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Offline Fenrir

  • Liderzy Gildii i Dyplomaci
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Trooper- Vanguard - 11.12.11 - Wszystkie informacje
« dnia: Grudzień 11, 2011, 13:44:41 pm »
"Trooper" (Trooper) -- Summary For Vanguard
==================================================================================================
Advanced Classes: Commando (Combat Medic (Healing), Gunnery (Damage), Assault Specialist (Damage))
Vanguard (Shield Specialist (Defense), Tactics (Damage), Assault Specialist (Damage))

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: [114 - 131]
Rank 5: Level 15, Training Cost: 525, 1: [133 - 152]
Rank 6: Level 21, Training Cost: 1.325, 1: [161 - 184]
Rank 7: Level 32, Training Cost: 4.675, 1: [231 - 265]
Rank 8: Level 44, Training Cost: 19.550, 1: [313 - 368]
Rank 9: Level 50, Training Cost: 21.250, 1: [363 - 433]

"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: [207 - 238]
Rank 4: Level 15, Training Cost: 525, 1: [240 - 275]
Rank 5: Level 20, Training Cost: 1.200, 1: [280 - 320]
Rank 6: Level 31, Training Cost: 4.163, 1: [406 - 463]
Rank 7: Level 42, Training Cost: 16.150, 1: [537 - 630]
Rank 8: Level 50, Training Cost: 21.250, 1: [657 - 784]

"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- Vanguard - 11.12.11 - Wszystkie informacje
« Odpowiedź #1 dnia: Grudzień 11, 2011, 13:45:09 pm »
Advanced Class Trooper (Base Class: Vanguard)
--------------------------------------------------------------------------------------------------

Vanguard (Trooper) - Advanced Class Abilities
--------------------------------------------------------------------------------------------------
"Armor Proficiency: Power Generator"
Passive
Able to equip a power generator in your off-hand.

"Armor Proficiency: Shield Generator"
Passive
Able to equip a personal shield generator in your off-hand.

"Ion Pulse"
Ammo: 2
Instant
Range: 10 m
Fires an ion pulse at the target, dealing [<1>] elemental damage.
Rank 1: Level 10, Training Cost: 135, 1: [72 - 92]
Rank 2: Level 13, Training Cost: 395, 1: [86 - 111]
Rank 3: Level 17, Training Cost: 683, 1: [100 - 129]
Rank 4: Level 25, Training Cost: 2.038, 1: [132 - 170]
Rank 5: Level 33, Training Cost: 5.313, 1: [169 - 218]
Rank 6: Level 45, Training Cost: 20.400, 1: [229 - 288]
Rank 7: Level 50, Training Cost: 21.250, 1: [259 - 323]

"Guard"
Instant
Range: 30 m
Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell.
Rank 1: Level 14, Training Cost: 450

"Ion Cell"
Activation: 1.5 sec
Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal [<1>] additional energy damage. Increases armor by 60%, decreases all damage taken by 5% and increases shield chance by 15%. While Ion Cell is active, threat generated is increased by 50%. Only one cell can be active at a time. Ion Jolts can only occur once every 1.5 seconds.
Tags: [Pushback]
Rank 1: Level 14, Training Cost: 450, 1: [63]
Rank 2: Level 19, Training Cost: 983, 1: [75]
Rank 3: Level 29, Training Cost: 3.275, 1: [104]
Rank 4: Level 40, Training Cost: 13.600, 1: [141]
Rank 5: Level 50, Training Cost: 21.250, 1: [181]

"Neural Jolt"
Instant
Cooldown: 15 sec
Range: 30 m
Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds.
Rank 1: Level 16, Training Cost: 600

"Riot Strike"
Ammo: 1
Instant
Cooldown: 8 sec
Range: 4 m
Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
Rank 1: Level 18, Training Cost: 765

"High Energy Cell"
Activation: 1.5 sec
Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by [5]%. Only one cell can be active at a time.
Tags: [Pushback]
Rank 1: Level 20, Training Cost: 1.200

"Harpoon"
Instant
Cooldown: 45 sec
Range: 10 - 30 m
Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover.
Rank 1: Level 22, Training Cost: 1.450

"Explosive Surge"
Ammo: 3
Instant
Emits an explosive surge, dealing [<1>] elemental damage to up to 5 enemies within 5 meters.
Rank 1: Level 24, Training Cost: 1.875, 1: [80 - 118]
Rank 2: Level 35, Training Cost: 6.800, 1: [111 - 162]
Rank 3: Level 48, Training Cost: 21.250, 1: [154 - 217]

"Sonic Round"
Instant
Cooldown: 45 sec
Range: 30 m
Fires a sonic round that taunts your target and all nearby targets to attack for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you.
Rank 1: Level 30, Training Cost: 3.650

"Neural Surge"
Ammo: 1
Instant
Cooldown: 45 sec
Stuns up to 5 enemies within 8 meters for 2.5 seconds.
Rank 1: Level 46, Training Cost: 21.250

"Battle Focus"
Instant
Cooldown: 2 min
Increases ranged and tech critical hit chance by 25% for 15 seconds.
Rank 1: Level 50, Training Cost: 21.250

--------------------------------------------------------------------------------------------------
Skill Tree "Shield Specialist (Defense)" (Vanguard)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Static Field" (2 Points)
Passive
Ion Pulse and Explosive Surge spawn a static field, lowering the target's damage dealt by [2/4]% for 15 seconds.

(1.3) "Intimidation" (3 Points)
Passive
Increases damage done by elemental attacks by [2/4/6]%.

(1.4) "Brutal Impact" (2 Points)
Passive
Increases the damage of High Impact Bolt by [3/6]%.

Tier 2

(2.1) "Neural Overload" (1 Point)
Passive
Ion Cell damage now lowers the movement speed of the target by 50% for 2 seconds.

(2.2) "Ion Overload" (2 Points)
Passive
Stockstrike now has a [50/100]% chance to trigger your Ion Cell. In addition, when Ion Cell deals damage, it has a [50/100]% chance to shock the target for [<2>] additional energy damage over 6 seconds.

(2.3) "Steely Resolve" (3 Points)
Passive
Increases Aim by [3/6/9]%.

(2.4) "Rebraced Armor" (2 Points)
Passive
Increases armor rating by [8/16]%.

Tier 3

(3.1) "Shield Cycler" (2 Points)
Passive
Increases the shield chance by [1/2]%. In addition, shielding an attack has a [25/50]% chance to generate 1 energy cell. This effect cannot occur more than once every 6 seconds.

(3.3) "Smoke Grenade" (1 Point)
Instant
Cooldown: 1 min
Throws a smoke grenade at your feet that releases a large cloud of smoke, causing nearby enemies to have their accuracy with ranged and melee attacks lowered by 20% for 18 seconds.

(3.4) "Ceramic Plating" (2 Points)
Passive
Increases absorption by [3/6]% and reduces the cooldown of Adrenaline Rush by [30/60] seconds.

Tier 4

(4.1) "Defensive Measures" (2 Points)
Passive
Harpoon has a [50/100]% chance to immobilize the target for 3 seconds. In addition, your Stealth Scan has a [50/100]% chance to immobilize the targets it reveals for 3 seconds.

(4.2) "Supercharged Ion Cell" (1 Point)
Requires "Ion Overload" (2.2)
Passive
Increases the damage dealt by Ion Cell by [25]% and increases its shock duration by [3] seconds.

(4.3) "Ion Shield" (2 Points)
Passive
Further increases damage reduction by [1/2]% while Ion Cell is active.

(4.4) "Static Shield" (2 Points)
Passive
Increases the critical chance of Stockstrike and Explosive Surge by [15/30]%. In addition, shielding an attack has a [25/50]% chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 4.5 seconds.

Tier 5

(5.2) "Charge!" (2 Points)
Requires "Storm" (5.3)
Passive
Storm has a [50/100]% chance to increase your movement speed by 30% for 4 seconds.

(5.3) "Storm" (1 Point)
Instant
Cooldown: 15 sec
Range: 10 - 30 m
Storms up to a distant target, dealing [<1>] kinetic damage, interrupting the target's current action and immobilizing the target for 3 seconds. Cannot be used against targets in cover.
Level 30: 1: [190]

(5.4) "Static Surge" (2 Points)
Requires "Static Shield" (4.4)
Passive
Increases the critical strike bonus damage of Stockstrike and Explosive Surge by [15/30]%.

Tier 6

(6.3) "Counterattack" (5 Points)
Passive
Increases the shield chance by [2/4/6/8/10]%.

Tier 7

(7.3) "Energy Blast" (1 Point)
Instant
Cooldown: 15 sec
Range: 10 m
Fires a shot that deals [<1>] elemental damage and generates 1 energy cell.
Level 40: 1: [216 - 271]

Offline Fenrir

  • Liderzy Gildii i Dyplomaci
  • Generał Jedi
  • *
  • Wiadomości: 602
    • Dark Side
    • Zobacz profil
  • Gildia: Letalis
  • Klasa: Jedi Consular - Shadow
  • Nick: FullSilver
Odp: Trooper- Vanguard - 11.12.11 - Wszystkie informacje
« Odpowiedź #2 dnia: Grudzień 11, 2011, 13:45:33 pm »
Skill Tree "Tactics (Damage)" (Vanguard)
--------------------------------------------------------------------------------------------------
Tier 1

(1.2) "Demolition" (2 Points)
Passive
Increases the critical hit chance of elemental attacks by [3/6]%.

(1.3) "Containment Tactics" (2 Points)
Passive
Reduces the cooldown of Cryo Grenade by [5 seconds/10 seconds].

(1.4) "Focused Impact" (3 Points)
Passive
High Impact Bolt penetrates [20/40/60]% of the target's armor.

Tier 2

(2.1) "Blaster Augs" (1 Point)
Passive
Increases the effect of your cells while they are active:
Plasma Cell: Increases the tech critical hit chance by [3]%.
High Energy Cell: Further increases all internal and elemental damage dealt by [3]%.
Ion Cell: Increases the damage dealt by Ion Cell by [8]%.

(2.2) "Frontline Offense" (2 Points)
Passive
Increases the damage dealt by Ion Pulse and Gut by [3/6]%.

(2.3) "Power Armor" (2 Points)
Passive
Reduces all damage taken by [1/2]%.

(2.4) "Tactical Tools" (2 Points)
Passive
Reduces the cooldown of Pulse Cannon by [1.5 seconds/3.0 seconds] and Harpoon by [5 seconds/10 seconds].

Tier 3

(3.1) "Frontline Defense" (2 Points)
Passive
Reduces the cooldown of Riot Strike by [1 seconds/2 seconds].

(3.2) "Battlefield Training" (2 Points)
Passive
Increases movement speed by [7.5/15.0]% while High Energy Cell is active.

(3.3) "Gut" (1 Point)
Ammo: 2
Instant
Range: 4 m
Guts the target with a knuckle-plate vibroblade, dealing [<1>] kinetic damage and causing the target to bleed for [<2>] internal damage over 15 seconds.
Level 20: 1: [99 - 131], 2: [28]

(3.4) "Cell Generator" (2 Points)
Passive
While High Energy Cell is active, you have a [50/100]% chance to generate 1 energy cell every 6 seconds.

Tier 4

(4.2) "Battering Ram" (2 Points)
Passive
Ion Pulse has a [15/30]% chance and Fire Pulse has a [50/100]% chance to make your next Stockstrike free. This effect lasts 15 seconds.

(4.3) "Serrated Blades" (3 Points)
Requires "Gut" (3.3)
Passive
Increases the damage dealt by Gut's bleed effect by [5/10/15]%.

Tier 5

(5.1) "Pulse Generator" (2 Points)
Passive
Ion Pulse and Explosive Surge have a [50/100]% chance to grant Pulse Generator, increasing the damage dealt by your next Pulse Cannon by 10%. Stacks up to 5 times.

(5.2) "Hold the Line" (1 Point)
Instant
Cooldown: 30 sec
Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.

(5.3) "Combat Tactics" (1 Point)
Requires "Serrated Blades" (4.3)
Passive
Stockstrike and Gut have a [25]% chance to make your next High Impact Bolt critically hit automatically.

(5.4) "Kolto Recharge" (1 Point)
Passive
When you activate Recharge Cells, you regenerate [7]% of your health over 10 seconds.


Tier 6

(6.2) "Shock Absorbers" (2 Points)
Passive
While stunned, you take [10/20]% less damage.

(6.3) "Havoc Training" (3 Points)
Passive
Increases the critical strike damage bonus of Stockstrike, Ion Pulse and Fire Pulse by [10/20/30]%.

Tier 7

(7.3) "Fire Pulse" (1 Point)
Ammo: 1
Instant
Cooldown: 15 sec
Range: 10 m
Emits a fiery pulse wave, dealing [<1>] elemental damage to the target.
Level 40: 1: [302 - 384]

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

(1.2) "Ionized Ignition" (3 Points)
Passive
Ion Pulse has a [33.3/66.7/100.0]% chance to trigger your Plasma Cell if active.

(1.3) "Heavy Stock" (2 Points)
Passive
Increases the damage dealt by Stockstrike by [4/8]%.

(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
Ion Pulse has a [10/20/30]% chance and Stockstrike has a [15/30/45]% 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, Stockstrike, High Impact Bolt, Full Auto and Explosive Surge 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]


Vanguard (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 -- Ion Pulse 2 Instant -- 10 m
10 -- Mortar Volley 3 Channeled 3 sec 60 sec 5 - 30 m
12 -- Cryo Grenade 1 Instant 60 sec 30 m
14 -- Guard - Instant -- 30 m
14 -- Ion Cell - Activation 1.5 sec --
14 -- Reactive Shield - Instant 120 sec
14 -- Sprint - Instant --
15 -- No Retreat - Instant 1200 sec
16 -- Neural Jolt - Instant 15 sec 30 m
18 -- Riot Strike 1 Instant 8 sec 4 m
20 11 Gut 2 Instant -- 4 m
20 -- High Energy Cell - Activation 1.5 sec --
20 11 Incendiary Round 3 Instant -- 30 m
20 11 Smoke Grenade - Instant 60 sec
22 -- Harpoon - Instant 45 sec 10 - 30 m
24 -- Explosive Surge 3 Instant --
30 21 Hold the Line - Instant 30 sec
30 -- Sonic Round - Instant 45 sec 30 m
30 21 Storm - Instant 15 sec 10 - 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 Energy Blast - Instant 15 sec 10 m
40 31 Fire Pulse 1 Instant 15 sec 10 m
42 -- Reserve Powercell - Instant 120 sec
46 -- Neural Surge 1 Instant 45 sec
50 -- Battle Focus - Instant 120 sec

--------------------------------------------------------------------------------------------------
Vanguard - 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 Armor Proficiency: Shield Generator --
10 Explosive Round (Rank 4/9) 135
10 Ion Pulse (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 Cryo Grenade 340
12 Full Auto (Rank 4/9) 340
12 High Impact Bolt (Rank 3/8) 340
13 Explosive Round (Rank 5/9) 395
13 Ion Pulse (Rank 2/7) 395
13 Mortar Volley (Rank 2/6) 395
13 Plasma Cell (Rank 4/9) 395
14 Guard 450
14 Ion Cell (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 Neural Jolt 600
16 Plasma Cell (Rank 5/9) 600
16 Pulse Cannon (Rank 3/7) 600
17 Explosive Round (Rank 6/9) 683
17 Ion Pulse (Rank 3/7) 683
18 Mortar Volley (Rank 3/6) 765
18 Riot Strike 765
19 Ion Cell (Rank 2/5) 983
19 Sticky Grenade (Rank 5/8) 983
19 Stockstrike (Rank 6/9) 983
20 High Energy Cell 1,200
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 Harpoon 1,450
23 Plasma Cell (Rank 6/9) 1,663
24 Explosive Surge (Rank 1/3) 1,875
25 Speeder Piloting (Rank 1/3) 40,000
25 Ion Pulse (Rank 4/7) 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 Ion Cell (Rank 3/5) 3,275
30 Sonic Round 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 Ion Pulse (Rank 5/7) 5,313
34 Blitz (Rank 1/3) 5,950
35 Explosive Surge (Rank 2/3) 6,800
35 Plasma Cell (Rank 7/9) 6,800
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 Ion Cell (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 Full Auto (Rank 8/9) 19,550
45 Ion Pulse (Rank 6/7) 20,400
46 Blitz (Rank 2/3) 21,250
46 Neural Surge 21,250
47 Plasma Cell (Rank 8/9) 21,250
48 Explosive Round (Rank 9/9) 21,250
48 Explosive Surge (Rank 3/3) 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 Battle Focus 21,250
50 Blitz (Rank 3/3) 21,250
50 Full Auto (Rank 9/9) 21,250
50 High Impact Bolt (Rank 8/8) 21,250
50 Ion Cell (Rank 5/5) 21,250
50 Ion Pulse (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
---------------------------------------------------------
Total Cost: 1,169,407

 


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