Name
|
Level
|
Cast Time
|
Cooldown
|
Ammo Cost
|
Range
|
Description
|
| Armor Proficiency: Power Generator
|
10
|
Passive
|
Passive
|
None
|
Self
|
Able to equip a power generator in your off-hand.
|
| Charged Bolts
|
10
|
1.5 secs
|
None
|
3
|
30m
|
Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for X weapon damage. Requires Assault Cannon.
|
| Frontline Physician
|
10
|
Passive
|
Passive
|
None
|
Self
|
Reduces the cooldown of Revive by 100%.
|
| Medical Probe
|
10
|
2.5 secs
|
None
|
3
|
30m
|
Summons a probe that heals for X.
|
| Weapon Proficiency: Assault Cannon
|
10
|
Passive
|
Passive
|
None
|
Self
|
Able to equip assault cannons and other heavy ranged weapons.
|
| Armor-piercing Cell
|
12
|
1.5 secs
|
None
|
None
|
Self
|
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.
|
| Hail of Bolts
|
12
|
3 secs (channeled)
|
None
|
4
|
30m
|
Launches waves of blaster fire at up to 5 targets within 5 meters of the target area, dealing X weapon damage over the duration. Standard and weak targets are sometimes knocked back by the hail of bolts. Requires Assault Cannon.
|
| Combat Support Cell
|
14
|
1.5 secs
|
None
|
None
|
Self
|
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.
|
| Concussion Charge
|
14
|
Instant
|
30 secs
|
2
|
None
|
Deals X elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for 4 seconds after being knocked back.
|
| Advanced Medical Probe
|
16
|
1.5 secs
|
12 secs
|
2
|
30m
|
Summons a probe that heals for X.
|
| Plasma Grenade
|
18
|
1.5 secs
|
30 secs
|
4
|
30m
|
Lobs a plasma grenade that detonates on contact, dealing X kinetic damage to up to 3 targets within 5 meters and igniting the targets in fiery plasma, dealing Y additional elemental damage over 6 seconds. Standard and weak targets enter a state of panic from the flames.
|
| Concussive Round
|
22
|
2 secs
|
1 min
|
1
|
30m
|
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.
|
| Field Aid
|
24
|
Instant
|
5 secs
|
1
|
30m
|
Cleanses a friendly target of up to 2 negative tech or physical effects.
|
| Diversion
|
30
|
Instant
|
45 secs
|
None
|
Self
|
Reduces the threat towards all current enemies.
|
| Tech Override
|
46
|
Instant
|
2 mins
|
None
|
Self
|
Your next ability with an activation time will activate instantly. This effect lasts for up to 15 seconds.
|
| Emergency Medical Probe
|
50
|
1.50 secs
|
5 mins
|
None
|
30m
|
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.
|