Level 9, Training Cost: 110

"Mortar Volley"
Ammo: 3
Channeling: 3 sec
Cooldown: 1 min
Range: 5 - 30 m
Launches a volley of mortar shells at the target area, dealing [<1>] kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts.
Rank 1: Level 10, Training Cost: 135, 1: [107 - 137]
Rank 2: Level 13, Training Cost: 395, 1: [128 - 165]
Rank 3: Level 18, Training Cost: 765, 1: [154 - 199]
Rank 4: Level 27, Training Cost: 2.550, 1: [206 - 267]
Rank 5: Level 38, Training Cost: 11.000, 1: [284 - 365]
Rank 6: Level 49, Training Cost: 21.250, 1: [374 - 468]

"Cryo Grenade"
Ammo: 1
Instant
Cooldown: 1 min
Range: 30 m
Hurls a cryo grenade that freezes the target, stunning it for 4 seconds.
Rank 1: Level 12, Training Cost: 340

"Reactive Shield"
Instant
Cooldown: 2 min
Reduces all damage taken by [25]% for 12 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

"No Retreat"
Instant
Cooldown: 20 min
Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute.
Rank 1: Level 15, Training Cost: 525

"Speeder Piloting"
Passive
Able to ride speeder bikes.

"Adrenaline Rush"
Instant
Cooldown: 3 min
Restores 15% of maximum health over 10 seconds.
Rank 1: Level 32, Training Cost: 4.675

"Blitz"
Instant
Cooldown: 45 sec
Range: 4 m
Bashes the target, dealing [<1>] kinetic damage to weak and standard targets or [<2>] kinetic damage to strong targets. Only usable on incapacitated targets.
Rank 1: Level 34, Training Cost: 5.950, 1: [597 - 623], 2: [427 - 452]
Rank 2: Level 46, Training Cost: 21.250, 1: [802 - 833], 2: [573 - 604]
Rank 3: Level 50, Training Cost: 21.250, 1: [873 - 906], 2: [624 - 657]

"Stealth Scan"
Instant
Cooldown: 20 sec
Range: 30 m
Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds.
Rank 1: Level 36, Training Cost: 7.650

"Reserve Powercell"
Instant
Cooldown: 2 min
Your next ability's energy cell cost is reduced by 100%. Effect lasts 15 seconds.
Rank 1: Level 42, Training Cost: 16.150

Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
  • Wiadomości: 602
    • Dark Side
    • Zobacz profil
  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Odp: Trooper - Commando - 11.12.11 - Wszystkie informacje
« Odpowiedź #1 dnia: Grudzień 11, 2011, 13:42:27 pm »
Commando (Trooper) - Advanced Class Abilities
--------------------------------------------------------------------------------------------------
"Armor Proficiency: Power Generator"
Passive
Able to equip a power generator in your off-hand.

"Frontline Physician"
Passive
Reduces the cooldown of Revive by 100%.

"Weapon Proficiency: Assault Cannon"
Passive
Able to equip assault cannons and other heavy ranged weapons.

"Charged Bolts"
Ammo: 3
Activation: 1.5 sec
Range: 30 m
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for [<1>] weapon damage. Requires Assault Cannon.
Tags: [Pushback]
Rank 1: Level 10, Training Cost: 135, 1: [195 - 247]
Rank 2: Level 13, Training Cost: 395, 1: [232 - 292]
Rank 3: Level 16, Training Cost: 600, 1: [266 - 331]
Rank 4: Level 22, Training Cost: 1.450, 1: [322 - 402]
Rank 5: Level 33, Training Cost: 5.313, 1: [454 - 572]
Rank 6: Level 45, Training Cost: 20.400, 1: [618 - 814]
Rank 7: Level 50, Training Cost: 21.250, 1: [702 - 943]

"Medical Probe"
Ammo: 3
Activation: 2.5 sec
Range: 30 m
Summons a probe that heals for [<1>].
Tags: [Pushback]
Rank 1: Level 10, Training Cost: 135, 1: [224 - 275]
Rank 2: Level 13, Training Cost: 395, 1: [277 - 344]
Rank 3: Level 17, Training Cost: 683, 1: [347 - 433]
Rank 4: Level 23, Training Cost: 1.663, 1: [456 - 573]
Rank 5: Level 34, Training Cost: 5.950, 1: [699 - 882]
Rank 6: Level 46, Training Cost: 21.250, 1: [1029 - 1298]
Rank 7: Level 50, Training Cost: 21.250, 1: [1103 - 1387]

"Armor-piercing Cell"
Activation: 1.5 sec
Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by [35]%. Only one cell can be active at a time.
Tags: [Pushback]
Rank 1: Level 12, Training Cost: 340

"Hail of Bolts"
Ammo: 4
Channeling: 3 sec
Range: 30 m
Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing [<1>] weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.
Tags: [Pushback]
Rank 1: Level 12, Training Cost: 340, 1: [90 - 112]

"Combat Support Cell"
Activation: 1.5 sec
While active, Hammer Shot charges your powercell with each use. Charges increase all damage and healing dealt, up to a maximum of 3% at 30 charges. In addition, targeting an ally with Hammer Shot will heal the target for 100% of your tech bonus healing. Only one cell can be active at a time.
Tags: [Pushback]
Rank 1: Level 14, Training Cost: 450

"Concussion Charge"
Ammo: 2
Instant
Cooldown: 30 sec
Deals [<1>] elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced for 4 seconds after being knocked back.
Rank 1: Level 14, Training Cost: 450, 1: [39 - 42]
Rank 2: Level 19, Training Cost: 983, 1: [46 - 50]
Rank 3: Level 29, Training Cost: 3.275, 1: [64 - 69]
Rank 4: Level 40, Training Cost: 13.600, 1: [86 - 92]
Rank 5: Level 49, Training Cost: 21.250, 1: [105 - 113]

"Advanced Medical Probe"
Ammo: 2
Activation: 1.5 sec
Cooldown: 12 sec
Range: 30 m
Summons a probe that heals for [<1>].
Tags: [Pushback]
Rank 1: Level 16, Training Cost: 600, 1: [226 - 308]
Rank 2: Level 22, Training Cost: 1.450, 1: [297 - 409]
Rank 3: Level 33, Training Cost: 5.313, 1: [450 - 624]
Rank 4: Level 44, Training Cost: 19.550, 1: [665 - 924]
Rank 5: Level 50, Training Cost: 21.250, 1: [746 - 1030]

"Plasma Grenade"
Ammo: 4
Activation: 1.5 sec
Cooldown: 30 sec
Range: 30 m
Lobs a plasma grenade that detonates on contact, dealing [<1>] kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing [<2>] additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.
Tags: [Pushback]
Rank 1: Level 18, Training Cost: 765, 1: [126 - 171], 2: [31]
Rank 2: Level 25, Training Cost: 2.038, 1: [160 - 218], 2: [40]
Rank 3: Level 36, Training Cost: 7.650, 1: [224 - 302], 2: [55]
Rank 4: Level 48, Training Cost: 21.250, 1: [303 - 397], 2: [73]

"Concussive Round"
Ammo: 1
Activation: 2 sec
Cooldown: 1 min
Range: 30 m
Fires a round at the target that knocks it out for up to 60 seconds. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.
Tags: [Pushback]
Rank 1: Level 22, Training Cost: 1.450

"Field Aid"
Ammo: 2
Instant
Cooldown: 4.5 sec
Range: 30 m
Cleanses a friendly target of up to [2] negative tech or physical effects.
Rank 1: Level 24, Training Cost: 1.875

"Diversion"
Instant
Cooldown: 45 sec
Reduces the threat towards all current enemies.
Rank 1: Level 30, Training Cost: 3.650

"Tech Override"
Instant
Cooldown: 2 min
Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds.
Rank 1: Level 50, Training Cost: 21.250

--------------------------------------------------------------------------------------------------
Skill Tree "Combat Medic (Healing)" (Commando)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Cell Capacitor" (2 Points)
Passive
Recharge Cells now immediately recharges [1 additional cells/2 additional cells].

(1.3) "Quick Thinking" (2 Points)
Passive
Reduces the activation time of Medical Probe by [0.25 seconds/0.50 seconds] and reduces the cooldown of Advanced Medical Probe by [1.5 seconds/3.0 seconds].

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

Tier 2

(2.1) "Field Medicine" (2 Points)
Passive
Increases the healing done by Medical Probe and Advanced Medical Probe by [3/6]%. In addition, Medical Probe builds [3/6] charges of Combat Support Cell.

(2.2) "Steady Hands" (2 Points)
Passive
Reduces the pushback suffered while activating healing abilities by [35/70]% and reduces the threat generated by healing abilities by [5/10]%.

(2.3) "Supercharge Cells" (1 Point)
Instant
Cooldown: 1.5 sec
Converts 30 charges of Combat Support Cell to supercharge your blaster, restoring 2 energy cells and increasing all damage and healing dealt by 10% for 10 seconds. While active, the following abilities gain Supercharge effects:
Charged Bolts: Cost reduced by 2.
Full Auto: Cost reduced by 1.
Advanced Medical Probe: Cooldown reduced by 100%.
Kolto Bomb: Places a shield on all targets, reducing damage taken by 10% for 15 seconds.

(2.4) "First Responder" (2 Points)
Requires "Field Training" (1.4)
Passive
Critical results with damage and healing abilities have a [50/100]% chance to grant First Responder, increasing alacrity by 5% for 6 seconds.

Tier 3

(3.1) "Efficient Conversions" (1 Point)
Passive
Reduces the cost of Concussion Charge, Concussive Round and Cryo Grenade by [1].

(3.2) "Kolto Residue" (2 Points)
Requires "Kolto Bomb" (3.3)
Passive
Kolto Bomb has a [50/100]% chance to leave Kolto Residue on affected targets, increasing all healing received by 5% for 15 seconds.

(3.3) "Kolto Bomb" (1 Point)
Ammo: 2
Instant
Cooldown: 6 sec
Range: 30 m
Lobs a kolto bomb at the target area, exploding on impact. Heals up to 3 allies within 8 meters of the targeted area for [<1>].
Level 20: 1: [130 - 232]

(3.4) "Combat Shield" (1 Point)
Passive
Reactive Shield now further decreases ability activation pushback by [30]% and makes you immune to interrupts.

Tier 4

(4.2) "Treated Wound Dressings" (2 Points)
Passive
Reduces all damage taken by [2/4]% while Combat Support Cell is active.

(4.3) "Field Triage" (3 Points)
Passive
Advanced Medical Probe has a [33.3/66.7/100.0]% chance to reduce the cost of your next Medical Probe by 2.

(4.4) "Med Zone" (2 Points)
Passive
Increases all healing received by [10/20]% while Reactive Shield is active.

Tier 5

(5.1) "Armor Screen" (1 Point)
Requires "Preventative Medicine" (5.2)
Passive
Preventative Medicine now also provides 10% armor while active.

(5.2) "Preventative Medicine" (2 Points)
Passive
Advanced Medical Probe has a [50/100]% chance to apply Preventative Medicine to the target, healing for an additional [<2>] over 9 seconds.

(5.3) "Trauma Probe" (1 Point)
Instant
Range: 30 m
Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for [<1>]. This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.
Tags: [Pushback]
Level 30: 1: [107 - 121]

(5.4) "Psych Aid" (1 Point)
Passive
Reduces the cost of Field Aid by [1]. In addition, Field Aid now removes negative mental effects.

Tier 6

(6.3) "Potent Medicine" (5 Points)
Passive
Increases the critical healing bonus of all heals by [3/6/9/12/15]%.

Tier 7

(7.3) "Bacta Infusion" (1 Point)
Instant
Cooldown: 21 sec
Range: 30 m
Instantly heals a friendly target for [<1>].
Level 40: 1: [669 - 1026]

Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
  • Wiadomości: 602
    • Dark Side
    • Zobacz profil
  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Odp: Trooper - Commando - 11.12.11 - Wszystkie informacje
« Odpowiedź #2 dnia: Grudzień 11, 2011, 13:42:49 pm »
Skill Tree "Gunnery (Damage)" (Commando)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Havoc Rounds" (2 Points)
Passive
Increases the damage dealt by all rounds and Charged Bolts by [3/6]% and increases the healing dealt by Kolto Bomb by [10/20]%.

(1.3) "Advanced Tech" (2 Points)
Passive
Increases healing received by [1/2]% and all healing done by [1/2]%.

(1.4) "Ironsights" (3 Points)
Passive
Increases Aim by [3/6/9]%.

Tier 2

(2.1) "Steadied Aim" (3 Points)
Passive
Reduces the pushback suffered while activating Charged Bolts, Concussive Round, Grav Round and Full Auto by [25/50/75]%.

(2.2) "Muzzle Fluting" (1 Point)
Passive
Reduces the cost of Charged Bolts and Grav Round by [1].

(2.3) "Special Munitions" (1 Point)
Passive
Increases the effect of your cells while they are active:
Plasma Cell: Increases tech critical chance by [3]%.
Armor Piercing Cell: Reduces the cost of High Impact Bolt by [1].
Combat Support Cell: Increases tech critical hit chance by [3]%.

(2.4) "Heavy Trooper" (2 Points)
Passive
Increases Endurance by [1/2]% and all healing received by [3/6]%.

Tier 3

(3.1) "Charged Barrier" (2 Points)
Passive
Charged Bolts and Grav Round have a [50/100]% chance to build a Charged Barrier that reduces damage taken by 2% for 15 seconds. Stacks up to 5 times.

(3.2) "Concussive Force" (2 Points)
Passive
Stockstrike has a [50/100]% chance to knock the target back several meters. In addition, Concussion Charge's Knockback effect is stronger and pushes enemies [2/4] meters further away.

(3.3) "Grav Round" (1 Point)
Ammo: 3
Activation: 1.5 sec
Range: 30 m
Fires a round that creates a gravity vortex on the target, dealing [<1>] kinetic damage, crushing the target's armor and reducing the armor rating by 4% for 15 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt.
Tags: [Pushback]
Level 20: 1: [225 - 273]

(3.4) "Deadly Cannon" (2 Points)
Passive
Increases the critical bonus damage of Full Auto and Demolition Round by [15/30]%.

Tier 4

(4.2) "Tenacious Defense" (2 Points)
Passive
Reduces the cooldown of Concussion Charge by [5 seconds/10 seconds] and Tenacity by [15 seconds/30 seconds].

(4.3) "Gravity Surge" (1 Point)
Requires "Grav Round" (3.3)
Passive
Grav Round now applies an additional gravity vortex.

(4.4) "Cell Charger" (2 Points)
Passive
While Armor-piercing Cell is active, critical hits with rounds and Full Auto have a [50/100]% chance to generate 1 energy cell. This effect cannot occur more than once every 3 seconds.

Tier 5

(5.1) "Cover Fire" (2 Points)
Requires "Rotary Cannon" (5.2)
Passive
Full Auto has a [50/100]% chance to slow the target's movement speed by 50% for 2 seconds.

(5.2) "Rotary Cannon" (1 Point)
Passive
Increases the damage dealt by Full Auto by [33]%.

(5.3) "Charged Barrel" (1 Point)
Requires "Gravity Surge" (4.3)
Passive
Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by [6]%. Stacks up to 5 times.

(5.4) "Kolto Recharge" (1 Point)
Passive
Recharge Cells regenerates [7]% of your maximum health over 10 seconds.

Tier 6

(6.2) "Curtain of Fire" (3 Points)
Requires "Rotary Cannon" (5.2)
Passive
Charged Bolts and Grav Round have a [10/20/30]% chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25%. This effect cannot occur more than once every 6 seconds.

(6.3) "Reserve Round" (2 Points)
Passive
Reduces the cooldown of Concussive Round by [7.5/15.0] seconds and Reserve Powercell by [15/30] seconds.

Tier 7

(7.3) "Demolition Round" (1 Point)
Ammo: 2
Instant
Cooldown: 15 sec
Range: 30 m
Fires a demolition round that explodes on contact, dealing [<1>] kinetic damage. This damage is increased by [5]% per gravity vortex on the target.
Level 40: 1: [390 - 473]

--------------------------------------------------------------------------------------------------
Skill Tree "Assault Specialist (Damage)" (Commando)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Target Lock" (3 Points)
Passive
Increases ranged and tech accuracy by [1/2/3]%.

(1.3) "Weapon Calibrations" (2 Points)
Passive
Increases alacrity by [2/4]%.

(1.4) "Soldier's Endurance" (3 Points)
Passive
Increases Endurance by [1/2/3]%.

Tier 2

(2.2) "Superheated Plasma" (3 Points)
Passive
Increases the damage dealt by Plasma Cell by [10/20/30]% and increases its chance to be triggered by [2/4/6]%.

(2.3) "Sweltering Heat" (2 Points)
Passive
Plasma Cell has a [50/100]% chance when it applies its effects to reduce the movement speed of the target by 50% for 2 seconds.

(2.4) "Parallactic Combat Stims" (2 Points)
Passive
You have a [50/100]% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated.

Tier 3

(3.1) "Degauss" (2 Points)
Passive
Reactive Shield has a [50/100]% chance to remove all movement-impairing effects when activated.

(3.2) "High Friction Bolts" (2 Points)
Requires "Superheated Plasma" (2.2)
Passive
High Impact Bolt ignores [15/30]% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a [50/100]% chance to generate 1 energy cell and refresh the duration of your Plasma Cell's burn effect if present.

(3.3) "Incendiary Round" (1 Point)
Ammo: 3
Instant
Range: 30 m
Launches an incendiary projectile, setting the target ablaze for [<1>] elemental damage and an additional [<2>] elemental damage over 18 seconds.
Level 20: 1: [49 - 81], 2: [35]

(3.4) "Nightvision Scope" (2 Points)
Passive
Increases stealth detection by [1/2], melee and ranged defense by [1/2]% and reduces the cooldown of Stealth Scan by [2.5/5.0] seconds.

Tier 4

(4.2) "Rapid Recharge" (2 Points)
Passive
Reduces the cooldown of Recharge Cells by [15 seconds/30 seconds].

(4.3) "Ionic Accelerator" (3 Points)
Requires "Incendiary Round" (3.3)
Passive
Charged Bolts has a [10/20/30]% chance and Full Auto has a [20/40/60]% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free.

Tier 5

(5.2) "Reflexive Shield" (2 Points)
Passive
When you take damage, you have [50/100]% chance to reduce the active cooldown of Reactive Shield by [1.5 seconds/3.0 seconds]. This effect cannot occur more than once every 1.5 seconds.

(5.3) "Rain of Fire" (3 Points)
Passive
Hammer Shot, Charged Bolts, High Impact Bolt, Full Auto and Hail of Bolts deal [3/6/9]% additional damage to burning targets.

(5.4) "Assault Trooper" (2 Points)
Passive
Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by [15/30]%.

Tier 6

(6.2) "Adrenaline Fueled" (2 Points)
Passive
Critical hits have a [50/100]% chance to reduce the active cooldown on Adrenaline Rush and Reserve Powercell by [3 seconds/6 seconds]. This effect cannot occur more than once every 1.5 seconds.

(6.3) "Burnout" (3 Points)
Passive
Increases tech critical chance by [1/2/3]% and increases the damage dealt by periodic elemental effects by [10/20/30]% on targets below 30% max health.

Tier 7

(7.3) "Assault Plastique" (1 Point)
Ammo: 2
Instant
Cooldown: 15 sec
Range: 30 m
Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and weak enemies enter a state of panic while the explosive is active. The explosion deals [<1>] kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. Shares a 15-second cooldown with Sticky Grenade.
Level 40: 1: [495 - 550]


Commando (Trooper) - Abilities by Availablity
--------------------------------------------------------------------------------------------------
Lv Pt Ability Cost Casting Cooldown Range
1 -- Explosive Round 3 Instant -- 30 m
1 -- Fortification - Instant 6 sec 30 m
1 -- Hammer Shot - Instant -- 30 m
1 -- Recharge and Reload - Channeled 15 sec --
1 -- Recharge Cells - Instant 120 sec
2 -- Stockstrike 2 Instant 9 sec 4 m
3 -- Full Auto 2 Channeled 3 sec 15 sec 30 m
4 -- Plasma Cell - Activation 1.5 sec --
5 -- Sticky Grenade 2 Instant 15 sec 30 m
6 -- High Impact Bolt 2 Instant 15 sec 30 m
8 -- Pulse Cannon 3 Channeled 3 sec 18 sec
9 -- Tenacity - Instant 120 sec
10 -- Charged Bolts 3 Activation 1.5 sec -- 30 m
10 -- Medical Probe 3 Activation 2.5 sec -- 30 m
10 -- Mortar Volley 3 Channeled 3 sec 60 sec 5 - 30 m
12 -- Armor-piercing Cell - Activation 1.5 sec --
12 -- Cryo Grenade 1 Instant 60 sec 30 m
12 -- Hail of Bolts 4 Channeled 3 sec -- 30 m
14 -- Combat Support Cell - Activation 1.5 sec --
14 -- Concussion Charge 2 Instant 30 sec
14 -- Reactive Shield - Instant 120 sec
14 -- Sprint - Instant --
15 -- No Retreat - Instant 1200 sec
15 6 Supercharge Cells - Instant 1,5 sec
16 -- Advanced Medical Probe 2 Activation 1.5 sec 12 sec 30 m
18 -- Plasma Grenade 4 Activation 1.5 sec 30 sec 30 m
20 11 Grav Round 3 Activation 1.5 sec -- 30 m
20 11 Incendiary Round 3 Instant -- 30 m
20 11 Kolto Bomb 2 Instant 6 sec 30 m
22 -- Concussive Round 1 Activation 2 sec 60 sec 30 m
24 -- Field Aid 2 Instant 4,5 sec 30 m
30 -- Diversion - Instant 45 sec
30 21 Trauma Probe - Instant -- 30 m
32 -- Adrenaline Rush - Instant 180 sec
34 -- Blitz - Instant 45 sec 4 m
36 -- Stealth Scan - Instant 20 sec 30 m
40 31 Assault Plastique 2 Instant 15 sec 30 m
40 31 Bacta Infusion - Instant 21 sec 30 m
40 31 Demolition Round 2 Instant 15 sec 30 m
42 -- Reserve Powercell - Instant 120 sec
50 -- Tech Override - Instant 120 sec

--------------------------------------------------------------------------------------------------
Commando - Abilities by Level (without Skill-Tree abilities)
--------------------------------------------------------------------------------------------------
Lv Ability Training Cost
1 Armor Proficiency: Heavy --
1 Armor Proficiency: Medium --
1 Weapon Proficiency: Blaster Rifle --
1 Explosive Round (Rank 1/9) --
1 Fortification --
1 Hammer Shot --
1 Recharge and Reload --
1 Recharge Cells --
2 Stockstrike (Rank 1/9) 10
3 Full Auto (Rank 1/9) 10
4 Explosive Round (Rank 2/9) 50
4 Plasma Cell (Rank 1/9) 50
5 Sticky Grenade (Rank 1/8) 50
5 Stockstrike (Rank 2/9) 50
6 Full Auto (Rank 2/9) 95
6 High Impact Bolt (Rank 1/8) 95
7 Explosive Round (Rank 3/9) 95
7 Plasma Cell (Rank 2/9) 95
8 Pulse Cannon (Rank 1/7) 110
8 Sticky Grenade (Rank 2/8) 110
8 Stockstrike (Rank 3/9) 110
9 Full Auto (Rank 3/9) 110
9 High Impact Bolt (Rank 2/8) 110
9 Tenacity 110
10 Armor Proficiency: Power Generator --
10 Frontline Physician --
10 Weapon Proficiency: Assault Cannon --
10 Charged Bolts (Rank 1/7) 135
10 Explosive Round (Rank 4/9) 135
10 Medical Probe (Rank 1/7) 135
10 Mortar Volley (Rank 1/6) 135
10 Plasma Cell (Rank 3/9) 135
11 Pulse Cannon (Rank 2/7) 295
11 Sticky Grenade (Rank 3/8) 295
11 Stockstrike (Rank 4/9) 295
12 Armor-piercing Cell 340
12 Cryo Grenade 340
12 Full Auto (Rank 4/9) 340
12 Hail of Bolts 340
12 High Impact Bolt (Rank 3/8) 340
13 Charged Bolts (Rank 2/7) 395
13 Explosive Round (Rank 5/9) 395
13 Medical Probe (Rank 2/7) 395
13 Mortar Volley (Rank 2/6) 395
13 Plasma Cell (Rank 4/9) 395
14 Combat Support Cell 450
14 Concussion Charge (Rank 1/5) 450
14 Reactive Shield 450
14 Sprint 450
14 Sticky Grenade (Rank 4/8) 450
14 Stockstrike (Rank 5/9) 450
15 Full Auto (Rank 5/9) 525
15 High Impact Bolt (Rank 4/8) 525
15 No Retreat 525
16 Advanced Medical Probe (Rank 1/5) 600
16 Charged Bolts (Rank 3/7) 600
16 Plasma Cell (Rank 5/9) 600
16 Pulse Cannon (Rank 3/7) 600
17 Explosive Round (Rank 6/9) 683
17 Medical Probe (Rank 3/7) 683
18 Mortar Volley (Rank 3/6) 765
18 Plasma Grenade (Rank 1/4) 765
19 Concussion Charge (Rank 2/5) 983
19 Sticky Grenade (Rank 5/8) 983
19 Stockstrike (Rank 6/9) 983
20 High Impact Bolt (Rank 5/8) 1,200
21 Full Auto (Rank 6/9) 1,325
21 Pulse Cannon (Rank 4/7) 1,325
22 Advanced Medical Probe (Rank 2/5) 1,450
22 Charged Bolts (Rank 4/7) 1,450
22 Concussive Round 1,450
23 Medical Probe (Rank 4/7) 1,663
23 Plasma Cell (Rank 6/9) 1,663
24 Field Aid 1,875
25 Speeder Piloting (Rank 1/3) 40,000
25 Plasma Grenade (Rank 2/4) 2,038
26 Explosive Round (Rank 7/9) 2,200
27 Mortar Volley (Rank 4/6) 2,550
28 Stockstrike (Rank 7/9) 2,900
29 Concussion Charge (Rank 3/5) 3,275
30 Diversion 3,650
30 Sticky Grenade (Rank 6/8) 3,650
31 High Impact Bolt (Rank 6/8) 4,163
32 Adrenaline Rush 4,675
32 Full Auto (Rank 7/9) 4,675
32 Pulse Cannon (Rank 5/7) 4,675
33 Advanced Medical Probe (Rank 3/5) 5,313
33 Charged Bolts (Rank 5/7) 5,313
34 Blitz (Rank 1/3) 5,950
34 Medical Probe (Rank 5/7) 5,950
35 Plasma Cell (Rank 7/9) 6,800
36 Plasma Grenade (Rank 3/4) 7,650
36 Stealth Scan 7,650
37 Explosive Round (Rank 8/9) 9,325
38 Mortar Volley (Rank 5/6) 11,000
39 Stockstrike (Rank 8/9) 12,300
40 Speeder Piloting (Rank 2/3) 210,000
40 Concussion Charge (Rank 4/5) 13,600
41 Sticky Grenade (Rank 7/8) 14,875
42 High Impact Bolt (Rank 7/8) 16,150
42 Reserve Powercell 16,150
43 Pulse Cannon (Rank 6/7) 17,850
44 Advanced Medical Probe (Rank 4/5) 19,550
44 Full Auto (Rank 8/9) 19,550
45 Charged Bolts (Rank 6/7) 20,400
46 Blitz (Rank 2/3) 21,250
46 Medical Probe (Rank 6/7) 21,250
47 Plasma Cell (Rank 8/9) 21,250
48 Explosive Round (Rank 9/9) 21,250
48 Plasma Grenade (Rank 4/4) 21,250
49 Concussion Charge (Rank 5/5) 21,250
49 Mortar Volley (Rank 6/6) 21,250
49 Sticky Grenade (Rank 8/8) 21,250
50 Speeder Piloting (Rank 3/3) 330,000
50 Advanced Medical Probe (Rank 5/5) 21,250
50 Blitz (Rank 3/3) 21,250
50 Charged Bolts (Rank 7/7) 21,250
50 Full Auto (Rank 9/9) 21,250
50 High Impact Bolt (Rank 8/8) 21,250
50 Medical Probe (Rank 7/7) 21,250
50 Plasma Cell (Rank 9/9) 21,250
50 Pulse Cannon (Rank 7/7) 21,250
50 Stockstrike (Rank 9/9) 21,250
50 Tech Override 21,250
---------------------------------------------------------
Total Cost: 1,248,743

 


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