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Tier 1
(1.2) "Saboteur's Utility Belt" (2 Points)
Passive
Reduces the cooldown of Flash Grenade by [7.5/15.0] seconds and Thermal Grenade by [1.5/3.0] seconds.
(1.3) "Bravado" (2 Points)
Passive
Increases your maximum energy by [5/10].
(1.4) "Streetwise" (3 Points)
Passive
Increases Cunning by [3/6/9]%.
Tier 2
(2.1) "Independent Anarchy" (3 Points)
Passive
Increases the damage dealt by Sabotage Charge and all area effects by [5/10/15]%.
(2.2) "Cool Under Pressure" (2 Points)
Passive
Cool Head now heals you for [3/6]% of your total health over 3 seconds.
(2.3) "Hot Pursuit" (2 Points)
Passive
You have a [50/100]% chance to gain Hot Pursuit upon exiting cover, allowing your next Charged Burst to be used in any situation.
(2.4) "Underworld Hardships" (2 Points)
Passive
Increases total Endurance by [2/4]%.
Tier 3
(3.1) "Contingency Charges" (2 Points)
Passive
After Sabotage Charge detonates, it drops [1 contingency charges/2 contingency charges] on the target. A Contingency Charge explodes when damaged by blaster fire, dealing [<2>] kinetic damage to the target. Contingency Charges cannot be detonated more than once every 1.5 seconds.
(3.2) "Dealer's Discount" (2 Points)
Requires "Shock Charge" (3.3)
Passive
Reduces the energy cost of Sabotage Charge, Shock Charge and Incendiary Grenade by [2/4].
(3.3) "Shock Charge" (1 Point)
Energy: 20
Instant
Cooldown: 18 sec
Range: 30 m
Hurls an electric shock device that latches on to the target, dealing [<1>] energy damage over 18 seconds.
Level 20: 1: [74]
(3.4) "Sapping Charge" (2 Points)
Requires "Shock Charge" (3.3)
Passive
Shock Charge reduces the target's movement speed by [15/30]% for the duration.
Tier 4
(4.1) "Insurrection" (1 Point)
Requires "Contingency Charges" (3.1)
Passive
Increases the number of Contingency Charges dropped by Sabotage Charge by [1]. In addition, when your Contingency Charges detonate, you recover [5] energy.
(4.2) "Pandemonium" (2 Points)
Passive
Activating Pulse Detonator has a [50/100]% chance of making the next Charged Burst activate instantly.
(4.4) "Arsonist" (2 Points)
Passive
Increases the critical damage dealt by all area effects by [15/30]%.
Tier 5
(5.2) "Seize the Moment" (2 Points)
Requires "Sabotage" (5.3)
Passive
After activating Sabotage, the next Sabotage Charge or Incendiary Grenade activated costs [50/100]% less energy.
(5.3) "Sabotage" (1 Point)
Requires "Shock Charge" (3.3)
Instant
Cooldown: 1 min
Range: 30 m
Detonates an active Shock Charge on the target, immediately dealing [<1>] kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen.
Level 30: 1: [154 - 221]
(5.4) "Hotwired Defenses" (2 Points)
Passive
Increases the amount of damage absorbed by Defense Screen by [15/30]%.
Tier 6
(6.2) "Riot Screen" (2 Points)
Passive
Reduces all damage taken while in cover by [3/6]% and reduces the cooldown of Scrambling Field by [15/30] seconds.
(6.3) "Blazing Speed" (3 Points)
Passive
Speed Shot has a [33.3/66.7/100.0]% chance when dealing damage to burn the target, dealing [<2>] elemental damage over 4 seconds. Stacks up to 4 times.
Tier 7
(7.3) "Incendiary Grenade" (1 Point)
Energy: 20
Instant
Cooldown: 18 sec
Range: 30 m
Throws an incendiary device that sets the target area on fire, dealing [<1>] elemental damage over 18 seconds to up to 3 targets within 5 meters.
Level 40: 1: [78 - 134]
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Skill Tree "Dirty Fighting (Damage)" (Gunslinger)
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Tier 1
(1.2) "Black Market Mods" (2 Points)
Passive
Increases alacrity by [2/4]%.
(1.3) "No Holds Barred" (3 Points)
Passive
Increases ranged and tech critical chance by [2/4/6]%.
(1.4) "Holdout Defense" (2 Points)
Passive
Increases the damage dealt by Blaster Whip by [5/10]%.
Tier 2
(2.1) "Dirty Escape" (2 Points)
Passive
Reduces the cooldown of Dirty Kick by [7.5/15.0] seconds, and increases movement speed by [15/30]% for 4 seconds after activating Dirty Kick.
(2.2) "Flash Powder" (2 Points)
Passive
Reduces all targets' accuracy by [10/20]% for 8 seconds after Flash Grenade ends.
(2.3) "Mortal Wound" (2 Points)
Passive
Vital Shot has a [12.5/25.0]% chance to tick twice when it inflicts damage.
(2.4) "Open Wound" (1 Point)
Passive
Increases the duration of Vital Shot by [3] seconds.
Tier 3
(3.2) "Shrap Bomb" (1 Point)
Energy: 20
Instant
Cooldown: 12 sec
Range: 30 m
Hurls a shrap bomb that explodes with razor-sharp shrapnel on impact, causing up to 3 targets within 5 meters to bleed for [<1>] internal damage over 21 seconds.
Level 20: 1: [43]
(3.3) "Bombastic" (2 Points)
Passive
Increases the damage dealt by Thermal Grenade and Shrap Bomb by [4/8]%.
(3.4) "Cheap Shots" (2 Points)
Passive
Increases the damage dealt by Quick Shot, Speed Shot and Wounding Shots by [3/6]%.
Tier 4
(4.1) "Fighting Spirit" (2 Points)
Passive
Reduces the cooldown of Cool Head by [15/30] seconds. In addition, critical hits with bleed effects restore [1/2] energy.
(4.2) "Feelin' Woozy" (2 Points)
Requires "Shrap Bomb" (3.2)
Passive
Shrap Bomb has a [50/100]% chance to reduce the movement speed of all targets by 30% for 6 seconds.
(4.3) "Quick Getaway" (2 Points)
Passive
Reduces the cooldown of Dodge by [7.5/15.0] seconds and Escape by [15/30] seconds.
(4.4) "Black Market Equipment" (3 Points)
Passive
Increases the critical hit chance of all periodic effects by [4/8/12]%.
Tier 5
(5.2) "Wounding Shots" (1 Point)
Energy: 30
Channeling: 3 sec
Cooldown: 9 sec
Range: 10 m
Fires a wave of bolts at the target each second, dealing [<1>] weapon damage. For each of your bleed effects present on the target during each wave, the target hemorrhages for an additional [<2>] internal damage. Fires both blasters if dual wielding.
Level 30: 1: [167 - 225], 2: [62]
(5.3) "Reopen Wounds" (2 Points)
Requires "Wounding Shots" (5.2)
Passive
Increases the critical chance of Wounding Shots and Speed Shot by [2/4]%.
(5.4) "Dirty Trickster" (2 Points)
Passive
Surrender has a [50/100]% chance to remove all movement-impairing effects when activated.
Tier 6
(6.2) "Cold Blooded" (3 Points)
Passive
Increases the damage dealt by bleeding effects by [5/10/15]% on targets below 30% of max health.
(6.3) "Hold Your Ground" (2 Points)
Passive
Reduces the cooldown of Defense Screen by [7.5/15.0] seconds and Pulse Detonator by [5/10] seconds.
Tier 7
(7.2) "Hemorrhaging 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 Smuggler's next 10 bleed effects. Lasts 15 seconds. Fires both blasters if dual wielding.
Level 40: 1: [249 - 347]
Gunslinger (Smuggler) - Abilities by Availablity
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Lv Pt Ability Cost Casting Cooldown Range
1 -- Charged Burst 20 Activation 1.5 sec -- 30 m
1 -- Crouch - Instant 1 sec
1 -- Flurry of Bolts - Instant -- 30 m
1 -- Lucky Shots - Instant 6 sec 30 m
1 -- Recuperate - Channeled 15 sec --
1 -- Sabotage Charge 20 Instant 30 sec 30 m
1 -- Take Cover - Instant 1 sec
2 -- Blaster Whip 15 Instant 6 sec 4 m
3 -- Thermal Grenade 20 Instant 6 sec 30 m
4 -- Dirty Kick 10 Instant 45 sec 4 m
5 -- Vital Shot 20 Instant -- 30 m
6 -- Flash Grenade 10 Instant 90 sec 10 m
8 -- Quick Shot 17 Instant -- 10 m
9 -- Escape - Instant 120 sec
10 -- Aimed Shot 15 Activation 2.5 sec 15 sec 30 m
10 -- Smuggler's Luck - Instant 60 sec
12 -- Leg Shot 12 Instant 15 sec 30 m
12 -- Slice Droid - Activation 1.5 sec -- 30 m
14 -- Cool Head - Instant 120 sec
14 -- Sprint - Instant --
15 -- All In - Instant 1200 sec
16 -- Pulse Detonator - Instant 30 sec
18 -- Distraction - Instant 12 sec 10 m
18 -- Quickdraw 15 Instant 12 sec 30 m
20 11 Diversion - Instant 60 sec 35 m
20 -- Hunker Down - Instant 60 sec
20 11 Shock Charge 20 Instant 18 sec 30 m
20 11 Shrap Bomb 20 Instant 12 sec 30 m
22 -- Sweeping Gunfire 35 Channeled 4.5 sec -- 30 m
24 -- Dodge - Instant 60 sec
28 -- Cheap Shot - Instant -- 4 m
28 -- Flourish Shot 10 Instant 4,5 sec 30 m
30 21 Sabotage - Instant 60 sec 30 m
30 -- Surrender - Instant 45 sec
30 21 Trickshot 10 Instant 9 sec 30 m
30 21 Wounding Shots 30 Channeled 3 sec 9 sec 10 m
32 -- Defense Screen - Instant 45 sec
34 -- Headshot - Instant -- 30 m
36 -- Speed Shot 20 Channeled 3 sec 15 sec 30 m
40 31 Hemorrhaging Blast 10 Instant 15 sec 10 m
40 31 Incendiary Grenade 20 Instant 18 sec 30 m
40 31 Rapid Fire - Instant 90 sec
42 -- Scrambling Field - Instant 180 sec
48 -- XS Freighter Flyby 30 Activation 3 sec 60 sec 30 m
50 -- Illegal Mods - Instant 120 sec
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Gunslinger - Abilities by Level (without Skill-Tree abilities)
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Lv Ability Training Cost
1 Armor Proficiency: Medium --
1 Weapon Proficiency: Blaster Pistol --
1 Charged Burst (Rank 1/10) --
1 Crouch --
1 Flurry of Bolts --
1 Lucky Shots --
1 Recuperate --
1 Sabotage Charge (Rank 1/10) --
1 Take Cover --
2 Blaster Whip (Rank 1/9) 10
3 Sabotage Charge (Rank 2/10) 10
3 Thermal Grenade (Rank 1/8) 10
4 Charged Burst (Rank 2/10) 40
4 Dirty Kick (Rank 1/8) 40
5 Blaster Whip (Rank 2/9) 40
5 Vital Shot (Rank 1/9) 40
6 Flash Grenade 65
6 Sabotage Charge (Rank 3/10) 65
7 Charged Burst (Rank 3/10) 65
7 Dirty Kick (Rank 2/8) 65
7 Vital Shot (Rank 2/9) 65
8 Blaster Whip (Rank 3/9) 165
8 Quick Shot (Rank 1/7) 165
8 Thermal Grenade (Rank 2/8) 165
9 Escape 165
9 Sabotage Charge (Rank 4/10) 165
10 Crack Shot --
10 Dual Wield --
10 Hold Position --
10 Aimed Shot (Rank 1/7) 135
10 Charged Burst (Rank 4/10) 135
10 Dirty Kick (Rank 3/8) 135
10 Smuggler's Luck 135
10 Vital Shot (Rank 3/9) 135
11 Blaster Whip (Rank 4/9) 295
11 Thermal Grenade (Rank 3/8) 295
12 Leg Shot (Rank 1/6) 340
12 Quick Shot (Rank 2/7) 340
12 Sabotage Charge (Rank 5/10) 340
12 Slice Droid 340
13 Aimed Shot (Rank 2/7) 395
13 Charged Burst (Rank 5/10) 395
13 Dirty Kick (Rank 4/8) 395
13 Vital Shot (Rank 4/9) 395
14 Blaster Whip (Rank 5/9) 450
14 Cool Head 450
14 Sprint 450
15 All In 525
15 Leg Shot (Rank 2/6) 525
15 Sabotage Charge (Rank 6/10) 525
15 Thermal Grenade (Rank 4/8) 525
16 Charged Burst (Rank 6/10) 600
16 Dirty Kick (Rank 5/8) 600
16 Pulse Detonator 600
16 Quick Shot (Rank 3/7) 600
17 Aimed Shot (Rank 3/7) 683
17 Vital Shot (Rank 5/9) 683
18 Distraction 765
18 Quickdraw (Rank 1/4) 765
19 Blaster Whip (Rank 6/9) 983
20 Hunker Down 1,200
20 Leg Shot (Rank 3/6) 1,200
21 Sabotage Charge (Rank 7/10) 1,325
21 Thermal Grenade (Rank 5/8) 1,325
22 Charged Burst (Rank 7/10) 1,450
22 Quick Shot (Rank 4/7) 1,450
22 Sweeping Gunfire (Rank 1/4) 1,450
23 Vital Shot (Rank 6/9) 1,663
24 Dodge 1,875
25 Speeder Piloting (Rank 1/3) 40,000
25 Dirty Kick (Rank 6/8) 2,038
25 Quickdraw (Rank 2/4) 2,038
26 Aimed Shot (Rank 4/7) 2,200
27 Leg Shot (Rank 4/6) 2,550
28 Cheap Shot (Rank 1/3) 2,900
28 Flourish Shot (Rank 1/3) 2,900
29 Blaster Whip (Rank 7/9) 3,275
30 Surrender 3,650
31 Charged Burst (Rank 8/10) 4,163
31 Quick Shot (Rank 5/7) 4,163
32 Defense Screen (Rank 1/3) 4,675
32 Sweeping Gunfire (Rank 2/4) 4,675
32 Thermal Grenade (Rank 6/8) 4,675
33 Sabotage Charge (Rank 8/10) 5,313
34 Headshot (Rank 1/3) 5,950
35 Aimed Shot (Rank 5/7) 6,800
35 Vital Shot (Rank 7/9) 6,800
36 Quickdraw (Rank 3/4) 7,650
36 Speed Shot (Rank 1/2) 7,650
37 Dirty Kick (Rank 7/8) 9,325
38 Blaster Whip (Rank 8/9) 11,000
38 Cheap Shot (Rank 2/3) 11,000
38 Leg Shot (Rank 5/6) 11,000
39 Flourish Shot (Rank 2/3) 12,300
40 Speeder Piloting (Rank 2/3) 210,000
40 Charged Burst (Rank 9/10) 13,600
40 Quick Shot (Rank 6/7) 13,600
41 Defense Screen (Rank 2/3) 14,875
42 Scrambling Field 16,150
42 Sweeping Gunfire (Rank 3/4) 16,150
43 Thermal Grenade (Rank 7/8) 17,850
44 Sabotage Charge (Rank 9/10) 19,550
45 Vital Shot (Rank 8/9) 20,400
46 Headshot (Rank 2/3) 21,250
47 Aimed Shot (Rank 6/7) 21,250
48 XS Freighter Flyby 21,250
49 Dirty Kick (Rank 8/8) 21,250
49 Thermal Grenade (Rank 8/8) 21,250
50 Speeder Piloting (Rank 3/3) 330,000
50 Aimed Shot (Rank 7/7) 21,250
50 Blaster Whip (Rank 9/9) 21,250
50 Charged Burst (Rank 10/10) 21,250
50 Cheap Shot (Rank 3/3) 21,250
50 Defense Screen (Rank 3/3) 21,250
50 Flourish Shot (Rank 3/3) 21,
50 Headshot (Rank 3/3) 21,250
50 Illegal Mods 21,250
50 Leg Shot (Rank 6/6) 21,250
50 Quick Shot (Rank 7/7) 21,250
50 Quickdraw (Rank 4/4) 21,250
50 Sabotage Charge (Rank 10/10) 21,250
50 Speed Shot (Rank 2/2) 21,250
50 Sweeping Gunfire (Rank 4/4) 21,250
50 Vital Shot (Rank 9/9) 21,250
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Total Cost: 1,304,077