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5.0 class changes

We are still months away from KotET releasing, but here's an early overview of the class changes coming with 5.0. Keep in mind that this is based on an early PTS patch; there are many placeholders and everything is subject to change. We will update this article as new PTS patches are being deployed. (last update: October 11th, 2016)

Show ability tooltips:

We appreciate the support from TORCommunity, SWTORHamster, SWTORCoconut and Delegate who helped cross-checking all the changes. Make sure to check out TorCommunity for updates as well!

Thanks to Snave and other players for discussing these changes on stream!

Contents

Go to: Global changes
Show ability tooltips:

Global changes

  • Classes have been simplified to make the game more approachable for new players.
    • Base classes have been removed from the game; you have to choose an advanced class during character creation. This was previously only required for level 60 token characters and will now extend to level 1 characters. We don't know if and how existing base class characters will be affected.
    • Ability pruning: With base classes removed, the advanced classes will now vary further than before. Various base class abilities are now restricted to one advanced class, ensuring that ranged players won't use melee abilities (and vice versa). This improves advanced class identity and simplifies the skill bar for new players.
    • You no longer have multiple stances (Forms, Charges, Techniques, Cylinders, Cells) available at once. Instead, there is a passive stance that gets replaced depending on the current Discipline. This ensures that you cannot accidentally select the wrong stance.
    • To improve the leveling process on advanced classes, many abilities get learned earlier than before. This reduces the "keystone ability" issue where you need to relearn the rotation every time you receive an important ability. Players receive the first Discipline passive at level 10 and the first utility slot at level 14.
    • Abilities and passives that were automatically learned upon selecting an advanced class now have to be picked up from the class trainer at the respective level.
  • All casted and channeled abilities have been removed from melee classes or turned into instants, making melee players more mobile.
  • Stealthed players are now fully invisible, you can no longer see them even when you are right next to them. The stealth level increase that was previously tied to an ability (8s duration, 60s cooldown) is now always active. You can only reveal stealthed players with AoE abilities or increased stealth detection now. Players who were stealthed by an Operative's Infiltrate or a Scoundrel's Smuggle are not affected by this change; you can still see them if you are within 15 meters.
  • Guard is no longer tied to the tanking stance and can now be used by DPS players as well.
  • 60-second droid mezes have been removed from Agents/Smugglers and Marauders/Sentinels. Droids (and other NPCs) can still be mezed with the mezes from Sorcerers/Sages and Mercenaries/Commandos.
  • Sorcerers/Sages and Hatred Assassins/Serenity Shadows had nearly all abilities nerfed by 2-10%. Other classes have not seen this many nerfs to damage and healing numbers but it's possible that this has yet to happen.
  • Each Discipline receives a new passive at level 68 (new level cap is 70).
    • This does not include Disciplines where the stance was moved from the advanced class to the Discipline, because the stance counts as the new passive. Since there still must be something at level 68 for these Disciplines, one of the existing passives now won't be granted until level 68.
    • Disciplines that already included the stance received a new ability because the stance was changed from an ability to a passive.
  • The number of utilities stays at 24 but they are organized differently.
    • You can now select one additional utility, bringing the total number of slots to 8, up from 7.
    • Some utilities have been combined, which means you now only need to spend one slot to get the bonuses from what previously were two utilities.
    • Where utilities have been combined, new utilities have been added so that the total count stays at 24.
    • You are now granted each utility slot three levels earlier than before:
      • with 4.0 at levels 17, 25, 33, 41, 49, 57, 65
      • with 5.0 at levels 14, 22, 30, 38, 46, 54, 62, 70
    • Instead of three tiers with 8 utilities each, there are now four tiers with 6 utilities each.
    • As before, you need to spend a certain amount of utility points in the lower tiers before you can access the higher tiers.
      • During 4.0, the required numbers were 0, 3 and 5.
      • With 5.0, they will be 0, 2, 4 and 6.
4.0 Utility layout
SKILLFUL (requires level 17)

MASTERFUL (requires level 41)

HEROIC (requires level 57)

5.0 Utility layout
SKILLFUL (requires level 14)

MASTERFUL (requires level 30)

HEROIC (requires level 46)

LEGENDARY (requires level 62)

Sith Juggernaut  / Jedi Guardian 

  • Ravage/Blade Dance has been turned into an instant ability.
  • Saber form is now passive and automatically set depending on the Discipline.
  • Guard can be used by DPS players.
Updated abilities
Cosmetic changes:
Stance now part of Discipline
Cosmetic changes: Cosmetic changes:

Discipline changes

Rage/Focus gets a new passive at level 68 and Vengeance/Vigilance gets a new ability at 42 because Shien Form was changed from a passive to an active. Immortal/Defense got no new ability or passive because Soresu Form has been added instead.

Rage Focus
Cosmetic changes: Cosmetic changes:
Vengeance Vigilance
Cosmetic changes: Cosmetic changes:
Immortal Defense
Cosmetic changes: Cosmetic changes:

Utility changes

New utilities
Merged utilities
Updated utilities
Cosmetic changes: Cosmetic changes:
Removed utilities

Updated list of abilities by level

B = base class ability, shared with Marauders/Sentinels.

  • Vicious Slash
    Vicious Slash
    Instant
    Rage: 3
    Range: 4m
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    1, B
  • Slash
    Slash
    Instant
    Focus: 3
    Range: 4m
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    1, B
  • Assault
    Assault
    Instant
    Range: 4m
    Generates 2 rage and inflicts <<1>> weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding.
    1, B
  • Strike
    Strike
    Instant
    Range: 4m
    Inflicts <<1>> weapon damage with a series of quick melee attacks. Generates 2 focus. Strikes with both weapons if dual wielding.
    1, B
  • Force Charge
    Force Charge
    Instant
    Cooldown: 15s
    Range: 10-30m
    Jumps to a distant target, dealing <<1>> damage with the main-hand weapon, immobilizing the target for <<2[%d seconds/%d second/%d seconds]>> and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
    1, B
  • Force Leap
    Force Leap
    Instant
    Cooldown: 15s
    Range: 10-30m
    Jumps to a distant target, dealing <<1>> damage with the main-hand weapon, immobilizing the target for <<2[%d seconds/%d second/%d seconds]>> and interrupting the target's current action. Builds 3 focus. Cannot be used against targets in cover.
    1, B
  • Shii-Cho Form
    Shii-Cho Form
    Passive
    Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
    2, B
  • Shii-Cho Form
    Shii-Cho Form
    Passive
    Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
    2, B
  • Retaliation
    Retaliation
    Instant
    Rage: 2
    Cooldown: 6s
    Range: 4m
    Retaliates against the target for <<1>> weapon damage. Cannot be parried, dodged, or miss. While utilizing Soresu Form, Retaliation can only be used after successfully defending against a melee or ranged attack. While not utilizing Soresu Form, Retaliation can only be used after one of your melee attacks is parried, dodged, or misses.
    2
  • Riposte
    Riposte
    Instant
    Focus: 2
    Cooldown: 6s
    Range: 4m
    Ripostes the target for <<1>> weapon damage. Cannot be parried, dodged, or miss. While utilizing Soresu Form, Riposte can only be used after successfully defending against a melee or ranged attack. While not utilizing Soresu Form, Riposte can only be used after one of your melee attacks is parried, dodged, or misses.
    2
  • Smash
    Smash
    Instant
    Rage: 3
    Cooldown: 15s
    Smashes up to 8 enemies within 5 meters, dealing <<1>> kinetic damage. Stuns weak and standard enemies for <<2[%d seconds/%d second/%d seconds]>>.
    3, B
  • Force Sweep
    Force Sweep
    Instant
    Focus: 3
    Cooldown: 15s
    Strikes the target and up to 8 enemies within 5 meters with the Force, dealing <<1>> kinetic damage. Also stuns weak and standard enemies for <<2>> seconds.
    3, B
  • Sundering Assault
    Sundering Assault
    Instant
    Cooldown: 15s
    Range: 4m
    Generate 5 rage and strike the target for <<1>> weapon damage, causing the target to become sundered. Sundered targets have their armor reduced by 20% for <<2[%d seconds/%d second/%d seconds]>>.
    4
  • Sundering Strike
    Sundering Strike
    Instant
    Cooldown: 15s
    Range: 4m
    Generate 5 Focus and strike the target for <<1>> weapon damage, causing the target to become sundered. Sundered targets have their armor reduced by 20% for <<2[%d seconds/%d second/%d seconds]>>.
    4
  • Sweeping Slash
    Sweeping Slash
    Instant
    Rage: 3
    Slashes up to 8 enemies within 5 meters in front of you for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    5, B
  • Cyclone Slash
    Cyclone Slash
    Instant
    Focus: 3
    Slashes up to 8 enemies within 5 meters in front of you for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    5, B
  • Endless Rage
    Endless Rage
    Passive
    Generates 1 rage when attacked. This effect cannot occur more than once every 6 seconds.
    5
  • Visionary
    Visionary
    Passive
    Generates 1 focus when attacked. This effect cannot occur more than once every 6 seconds.
    5
  • Force Scream
    Force Scream
    Instant
    Rage: 4
    Cooldown: 12s
    Range: 10m
    Blasts the target with a Force-enhanced scream, dealing <<1>> kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.
    6, B
  • Blade Storm
    Blade Storm
    Instant
    Focus: 4
    Cooldown: 12s
    Range: 10m
    Uses the Force to project a wave of energy toward the target, dealing <<1>> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.
    6, B
  • Saber Ward
    Saber Ward
    Instant
    Cooldown: 180s
    Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts <<1[%d seconds/%d second/%d seconds]>>.
    7, B
  • Saber Ward
    Saber Ward
    Instant
    Cooldown: 180s
    Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts <<1[%d seconds/%d second/%d seconds]>>.
    7, B
  • Ravage
    Ravage
    Instant
    Cooldown: 18s
    Range: 4m
    Performs a series of lightsaber attacks that deal <<1>> weapon damage. Strikes with both weapons if dual wielding.
    8, B
  • Blade Barrage
    Blade Barrage
    Instant
    Cooldown: 18s
    Range: 4m
    Performs a series of lightsaber attacks that deal <<1>> weapon damage. Strikes with both weapons if dual wielding.
    8, B
  • Unleash
    Unleash
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Resolute
    Resolute
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Blade Turning
    Blade Turning
    Passive
    The first 2 seconds of Saber Ward grants 100% melee and ranged defense.
    10
  • Blade Turning
    Blade Turning
    Passive
    The first 2 seconds of Saber Ward grants 100% melee and ranged defense.
    10
  • Taunt
    Taunt
    Instant
    Cooldown: 15s
    Range: 30m
    Taunts the target, forcing it to attack you for <<1[%d seconds/%d second/%d seconds]>>. Player targets deal 30% less damage when attacking anyone other than you for <<2>> seconds.
    14
  • Taunt
    Taunt
    Instant
    Cooldown: 15s
    Range: 30m
    Taunts the target, forcing it to attack you for <<1[%d seconds/%d second/%d seconds]>>. Player targets deal 30% less damage when attacking anyone other than you for <<2>> seconds.
    14
  • Chilling Scream
    Chilling Scream
    Instant
    Rage: 2
    Chills up to 8 enemies within 8 meters, dealing <<1>> elemental damage and reducing movement speed by 50% for <<2[%d seconds/%d second/%d seconds]>>.
    15
  • Freezing Force
    Freezing Force
    Instant
    Focus: 2
    Freezes up to 8 enemies within 8 meters, dealing <<1>> elemental damage and reducing movement speed by 50% for <<2[%d seconds/%d second/%d seconds]>>.
    15
  • Guard
    Guard
    Instant
    Range: 30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Guard
    Guard
    Instant
    Range: 30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Disruption
    Disruption
    Instant
    Cooldown: 12s
    Range: 4m
    Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
    18, B
  • Force Kick
    Force Kick
    Instant
    Cooldown: 12s
    Range: 4m
    Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds.
    18, B
  • Raging Assault
    Raging Assault
    Passive
    Reduces the cooldowns of Sundering Assault and Aegis Assault by 3 seconds each and increases the rage they generate by 2.
    18
  • Focused Striking
    Focused Striking
    Passive
    Reduces the cooldowns of Sundering Strike and Warding Strike by 3 seconds each and increases the focus they generate by 2.
    18
  • Threatening Scream
    Threatening Scream
    Instant
    Cooldown: 45s
    Taunts all enemies within 15 meters, forcing them to attack you for <<1[%d seconds/%d second/%d seconds]>>, if utilizing Soresu Form. If not utilizing Soresu Form, threat will be immediately reduced by a moderate amount. Also, causes affected player targets to deal 30% less damage for <<2>> seconds when attacking anyone other than you.
    20
  • Challenging Call
    Challenging Call
    Instant
    Cooldown: 45s
    Taunts all enemies within 15 meters, forcing them to attack you for <<1[%d seconds/%d second/%d seconds]>>, if utilizing Soresu Form. If not utilizing Soresu Form, threat will be immediately reduced by a moderate amount. Also, causes affected player targets to deal 30% less damage for <<2>> seconds when attacking anyone other than you.
    20
  • Enrage
    Enrage
    Instant
    Cooldown: 45s
    Immediately generates 6 rage.
    22
  • Combat Focus
    Combat Focus
    Instant
    Cooldown: 45s
    Immediately generates 6 focus.
    22
  • Force Choke
    Force Choke
    1.5s channel
    Cooldown: 60s
    Range: 10m
    Chokes the target, stunning it for <<2>> seconds. Deals <<1>> kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving.
    24, B
  • Force Stasis
    Force Stasis
    1.5s channel
    Cooldown: 60s
    Range: 10m
    Subdues the target, stunning it for <<2>> seconds. Deals <<1>> kinetic damage and builds 3 focus over the duration. This ability can be channeled while moving.
    24, B
  • Single Saber Mastery
    Single Saber Mastery
    Passive
    Increases the damage dealt by your weapon by 20%.
    25
  • Single Saber Mastery
    Single Saber Mastery
    Passive
    Increases the damage dealt by your weapon by 20%.
    25
  • Endure Pain
    Endure Pain
    Instant
    Cooldown: 60s
    Temporarily increases your maximum health by 30% for <<1[%d seconds/%d second/%d seconds]>>. When the effect ends, the health is lost.
    28
  • Enure
    Enure
    Instant
    Cooldown: 60s
    Temporarily increases your maximum health by 30% for <<1[%d seconds/%d second/%d seconds]>>. When the effect ends, the health is lost.
    28
  • Force Push
    Force Push
    Instant
    Cooldown: 60s
    Range: 10m
    Deals <<1>> kinetic damage, knocks the target back several meters, and knocks the target down for <<2[%d/%d/%d]>> seconds. Force Push immediately finishes the cooldown of Force Charge.
    30
  • Force Push
    Force Push
    Instant
    Cooldown: 60s
    Range: 10m
    Deals <<1>> kinetic damage, knocks the target back several meters and knocks the target down for <<2[%d/%d/%d]>> seconds. Force Push immediately finishes the cooldown of Force Leap.
    30
  • Vicious Throw
    Vicious Throw
    Instant
    Rage: 3
    Cooldown: 10s
    Range: 10m
    Throws the main-hand lightsaber at a target, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health.
    32, B
  • Dispatch
    Dispatch
    Instant
    Focus: 3
    Cooldown: 10s
    Range: 10m
    Throws the main-hand lightsaber at a target, dealing <<1>> energy damage. Only usable on targets at or below 30% max health.
    32, B
  • Saber Throw
    Saber Throw
    Instant
    Cooldown: 30s
    Range: 30m
    Throws the main hand lightsaber at a distant target, inflicting <<1>> weapon damage and building 3 rage.
    36
  • Saber Throw
    Saber Throw
    Instant
    Cooldown: 30s
    Range: 30m
    Throws the main-hand lightsaber at a distant target, inflicting <<1>> damage and granting 3 focus.
    36
  • Enraged Defense
    Enraged Defense
    Instant
    Cooldown: 120s
    Empowers you with 12 charges of Enraged Defense, lasting up to <<2>> seconds. Whenever you take damage a charge of Enraged Defense is consumed to heal you for <<1>>. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.
    38
  • Focused Defense
    Focused Defense
    Instant
    Cooldown: 120s
    Empowers you with 12 charges of Focused Defense, lasting up to <<2>> seconds. Whenever you take damage a charge of Focused Defense is consumed to heal you for <<1>>. This ability can be used while stunned or otherwise controlled but cannot be used while above 70% health.
    38
  • Intimidating Roar
    Intimidating Roar
    Instant
    Cooldown: 60s
    Paralyzes up to 8 nearby enemies in fear, preventing all action for up to <<1>> seconds. Damage ends the effect prematurely.
    46, B
  • Awe
    Awe
    Instant
    Cooldown: 60s
    Confounds up to 8 nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely.
    46, B
  • Intercede
    Intercede
    Instant
    Cooldown: 20s
    Range: 30m
    Leaps to a friendly target, reducing his or her threat by a moderate amount and reducing damage taken by 20% for <<1[%d/%d/%d]>> seconds.
    50
  • Guardian Leap
    Guardian Leap
    Instant
    Cooldown: 20s
    Range: 30m
    Leaps to a friendly target, reducing his or her threat by a moderate amount and reducing damage taken by 20% for <<1[%d/%d/%d]>> seconds.
    50
  • Saber Reflect
    Saber Reflect
    Instant
    Cooldown: 60s
    Reflects all direct single target ranged, Force, and tech attacks back to the attacker for <<1>> seconds. The damage done by each reflect is capped, and the cap rises with each new rank of the ability.
    51
  • Saber Reflect
    Saber Reflect
    Instant
    Cooldown: 60s
    Reflects all direct single target ranged, Force, and tech attacks back to the attacker for <<1>> seconds. The damage done by each reflect is capped, and the cap rises with each new rank of the ability.
    51
  • Mad Dash
    Mad Dash
    Instant
    Cooldown: 45s
    Madly dash forward 20 meters, dealing <<1>> weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered.
    59, B
  • Blade Blitz
    Blade Blitz
    Instant
    Cooldown: 45s
    Quickly rush forward 20 meters, dealing <<1>> weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Cannot be used while immobilized or hindered.
    59, B

    Updated discipline paths

    Rage / Focus

  • Raging Burst
    Raging Burst
    Instant
    Rage: 3
    Cooldown: 15s
    Range: 10m
    Blasts the enemy target with a powerful burst of Force energy, dealing <<1>> kinetic damage.
    10
  • Focused Burst
    Focused Burst
    Instant
    Focus: 3
    Cooldown: 15s
    Range: 10m
    Blasts the enemy target with a powerful burst of Force energy, dealing <<1>> kinetic damage.
    10
  • Decimate
    Decimate
    Passive
    Increases the damage dealt by Smash by 40% and reduces the cooldowns of Smash and Raging Burst by 3 seconds each.
    12
  • Swelling Winds
    Swelling Winds
    Passive
    Increases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds each.
    12
  • Shii-Cho Mastery
    Shii-Cho Mastery
    Passive
    Increases armor penetration by 15% and Force attack damage by 3%.
    16
  • Shii-Cho Mastery
    Shii-Cho Mastery
    Passive
    Increases armor penetration by 15% and Force attack damage by 3%.
    16
  • Saber Strength
    Saber Strength
    Passive
    Increases the damage you deal with saber attacks by 5%.
    20
  • Saber Strength
    Saber Strength
    Passive
    Increases the damage you deal with saber attacks by 5%.
    20
  • Dark Resonance
    Dark Resonance
    Passive
    Increases the critical strike damage of all attacks by 15%.
    24
  • Focused Resonance
    Focused Resonance
    Passive
    Increases the critical strike damage of all attacks by 15%.
    24
  • Obliterate
    Obliterate
    Instant
    Rage: 3
    Cooldown: 15s
    Range: 10m
    Jumps to a target, dealing <<1>> weapon damage and immobilizing it for <<2>> second. Can be used while immobilized. Strikes with both weapons if dual wielding.
    26
  • Zealous Leap
    Zealous Leap
    Instant
    Focus: 3
    Cooldown: 15s
    Range: 10m
    Leaps to a target, dealing <<1>> weapon damage and immobilizing the target for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.
    26
  • Battle Cry
    Battle Cry
    Passive
    Reduces the cooldown of Obliterate by 3 seconds and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.
    28
  • Momentum
    Momentum
    Passive
    Reduces the cooldown of Zealous Leap by 3 seconds and causes Force Leap and Zealous Leap to make your next Blade Storm deal 5% more damage and generate 1 focus, rather than consume focus.
    28
  • Overpower
    Overpower
    Passive
    Assault, Sundering Assault, Vicious Slash, Sweeping Slash, Retaliation, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second and Enrage by 2 seconds.
    32
  • Zephyrean Slash
    Zephyrean Slash
    Passive
    Strike, Sundering Strike, Slash, Cyclone Slash, Riposte, Blade Storm, Dispatch, and Concentrated Slice reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second and Combat Focus by 2 seconds.
    32
  • Dominate
    Dominate
    Passive
    Force Charge and Obliterate make your next Smash or Raging Burst used within <<1>> seconds an automatic critical hit.
    36
  • Felling Blow
    Felling Blow
    Passive
    Force Leap and Zealous Leap make your next Force Sweep or Focused Burst used within <<1>> seconds an automatic critical hit.
    36
  • Cascading Power
    Cascading Power
    Passive
    Increases all damage dealt by 5% for <<1>> seconds after dealing damage with Smash or Raging Burst. This effect cannot occur more than once every 8 seconds.
    40
  • Heightened Power
    Heightened Power
    Passive
    Increases all damage dealt by 5% for <<1>> seconds after dealing damage with Force Sweep or Focused Burst. This effect cannot occur more than once every 8 seconds.
    40
  • Force Crush
    Force Crush
    Instant
    Rage: 4
    Cooldown: 18s
    Range: 10m
    Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2>> kinetic damage.
    42
  • Force Exhaustion
    Force Exhaustion
    Instant
    Focus: 4
    Cooldown: 18s
    Range: 10m
    Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2>> kinetic damage.
    42
  • Shockwave
    Shockwave
    Passive
    Enrage and Force Crush grant Shockwave, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage. Additionally, the cooldown of Enrage is reduced by 15 seconds, and Enrage generates 6 additional rage over <<1>> seconds when used.
    44
  • Singularity
    Singularity
    Passive
    Combat Focus and Force Exhaustion grant Singularity, increasing the damage dealt by your next Force Sweep or Focused Burst by 15% and making your next Force Sweep or Focused Burst consume no focus. Additionally, the cooldown of Combat Focus is reduced by 15 seconds, and Combat Focus generates 6 additional focus over <<1>> seconds when used.
    44
  • Gravity Manipulation
    Gravity Manipulation
    Passive
    Obliterate and Force Crush each consume 1 less rage.
    48
  • Gravity Defiance
    Gravity Defiance
    Passive
    Zealous Leap and Force Exhaustion each consume 1 less focus.
    48
  • Brutality
    Brutality
    Passive
    Increases the critical strike chance of Vicious Throw and Furious Strike by 5%. Additionally, Intercede now purges all movement-impairing effects.
    52
  • Swift Slash
    Swift Slash
    Passive
    Increases the critical strike chance of Dispatch and Concentrated Slice by 5%. Additionally, Guardian Leap now purges all movement-impairing effects.
    52
  • Force Lash
    Force Lash
    Passive
    Vicious Slash, Sweeping Slash, and Retaliation deal <<1>> additional Force energy damage.
    56
  • Force Lash
    Force Lash
    Passive
    Slash, Cyclone Slash, and Riposte deal <<1>> additional Force energy damage.
    56
  • Furious Strike
    Furious Strike
    Instant
    Rage: 5
    Cooldown: 9s
    Range: 4m
    Strikes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    58
  • Concentrated Slice
    Concentrated Slice
    Instant
    Focus: 5
    Cooldown: 9s
    Range: 4m
    Slices the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    58
  • Furious Power
    Furious Power
    Passive
    Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
    60
  • Concentrated Power
    Concentrated Power
    Passive
    Concentrated Slice enables Riposte and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
    60
  • Enveloping Rage
    Enveloping Rage
    Passive
    Activating Raging Burst or Smash increases your damage reduction by 5% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 8 seconds.
    64
  • Protective Focus
    Protective Focus
    Passive
    Activating Focused Burst or Force Sweep increases your damage reduction by 5% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 8 seconds.
    64
  • Fuming Rage
    Fuming Rage
    Passive
    Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.
    68
  • Focused Vision
    Focused Vision
    Passive
    Force Exhaustion grants Focused Vision, making your next Zealous Leap or Concentrated Slice consume no focus.
    68

    Vengeance / Vigilance

  • Shatter
    Shatter
    Instant
    Rage: 5
    Cooldown: 12s
    Range: 4m
    Channels the Force into your lightsaber and crushes your target under its weight, instantly dealing <<1>> internal damage, with a further <<2[%d/%d/%d]>> internal damage over <<3[%d/%d/%d]>> seconds.
    10
  • Plasma Brand
    Plasma Brand
    Instant
    Focus: 5
    Cooldown: 12s
    Range: 4m
    Engulfs your lightsaber in fiery plasma, instantly dealing <<1>> elemental damage, with a further <<2[%d/%d/%d]>> elemental damage over <<3[%d/%d/%d]>> seconds.
    10
  • Shien Form
    Shien Form
    Passive
    Utilize an aggressive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that consume rage will refund 1 rage when used.

    Replaces Shii-Cho Form.
    12
  • Shien Form
    Shien Form
    Passive
    Utilize an offensive lightsaber form, increasing all damage dealt by 6% and movement speed by 15%. All attacks that consume focus will refund 1 focus when used.

    Replaces Shii-Cho Form.
    12
  • Bloodbath
    Bloodbath
    Passive
    Smash and Vengeful Slam spread your bleed effects to all targets they damage, if at least one of the targets is already affected by your bleeds. In addition, Sweeping Slash deals 25% more damage to bleeding targets.
    16
  • Burning Storm
    Burning Storm
    Passive
    Force Sweep and Vigilant Thrust spread your burning effects to all targets they damage, if at least one of the targets is already affected by your burns. In addition, Cyclone Slash deals 25% more damage to burning targets.
    16
  • Rampage
    Rampage
    Passive
    Shatter finishes the active cooldown on Ravage and generates 3 rage.
    20
  • Zen Strike
    Zen Strike
    Passive
    Plasma Brand finishes the active cooldown on Blade Barrage and generates 3 Focus.
    20
  • Draining Scream
    Draining Scream
    Passive
    Force Scream causes the target to bleed for <<1>> internal damage over <<2>> seconds.
    24
  • Burning Blade
    Burning Blade
    Passive
    Blade Storm causes the target to burn for <<1>> elemental damage over <<2>> seconds.
    24
  • Impale
    Impale
    Instant
    Rage: 4
    Cooldown: 15s
    Range: 4m
    Impales the target for <<1>> weapon damage.
    26
  • Overhead Slash
    Overhead Slash
    Instant
    Focus: 4
    Cooldown: 15s
    Range: 4m
    Executes an acrobatic attack that deals <<1>> weapon damage.
    26
  • Ruin
    Ruin
    Passive
    Reduces the cooldowns of Smash and Vengeful Slam by 6 seconds each, and both abilities no longer consume rage.
    28
  • Effluence
    Effluence
    Passive
    Reduces the cooldowns of Force Sweep and Vigilant Thrust by 6 seconds each, and both abilities no longer consume focus.
    28
  • Ravager
    Ravager
    Passive
    Melee attacks deal 3% more damage and the damage dealt by Ravage is increased by an additional 5%.
    32
  • Master Focus
    Master Focus
    Passive
    Melee attacks deal 3% more damage and the damage dealt by Blade Barrage is increased by an additional 5%.
    32
  • Vengeance
    Vengeance
    Passive
    Reduces the cooldown of Impale by 6 seconds and Force Scream by 3 seconds.
    36
  • Vigilance
    Vigilance
    Passive
    Reduces the cooldown of Overhead Slash by 6 seconds and Blade Storm by 3 seconds.
    36
  • Eviscerate
    Eviscerate
    Passive
    Impale causes the target to bleed for <<1>> internal damage over <<2>> seconds and beats the target down for <<3>> seconds. Beat Down targets take 5% more damage from melee attacks.
    40
  • Burning Purpose
    Burning Purpose
    Passive
    Overhead Slash sets the target ablaze for <<1>> elemental damage over <<2>> seconds and beats the target down for <<3>> seconds. Beat Down targets take 5% more damage from melee attacks.
    40
  • Hew
    Hew
    Instant
    Rage: 3
    Cooldown: 10s
    Range: 30m
    Hurls the main-hand lightsaber at a target, dealing <<1>> weapon damage and slowing its movement speed by 50% for <<2[%d seconds/%d second/%d seconds]>>. Only usable on targets at or below 30% max health.

    Replaces Vicious Throw.
    42
  • Whirling Blade
    Whirling Blade
    Instant
    Focus: 3
    Cooldown: 10s
    Range: 30m
    Hurls the main-hand lightsaber at a target, dealing <<1>> weapon damage and slowing its movement speed by 50% for <<2[%d seconds/%d second/%d seconds]>>. Only usable on targets at or below 30% max health.

    Replaces Dispatch.
    42
  • Sundering Throw
    Sundering Throw
    Passive
    Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for <<1>> seconds. Sundered targets have their armor rating reduced by 20%.
    44
  • Sundering Throw
    Sundering Throw
    Passive
    Reduces the cooldown of Saber Throw by 5 seconds, and causes Saber Throw to sunder its target for <<1>> seconds. Sundered targets have their armor rating reduced by 20%.
    44
  • Brawn
    Brawn
    Passive
    Force Charge grants Brawn, providing immunity to interrupts, stuns, knockdowns, and incapacitating effects for <<1>> seconds. Additionally, during this time, damage reduction is increased by 20%.
    48
  • Robust
    Robust
    Passive
    Force Leap grants Robust, providing immunity to interrupts, stuns, knockdowns, and incapacitating effects for <<1>> seconds. Additionally, during this time, damage reduction is increased by 20%.
    48
  • Savagery
    Savagery
    Passive
    Shatter, Impale, Hew, and Vengeful Slam increase the critical chance of your next Force Scream by 50%. Lasts <<1>> seconds. Stacks up to 2 times.
    52
  • Force Rush
    Force Rush
    Passive
    Plasma Brand, Overhead Slash, Whirling Blade, and Vigilant Thrust increase the critical chance of your next Blade Storm by 50%. Lasts <<1>> seconds. Stacks up to 2 times.
    52
  • Deafening Defense
    Deafening Defense
    Passive
    Increases damage reduction by 5% at all times and by an additional 15% while Endure Pain is active. In addition, all area effect damage is reduced by 60% for 15 seconds after Threatening Scream is activated.
    56
  • Commanding Awe
    Commanding Awe
    Passive
    Increases damage reduction by 5% at all times and by an additional 15% while Enure is active. In addition, all area effect damage is reduced by 60% for 15 seconds after Challenging Call is activated.
    56
  • Vengeful Slam
    Vengeful Slam
    Instant
    Rage: 3
    Cooldown: 15s
    Slams your weapon on the ground, causing a Force-empowered shockwave that deals <<1>> energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for <<2[%d seconds/%d second/%d seconds]>>.

    Replaces Smash.
    58
  • Vigilant Thrust
    Vigilant Thrust
    Instant
    Focus: 3
    Cooldown: 15s
    Thrusts your weapon into the ground, causing a Force-empowered shockwave that deals <<1>> energy damage to up to 8 enemies within 5 meters. Stuns weak and standard enemies for <<2[%d seconds/%d second/%d seconds]>>.

    Replaces Force Sweep.
    58
  • Destroyer
    Destroyer
    Passive
    Increases the damage dealt by your bleeding effects by 10%. In addition, your Ravage and bleed damage has a 30% chance to trigger Destroyer, which finishes the cooldown on Hew and makes your next Hew consume no rage and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
    60
  • Keening
    Keening
    Passive
    Increases the damage dealt by your burning effects by 10%. In addition, your Blade Barrage and burning damage has a 30% chance to trigger Keening, which finishes the cooldown on Whirling Blade and makes your next Whirling Blade free and usable on a target with any health level. This effect cannot occur more than once every 20 seconds.
    60
  • Gushing Veins
    Gushing Veins
    Passive
    Increases the critical chance of Shatter, Vengeful Slam, and bleeding effects by 5%.
    64
  • Smoldering Saber
    Smoldering Saber
    Passive
    Increases the critical chance of Plasma Brand, Vigilant Thrust, and burning effects by 5%.
    64
  • Bloodmaster
    Bloodmaster
    Passive
    For each of your bleeding effects active on an enemy target, you deal 3% more bleed damage, up to a maximum of 9% more bleed damage while Shatter, Draining Scream, and Eviscerate are each bleeding a target.
    68
  • Burnmaster
    Burnmaster
    Passive
    For each of your burning effects active on an enemy target, you deal 3% more burn damage, up to a maximum of 9% more burn damage while Plasma Brand, Burning Blade, and Burning Purpose are each burning a target.
    68

    Immortal / Defense

  • Aegis Assault
    Aegis Assault
    Instant
    Cooldown: 15s
    Range: 4m
    Increases damage reduction by 3% for <<2[%d seconds/%d second/%d seconds]>>, generates 6 rage, and deals <<1>> weapon damage to the target with a series of quick melee attacks.

    Replaces Sundering Assault.
    10
  • Warding Strike
    Warding Strike
    Instant
    Cooldown: 15s
    Range: 4m
    Increases damage reduction by 3% for <<2[%d seconds/%d second/%d seconds]>>, generates 6 focus, and deals <<1>> weapon damage to the target with a series of quick melee attacks.

    Replaces Sundering Strike.
    10
  • Soresu Form
    Soresu Form
    Passive
    Utilize a defensive lightsaber form, increasing armor rating by 60%, damage reduction by 6%, shield chance by 15%, threat generation by 100%, and accuracy by 10%. While utilizing Soresu Form, all damage dealt is reduced by 10%, and all Assault abilities generate 1 less rage.

    Replaces Shii-Cho Form.
    12
  • Soresu Form
    Soresu Form
    Passive
    Utilize a defensive lightsaber form, increasing armor rating by 60%, damage reduction by 6%, shield chance by 15%, threat generation by 100%, and accuracy by 10%. While utilizing Soresu Form, all damage dealt is reduced by 10%, and all Strike abilities generate 1 less focus.

    Replaces Shii-Cho Form.
    12
  • Heavy Handed
    Heavy Handed
    Passive
    Smash deals 75% more damage and consumes 2 less rage. Additionally, the critical chance of Sweeping Slash and Ravage is increased by 30%.
    16
  • Pacification
    Pacification
    Passive
    Force Sweep deals 75% more damage and consumes 2 less focus. Additionally, the critical chance of Cyclone Slash and Blade Barrage is increased by 30%.
    16
  • Quake
    Quake
    Passive
    Targets damaged by your Smash and Sweeping Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for <<1>> seconds. In addition, damage dealt by Force Scream is increased by 40%.
    20
  • Dust Storm
    Dust Storm
    Passive
    Targets damaged by your Force Sweep and Cyclone Slash become unsteady. Unsteady targets have their melee and ranged accuracy decreased by 5% for <<1>> seconds. In addition, damage dealt by Blade Storm is increased by 40%.
    20
  • Lash Out
    Lash Out
    Passive
    Retaliation consumes 1 less rage and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
    24
  • Lunge
    Lunge
    Passive
    Riposte consumes 1 less focus and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
    24
  • Crushing Blow
    Crushing Blow
    Instant
    Rage: 5
    Cooldown: 12s
    Range: 4m
    Crushes the target beneath a powerful blow, dealing <<1>> weapon damage, enabling Retaliation, and impairing the target for <<2[%d seconds/%d second/%d seconds]>>. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Aegis Assault, Crushing Blow damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.
    26
  • Guardian Slash
    Guardian Slash
    Instant
    Focus: 5
    Cooldown: 12s
    Range: 4m
    Slashes the target with a powerful stroke, dealing <<1>> weapon damage, enabling Riposte, and impairing the target for <<2[%d seconds/%d second/%d seconds]>>. Impaired targets deal 5% less damage with Force and tech attacks. If you are protected by your Warding Strike, Guardian Slash damages up to 7 additional nearby enemies for the same amount. Does not damage sleeping, lifted, or incapacitated enemies. This attack knocks down all affected standard and weak enemies. Generates a high amount of threat.
    26
  • Rule of Two
    Rule of Two
    Passive
    Increases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 seconds.
    28
  • Expeditious Protector
    Expeditious Protector
    Passive
    Increases armor rating by 15%, and when your guarded target is attacked, your movement speed is increased by 30% for 6 seconds.
    28
  • Blade Barricade
    Blade Barricade
    Passive
    Retaliation raises a Blade Barricade, increasing your defense chance by 5% for <<1[%d seconds/%d second/%d seconds]>>.
    32
  • Blade Barricade
    Blade Barricade
    Passive
    Riposte raises a Blade Barricade, increasing your defense chance by 5% for <<1[%d seconds/%d second/%d seconds]>>.
    32
  • Sweeping Fury
    Sweeping Fury
    Passive
    Reduces the rate limit by which Endless Rage can generate rage by 3 seconds, and reduces the rage consumed by Force Scream, Vicious Slash, Sweeping Slash, and Crushing Blow by 1. In addition, Vicious Slash and Sweeping Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
    36
  • Cyclonic Sweeps
    Cyclonic Sweeps
    Passive
    Reduces the rate limit by which Visionary can generate focus by 3 seconds, and reduces the focus consumed by Blade Storm, Slash, Cyclone Slash, and Guardian Slash by 1. In addition, Slash and Cyclone Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
    36
  • Force Grip
    Force Grip
    Passive
    Force Choke deals 100% more damage, generates 100% more threat, and activates instantly.
    40
  • Stasis Mastery
    Stasis Mastery
    Passive
    Force Stasis deals 100% more damage, generates 100% more threat, and activates instantly.
    40
  • Backhand
    Backhand
    Instant
    Cooldown: 60s
    Range: 4m
    Bashes the target for <<1>> kinetic damage, stunning it for <<2[%d seconds/%d second/%d seconds]>>. This ability generates a high amount of threat.
    42
  • Hilt Bash
    Hilt Bash
    Instant
    Cooldown: 60s
    Range: 4m
    Smacks the target for <<1>> kinetic damage, stunning it for <<2[%d seconds/%d second/%d seconds]>>. This ability generates a high amount of threat.
    42
  • Sonic Barrier
    Sonic Barrier
    Passive
    Activating Force Scream grants Sonic Barrier, which absorbs a moderate amount of damage. Lasts up to <<1>> seconds.
    44
  • Blade Barrier
    Blade Barrier
    Passive
    Activating Blade Storm grants Blade Barrier, which absorbs a moderate amount of damage. Lasts up to <<1>> seconds.
    44
  • Conquering Defense
    Conquering Defense
    Passive
    Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the paralyzing effect ends. Targets immune to the paralyzing effect will immediately suffer from this damage reducing effect.
    48
  • Abating Defense
    Abating Defense
    Passive
    Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Awe deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.
    48
  • Revenge
    Revenge
    Passive
    Parrying, deflecting, shielding, or resisting an attack has a 50% chance to grant Revenge, reducing the rage consumed by your next Force Scream or Vicious Throw by 1. Lasts up to <<1>> seconds, and stacks up to 3 times.
    52
  • Courage
    Courage
    Passive
    Parrying, deflecting, shielding or resisting an attack has a 50% chance to grant Courage, reducing the focus consumed by your next Blade Storm or Dispatch by 1. Lasts up to <<1>> seconds and stacks up to 3 times.
    52
  • Dark Blood
    Dark Blood
    Passive
    Increases the duration of Endure Pain by 10 seconds. Increases elemental and internal damage reduction by 5%.
    56
  • Inner Peace
    Inner Peace
    Passive
    Increases the duration of Enure by 10 seconds. Increases elemental and internal damage reduction by 5%.
    56
  • Invincible
    Invincible
    Instant
    Cooldown: 180s
    Reduces all damage taken by 40% for <<1[%d seconds/%d second/%d seconds]>>.
    58
  • Warding Call
    Warding Call
    Instant
    Cooldown: 180s
    Reduces all damage taken by 40% for <<1[%d seconds/%d second/%d seconds]>>.
    58
  • Consuming Power
    Consuming Power
    Passive
    Increases the critical chance of Smash and Crushing Blow by 20%. Additionally, Aegis Assault deals an additional 30% damage and increases shield absorption by 3%.
    60
  • Warding Power
    Warding Power
    Passive
    Increases the critical chance of Force Sweep and Guardian Slash by 20%. Additionally, Warding Strike deals an additional 30% damage and increases shield absorption by 3%.
    60
  • Pillar of Strength
    Pillar of Strength
    Passive
    Reduces the cooldown of Invincible by 30 seconds and increases the damage dealt by Backhand, Ravage, and Crushing Blow by 30%.
    64
  • Beacon of Might
    Beacon of Might
    Passive
    Reduces the cooldown of Warding Call by 30 seconds and increases the damage dealt by Hilt Bash, Blade Barrage, and Guardian Slash by 30%.
    64
  • Defensive Slashes
    Defensive Slashes
    Passive
    Dealing damage with Ravage increases your defense chance by 2%. Stacks up to 3 times and lasts for <<1[%d seconds/%d second/%d seconds]>>.
    68
  • Defensive Swings
    Defensive Swings
    Passive
    Dealing damage with Blade Barrage increases your defense chance by 2%. Stacks up to 3 times and lasts for <<1[%d seconds/%d second/%d seconds]>>.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Payback
    Passive
    Reduces the cooldown of Unleash by 30 seconds and causes Unleash to heal you for 10% of your maximum health when used.
  • Warmonger
    Passive
    Getting attacked reduces the active cooldown of Force Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Overwhelm
    Passive
    Ravage immobilizes the target for 3 seconds.
  • Path Carver
    Passive
    Sweeping Slash deals 25% more damage.
  • Deadly Reprisal
    Passive
    Taking non-periodic area of effect damage generates 2 rage. This effect cannot occur more than once per second.
  • Unyielding
    Passive
    You generate 4 rage when stunned, immobilized, put to sleep, or knocked around.
  • Second Wind
    Passive
    Reduces the cooldown of Resolute by 30 seconds and causes Resolute to heal you for 10% of your maximum health when used.
  • Battlefield Command
    Passive
    Getting attacked reduces the active cooldown of Force Leap by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Debilitation
    Passive
    Blade Barrage immobilizes the target for 3 seconds.
  • Trailblazer
    Passive
    Cyclone Slash deals 25% more damage.
  • Narrowed Focus
    Passive
    Taking non-periodic area of effect damage generates 2 focus. This effect cannot occur more than once per second.
  • Defiance
    Passive
    You generate 4 focus when stunned, immobilized, put to sleep, or knocked around.
    MASTERFUL MASTERFUL
  • Pooled Hatred
    Passive
    Whenever your movement is impaired, you gain a 10% damage bonus to your next ability that consumes rage. This effect can stack up to 5 times and lasts <<1>> seconds.
  • Crushing Fist
    Passive
    For the Immortal discipline, Smash slows the targets it damages by 60% for <<1>> seconds. For the Vengeance and Rage disciplines, Smash and Vengeful Slam sunder the targets they damage for <<2>> seconds. Sundered targets have their armor rating decreased by 20%.
  • Sonic Wall
    Passive
    Threatening Scream protects all allies within range, excluding yourself, granting Sonic Wall, which absorbs a moderate amount of damage. Lasts <<1>> seconds.
  • Strangulate
    Passive
    Reduces the cooldown of Force Choke by 15 seconds.
  • Unstoppable
    Passive
    Force Charge grants Unstoppable, granting immunity to movement-impairing effects and effects that push or pull you around for <<1>> seconds.
  • Unshackling Rage
    Passive
    Activating Enrage purges movement-impairing effects and increases your movement speed by 50% for <<1[%d seconds/%d second/%d seconds]>>.
  • Gather Strength
    Passive
    Whenever your movement is impaired, you gain a 10% damage bonus to your next ability that consumes focus. This effect can stack up to 5 times and lasts <<1>> seconds.
  • Purifying Sweep
    Passive
    For the Defense discipline, Force Sweep slows the targets it damages by 60% for <<1>> seconds. For the Vigilance and Focus disciplines, Force Sweep and Vigilant Thrust sunder the targets they damage for <<2>> seconds. Sundered targets have their armor rating decreased by 20%.
  • Guardianship
    Passive
    Challenging Call protects all allies within range, excluding yourself, granting Guardianship, which absorbs a moderate amount of damage. Lasts <<1>> seconds.
  • Pulse
    Passive
    Reduces the cooldown of Force Stasis by 15 seconds.
  • Unremitting
    Passive
    Force Leap grants Unremitting, granting immunity to movement-impairing effects and effects that push or pull you around for <<1>> seconds.
  • Focused Freedom
    Passive
    Activating Combat Focus purges movement-impairing effects and increases your movement speed by 50% for <<1[%d seconds/%d second/%d seconds]>>.
    HEROIC HEROIC
  • War Bringer
    Passive
    Force Charge enables your next Vicious Throw or Hew to be used against a target with any percentage of health. Lasts up to <<1[%d seconds/%d second/%d seconds]>>.
  • Through Passion
    Passive
    Reduces the cooldown of Enraged Defense by 30 seconds.
  • Seething Hatred
    Passive
    When you exit combat, the active cooldowns of Force Charge, Enrage, and Saber Throw are reduced by 100%.
  • Whiplash
    Passive
    Saber Throw immobilizes the target for 3 seconds.
  • Through Power
    Passive
    Enraged Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Consuming Rage
    Passive
    Endure Pain removes all cleansable effects when activated.
  • Ardent Advocate
    Passive
    Force Leap enables your next Dispatch or Whirling Blade to be used against a target with any percentage of health. Lasts up to <<1[%d seconds/%d second/%d seconds]>>.
  • Through Peace
    Passive
    Reduces the cooldown of Focused Defense by 30 seconds.
  • Preparation
    Passive
    When you exit combat, the active cooldowns of Force Leap, Combat Focus, and Saber Throw are reduced by 100%.
  • Whiplash
    Passive
    Saber Throw immobilizes the target for 3 seconds.
  • True Harmony
    Passive
    Focused Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
  • Peaceful Focus
    Passive
    Enure removes all cleansable effects when activated.
    LEGENDARY LEGENDARY
  • Through Victory
    Passive
    Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
  • Piercing Chill
    Passive
    Chilling Scream pierces enemies with an aching chill, dealing <<1>> elemental damage to all affected targets over 8 seconds. Additionally, Chilling Scream grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • Thrown Gauntlet
    Passive
    Reduces the cooldowns of Force Push and Intimidating Roar by 15 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.
  • Extending Roar
    Passive
    Increases the range of Force Scream to 30 meters, but Force Scream deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Extending Roar, allowing your next Force Scream to deal full damage regardless of the distance from the target.
  • Intimidating Presence
    Passive
    Force Charge finishes the cooldown on Disruption. In addition, Saber Reflect lasts 2 seconds longer, and if Soresu Form is being utilized, generates a high amount of threat on all engaged enemies within 30 meters when activated.
  • Reckoning
    Passive
    Intercede grants Reckoning, increasing the damage dealt by your next melee ability by 20%. This effect lasts for <<1>> seconds.
  • Cut Loose
    Passive
    Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.
  • Persistent Chill
    Passive
    Freezing Force pierces enemies with an aching chill, dealing <<1>> elemental damage to all affected targets over 8 seconds. Additionally, Freezing Force grants Chilling Speed, increasing your movement speed by 35% for 8 seconds.
  • Jedi Warden
    Passive
    Reduces the cooldowns of Force Push and Awe by 15 seconds. Additionally, reduces the cooldown of Guardian Leap by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Guardian Leap.
  • Unyielding Justice
    Passive
    Increases the range of Blade Storm to 30 meters, but Blade Storm deals reduced damage beyond 10 meters. Additionally, Force Push deals 20% more damage and grants Unyielding Justice, allowing your next Blade Storm to deal full damage regardless of the distance from the target.
  • Daunting Presence
    Passive
    Force Leap finishes the cooldown on Force Kick. In addition, Saber Reflect lasts 2 seconds longer, and if Soresu Form is being utilized, generates a high amount of threat on all engaged enemies within 30 meters when activated.
  • Thwart
    Passive
    Guardian Leap grants Thwart, increasing the damage dealt by your next melee ability by 20%. This effect lasts for <<1>> seconds.

    Sith Marauder  / Jedi Sentinel 

    • Ravage/Blade Dance has been turned into an instant ability.
    • The weapon form is now a passive and automatically selected depending on the Discipline.
    • The 60 second droid mez has been removed.
    Updated abilities
    Cosmetic changes:
    Stance now part of Discipline
    Cosmetic changes: Cosmetic changes:
    Removed abilities

    Discipline changes

    • Bloody Slashes/Burning Slices was moved from Carnage/Combat to Fury/Concentration.
    • To make up for it, Carnage/Combat had part of the effect from Execute/Opportune Attack split into a new passive, Disembowel/Exercise. Because Ataru Form is now a passive, they also received a new ability, Gore/Lance.
    • Annihilation/Watchman did not receive a new passive because they received the Juyo Form passive instead.
    Fury Concentration
    Cosmetic changes: Cosmetic changes:
    Annihilation Watchman
    Cosmetic changes: Cosmetic changes:
    Carnage Combat
    Cosmetic changes: Cosmetic changes:

    Utility changes

    New utilities
    Merged utilities
    Updated utilities
    Cosmetic changes: Cosmetic changes:

    Updated list of abilities by level

    B = base class ability, shared with Juggernauts/Guardians.

  • Vicious Slash
    Vicious Slash
    Instant
    Rage: 3
    Range: 4m
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    1, B
  • Slash
    Slash
    Instant
    Focus: 3
    Range: 4m
    Slashes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    1, B
  • Assault
    Assault
    Instant
    Range: 4m
    Generates 2 rage and inflicts <<1>> weapon damage with a series of quick melee attacks. Attacks with both weapons if dual wielding.
    1, B
  • Strike
    Strike
    Instant
    Range: 4m
    Inflicts <<1>> weapon damage with a series of quick melee attacks. Generates 2 focus. Strikes with both weapons if dual wielding.
    1, B
  • Force Charge
    Force Charge
    Instant
    Cooldown: 15s
    Range: 10-30m
    Jumps to a distant target, dealing <<1>> damage with the main-hand weapon, immobilizing the target for <<2[%d seconds/%d second/%d seconds]>> and interrupting the target's current action. Builds 3 rage. Cannot be used against targets in cover.
    1, B
  • Force Leap
    Force Leap
    Instant
    Cooldown: 15s
    Range: 10-30m
    Jumps to a distant target, dealing <<1>> damage with the main-hand weapon, immobilizing the target for <<2[%d seconds/%d second/%d seconds]>> and interrupting the target's current action. Builds 3 focus. Cannot be used against targets in cover.
    1, B
  • Shii-Cho Form
    Shii-Cho Form
    Passive
    Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
    2, B
  • Shii-Cho Form
    Shii-Cho Form
    Passive
    Utilize a balanced lightsaber form, increasing all damage dealt and reducing all damage received by 3%.
    2, B
  • Berserk
    Berserk
    Instant
    Cooldown: 1.5s
    Requires and converts 30 stacks of Fury to go Berserk. Lasts for 6 charges. This effect varies based on your lightsaber form:
    Shii-Cho Form: Instantly generates 4 rage, plus 8 additional rage over the next few seconds.
    Juyo Form: Increases the critical chance of your bleed attacks by 100% and causes bleed damage to heal your group for 1% of max health each tick.
    Ataru Form: Grants 30% alacrity. Each attack consumes 1 charge.
    2
  • Zen
    Zen
    Instant
    Cooldown: 1.5s
    Requires and converts 30 stacks of Centering to enter a Zen state. Lasts for 6 charges. This effect varies based on your lightsaber form:
    Shii-Cho Form: Instantly generates 4 focus, plus 8 additional focus over the next few seconds.
    Juyo Form: Increases the critical chance of your burn attacks by 100% and causes burn damage to heal your group for 1% of max health each tick.
    Ataru Form: Grants 30% alacrity. Each attack consumes 1 charge.
    2
  • Fury
    Fury
    Passive
    Activating an attack that spends rage and defeating opponents builds Fury. When 30 stacks of Fury are built, you become Furious, enabling the use of Berserk, Predation, and Bloodthirst.
    2
  • Centering
    Centering
    Passive
    Activating an attack that spends focus and defeating opponents builds Centering. When 30 stacks of Centering are built, you become Centered, enabling the use of Zen, Transcendence and Inspiration.
    2
  • Smash
    Smash
    Instant
    Rage: 3
    Cooldown: 15s
    Smashes up to 8 enemies within 5 meters, dealing <<1>> kinetic damage. Stuns weak and standard enemies for <<2[%d seconds/%d second/%d seconds]>>.
    3, B
  • Force Sweep
    Force Sweep
    Instant
    Focus: 3
    Cooldown: 15s
    Strikes the target and up to 8 enemies within 5 meters with the Force, dealing <<1>> kinetic damage. Also stuns weak and standard enemies for <<2>> seconds.
    3, B
  • Battering Assault
    Battering Assault
    Instant
    Cooldown: 15s
    Range: 4m
    Strikes the target multiple times with both lightsabers, dealing <<1>> weapon damage and building 6 rage. Requires two lightsabers.
    4
  • Zealous Strike
    Zealous Strike
    Instant
    Cooldown: 15s
    Range: 4m
    Strikes the target multiple times with both lightsabers, dealing <<1>> weapon damage and building 6 focus. Requires two lightsabers.
    4
  • Sweeping Slash
    Sweeping Slash
    Instant
    Rage: 3
    Slashes up to 8 enemies within 5 meters in front of you for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    5, B
  • Cyclone Slash
    Cyclone Slash
    Instant
    Focus: 3
    Slashes up to 8 enemies within 5 meters in front of you for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    5, B
  • Force Scream
    Force Scream
    Instant
    Rage: 4
    Cooldown: 12s
    Range: 10m
    Blasts the target with a Force-enhanced scream, dealing <<1>> kinetic damage. In addition, standard and weak enemies are stunned for 4 seconds.
    6, B
  • Blade Storm
    Blade Storm
    Instant
    Focus: 4
    Cooldown: 12s
    Range: 10m
    Uses the Force to project a wave of energy toward the target, dealing <<1>> kinetic damage. In addition, standard and weak enemies are knocked senseless, stunned for 4 seconds.
    6, B
  • Saber Ward
    Saber Ward
    Instant
    Cooldown: 180s
    Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts <<1[%d seconds/%d second/%d seconds]>>.
    7, B
  • Saber Ward
    Saber Ward
    Instant
    Cooldown: 180s
    Raises a lightsaber ward, increasing melee and ranged defenses by 50% and absorbing 25% of the damage taken from Force and tech attacks. Lasts <<1[%d seconds/%d second/%d seconds]>>.
    7, B
  • Ravage
    Ravage
    Instant
    Cooldown: 18s
    Range: 4m
    Performs a series of lightsaber attacks that deal <<1>> weapon damage. Strikes with both weapons if dual wielding.
    8, B
  • Blade Barrage
    Blade Barrage
    Instant
    Cooldown: 18s
    Range: 4m
    Performs a series of lightsaber attacks that deal <<1>> weapon damage. Strikes with both weapons if dual wielding.
    8, B
  • Unleash
    Unleash
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Resolute
    Resolute
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Cloak of Pain
    Cloak of Pain
    Instant
    Cooldown: 60s
    Reduces all damage taken by 20% and deals <<1>> energy damage to attackers. This effect cannot occur more than once every second. Lasts <<2[%d/%d/%d]>> seconds. Cloak of Pain refreshes to its full duration when attacked, but this effect cannot last more than <<3[%d/%d/%d]>> seconds in total.
    10
  • Rebuke
    Rebuke
    Instant
    Cooldown: 60s
    Reduces all damage taken by 20% and deals <<1>> energy damage to attackers. This effect cannot occur more than once every second. Lasts <<2[%d/%d/%d]>> seconds. Rebuke refreshes to its full duration when attacked, but this effect cannot last more than <<3[%d/%d/%d]>> seconds in total.
    10
  • Enraged Slash
    Enraged Slash
    Passive
    Vicious Slash, Sweeping Slash, Vicious Throw, Massacre, Annihilate, and Furious Strike refund 1 rage when used. In addition, Battering Assault beats down its target for <<1>> seconds. Beat Down targets take 5% more damage from melee attacks.
    12
  • Focused Slash
    Focused Slash
    Passive
    Slash, Cyclone Slash, Dispatch, Blade Rush, Merciless Slash, and Concentrated Slice refund 1 focus when used. In addition, Zealous Strike beats down its target for <<1>> seconds. Beat Down targets take 5% more damage from melee attacks.
    12
  • Crippling Slash
    Crippling Slash
    Instant
    Rage: 3
    Range: 4m
    Slashes the target for <<1>> weapon damage, slowing its movement speed by 50% for <<2[%d seconds/%d second/%d seconds]>> and reducing the healing it receives by 20% for <<3[%d seconds/%d second/%d seconds]>>. Requires two lightsabers.
    16
  • Leg Slash
    Leg Slash
    Instant
    Focus: 3
    Range: 4m
    Deals <<1>> weapon damage, slowing the target's movement speed to 50% for <<2[%d seconds/%d second/%d seconds]>> and reducing the healing it receives by 20% for <<3[%d seconds/%d second/%d seconds]>>. Requires two lightsabers.
    16
  • Disruption
    Disruption
    Instant
    Cooldown: 12s
    Range: 4m
    Smashes into the target, disrupting its current action and preventing that ability from being used for the next 4 seconds.
    18, B
  • Force Kick
    Force Kick
    Instant
    Cooldown: 12s
    Range: 4m
    Kicks the target and interrupts its current action, preventing that ability from being used for the next 4 seconds.
    18, B
  • Predation
    Predation
    Instant
    Cooldown: 1.5s
    Requires and converts 30 stacks of Fury to issue Predation to you and your Operation group members within 40 meters, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts <<1[%d/%d/%d]>> seconds.
    22
  • Transcendence
    Transcendence
    Instant
    Cooldown: 1.5s
    Requires and converts 30 stacks of Centering to issue Transcendence to you and your group members within 40 meters, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts <<1[%d/%d/%d]>> seconds.
    22
  • Force Choke
    Force Choke
    1.5s channel
    Cooldown: 60s
    Range: 10m
    Chokes the target, stunning it for <<2>> seconds. Deals <<1>> kinetic damage and builds 3 rage over the duration. This ability can be channeled while moving.
    24, B
  • Force Stasis
    Force Stasis
    1.5s channel
    Cooldown: 60s
    Range: 10m
    Subdues the target, stunning it for <<2>> seconds. Deals <<1>> kinetic damage and builds 3 focus over the duration. This ability can be channeled while moving.
    24, B
  • Obfuscate
    Obfuscate
    Instant
    Cooldown: 60s
    Range: 4m
    Obscures the target's vision, reducing its melee and ranged accuracy by 90% for 6 seconds. Cannot be used on Operation bosses. This ability does not respect the global cooldown.
    28
  • Pacify
    Pacify
    Instant
    Cooldown: 60s
    Range: 4m
    Pacifies the target, reducing its melee and ranged accuracy by 90% for 6 seconds. Cannot be used on Operation bosses. This ability does not respect the global cooldown.
    28
  • Force Camouflage
    Force Camouflage
    Instant
    Cooldown: 45s
    Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 30%. Lasts <<1[%d/%d/%d]>> seconds. Dealing direct damage ends the effect prematurely.
    30
  • Force Camouflage
    Force Camouflage
    Instant
    Cooldown: 45s
    Obscures yourself with the Force, becoming difficult to detect, reducing your threat towards all enemies, reducing all damage taken by 50%, granting immunity to controlling effects, and increasing movement speed by 30%. Lasts <<1[%d/%d/%d]>> seconds. Dealing direct damage ends the effect prematurely.
    30
  • Vicious Throw
    Vicious Throw
    Instant
    Rage: 3
    Cooldown: 10s
    Range: 10m
    Throws the main-hand lightsaber at a target, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health.
    32, B
  • Dispatch
    Dispatch
    Instant
    Focus: 3
    Cooldown: 10s
    Range: 10m
    Throws the main-hand lightsaber at a target, dealing <<1>> energy damage. Only usable on targets at or below 30% max health.
    32, B
  • Undying Rage
    Undying Rage
    Instant
    Cooldown: 180s
    Reduces the damage you take by 99% for <<1[%d/%d/%d]>> seconds.
    38
  • Guarded by the Force
    Guarded by the Force
    Instant
    Cooldown: 180s
    Reduces the damage you take by 99% for <<1[%d/%d/%d]>> seconds.
    38
  • Bloodthirst
    Bloodthirst
    Instant
    Cooldown: 300s
    Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your Operation group members within 40 meters, increasing all damage and healing done by 10% for <<1>> seconds.
    44
  • Inspiration
    Inspiration
    Instant
    Cooldown: 300s
    Requires and converts 30 stacks of Centering to inspire you and your Operation group members within 40 meters, increasing all damage and healing done by 10%. Lasts <<1>> seconds.
    44
  • Intimidating Roar
    Intimidating Roar
    Instant
    Cooldown: 60s
    Paralyzes up to 8 nearby enemies in fear, preventing all action for up to <<1>> seconds. Damage ends the effect prematurely.
    46, B
  • Awe
    Awe
    Instant
    Cooldown: 60s
    Confounds up to 8 nearby enemies, preventing all action for up to 6 seconds. Damage ends the effect prematurely.
    46, B
  • Frenzy
    Frenzy
    Instant
    Cooldown: 180s
    Enters a furious frenzy, immediately building 30 stacks of Fury.
    48
  • Valorous Call
    Valorous Call
    Instant
    Cooldown: 180s
    Let loose a valorous call, immediately building 30 stacks of Centering.
    48
  • Short Fuse
    Short Fuse
    Passive
    Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds.
    50
  • Valor
    Valor
    Passive
    Increases the amount of Centering built by 2 when activating abilities that consume focus, and reduces the cooldown of Valorous Call by 30 seconds.
    50
  • Dual Saber Throw
    Dual Saber Throw
    Instant
    Cooldown: 18s
    Range: 30m
    Throws both lightsabers in a straight line towards the target, dealing <<1>> weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<2>> seconds. Requires two lightsabers.
    51
  • Twin Saber Throw
    Twin Saber Throw
    Instant
    Cooldown: 18s
    Range: 30m
    Throws both lightsabers in a straight line towards the target, dealing <<1>> weapon damage to up to 8 enemies directly in front of you up to 30 meters away. Affected enemies are slowed by 50% for <<2>> seconds. Requires two lightsabers.
    51
  • Mad Dash
    Mad Dash
    Instant
    Cooldown: 45s
    Madly dash forward 20 meters, dealing <<1>> weapon damage to enemies in your path and increasing your defense chance by 100% while dashing. Cannot be used while immobilized or hindered.
    59, B
  • Blade Blitz
    Blade Blitz
    Instant
    Cooldown: 45s
    Quickly rush forward 20 meters, dealing <<1>> weapon damage to enemies in your path and increasing your defense chance by 100% while blitzing. Cannot be used while immobilized or hindered.
    59, B

    Updated discipline paths

    Fury / Concentration

  • Raging Burst
    Raging Burst
    Instant
    Rage: 3
    Cooldown: 15s
    Range: 10m
    Blasts the enemy target with a powerful burst of Force energy, dealing <<1>> kinetic damage.
    10
  • Focused Burst
    Focused Burst
    Instant
    Focus: 3
    Cooldown: 15s
    Range: 10m
    Blasts the enemy target with a powerful burst of Force energy, dealing <<1>> kinetic damage.
    10
  • Decimate
    Decimate
    Passive
    Increases the damage dealt by Smash by 40% and reduces the cooldowns of Smash and Raging Burst by 3 seconds each.
    12
  • Swelling Winds
    Swelling Winds
    Passive
    Increases the damage dealt by Force Sweep by 40% and reduces the cooldowns of Force Sweep and Focused Burst by 3 seconds each.
    12
  • Shii-Cho Mastery
    Shii-Cho Mastery
    Passive
    Increases armor penetration by 15% and Force attack damage by 3%.
    16
  • Shii-Cho Mastery
    Shii-Cho Mastery
    Passive
    Increases armor penetration by 15% and Force attack damage by 3%.
    16
  • Saber Strength
    Saber Strength
    Passive
    Increases the damage you deal with saber attacks by 5%.
    20
  • Saber Strength
    Saber Strength
    Passive
    Increases the damage you deal with saber attacks by 5%.
    20
  • Vehemence
    Vehemence
    Passive
    Increases the critical strike damage of all attacks by 10%.
    24
  • Fervor
    Fervor
    Passive
    Increases the critical strike damage of all attacks by 10%.
    24
  • Obliterate
    Obliterate
    Instant
    Rage: 3
    Cooldown: 15s
    Range: 10m
    Jumps to a target, dealing <<1>> weapon damage and immobilizing it for <<2>> second. Can be used while immobilized. Strikes with both weapons if dual wielding.
    26
  • Zealous Leap
    Zealous Leap
    Instant
    Focus: 3
    Cooldown: 15s
    Range: 10m
    Leaps to a target, dealing <<1>> weapon damage and immobilizing the target for 1 second. Can be used while immobilized. Strikes with both weapons if dual wielding.
    26
  • Battle Cry
    Battle Cry
    Passive
    Reduces the cooldown of Obliterate by 3 seconds and causes Force Charge and Obliterate to make your next Force Scream deal 5% more damage and generate 1 rage, rather than consume rage.
    28
  • Momentum
    Momentum
    Passive
    Reduces the cooldown of Zealous Leap by 3 seconds and causes Force Leap and Zealous Leap to make your next Blade Storm deal 5% more damage and generate 1 focus, rather than consume focus.
    28
  • Rout
    Rout
    Passive
    Assault, Battering Assault, Vicious Slash, Sweeping Slash, Force Scream, Vicious Throw, and Furious Strike reduce the active cooldowns of Smash, Raging Burst, and Obliterate by 1 second.
    32
  • Nimble Slashes
    Nimble Slashes
    Passive
    Strike, Zealous Strike, Slash, Cyclone Slash, Blade Storm, Dispatch, and Concentrated Slice reduce the active cooldowns of Force Sweep, Focused Burst, and Zealous Leap by 1 second.
    32
  • Dominate
    Dominate
    Passive
    Force Charge and Obliterate make your next Smash or Raging Burst used within <<1>> seconds an automatic critical hit.
    36
  • Felling Blow
    Felling Blow
    Passive
    Force Leap and Zealous Leap make your next Force Sweep or Focused Burst used within <<1>> seconds an automatic critical hit.
    36
  • Cascading Power
    Cascading Power
    Passive
    Increases all damage dealt by 5% for <<1>> seconds after dealing damage with Smash or Raging Burst. This effect cannot occur more than once every 8 seconds.
    40
  • Heightened Power
    Heightened Power
    Passive
    Increases all damage dealt by 5% for <<1>> seconds after dealing damage with Force Sweep or Focused Burst. This effect cannot occur more than once every 8 seconds.
    40
  • Force Crush
    Force Crush
    Instant
    Rage: 4
    Cooldown: 18s
    Range: 10m
    Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2>> kinetic damage.
    42
  • Force Exhaustion
    Force Exhaustion
    Instant
    Focus: 4
    Cooldown: 18s
    Range: 10m
    Progressively slows the target from 50% to 5% movement speed over <<1[%d seconds/%d second/%d seconds]>> and deals <<3>> kinetic damage each second. At the end of the duration, the target is crushed and takes an additional <<2>> kinetic damage.
    42
  • Destruction
    Destruction
    Passive
    Berserk and Force Crush grant Destruction, increasing the damage dealt by your next Smash or Raging Burst by 15% and making your next Smash or Raging Burst consume no rage.
    44
  • Koan
    Koan
    Passive
    Zen and Force Exhaustion grant Koan, increasing the damage dealt by your next Force Sweep or Focused Burst by 15% and making your next Force Sweep or Focused Burst consume no focus.
    44
  • Gravity Vortex
    Gravity Vortex
    Passive
    Force Crush triggers Gravity Vortex, granting immunity to interrupts and all controlling effects for <<1>> seconds. This effect cannot occur more than once every 30 seconds. Additionally, Obliterate and Force Crush each consume 1 less rage.
    48
  • Gravity Vortex
    Gravity Vortex
    Passive
    Force Exhaustion triggers Gravity Vortex, granting immunity to interrupts and all controlling effects for <<1>> seconds. This effect cannot occur more than once every 30 seconds. Additionally, Zealous Leap and Force Exhaustion each consume 1 less focus.
    48
  • Cruelty
    Cruelty
    Passive
    Increases the critical strike chance of Vicious Slash, Sweeping Slash, Vicious Throw, and Furious Strike by 5%. In addition, Ravage builds 1 Fury each time it deals damage to a target, even during Berserk.
    52
  • Decisive Slashes
    Decisive Slashes
    Passive
    Increases the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 5%. In addition, Blade Barrage builds 1 Centering each time it deals damage to a target, even during Zen.
    52
  • Force Flagellation
    Force Flagellation
    Passive
    Vicious Slash and Sweeping Slash deal <<1>> additional Force energy damage. In addition, damage dealt by Smash and Raging Burst overwhelms targets for <<2>> seconds. Overwhelmed targets take 10% more damage from area attacks.
    56
  • Force Flagellation
    Force Flagellation
    Passive
    Slash and Cyclone Slash deal <<1>> additional Force energy damage. In addition, damage dealt by Force Sweep and Focused Burst overwhelms targets for <<2>> seconds. Overwhelmed targets take 10% more damage from area attacks.
    56
  • Furious Strike
    Furious Strike
    Instant
    Rage: 5
    Cooldown: 9s
    Range: 4m
    Strikes the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    58
  • Concentrated Slice
    Concentrated Slice
    Instant
    Focus: 5
    Cooldown: 9s
    Range: 4m
    Slices the target for <<1>> weapon damage. Attacks with both weapons if dual wielding.
    58
  • Furious Defense
    Furious Defense
    Passive
    Furious Strike grants Furious Defense, increasing your defense chance by 10% for <<1>> seconds.
    60
  • Concentrated Defense
    Concentrated Defense
    Passive
    Concentrated Slice grants Concentrated Defense, increasing your defense chance by 10% for <<1>> seconds.
    60
  • Furious Rage
    Furious Rage
    Passive
    Furious Strike grants Furious Rage, increasing the critical damage bonus for your next Smash or Raging Burst by 15%.
    64
  • Centered Focus
    Centered Focus
    Passive
    Concentrated Slice grants Centered Focus, increasing the critical damage bonus for your next Force Sweep or Focused Burst by 15%.
    64
  • Bloody Slashes
    Bloody Slashes
    Passive
    Damage dealt by Ravage stacks a bleeding effect on the target that builds up to 3 charges and deals up to <<1>> internal damage over <<2[%d seconds/%d second/%d seconds]>>.
    68
  • Burning Slices
    Burning Slices
    Passive
    Damage dealt by Blade Barrage stacks a burning effect on the target that builds up to 3 charges and deals up to <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>.
    68

    Annihilation / Watchman

  • Force Rend
    Force Rend
    Instant
    Cooldown: 15s
    Range: 10m
    Summons dark Force power to build 3 rage and rend the target, causing it to bleed for <<1>> internal damage over <<2[%d seconds/%d second/%d seconds]>>.
    10
  • Force Melt
    Force Melt
    Instant
    Cooldown: 15s
    Range: 10m
    Calls on the power of the Force to build 3 focus and melt the target, causing it to burn for <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>.
    10
  • Hemorrhaging Smash
    Hemorrhaging Smash
    Passive
    Reduces the cooldown of Smash by 9 seconds and the rage it consumes by 1. In addition, Smash deals 30% more damage and spreads your Rupture and Force Rend bleeds to targets it hits, if it hits a target already affected by those bleeds.
    12
  • Burning Sweep
    Burning Sweep
    Passive
    Reduces the cooldown of Force Sweep by 9 seconds and the focus it consumes by 1. In addition, Force Sweep deals 30% more damage and spreads your Cauterize and Force Melt burns to targets it hits, if it hits a target already affected by those burns.
    12
  • Enraged Rend
    Enraged Rend
    Passive
    Force Rend builds 1 additional rage.
    16
  • Focused Melt
    Focused Melt
    Passive
    Force Melt builds 1 additional focus.
    16
  • Hastened Rend
    Hastened Rend
    Passive
    Reduces the cooldown of Force Rend by 3 seconds.
    20
  • Hastened Melt
    Hastened Melt
    Passive
    Reduces the cooldown of Force Melt by 3 seconds.
    20
  • Bleedout
    Bleedout
    Passive
    Increases the critical strike damage of your bleed effects by 5%.
    24
  • Searing Saber
    Searing Saber
    Passive
    Increases the critical strike damage of your burn effects by 5%.
    24
  • Rupture
    Rupture
    Instant
    Rage: 2
    Range: 4m
    Stabs the target for <<1>> weapon damage and causes it to bleed for <<2>> internal damage over <<3[%d seconds/%d second/%d seconds]>>. Requires two lightsabers.
    26
  • Cauterize
    Cauterize
    Instant
    Focus: 2
    Range: 4m
    Strikes the target for <<1>> weapon damage and causes it to burn for <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>. Requires two lightsabers.
    26
  • Juyo Form
    Juyo Form
    Passive
    Utilize an aggressive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for <<1>> seconds. Stacks up to 5 times. This effect cannot occur more than once every second.

    Replaces Shii-Cho Form.
    28
  • Juyo Form
    Juyo Form
    Passive
    Utilize an offensive lightsaber form, causing your melee attacks to increase all damage dealt by 1% for <<1>> seconds. Stacks up to 5 times. This effect cannot occur more than once every second.

    Replaces Shii-Cho Form.
    28
  • Hungering
    Hungering
    Passive
    Your Rupture, Deadly Saber, and Force Rend bleeds heal you for 15% of the damage they deal.
    32
  • Merciless Zeal
    Merciless Zeal
    Passive
    Your Cauterize, Overload Saber, and Force Melt burns heal you for 15% of the damage they deal.
    32
  • Deep Wound
    Deep Wound
    Passive
    Increases the direct damage dealt by Rupture by 5%.
    36
  • Repelling Blows
    Repelling Blows
    Passive
    Increases the direct damage dealt by Cauterize by 5%.
    36
  • Hemorrhage
    Hemorrhage
    Passive
    Your bleed effects have a 20% chance to build 1 rage when dealing damage. This effect cannot occur more than once every second.
    40
  • Plasma Blades
    Plasma Blades
    Passive
    Your burn effects have a 20% chance to build 1 focus when dealing damage. This effect cannot occur more than once every second.
    40
  • Annihilate
    Annihilate
    Instant
    Rage: 4
    Cooldown: 15s
    Range: 4m
    Strikes the target with both lightsabers for <<1>> weapon damage. Each use of this ability grants Annihilator for <<2>> seconds, lowering the cooldown of your next Annihilate by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers.
    42
  • Merciless Slash
    Merciless Slash
    Instant
    Focus: 4
    Cooldown: 15s
    Range: 4m
    Strikes the target with both lightsabers for <<1>> weapon damage. Each use of this ability grants Merciless for <<2>> seconds, lowering the cooldown of your next Merciless Slash by 1.5 seconds. Stacks up to 3 times. Requires two lightsabers.
    42
  • Juyo Mastery
    Juyo Mastery
    Passive
    Your bleed effects are 2% more likely to critically hit per stack of Juyo Form.
    44
  • Juyo Mastery
    Juyo Mastery
    Passive
    Your burn effects are 2% more likely to critically hit per stack of Juyo Form.
    44
  • Bloodlust
    Bloodlust
    Passive
    Your direct damage attacks that critically hit a bleeding target build 1 rage. This effect cannot occur more than once every 3 seconds. In addition, Annihilate makes its target assailable for <<1>> seconds. Assailable targets take 7% more elemental and internal damage.
    48
  • Burning Focus
    Burning Focus
    Passive
    Your direct damage attacks that critically hit a burning target build 1 focus. This effect cannot occur more than once 3 seconds. In addition, Merciless Slash makes its target assailable for <<1>> seconds. Assailable targets take 7% more elemental and internal damage.
    48
  • Indefatigable Onslaught
    Indefatigable Onslaught
    Passive
    Juyo Form can now stack up to 6 times, and Annihilate can now stack up to 4 times in total.
    52
  • Inexhaustible Zeal
    Inexhaustible Zeal
    Passive
    Juyo Form can now stack up to 6 times, and Merciless Slash can now stack up to 4 times in total.
    52
  • Pulverize
    Pulverize
    Passive
    Your bleed effects have a 20% chance to grant Pulverize, which increases the damage of your next Dual Saber Throw by 100%. This effect can only occur once every 18 seconds.
    56
  • Mind Sear
    Mind Sear
    Passive
    Your burning effects have a 20% chance to grant Mind Sear which increases the damage of your next Twin Saber Throw by 100%. This effect can only occur once every 18 seconds.
    56
  • Deadly Saber
    Deadly Saber
    Instant
    Rage: 3
    Cooldown: 12s
    Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target bleed for <<1>> internal damage over 6 seconds. Stacks up to 3 times.
    58
  • Overload Saber
    Overload Saber
    Instant
    Focus: 3
    Cooldown: 12s
    Charges your lightsabers with deadly energy for 15 seconds, causing your next 3 successful melee attacks to make the target burn for <<1>> elemental damage over 6 seconds. Stacks up to 3 times.
    58
  • Blood Guard
    Blood Guard
    Passive
    Dealing bleed damage to a target increases your damage reduction by 5% for 3 seconds.
    60
  • Blazing Ward
    Blazing Ward
    Passive
    Dealing burn damage to a target increases your damage reduction by 5% for 3 seconds.
    60
  • Swift Demise
    Swift Demise
    Passive
    Juyo Form and Annihilator build two stacks at a time. In addition, Annihilate has a 50% chance to build Swift Demise when activated, increasing the damage your next Vicious Slash or Vicious Throw deals by 5% per stack. Stacks up to 2 times.
    64
  • Accelerating Victory
    Accelerating Victory
    Passive
    Juyo Form and Merciless build two stacks at a time. In addition, Merciless Slash has a 50% chance to build Accelerating Victory when activated, increasing the damage your next Slash or Dispatch deals by 5% per stack. Stacks up to 2 times.
    64
  • Devious Wounds
    Devious Wounds
    Passive
    Annihilate increases the bleed damage you deal by 5% for <<1[%d seconds/%d second/%d seconds]>> after use.
    68
  • Smoldering Burns
    Smoldering Burns
    Passive
    Merciless Slash increases the burn damage you deal by 5% for <<1[%d seconds/%d second/%d seconds]>> after use.
    68

    Carnage / Combat

  • Gore
    Gore
    Instant
    Rage: 3
    Cooldown: 15s
    Range: 4m
    Impales the target with both lightsabers, dealing <<1>> weapon damage and hindering the target for <<2>> seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
    10
  • Lance
    Lance
    Instant
    Focus: 3
    Cooldown: 15s
    Range: 4m
    Spears the target with both lightsabers, dealing <<1>> weapon damage and hindering the target for <<2>> seconds, preventing the use of high mobility actions and escapes. Requires two lightsabers.
    10
  • Ataru Form
    Ataru Form
    Passive
    Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals <<1>> weapon damage. This effect cannot occur more than once every 1.5 seconds.

    Replaces Shii-Cho Form.
    12
  • Ataru Form
    Ataru Form
    Passive
    Utilize an acrobatic lightsaber form, increasing alacrity by 3%. In addition, your successful melee attacks have a 20% chance to trigger a second strike that deals <<1>> weapon damage. This effect cannot occur more than once every 1.5 seconds.

    Replaces Shii-Cho Form.
    12
  • Ataru Savvy
    Ataru Savvy
    Passive
    Sweeping Slash triggers an Ataru Form strike on each enemy target it damages.
    16
  • Ataru Savvy
    Ataru Savvy
    Passive
    Cyclone Slash triggers an Ataru Form strike on each enemy target it damages.
    16
  • Dual Wield Mastery
    Dual Wield Mastery
    Passive
    Increases the damage dealt with offhand lightsaber attacks by 25%.
    20
  • Dual Wield Mastery
    Dual Wield Mastery
    Passive
    Increases the damage dealt with offhand lightsaber attacks by 25%.
    20
  • Ataru Mastery
    Ataru Mastery
    Passive
    Increases the damage dealt by your triggered Ataru Form attacks by 5%.
    24
  • Ataru Mastery
    Ataru Mastery
    Passive
    Increases the damage dealt by your triggered Ataru Form attacks by 5%.
    24
  • Massacre
    Massacre
    Instant
    Rage: 3
    Range: 4m
    Strikes the target with both weapons for <<1>> weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Massacre, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers.

    Replaces Vicious Slash.
    26
  • Blade Rush
    Blade Rush
    Instant
    Focus: 3
    Range: 4m
    Strikes the target with both weapons for <<1>> weapon damage and automatically triggers an Ataru Form strike, bypassing Ataru Form's rate limit. For 6 seconds after using Blade Rush, your Ataru Form has an extra 30% chance to be triggered. Requires two lightsabers.

    Replaces Slash.
    26
  • Enraged Assault
    Enraged Assault
    Passive
    Reduces the cooldown of Battering Assault by 3 seconds.
    28
  • Righteous Zeal
    Righteous Zeal
    Passive
    Reduces the cooldown of Zealous Strike by 3 seconds.
    28
  • Disembowel
    Disembowel
    Passive
    Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
    32
  • Excise
    Excise
    Passive
    Lance sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
    32
  • Execute
    Execute
    Passive
    Dealing damage with an Ataru Form strike grants Execute, making your next Force Scream or Devastating Blast deal 5% more damage.
    36
  • Opportune Attack
    Opportune Attack
    Passive
    Dealing damage with an Ataru Form strike grants Opportune Attack, making your next Blade Storm or Clashing Blast deal 5% more damage.
    36
  • Blood Frenzy
    Blood Frenzy
    Passive
    When Execute is consumed by Force Scream or Devastating Blast, you build 1 rage.
    40
  • Combat Trance
    Combat Trance
    Passive
    When Opportunity is consumed by Blade Storm or Clashing Blast, you build 1 focus.
    40
  • Ferocity
    Ferocity
    Instant
    Rage: 1
    Cooldown: 12s
    Increases armor penetration by 100% for <<1>> seconds. Requires two lightsabers.
    42
  • Precision
    Precision
    Instant
    Focus: 1
    Cooldown: 12s
    Increases armor penetration by 100% for <<1>> seconds. Requires two lightsabers.
    42
  • Towering Rage
    Towering Rage
    Passive
    Execute now additionally increases the critical chance of Force Scream and Devastating Blast by 100%.
    44
  • Immaculate Force
    Immaculate Force
    Passive
    Opportune Attack now additionally increases the critical chance of Blade Storm and Clashing Blast by 100%.
    44
  • Frenzied Sabers
    Frenzied Sabers
    Passive
    Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance by 2%. Stacks up to 3 times. Lasts <<1>> seconds.
    48
  • Saber Screen
    Saber Screen
    Passive
    Dealing damage with an Ataru Form strike increases your damage reduction and melee and ranged defense chance by 2%. Stacks up to 3 times. Lasts <<1>> seconds.
    48
  • Shriek
    Shriek
    Passive
    Reduces the cooldowns of Force Scream and Devastating Blast by 3 seconds and the rage they consume by 1.
    52
  • Swift Blades
    Swift Blades
    Passive
    Reduces the cooldowns of Blade Storm and Clashing Blast by 3 seconds and the focus they consume by 1.
    52
  • Slaughter
    Slaughter
    Passive
    Dealing damage with an Ataru Form strike triggers Slaughter, which finishes the cooldown on Vicious Throw and makes your next Vicious Throw usable on a target at any health level without consuming any rage. This effect cannot occur more than once every 20 seconds.
    56
  • Hand of Justice
    Hand of Justice
    Passive
    Dealing damage with an Ataru Form strike triggers Hand of Justice, which finishes the cooldown on Dispatch and makes your next Dispatch usable on a target at any health level without consuming any focus. This effect cannot occur more than once every 20 seconds.
    56
  • Devastating Blast
    Devastating Blast
    Instant
    Rage: 4
    Cooldown: 12s
    Range: 10m
    Unleashes a powerful blast of Force energy at the target, dealing <<1>> energy damage. The blast stuns standard and weak enemies for <<2>> seconds.

    Replaces Force Scream.
    58
  • Clashing Blast
    Clashing Blast
    Instant
    Focus: 4
    Cooldown: 12s
    Range: 10m
    Unleashes a powerful blast of Force energy at the target, dealing <<1>> energy damage. The blast stuns standard and weak enemies for <<2>> seconds.

    Replaces Blade Storm.
    58
  • Force Vigor
    Force Vigor
    Passive
    Increases damage reduction by 2%. In addition, Dual Saber Throw builds 2 rage.
    60
  • Force Health
    Force Health
    Passive
    Increases damage reduction by 2%. In addition, Twin Saber Throw builds 2 focus.
    60
  • Efficient Strikes
    Efficient Strikes
    Passive
    While Berserk is active, Massacre and Sweeping Slash consume 1 less rage.
    64
  • Efficient Strikes
    Efficient Strikes
    Passive
    While Zen is active, Blade Rush and Cyclone Slash consume 1 less focus.
    64
  • Sever
    Sever
    Passive
    Increases the critical strike damage bonus of Massacre and Devastating Blast by 15%.
    68
  • Saber Storm
    Saber Storm
    Passive
    Increases the critical strike damage bonus of Blade Rush and Clashing Blast by 15%.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Cloak of Carnage
    Passive
    Increases the damage dealt by Cloak of Pain by 15% and increases its duration by 4 seconds.
  • Inexorable
    Passive
    You generate 4 rage when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Unleash is reduced by 30 seconds.
  • Path Carver
    Passive
    Sweeping Slash deals 25% more damage.
  • Overwhelm
    Passive
    Ravage immobilizes the target for 3 seconds.
  • Brazen
    Passive
    Increases your damage reduction by 2%, and you build 2 Fury when attacked. This Fury building effect cannot occur more than once every 1.5 seconds.
  • Cloak of Rage
    Passive
    While Cloak of Pain is active, it generates 1 rage whenever you are attacked. This effect cannot occur more than once every 2 seconds.
  • Jedi Enforcer
    Passive
    Increases the damage dealt by Rebuke by 15% and increases its duration by 4 seconds.
  • Adamant
    Passive
    You generate 4 focus when stunned, immobilized, put to sleep, or knocked around. Additionally, the cooldown of Resolute is reduced by 30 seconds.
  • Trailblazer
    Passive
    Cyclone Slash deals 25% more damage.
  • Debilitation
    Passive
    Blade Barrage immobilizes the target for 3 seconds.
  • Stoic
    Passive
    Increases your damage reduction by 2%, and you build 2 Centering when attacked. This Centering building effect cannot occur more than once every 1.5 seconds.
  • Jedi Crusader
    Passive
    While Rebuke is active, it generates 1 focus whenever you are attacked. This effect cannot occur more than once every 2 seconds.
    MASTERFUL MASTERFUL
  • Interceptor
    Passive
    Force Charge, Force Rend, Devastating Blast, and Obliterate snare the target, reducing its movement speed by 50% for <<1>> seconds.
  • Subjugation
    Passive
    Reduces the cooldown of Obfuscate by 15 seconds and increases its range by 6 meters. In addition, the cooldown of Disruption is reduced by 2 seconds, and Cloak of Pain can be used while stunned.
  • Phantom
    Passive
    Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
  • Relentless
    Passive
    Predation no longer requires or consumes Fury, but will go on cooldown for 30 seconds when activated.
  • Strangulate
    Passive
    Reduces the cooldown of Force Choke by 15 seconds.
  • Defensive Roll
    Passive
    Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
  • Incisor
    Passive
    Force Leap, Force Melt, Clashing Blast, and Zealous Leap snare the target, reducing its movement speed by 50% for <<1>> seconds.
  • Watchguard
    Passive
    Reduces the cooldown of Pacify by 15 seconds and increases its range by 6 meters. In addition, the cooldown of Force Kick is reduced by 2 seconds, and Rebuke can be used while stunned.
  • Force Fade
    Passive
    Increases your movement speed by 15% and the movement speed bonus of Force Camouflage by 20%. Additionally, increases the duration of Force Camouflage by 2 seconds.
  • Ardor
    Passive
    Transcendence no longer requires or consumes Centering, but will go on cooldown for 30 seconds when activated.
  • Pulse
    Passive
    Reduces the cooldown of Force Stasis by 15 seconds.
  • Defensive Roll
    Passive
    Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
    HEROIC HEROIC
  • Unbound
    Passive
    When Predation is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Predation is increased by 30%.
  • Maiming Reach
    Passive
    Increases the range of Crippling Slash to 10 meters. Additionally, Crippling Slash now consumes 2 less rage and immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
  • Brooding
    Passive
    Reduces the cooldown of Intimidating Roar by 15 seconds. In addition, you build up to 30 Fury over the course of using Channel Hatred. This effect cannot occur more than once every 30 seconds.
  • Expunging Camouflage
    Passive
    Force Camouflage removes all cleansable effects when activated.
  • Undying
    Passive
    Increases the duration of Undying Rage by 2 seconds and reduces its cooldown by 30 seconds.
  • Cloak of Annihilation
    Passive
    Each use of Assault, Battering Assault, and Crippling Slash reduces the active cooldown of Cloak of Pain by 3 seconds.
  • Fleetfooted
    Passive
    When Transcendence is applied or refreshed, it purges movement-impairing effects. Additionally, the movement speed bonus of Transcendence is increased by 30%.
  • Reining Reach
    Passive
    Increases the range of Leg Slash to 10 meters. Additionally, Leg Slash now consumes 2 less focus and immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
  • Contemplation
    Passive
    Reduces the cooldown of Awe by 15 seconds. In addition, you build up to 30 Centering over the course of using Introspection. This effect cannot occur more than once every 30 seconds.
  • Expunging Camouflage
    Passive
    Force Camouflage removes all cleansable effects when activated.
  • Enduring
    Passive
    Increases the duration of Guarded by the Force by 2 seconds and reduces its cooldown by 30 seconds.
  • Jedi Promulgator
    Passive
    Each use of Strike, Zealous Strike, and Leg Slash reduces the active cooldown of Rebuke by 3 seconds.
    LEGENDARY LEGENDARY
  • Through Victory
    Passive
    Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
  • Blood Ward
    Passive
    Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second.
  • Thirst for Rage
    Passive
    Bloodthirst generates 12 rage when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes rage.
  • Ruthless Aggressor
    Passive
    Vicious Throw refunds 2 rage when used on a target affected by your Obfuscate and can be used on any target affected by your Obfuscate, regardless of remaining health. Additionally, activating Obfuscate grants you Ruthless Aggressor, increasing your Force and tech resistance by 75% for <<1[%d seconds/%d second/%d seconds]>>.
  • Hidden Savagery
    Passive
    While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • Interloper
    Passive
    Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interloper lasts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilized by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.
  • Cut Loose
    Passive
    Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.
  • Zealous Ward
    Passive
    Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second.
  • Inspired Focus
    Passive
    Inspiration generates 12 focus when activated, and you heal for 1% of your maximum health whenever you activate an ability that consumes focus.
  • Zealous Judgment
    Passive
    Dispatch refunds 2 focus when used on a target affected by your Pacify and can be used on any target affected by your Pacify, regardless of remaining health. Additionally, activating Pacify grants Zealous Judgment, increasing your Force and tech resistance by 75% for <<1[%d seconds/%d second/%d seconds]>>.
  • Hidden Advance
    Passive
    While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
  • Intercessor
    Passive
    Force Leap grants Intercessor, allowing you to activate Force Leap a second time. Intercessor lasts up to 7.5 seconds and is removed if Force Leap is reused. If Intercessor is not utilized by the end of its duration, Force Leap is placed on a 7.5 second cooldown. Additionally, Force Leap now builds 2 Centering.

    Sith Assassin  / Jedi Shadow 

    • Two non-instant abilities are now for Sorcerers/Sages only.
    • Phase Walk is now for Sorcerers/Sages only.
    • Various abilities have been nerfed and now deal less damage.
    • Guard can now be used by DPS players.
    • Blackout has been merged into stealth.
    • The stance (Charge/Technique) is now passive and is automatically set depending on the Discipline.
    Removed abilities
    Updated abilities
    Cosmetic changes: Cosmetic changes:
    Stance now part of Discipline

    Discipline changes

    • Hatred/Serenity receives a new passive at level 68.
    • Deception/Infiltration receives a new ability because the stance was turned from an ability into a passive.
    • Darkness/Kinetic Combat receives no new passive because it now has the passive stance.
    Hatred Serenity
    Cosmetic changes: Cosmetic changes:
    Deception Infiltration
    Cosmetic changes: Cosmetic changes:
    Darkness Kinetic Combat
    Cosmetic changes: Cosmetic changes:

    Utility changes

    New utilities
    Merged utilities
    Updated utilities

    Updated list of abilities by level

    B = base class ability, shared with Sorcerers/Sages.

  • Saber Strike
    Saber Strike
    Instant
    Range: 4m
    Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.
    1, B
  • Saber Strike
    Saber Strike
    Instant
    Range: 4m
    Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.
    1, B
  • Shock
    Shock
    Instant
    Force: 40
    Cooldown: 6s
    Range: 10m
    Shocks the target for <<1>> energy damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.
    1, B
  • Project
    Project
    Instant
    Force: 40
    Cooldown: 6s
    Range: 10m
    Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.
    1, B
  • Thrash
    Thrash
    Instant
    Force: 20
    Range: 4m
    Strikes the target twice. Each hit deals <<1>> weapon damage.
    1
  • Double Strike
    Double Strike
    Instant
    Force: 20
    Range: 4m
    Strikes the target twice. Each hit deals <<1>> weapon damage.
    1
  • Discharge
    Discharge
    Instant
    Force: 20
    Range: 10m
    Unleashes your current lightsaber charge upon the target, applying an effect based on your current charge. Only usable with a charged double-bladed lightsaber or electrostaff.
    Dark Charge: Strikes up to 8 nearby enemies, dealing <<1>> internal damage and generating a high amount of threat. Puts Discharge on cooldown for 10 seconds.
    Lightning Charge: Deals <<2>> energy damage over <<3>> seconds.
    Surging Charge: Releases your Static Charge to deal <<4>> internal damage. This damage scales up with each stack of Static Charge.
    2
  • Force Breach
    Force Breach
    Instant
    Force: 20
    Range: 10m
    Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber or electrostaff.
    Combat Technique: Strikes up to 8 nearby enemies, dealing <<1>> internal damage and generating a high amount of threat. Puts Force Breach on cooldown for 10 seconds.
    Force Technique: Deals <<2>> energy damage over <<3>> seconds.
    Shadow Technique: Releases your Breaching Shadow to deal <<4>> internal damage. This damage scales up with each stack of Breaching Shadow.
    2
  • Lightning Charge
    Lightning Charge
    Passive
    Lightning pulses through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> energy damage.
    2
  • Force Technique
    Force Technique
    Passive
    Cooldown: 1.5s
    Utilize a Force technique, giving your melee attacks a 50% chance to deal <<1>> energy damage.
    2
  • Overload
    Overload
    Instant
    Force: 10
    Cooldown: 20s
    Deals <<1>> energy damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.
    3, B
  • Force Wave
    Force Wave
    Instant
    Force: 10
    Cooldown: 20s
    Deals <<1>> kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.
    3, B
  • Lacerate
    Lacerate
    Instant
    Force: 20
    Deals <<1>> weapon damage to up to 8 targets within 5 meters. Requires a double-bladed lightsaber or electrostaff.
    4
  • Whirling Blow
    Whirling Blow
    Instant
    Force: 20
    Deals <<1>> weapon damage to up to 8 targets within 5 meters. Requires a double-bladed lightsaber or electrostaff.
    4
  • Electrocute
    Electrocute
    Instant
    Force: 10
    Cooldown: 60s
    Range: 10m
    Electrocutes the target, dealing <<1>> energy damage and stunning it for <<2[%d/%d/%d]>> seconds.
    5, B
  • Force Stun
    Force Stun
    Instant
    Force: 10
    Cooldown: 60s
    Range: 10m
    Deals <<1>> kinetic damage and stuns the target for <<2[%d/%d/%d]>> seconds.
    5, B
  • Stealth
    Stealth
    Instant
    Enters stealth mode, increasing your stealth level by 15 and making your movements difficult to detect, but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.
    6
  • Stealth
    Stealth
    Instant
    Enters stealth mode, increasing your stealth level by 15 and making your movements difficult to detect, but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions prematurely end the effect. Cannot be used in combat.
    6
  • Whirlwind
    Whirlwind
    2s cast
    Force: 10
    Cooldown: 60s
    Range: 30m
    Traps the target in a whirlwind for <<1[%d/%d/%d]>> seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. Damage causes this effect to end prematurely.
    7, B
  • Force Lift
    Force Lift
    2s cast
    Force: 10
    Cooldown: 60s
    Range: 30m
    Lifts the target helplessly into the air, preventing all action for up to <<1[%d/%d/%d]>> seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely.
    7, B
  • Recklessness
    Recklessness
    Instant
    Cooldown: 90s
    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts <<1>> seconds.
    8, B
  • Force Potency
    Force Potency
    Instant
    Cooldown: 90s
    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts <<1>> seconds.
    8, B
  • Unbreakable Will
    Unbreakable Will
    Instant
    Cooldown: 120s
    Summons the unbreakable will of the Sith, immediately purging incapacitating and movement-impairing effects.
    9, B
  • Force of Will
    Force of Will
    Instant
    Cooldown: 120s
    Demonstrates your force of will, purging all incapacitating and movement-impairing effects.
    9, B
  • Assassin's Training
    Assassin's Training
    Passive
    Increases your total Endurance by 3%. In addition, Saber Strike restores 1 Force each time it damages an enemy.
    10
  • Shadow's Training
    Shadow's Training
    Passive
    Increases your total Endurance by 3%. In addition, Saber Strike restores 1 Force each time it damages an enemy.
    10
  • Mind Control
    Mind Control
    Instant
    Cooldown: 15s
    Range: 30m
    Controls the mind of the target, forcing it to attack you for <<1>> seconds. Player targets deal 30% less damage for <<2>> seconds when attacking anyone other than you.
    14
  • Mind Control
    Mind Control
    Instant
    Cooldown: 15s
    Range: 30m
    Controls the mind of the target, forcing it to attack you for <<1>> seconds. Player targets deal 30% less damage for <<2>> seconds when attacking anyone other than you.
    14
  • Charge Mastery
    Charge Mastery
    Passive
    Improves the effect of your lightsaber charges while they are active:
    Dark Charge: Increases internal and elemental damage reduction by 10%.
    Lightning Charge: Increases the critical hit chance of Lightning Charge by 50%.
    Surging Charge: Increases your armor penetration by 10%.
    15
  • Technique Mastery
    Technique Mastery
    Passive
    Improves the effect of your lightsaber charges while they are active:
    Combat Technique: Increases internal and elemental damage reduction by 10%.
    Force Technique: Increases the critical hit chance of Force Technique by 50%.
    Shadow Technique: Increases your armor penetration by 10%.
    15
  • Force Speed
    Force Speed
    Instant
    Cooldown: 30s
    Increases movement speed by 150% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    16, B
  • Force Speed
    Force Speed
    Instant
    Cooldown: 30s
    Increases your movement speed by 150% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    16, B
  • Guard
    Guard
    Instant
    Range: 30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Guard
    Guard
    Instant
    Range: 0.1-30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Jolt
    Jolt
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Mind Snap
    Mind Snap
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Mass Mind Control
    Mass Mind Control
    Instant
    Cooldown: 45s
    Forces all enemies within 15 meters to attack you for <<1[%d seconds/%d second/%d seconds]>> if Dark Charge is active. If Dark Charge is not active, threat towards all current enemies is immediately reduced. Player targets deal 30% less damage for <<2[%d seconds/%d second/%d seconds]>> when attacking anyone other than you.
    20
  • Mass Mind Control
    Mass Mind Control
    Instant
    Cooldown: 45s
    Forces all enemies within 15 meters to attack you for <<1[%d seconds/%d second/%d seconds]>> if Combat Technique is active. If Combat Technique is not active, threat towards all current enemies is immediately reduced. Player targets deal 30% less damage for <<2[%d seconds/%d second/%d seconds]>> when attacking anyone other than you.
    20
  • Mind Trap
    Mind Trap
    Instant
    Force: 50
    Range: 10m
    Traps the target's mind, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
    20
  • Mind Maze
    Mind Maze
    Instant
    Force: 50
    Range: 10m
    Confuses the target, leaving it bewildered and unable to act for 60 seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
    20
  • Force Slow
    Force Slow
    Instant
    Force: 10
    Cooldown: 12s
    Range: 10m
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    22, B
  • Force Slow
    Force Slow
    Instant
    Force: 10
    Cooldown: 12s
    Range: 10m
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    22, B
  • Force Cloak
    Force Cloak
    Instant
    Cooldown: 120s
    Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For <<1[%d/%d/%d]>> seconds, you become virtually undetectable.
    22
  • Force Cloak
    Force Cloak
    Instant
    Cooldown: 120s
    Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For <<1[%d/%d/%d]>> seconds, you become virtually undetectable.
    22
  • Deflection
    Deflection
    Instant
    Cooldown: 120s
    Increases your ranged and melee defenses by 50% for <<1[%d/%d/%d]>> seconds. Requires a melee weapon.
    24
  • Deflection
    Deflection
    Instant
    Cooldown: 120s
    Increases your ranged and melee defenses by 50% for <<1[%d/%d/%d]>> seconds. Requires a melee weapon.
    24
  • Maul
    Maul
    Instant
    Force: 40
    Range: 4m
    Deals <<1>> weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber or electrostaff.
    28
  • Shadow Strike
    Shadow Strike
    Instant
    Force: 40
    Range: 4m
    Deals <<1>> weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber or electrostaff.
    28
  • Exploitive Strikes
    Exploitive Strikes
    Passive
    Critical hits with Force attacks increase your melee critical chance by 5% for <<1>> seconds.
    28
  • Force Synergy
    Force Synergy
    Passive
    Critical hits with Force attacks increase your melee critical chance by 5% for <<1>> seconds.
    28
  • Assassinate
    Assassinate
    Instant
    Force: 20
    Cooldown: 6s
    Range: 4m
    Attempts to assassinate the target, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health.
    32
  • Spinning Strike
    Spinning Strike
    Instant
    Force: 20
    Cooldown: 6s
    Range: 4m
    Issues a subduing strike, dealing <<1>> weapon damage. Only usable on targets at or below 30% max health.
    32
  • Thrashing Blades
    Thrashing Blades
    Passive
    Increases the damage dealt by Thrash, Lacerate, Voltaic Slash, and Leeching Strike by 5%.
    35
  • Applied Force
    Applied Force
    Passive
    Increases the damage dealt by Double Strike, Whirling Blow, Clairvoyant Strike, and Serenity Strike by 5%.
    35
  • Force Shroud
    Force Shroud
    Instant
    Cooldown: 60s
    Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    36
  • Resilience
    Resilience
    Instant
    Cooldown: 60s
    Purges all hostile removable effects and increases your chance to resist Force and tech attacks by 200% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    36
  • Spike
    Spike
    Instant
    Force: 20
    Cooldown: 20s
    Range: 4m
    Spikes the target upon an overloaded lightsaber, dealing <<1>> energy damage and stunning the target for <<2[%d/%d/%d]>> seconds. Standard and weak enemies are additionally knocked down. Requires a double-bladed lightsaber or electrostaff. Only usable in stealth mode.
    42
  • Spinning Kick
    Spinning Kick
    Instant
    Force: 20
    Cooldown: 20s
    Range: 4m
    Performs a spin kick that deals <<1>> kinetic damage and stuns the target for <<2[%d/%d/%d]>> seconds. Standard and weak enemies are additionally knocked down. Requires a double-bladed lightsaber or electrostaff. Only usable in stealth mode.
    42
  • Overcharge Saber
    Overcharge Saber
    Instant
    Cooldown: 120s
    Overcharges your lightsaber charge for <<1>> seconds, immediately restoring 15% of your max health, increasing the damage of all Charges by 50%, increasing the chance to trigger their effects by 25%, and healing you for <<2>> when their effects are triggered. The triggered healing cannot occur more than once per second. Requires a double-bladed lightsaber or electrostaff.
    50
  • Battle Readiness
    Battle Readiness
    Instant
    Cooldown: 120s
    Ready yourself with the Force, immediately restoring 15% of your max health, increasing the damage of all Techniques by 50%, increasing the chance to trigger their effects by 25%, and healing you for <<2>> when their effects are triggered. Lasts <<1>> seconds. The triggered healing cannot occur more than once per second.
    50
  • Phantom Stride
    Phantom Stride
    Instant
    Cooldown: 30s
    Range: 30m
    Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for <<1[%d seconds/%d second/%d seconds]>>. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
    51
  • Shadow Stride
    Shadow Stride
    Instant
    Cooldown: 30s
    Range: 30m
    Use the Force to weave through the shadows, appearing at your enemy target and increasing your movement speed by 75% for <<1[%d seconds/%d second/%d seconds]>>. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
    51

    Updated discipline paths

    Hatred / Serenity

  • Death Field
    Death Field
    Instant
    Force: 50
    Cooldown: 15s
    Range: 10m
    Creates a death field at the target location, dealing <<1>> internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
    10
  • Force in Balance
    Force in Balance
    Instant
    Force: 50
    Cooldown: 15s
    Range: 10m
    Deals <<1>> internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
    10
  • Fanaticism
    Fanaticism
    Passive
    Reduces the Force consumed by Death Field by 20.
    12
  • Mental Potency
    Mental Potency
    Passive
    Reduces the Force cost of Force in Balance by 20.
    12
  • Crackling Charge
    Crackling Charge
    Passive
    Increases the damage dealt by Lightning Charge's Discharge effect by 20%.
    16
  • Force Focus
    Force Focus
    Passive
    Increases the damage dealt by Force Technique's Force Breach effect by 20%.
    16
  • Nefarious Methods
    Nefarious Methods
    Passive
    Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds.
    20
  • Mind and Body
    Mind and Body
    Passive
    Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds.
    20
  • Profuse Horror
    Profuse Horror
    Passive
    Lacerate spreads your periodic Discharge and Creeping Terror effects to the targets it damages, as long as it damages targets already affected by your Discharge and Creeping Terror. In addition, Death Field overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    24
  • Prolific Justice
    Prolific Justice
    Passive
    Whirling Blow spreads your periodic Force Breach and Sever Force effects to the targets it damages, as long as it damages targets already affected by your Force Breach and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    24
  • Eradicate
    Eradicate
    Instant
    Force: 30
    Cooldown: 24s
    Range: 10m
    Crushes the target with devastating force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over <<3>> seconds. The target also becomes Vulnerable for <<4>> seconds, increasing the damage taken from Force attacks by 5%.

    Replaces Shock.
    26
  • Squelch
    Squelch
    Instant
    Force: 30
    Cooldown: 24s
    Range: 10m
    Squelches the target with mighty force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over <<3>> seconds. The target also becomes Vulnerable for <<4>> seconds, increasing the damage taken from Force attacks by 5%.

    Replaces Project.
    26
  • Raze
    Raze
    Passive
    Melee attacks that strike a target affected by your Discharge grant Raze, finishing the cooldown on Eradicate and making your next Eradicate consume no Force. Additionally, activating Phantom Stride grants Raze, but Raze cannot occur more than once every 9 seconds.
    28
  • Force Strike
    Force Strike
    Passive
    Melee attacks that strike a target affected by your Force Breach grant Force Strike, finishing the cooldown on Squelch and making your next Squelch consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike cannot occur more than once every 9 seconds.
    28
  • Deathmark
    Deathmark
    Passive
    Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts <<1>> seconds.
    32
  • Force Suppression
    Force Suppression
    Passive
    Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts <<1>> seconds.
    32
  • Force Horrors
    Force Horrors
    Passive
    Increases all periodic damage dealt by 10%.
    36
  • Drain Thoughts
    Drain Thoughts
    Passive
    Increases all periodic damage dealt by 10%.
    36
  • Dreadful Nightmares
    Dreadful Nightmares
    Passive
    Increases the damage dealt by Eradicate by 20%.
    40
  • Mind Quell
    Mind Quell
    Passive
    Increases the damage dealt by Squelch by 20%.
    40
  • Creeping Terror
    Creeping Terror
    Instant
    Force: 20
    Range: 30m
    Paralyzes the target in fear, dealing <<2>> internal damage over <<3>> seconds and immobilizing it for <<1>> seconds. The immobilizing effect cannot occur more than once every <<4>> seconds.
    42
  • Sever Force
    Sever Force
    Instant
    Force: 20
    Range: 30m
    Weakens the target, freezing it in place for <<1>> seconds and dealing <<2>> internal damage over <<3>> seconds. The immobilizing effect cannot occur more than once every <<4>> seconds.
    42
  • Fulguration
    Fulguration
    Passive
    Creeping Terror now deals 10% additional damage, and when your Lightning Charge deals damage, it restores 5 Force.
    44
  • Rebounding Force
    Rebounding Force
    Passive
    Sever Force deals 10% additional damage and when your Force Technique deals damage, it restores 5 Force.
    44
  • Bloodletting
    Bloodletting
    Passive
    Your damaging periodic effects have a 30% chance to trigger Bloodletting, which finishes the active cooldown on Assassinate and makes your next Assassinate usable on a target with any health level. This effect cannot occur more than once every <<1[%d seconds/%d second/%d seconds]>>.
    48
  • Crush Spirit
    Crush Spirit
    Passive
    Your damaging periodic effects have a 30% chance tto trigger Crush Spirit, which finishes the active cooldown on Spinning Strike and makes your next Spinning Strike usable on a target with any health level. This effect cannot occur more than once every <<1[%d seconds/%d second/%d seconds]>>.
    48
  • Imbibe
    Imbibe
    Passive
    Increases the life stolen by Death Field and Leeching Strike by 100% and causes Creeping Terror and Lightning Charge's Discharge effect to steal life from enemy targets, healing you for 10% of the damage they deal.
    52
  • Psychic Absorption
    Psychic Absorption
    Passive
    Increases the life redirected by Force in Balance and Serenity Strike by 100% and causes Sever Force and Force Technique's Force Breach effect to steal life from enemy targets, healing you for 10% of the damage they deal.
    52
  • Inevitable Demise
    Inevitable Demise
    Passive
    Death Field, Eradicate, and your periodic damage abilities deal 15% more damage on targets under 30% health.
    56
  • Aching Mind
    Aching Mind
    Passive
    Force in Balance, Squelch, and your periodic damage abilities deal 15% more damage on targets under 30% health.
    56
  • Leeching Strike
    Leeching Strike
    Instant
    Force: 25
    Cooldown: 12s
    Range: 4m
    Saps the life away from an enemy, dealing <<1>> weapon damage to the target and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
    58
  • Serenity Strike
    Serenity Strike
    Instant
    Force: 25
    Cooldown: 12s
    Range: 4m
    Redistributes life from an enemy, dealing <<1>> weapon damage to the target and healing you for 50% of the damage dealt. Requires a double-bladed lightsaber or electrostaff.
    58
  • Claws of Decay
    Claws of Decay
    Passive
    Increases the critical strike damage dealt by Thrash, Assassinate, and Leeching Strike by 10% and reduces the Force Cost of Assassinate by 3.
    60
  • Adjudication
    Adjudication
    Passive
    Increases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 10% and reduces the Force Cost of Spinning Strike by 3.
    60
  • Languishing Lashes
    Languishing Lashes
    Passive
    Dealing melee damage increases the critical chance of your damaging periodic effects by 10% for <<1[%d seconds/%d second/%d seconds]>>.
    64
  • Atrophying Attacks
    Atrophying Attacks
    Passive
    Dealing melee damage increases the critical chance of your damaging periodic effects by 10% for <<1[%d seconds/%d second/%d seconds]>>.
    64
  • Leeching Hunger
    Leeching Hunger
    Passive
    The damage dealt by Leeching Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
    68
  • Serene Poise
    Serene Poise
    Passive
    The damage dealt by Serenity Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
    68

    Deception / Infiltration

  • Reaping Strike
    Reaping Strike
    Instant
    Force: 15
    Cooldown: 18s
    Range: 4m
    Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.
    10
  • Vaulting Slash
    Vaulting Slash
    Instant
    Force: 15
    Cooldown: 18s
    Range: 4m
    Lash the target with an acrobatic strike, dealing <<1>> weapon damage. Only usable from stealth or within 15 seconds of performing a critical strike. Requires a double-bladed lightsaber or electrostaff.
    10
  • Surging Charge
    Surging Charge
    Passive
    Raw Force energy surges through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> internal damage and build 1 Static Charge. Static Charge stacks up to 3 times and increases the damage dealt by your next Discharge. This effect cannot occur more than once every 6 seconds.

    Replaces Lightning Charge.
    12
  • Shadow Technique
    Shadow Technique
    Passive
    Utilize a shadow technique, giving your melee attacks a 50% chance to deal <<1>> internal damage and build 1 Breaching Shadow. Breaching Shadows stack up to 3 times and increase the damage dealt by your next Force Breach. This effect cannot occur more than once every 6 seconds.

    Replaces Force Technique.
    12
  • Whirling Edge
    Whirling Edge
    Passive
    Increases the critical chance of Lacerate by 15% and its critical damage bonus by 30%.
    16
  • Whirling Edge
    Whirling Edge
    Passive
    Increases the critical chance of Whirling Blow by 15% and its critical damage bonus by 30%.
    16
  • Induction
    Induction
    Passive
    Thrash, Lacerate, Voltaic Slash, Maul, and Assassinate grant Induction, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times.
    20
  • Circling Shadows
    Circling Shadows
    Passive
    Double Strike, Whirling Blow, Clairvoyant Strike, Shadow Strike, and Spinning Strike grant Circling Shadows, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.
    20
  • Saber Conduit
    Saber Conduit
    Passive
    Your Surging Charge restores 9 Force over <<2>> seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Lacerate builds charges of Voltage and Discharge causes its target to become vulnerable for <<1>> seconds. Vulnerable targets take 5% more damage from Force attacks.
    24
  • Profundity
    Profundity
    Passive
    Your Shadow Technique restores 9 Force over <<2>> seconds when it deals damage to an enemy target. This effect cannot occur more than once every 12 seconds. In addition, Whirling Blow builds charges of Clairvoyance and Force Breach causes its target to become vulnerable for <<1>> seconds. Vulnerable targets take 5% more damage from Force attacks.
    24
  • Voltaic Slash
    Voltaic Slash
    Instant
    Force: 20
    Range: 4m
    Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Voltage, which gives Shock and Ball Lightning a 50% chance to automatically trigger your Surging Charge off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.

    Replaces Thrash.
    26
  • Clairvoyant Strike
    Clairvoyant Strike
    Instant
    Force: 20
    Range: 4m
    Strikes the target twice, dealing <<1>> weapon damage with each hit. Each use of this ability builds Clairvoyance, which gives Project a 50% chance to automatically trigger your Shadow Technique off of its normal rate limit. Stacks up to 2 times. Requires a double-bladed lightsaber or electrostaff.

    Replaces Double Strike.
    26
  • Dark Embrace
    Dark Embrace
    Passive
    While in stealth mode and for 15 seconds after leaving stealth mode, Force regeneration is increased by 25%.
    28
  • Shadow's Respite
    Shadow's Respite
    Passive
    While in stealth mode and for 15 seconds after leaving stealth mode, Force regeneration is increased by 25%.
    28
  • Duplicity
    Duplicity
    Passive
    Direct damage attacks grant Duplicity, causing your next Maul to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds.
    32
  • Infiltration Tactics
    Infiltration Tactics
    Passive
    Direct damage attacks grant Infiltration Tactics, causing your next Shadow Strike to deal 20% more damage and consume 75% less Force. This effect cannot occur more than once every 10 seconds.
    32
  • Darkswell
    Darkswell
    Passive
    Maul grants <<1>> seconds of Dark Embrace and restores 15 Force. While Dark Embrace is active, all damage taken is reduced by 15%.
    36
  • Masked Assault
    Masked Assault
    Passive
    Shadow Strike grants <<1>> seconds of Shadow's Respite and restores 15 Force. While Shadow's Respite is active, all damage taken is reduced by 15%.
    36
  • Twin Surge
    Twin Surge
    Passive
    Shock and Ball Lightning have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Surging Charge.
    40
  • Upheaval
    Upheaval
    Passive
    Project and Psychokinetic Blast have a 50% chance to attack the target twice, with the second attack dealing half damage. This second attack cannot trigger Shadow Technique.
    40
  • Low Slash
    Low Slash
    Instant
    Force: 20
    Cooldown: 15s
    Range: 30m
    Slashes the target low, dealing <<1>> weapon damage and incapacitating the target for <<2>> seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff.
    42
  • Low Slash
    Low Slash
    Instant
    Force: 20
    Cooldown: 15s
    Range: 30m
    Slashes the target low, dealing <<1>> weapon damage and incapacitating the target for <<2>> seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber or electrostaff.
    42
  • Electric Ambush
    Electric Ambush
    Passive
    Recklessness builds 3 Static Charges, and exiting combat reduces the active cooldown of Recklessness by 60 seconds. Additionally, the critical damage dealt by Maul is increased by 30%.
    44
  • Potent Shadows
    Potent Shadows
    Passive
    Force Potency builds 3 Breaching Shadows, and exiting combat reduces the active cooldown of Force Potency by 60 seconds. Additionally, the critical damage dealt by Shadow Strike is increased by 30%.
    44
  • Assassin's Mark
    Assassin's Mark
    Passive
    Maul sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.
    48
  • Shadow's Mark
    Shadow's Mark
    Passive
    Shadow Strike sunders its target for 45 seconds. Sundered targets have their armor reduced by 20%.
    48
  • Entropic Field
    Entropic Field
    Passive
    Reduces the damage taken from area attacks by 30%. In addition, dealing critical damage grants Entropic Field, increasing damage reduction by 3% for <<1>> seconds. Stacks up to 3 times.
    52
  • Kinetic Field
    Kinetic Field
    Passive
    Reduces the damage taken from area attacks by 30%. In addition, dealing critical damage grants Kinetic Field, increasing damage reduction by 3% for <<1>> seconds. Stacks up to 3 times.
    52
  • Dominating Slashes
    Dominating Slashes
    Passive
    Increases the damage dealt by Lacerate, Voltaic Slash, and Assassinate by 10%.
    56
  • Prevalling Strikes
    Prevalling Strikes
    Passive
    Increases the damage dealt by Clairvoyant Strike, Whirling Blow and Spinning Strike by 10%.
    56
  • Ball Lightning
    Ball Lightning
    Instant
    Force: 32
    Cooldown: 6s
    Range: 10m
    Blasts the target with a ball of lightning for <<1>> energy damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.

    Replaces Shock.
    58
  • Psychokinetic Blast
    Psychokinetic Blast
    Instant
    Force: 32
    Cooldown: 6s
    Range: 10m
    Blasts the target with the psychokinetic power of the Force for <<1>> kinetic damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.

    Replaces Project.
    58
  • Sith Executioner
    Sith Executioner
    Passive
    Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Assassinate by 10.
    60
  • Judgement
    Judgement
    Passive
    Increases all damage dealt to targets below 30% of max health by 5%. Additionally, reduces the Force consumed by Spinning Strike by 10.
    60
  • Crackling Blasts
    Crackling Blasts
    Passive
    Increases the critical strike damage dealt by Surging Charge's Discharge effect and Ball Lightning by 10%.
    64
  • Deep Impact
    Deep Impact
    Passive
    Increases the critical strike damage dealt by Shadow Techinque's Force Breach effect and Psychokinetic Blast by 10%.
    64
  • Amped Voltage
    Amped Voltage
    Passive
    Increases the damage dealt by Surging Charge's Discharge by 5%. Additionally, activating Phantom Stride builds 3 Static Charges.
    68
  • Fracturing Force
    Fracturing Force
    Passive
    Increases the damage dealt by Shadow Technique's Force Breach by 5%. Additionally, activating Shadow Stride builds 3 Breaching Shadows.
    68

    Darkness / Kinetic Combat

  • Depredating Volts
    Depredating Volts
    3s channel
    Cooldown: 6s
    Range: 10m
    Deals <<1>> energy damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. This ability can be channeled while moving.
    10
  • Cascading Debris
    Cascading Debris
    3s channel
    Cooldown: 6s
    Range: 10m
    Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Slows the movement speed of the target by 50% and stuns weak or standard enemies while channeled. This ability can be channeled while moving.
    10
  • Dark Charge
    Dark Charge
    Passive
    Dark energy courses through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> internal damage and generate additional threat. Additionally, increases armor rating by 130%, shield chance by 15%, threat generation by 100%, accuracy by 10%, and reduces all damage dealt by 10%.

    Replaces Lightning Charge.
    12
  • Combat Technique
    Combat Technique
    Passive
    Utilize a Combat Technique, giving your melee attacks a 50% chance to deal <<1>> internal damage and generate additional threat. Increases armor rating by 130%, shield chance by 15%, threat generation by 100%, and accuracy by 10% and reduces all damage dealt by 10% while active.

    Replaces Force Technique.
    12
  • Torment
    Torment
    Passive
    Discharge causes its targets to become unsteady for 45 seconds. Unsteady targets have their melee and ranged accuracy reduced by 5%. In addition, Lacerate deals 15% more damage to Unsteady targets.
    16
  • Psychokinesis
    Psychokinesis
    Passive
    Force Breach causes its targets to become unsteady for 45 seconds. Unsteady targets have their melee and ranged accuracy reduced by 5%. In addition, Whirling Blow deals 15% more damage to Unsteady targets.
    16
  • Electrify
    Electrify
    Passive
    Shock deals 25% more damage and consumes 15 less Force, and Thrash and Lacerate inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
    20
  • Bombardment
    Bombardment
    Passive
    Project deals 25% more damage and consumes 15 less Force, and Double Strike and Whirling Blow inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
    20
  • Swelling Shadows
    Swelling Shadows
    Passive
    Increases the armor rating Dark Charge grants by an additional 20%, and increases damage reduction by 2%.
    24
  • Elusiveness
    Elusiveness
    Passive
    Increases the armor rating Combat Technique grants by an additional 20%, and increases damage reduction by 2%.
    24
  • Dark Ward
    Dark Ward
    Instant
    Cooldown: 15s
    Surrounds you in a dark ward with 15 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Dark Ward loses 1 charge. Does not break Stealth.
    26
  • Kinetic Ward
    Kinetic Ward
    Instant
    Cooldown: 15s
    Erects a kinetic ward with 15 charges that increases your shield chance by 15% for <<1[%d/%d/%d]>> seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth.
    26
  • Blood of Sith
    Blood of Sith
    Passive
    Increases the rate at which your Force regenerates by 30%.
    28
  • One with the Force
    One with the Force
    Passive
    Increases the rate at which your Force regenerates by 30%.
    28
  • Dark Bulwark
    Dark Bulwark
    Passive
    Consuming a charge of Dark Ward increases shield absorption by 1%. Stacks up to 8 times. This effect lasts for 20 seconds or until Dark Ward is reactivated.
    32
  • Kinetic Bulwark
    Kinetic Bulwark
    Passive
    Consuming a charge of Kinetic Ward increases shield absorption by 1%. Stacks up to 8 times. This effect lasts for 20 seconds or until Kinetic Ward is reactivated.
    32
  • Energize
    Energize
    Passive
    Damage dealt by Thrash, Maul, Lacerate, and Assassinate has a 30% chance to finish the cooldown on Shock and make your next Shock a critical hit. Energized Shocks that consume a charge of Recklessness deal an additional 50% critical damage.
    36
  • Particle Acceleration
    Particle Acceleration
    Passive
    Damage dealt by Double Strike, Shadow Strike, Whirling Blow and Spinning Strike has a 30% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerated Projects that consume a charge of Force Potency deal an additional 50% critical damage.
    36
  • Lightning Reflexes
    Lightning Reflexes
    Passive
    Increases your melee and ranged defense by 4%. Additionally, whenever you successfully shield, parry, or deflect an attack, you recover 2% of your total Force and increase the damage dealt by your next Discharge by 75%. This effect cannot occur more than once a second and does not stack.
    40
  • Double-bladed Saber Tactics
    Double-bladed Saber Tactics
    Passive
    Increases your melee and ranged defense by 4%. Additionally, whenever you successfully shield, parry, or deflect an attack, you recover 2% of your total Force and increase the damage dealt by your next Force Breach by 75%. This effect cannot occur more than once a second and does not stack.
    40
  • Wither
    Wither
    Instant
    Force: 20
    Cooldown: 10s
    Range: 10m
    Causes up to 8 targets to wither under the weight of the Force, dealing <<1>> kinetic damage, slowing the movement speed of all affected targets by 30% for <<3>> seconds, and weakening all affected targets for <<2>> seconds. Weakened targets deal 5% less melee and ranged damage. Does not damage sleeping, lifted, or incapacitated enemies. This ability generates a high amount of threat.
    42
  • Slow Time
    Slow Time
    Instant
    Force: 20
    Cooldown: 10s
    Range: 10m
    Slows the passage of time for up to 8 targets, dealing <<1>> kinetic damage, slowing the movement speed of all affected targets by 30% for <<3>> seconds, and weakening all affected targets for <<2>> seconds. Weakened targets deal 5% less melee and ranged damage. Does not damage sleeping, lifted, or incapacitated enemies. This ability generates a high amount of threat.
    42
  • Mounting Darkness
    Mounting Darkness
    Passive
    Deflection grants Mounting Darkness, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Discharge and Wither is increased by 30%.
    44
  • Pulsating Force
    Pulsating Force
    Passive
    Deflection grants Pulsating Force, causing all enemies within 8 meters to deal 15% less Force and tech damage. This effect lasts for the duration of Deflection. Additionally, damage dealt by Force Breach and Slow Time is increased by 30%.
    44
  • Harnessed Darkness
    Harnessed Darkness
    Passive
    Shock and Wither grant Harnessed Darkness, which makes the next Depredating Volts used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Depredating Volts by 25%. Stacks up to 3 times. At 3 stacks, each tick of Depredating Volts grants Dark Protection, which increases damage reduction by 1%. Dark Protection stacks up to 4 times and lasts <<2>> seconds.
    48
  • Harnessed Shadows
    Harnessed Shadows
    Passive
    Project and Slow Time grant Harnessed Shadows, which makes the next Cascading Debris used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Cascading Debris by 25%. Stacks up to 3 times. At 3 stacks, each tick of Cascading Debris grants Shadow Protection, which increases damage reduction by 1%. Shadow Protection stacks up to 4 times and lasts <<2>> seconds.
    48
  • Lightning Recovery
    Lightning Recovery
    Passive
    Increases the amount of Force recovered by Lightning Reflexes by 100%. In addition, when you shield, parry, or deflect an attack, the active cooldown of Force Shroud is reduced by 1 second. This effect cannot occur more than once a second.
    52
  • Rapid Recovery
    Rapid Recovery
    Passive
    Increases the amount of Force recovered by Double-bladed Saber Tactics by 100%. In addition, when you shield, parry, or deflect an attack, the active cooldown of Resilience is reduced by 1 second. This effect cannot occur more than once a second.
    52
  • Conspirator's Cloak
    Conspirator's Cloak
    Passive
    Exiting stealth instantly grants 4 stacks of Dark Protection. In addition, Thrash, Lacerate, Assassinate, and Phantom Stride grant Conspirator's Cloak, which makes your next Maul consume 50% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds.
    56
  • Shadow Wrap
    Shadow Wrap
    Passive
    Exiting stealth instantly grants 4 stacks of Shadow Protection. In addition, Double Strike, Whirling Blow, Spinning Strike, and Shadow Stride grant Shadow Wrap, which makes your next Shadow Strike consume 50% less Force and usable when face-to-face with your target. This effect cannot occur more than once every 10 seconds.
    56
  • Force Pull
    Force Pull
    Instant
    Cooldown: 45s
    Range: 10-30m
    Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.
    58
  • Force Pull
    Force Pull
    Instant
    Cooldown: 45s
    Range: 10-30m
    Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.
    58
  • Premonition
    Premonition
    Passive
    Increases your stealth detection level by 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber, damage reduction is increased by 25% for the duration.
    60
  • Shadowsight
    Shadowsight
    Passive
    Increases your Stealth detection level by 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Battle Readiness, damage reduction is increased by 25% for the duration.
    60
  • Shroud of Darkness
    Shroud of Darkness
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spike to be used out of stealth mode. Additionally, activating Recklessness grants 30% shield absorption for <<1>> seconds.
    64
  • Mental Fortitude
    Mental Fortitude
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spinning Kick to be used out of Stealth mode. Additionally, activating Force Potency grants 30% shield absorption for <<1>> seconds.
    64
  • Dark Bastion
    Dark Bastion
    Passive
    The cooldown of Dark Ward is reduced by 5 seconds, the shield chance it provides is increased by an additional 3%, and shielding an attack while it is active has a 20% chance to restore a charge and increase its active duration by 1 second. In addition, Dark Bulwark can build 2 additional stacks.
    68
  • Kinetic Bastion
    Kinetic Bastion
    Passive
    The cooldown of Kinetic Ward is reduced by 5 seconds, the shield chance it provides is increased by an additional 3%, and shielding an attack while it is active has a 20% chance to restore a charge and increase its active duration by 1 second. In addition, Kinetic Bulwark can build 2 additional stacks.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Avoidance
    Passive
    Reduces the cooldown of Jolt by 2 seconds, Unbreakable Will by 30 seconds, and Force Speed by 5 seconds.
  • Oppressing Force
    Passive
    Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds.. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Shapeless Spirit
    Passive
    Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Lambaste
    Passive
    Increases the damage dealt by Lacerate by 25%.
  • Electric Bindings
    Passive
    Overload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
  • Snaring Slashes
    Passive
    Thrash, Voltaic Slash, and Lacerate reduce the movement speed of the targets they damage by 30% for <<1[%d seconds/%d second/%d seconds]>>.
  • Celerity
    Passive
    Reduces the cooldown of Mind Snap by 2 seconds, Force of Will by 30 seconds, and Force Speed by 5 seconds.
  • Pinning Resolve
    Passive
    Reduces the cooldown of Force Stun by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Mental Defense
    Passive
    Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Lambaste
    Passive
    Increases the damage done by Whirling Blow by 25%.
  • Force Wake
    Passive
    Force Wave unbalances its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
  • Snaring Strikes
    Passive
    Double Strike, Clairvoyant Strike, and Whirling Blow reduce the movement speed of the targets they damage by 30% for <<1[%d seconds/%d second/%d seconds]>>.
    MASTERFUL MASTERFUL
  • Fade
    Passive
    Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
  • Obfuscation
    Passive
    Increases your movement speed by 15% and your effective stealth level by 10.
  • Nerve Wracking
    Passive
    Targets controlled by your Spike or Electrocute take 5% more damage from all sources.
  • Assassin's Shelter
    Passive
    Mass Mind Control provides Assassin's Shelter to all allies within range, excluding yourself, reducing the damage they take by 5% for the next <<2[%d seconds/%d second/%d seconds]>> and healing them for <<1>> health over the duration.
  • Audacity
    Passive
    Reduces the cooldown of Overload by 2.5 seconds and Recklessness grants 1 additional charge when activated.
  • Speed Surge
    Passive
    Activating Shock, Ball Lightning, or Eradicate increases your movement speed by 50% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 18 seconds.
  • Fade
    Passive
    Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
  • Misdirection
    Passive
    Increases your movement speed by 15% and your effective stealth level by 10.
  • Nerve Wracking
    Passive
    Targets controlled by your Spinning Kick or Force Stun take 5% more damage from all sources.
  • Shadow's Shelter
    Passive
    Mass Mind Control provides Shadow's Shelter to all allies within range, excluding yourself, reducing the damage they take by 5% for the next <<2[%d seconds/%d second/%d seconds]>> and healing them for <<1>> health over the duration.
  • Force Harmonics
    Passive
    Reduces the cooldown of Force Wave by 2.5 seconds and Force Potency grants 1 additional charge when activated.
  • Kinetic Acceleration
    Passive
    Activating Project, Psychokinetic Blast, or Squelch increases your movement speed by 50% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 18 seconds.
    HEROIC HEROIC
  • Magnetism
    Passive
    When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slowed by 90% for the following 3 seconds. Additionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
  • Shroud of Madness
    Passive
    Activating Force Cloak grants 2 seconds of Force Shroud.
  • Dark Stability
    Passive
    Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.
  • Insulation
    Passive
    Increases your armor rating by 30% with Lightning Charge or Surging Charge, and Depredating Volts increases movement speed by 35% for 6 seconds with Dark Charge. Additionally, when damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
  • Emersion
    Passive
    Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
  • Haunted Dreams
    Passive
    If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.
  • Motion Control
    Passive
    When a target recovers from being stunned by your Spinning Kick or Force Stun, its movement speed is slowed by 90% for the following 3 seconds. Additionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
  • Cloak of Resilience
    Passive
    Activating Force Cloak grants 2 seconds of Resilience.
  • Sturdiness
    Passive
    Activating Deflection grants 6 seconds of immunity to stun, sleep, lift, and incapacitating effects.
  • Shadowy Veil
    Passive
    Increases your armor rating by 30% with Force Technique or Shadow Technique, and Cascading Debris increases movement speed by 35% for 6 seconds with Combat Technique. Additionally, when damage breaks your Mind Maze prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
  • Egress
    Passive
    Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.
  • Containment
    Passive
    If your Force Lift breaks early from damage, the target is stunned for 2 seconds. In addition, Force Lift activates instantly.
    LEGENDARY LEGENDARY
  • Disjunction
    Passive
    Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
  • Reaper's Rush
    Passive
    Phantom Stride grants Reaper's Rush, allowing your next Assassinate to be used on any target, regardless of remaining health. Reaper's Rush lasts for 10 seconds. Additionally, if the target of your Phantom Stride is killed within 10 seconds of using Phantom Stride, Phantom Stride's cooldown is reset.
  • Hand of Darkness
    Passive
    Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
  • Renewing Darkness
    Passive
    When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
  • Phasing Phantasm
    Passive
    Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
  • Retaliatory Grip
    Passive
    Deflection grants Retaliatory Grip, reflecting 50% (or 100% for the Darkness discipline) of all direct single target tech and Force damage back at the attacker. Retaliatory Grip lasts for 12 seconds and does not absorb incoming damage.
  • Mind Over Matter
    Passive
    Increases the durations of Resilence by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
  • Stalker's Swiftness
    Passive
    Shadow Stride grants Stalker's Swiftness, allowing your next Spinning Strike to be used on any target, regardless of remaining health. Stalker's Swiftness lasts for 10 seconds. Additionally, if the target of your Shadow Stride is killed within 10 seconds of using Shadow Stride, Shadow Stride's cooldown is reset.
  • Martial Prowess
    Passive
    Force Pull immobilizes its target for 3 seconds, Serenity Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Maze grants Martial Prowess, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
  • Restorative Shade
    Passive
    When entering stealth with Force Cloak you generate a stack of Restorative Shade and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Restorative Shade heals you for 4% of your health.
  • One with the Shadows
    Passive
    Shadow Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants One with the Shadows, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
  • Avenging Grip
    Passive
    Deflection grants Avenging Grip, reflecting 50% (or 100% for the Kinetic Combat discipline) of all direct single target tech and Force damage back at the attacker. Avenging Grip lasts for 12 seconds and does not absorb incoming damage.

    Sith Sorcerer  / Jedi Sage 

    • Thrash/Double Strike was removed because Sorcerer/Sage is a ranged class.
    • The Saber Strike basic attack remains available, though there is a new Legendary utility that replaces Saber Strike with Enfeebling Lash (6s cooldown), immobilizing players for 3 seconds.
    • Various abilities had their damage and healing nerfed.
    Removed abilities
    Updated abilities
    Cosmetic changes: Cosmetic changes:

    Discipline changes

    • All Disciplines receive a new passive at level 68.
    Lightning Telekinetics
    Madness Balance
    Corruption Seer

    Utility changes

    New utilities
    Merged utilities
    Updated utilities
    Removed utilities

    Updated list of abilities by level

    B = base class ability, shared with Assassins/Shadows.

  • Saber Strike
    Saber Strike
    Instant
    Range: 4m
    Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.
    1, B
  • Saber Strike
    Saber Strike
    Instant
    Range: 4m
    Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.
    1, B
  • Shock
    Shock
    Instant
    Force: 40
    Cooldown: 6s
    Range: 10m
    Shocks the target for <<1>> energy damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.
    1, B
  • Project
    Project
    Instant
    Force: 40
    Cooldown: 6s
    Range: 10m
    Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for <<2[%d seconds/%d second/%d seconds]>>.
    1, B
  • Lightning Strike
    Lightning Strike
    1.5s cast
    Force: 40
    Range: 30m
    Fires a charge of lightning at the target, deals <<1>> energy damage.
    1
  • Disturbance
    Disturbance
    1.5s cast
    Force: 40
    Range: 30m
    Fires a blast of telekinetic energy at the target, dealing <<1>> kinetic damage.
    1
  • Force Attunement
    Force Attunement
    Passive
    Attuned to the Force, your maximum Force is increased by 500.
    1
  • Force Reach
    Force Reach
    Passive
    Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.
    1
  • Sith Lifebinder
    Sith Lifebinder
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Force Studies
    Force Studies
    Passive
    Attuned to the Force, your maximum Force is increased by 500.
    1
  • Transmission
    Transmission
    Passive
    Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also increases the duration of Whirlwind to 60 seconds.
    1
  • Jedi Healer
    Jedi Healer
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Force Lightning
    Force Lightning
    3s channel
    Cooldown: 6s
    Range: 30m
    Deals <<1>> energy damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
    2
  • Telekinetic Throw
    Telekinetic Throw
    3s channel
    Cooldown: 6s
    Range: 30m
    Deals <<1>> kinetic damage to the target and consumes 40 Force over the duration of the channel. Also slows the movement speed of the target by 50% and immobilizes weak and standard enemies.
    2
  • Overload
    Overload
    Instant
    Force: 10
    Cooldown: 20s
    Deals <<1>> energy damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.
    3, B
  • Force Wave
    Force Wave
    Instant
    Force: 10
    Cooldown: 20s
    Deals <<1>> kinetic damage and knocks back up to 8 enemies within a 15-meter cone in front of you. Standard and weak enemies are additionally knocked down for 3 seconds.
    3, B
  • Force Storm
    Force Storm
    3s channel
    Range: 30m
    Calls down a Force storm over the target area, consuming 60 Force and dealing <<1>> energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the storm each second.
    4
  • Forcequake
    Forcequake
    3s channel
    Range: 30m
    Channels the Force into the ground at the target location, causing it to quake and tremble, consuming 60 Force and dealing <<1>> energy damage to up to 8 targets within 8 meters over the duration of the channel. Standard and weak targets have a 33% chance to be stunned by the quake each second.
    4
  • Electrocute
    Electrocute
    Instant
    Force: 10
    Cooldown: 60s
    Range: 10m
    Electrocutes the target, dealing <<1>> energy damage and stunning it for <<2[%d/%d/%d]>> seconds.
    5, B
  • Force Stun
    Force Stun
    Instant
    Force: 10
    Cooldown: 60s
    Range: 10m
    Deals <<1>> kinetic damage and stuns the target for <<2[%d/%d/%d]>> seconds.
    5, B
  • Dark Heal
    Dark Heal
    1.5s cast
    Force: 70
    Range: 30m
    Heals a friendly target for <<1>> health.
    6
  • Benevolence
    Benevolence
    1.5s cast
    Force: 70
    Range: 30m
    Heals a friendly target for <<1>> health.
    6
  • Whirlwind
    Whirlwind
    2s cast
    Force: 10
    Cooldown: 60s
    Range: 30m
    Traps the target in a whirlwind for <<1[%d/%d/%d]>> seconds. Non-player, non-standard, and non-weak targets heal rapidly while trapped. Damage causes this effect to end prematurely.
    7, B
  • Force Lift
    Force Lift
    2s cast
    Force: 10
    Cooldown: 60s
    Range: 30m
    Lifts the target helplessly into the air, preventing all action for up to <<1[%d/%d/%d]>> seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely.
    7, B
  • Recklessness
    Recklessness
    Instant
    Cooldown: 90s
    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts <<1>> seconds.
    8, B
  • Force Potency
    Force Potency
    Instant
    Cooldown: 90s
    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60%. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts <<1>> seconds.
    8, B
  • Unbreakable Will
    Unbreakable Will
    Instant
    Cooldown: 120s
    Summons the unbreakable will of the Sith, immediately purging incapacitating and movement-impairing effects.
    9, B
  • Force of Will
    Force of Will
    Instant
    Cooldown: 120s
    Demonstrates your force of will, purging all incapacitating and movement-impairing effects.
    9, B
  • Crushing Darkness
    Crushing Darkness
    2s cast
    Force: 40
    Cooldown: 15s
    Range: 30m
    Summons a dark cloud of energy to crush the target, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over <<3[%d/%d/%d]>> seconds.
    10
  • Mind Crush
    Mind Crush
    2s cast
    Force: 40
    Cooldown: 15s
    Range: 30m
    Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over <<3[%d/%d/%d]>> seconds.
    10
  • Resurgence
    Resurgence
    Instant
    Force: 40
    Cooldown: 6s
    Range: 30m
    Immediately heals the target for <<1>>, plus an additional <<2>> over <<3>> seconds.
    12
  • Rejuvenate
    Rejuvenate
    Instant
    Force: 40
    Cooldown: 6s
    Range: 30m
    Immediately heals a target for a <<1>>, plus an additional <<2>> over <<3>> seconds.
    12
  • Static Barrier
    Static Barrier
    Instant
    Force: 45
    Range: 30m
    Surrounds the target in a lightning shield that lasts <<1[%d/%d/%d]>> seconds and absorbs a high amount of damage. The target becomes deionized and cannot benefit from Static Barrier again for <<2[%d/%d/%d]>> seconds.
    14
  • Force Armor
    Force Armor
    Instant
    Force: 45
    Range: 30m
    Surrounds the target in a Force shield that absorbs a high amount of damage and lasts <<1[%d/%d/%d]>> seconds. The target becomes Force-imbalanced and cannot benefit from Force Armor again for <<2[%d/%d/%d]>> seconds.
    14
  • Electric Induction
    Electric Induction
    Passive
    Reduces the Force consumed by Force abilities by 10%.
    15
  • Inner Strength
    Inner Strength
    Passive
    Reduces the Force consumed by Force abilities by 10%.
    15
  • Force Speed
    Force Speed
    Instant
    Cooldown: 30s
    Increases movement speed by 150% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    16, B
  • Force Speed
    Force Speed
    Instant
    Cooldown: 30s
    Increases your movement speed by 150% for <<1[%d/%d/%d]>> seconds. Does not break Stealth.
    16, B
  • Affliction
    Affliction
    Instant
    Force: 35
    Range: 30m
    Casts a powerful Force affliction upon the target that deals <<1>> internal damage over <<2[%d/%d/%d]>> seconds.
    16
  • Weaken Mind
    Weaken Mind
    Instant
    Force: 35
    Range: 30m
    Weakens the target's mind, dealing <<1>> internal damage over <<2[%d/%d/%d]>> seconds.
    16
  • Jolt
    Jolt
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Mind Snap
    Mind Snap
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Unnatural Preservation
    Unnatural Preservation
    Instant
    Cooldown: 30s
    Immediately restores <<1>> health to you. Cannot be used on others.
    18
  • Force Mend
    Force Mend
    Instant
    Cooldown: 30s
    Immediately restores <<1>> health to you. Cannot be used on others.
    18
  • Consuming Darkness
    Consuming Darkness
    Instant
    Consumes the dark energy around you, restoring 40 Force. Utilizing Consuming Darkness makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.
    20
  • Vindicate
    Vindicate
    Instant
    Calls upon the light energy surrounding you, restoring 40 Force. Utilizing Vindicate makes you Weary, reducing your Force regeneration rate by 2 for 10 seconds. This effect can stack up to 4 times.
    20
  • Force Slow
    Force Slow
    Instant
    Force: 10
    Cooldown: 12s
    Range: 10m
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    22, B
  • Force Slow
    Force Slow
    Instant
    Force: 10
    Cooldown: 12s
    Range: 10m
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    22, B
  • Expunge
    Expunge
    Instant
    Force: 15
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative mental or Force effects.
    24
  • Restoration
    Restoration
    Instant
    Force: 15
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative mental or Force effects.
    24
  • Polarity Shift
    Polarity Shift
    Instant
    Cooldown: 120s
    Your connection to the Force shifts, granting 20% alacrity and immunity to pushback and interrupts for <<1>> seconds.
    28
  • Mental Alacrity
    Mental Alacrity
    Instant
    Cooldown: 120s
    Grants 20% alacrity and immunity to pushback and interrupts for <<1>> seconds.
    28
  • Cloud Mind
    Cloud Mind
    Instant
    Cooldown: 45s
    Wipes your enemies' thoughts, instantly lowering your threat by a moderate amount.
    30
  • Cloud Mind
    Cloud Mind
    Instant
    Cooldown: 45s
    Clouds the minds of your enemies, instantly lowering your threat by a moderate amount.
    30
  • Extrication
    Extrication
    Instant
    Force: 30
    Cooldown: 60s
    Range: 30m
    Lowers the target's threat by a moderate amount and, if the target is a group member, pulls the target to your location.
    34
  • Rescue
    Rescue
    Instant
    Force: 30
    Cooldown: 60s
    Range: 30m
    Lowers the target's threat by a moderate amount and, if the target is a group member, pulls the target to your location.
    34
  • Reanimation
    Reanimation
    1.5s cast
    Force: 30
    Cooldown: 300s
    Range: 30m
    Revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    50
  • Revival
    Revival
    1.5s cast
    Force: 30
    Cooldown: 300s
    Range: 30m
    Revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    50
  • Force Barrier
    Force Barrier
    8s channel
    Cooldown: 180s
    Projects a Force Barrier around you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. While you are protected by Force Barrier charges will build up and grant Enduring Bastion, a shield that absorbs an amount of damage based off the charges that are present when Force Barrier ended. Enduring Bastion also grants immunity to interrupts.
    51
  • Force Barrier
    Force Barrier
    8s channel
    Cooldown: 180s
    Projects a Force Barrier around you, granting immunity to all control, damage, and negative effects while channeled. This ability does not respect the global cooldown and can be used while controlled. While you are protected by Force Barrier charges will build up and grant Enduring Bastion, a shield that absorbs an amount of damage based off the charges that are present when Force Barrier ended. Enduring Bastion also grants immunity to interrupts.
    51
  • Unlimited Power
    Unlimited Power
    Instant
    Force: 50
    Cooldown: 300s
    Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts <<1>> seconds.
    56
  • Force Empowerment
    Force Empowerment
    Instant
    Force: 50
    Cooldown: 300s
    Increases mastery, endurance, and presence for you and your Operation group members within 40 meters by 10%. Lasts <<1>> seconds.
    56
  • Phase Walk
    Phase Walk
    0.5s cast
    Cooldown: 1.5s
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 60 seconds when used to return to the marked location.
    59
  • Phase Walk
    Phase Walk
    0.5s cast
    Cooldown: 1.5s
    Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Phase Walk goes on cooldown for 60 seconds when used to return to the marked location.
    59

    Updated discipline paths

    Lightning / Telekinetics

  • Chain Lightning
    Chain Lightning
    2.5s cast
    Force: 50
    Cooldown: 6s
    Range: 30m
    Delivers an arc of lightning that deals <<1>> energy damage to up to 8 targets within 8 meters of the primary target.
    10
  • Telekinetic Wave
    Telekinetic Wave
    2.5s cast
    Force: 50
    Cooldown: 6s
    Range: 30m
    Sends a wave of telekinetic energy that deals <<1>> kinetic damage to up to 8 targets within 8 meters of the primary target.
    10
  • Lightning Storm
    Lightning Storm
    Passive
    Lightning Strike, Lightning Bolt, Thundering Blast, and Force Storm grant Lightning Storm when activated. Lightning Storm immediately finishes the cooldown on Chain Lightning and makes your next Chain Lightning activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds.
    12
  • Tidal Force
    Tidal Force
    Passive
    Disturbance, Telekinetic Burst, Turbulence, and Forcequake grant Tidal Force when activated. Tidal Force immediately finishes the cooldown on Telekinetic Wave and makes your next Telekinetic Wave activate instantly and consume 50% less Force. This effect cannot occur more than once every 10 seconds.
    12
  • Storm Brewing
    Storm Brewing
    Passive
    Increases the critical chance of Force Storm by 15% and its critical damage bonus by 30%.
    16
  • Resonating Vibrations
    Resonating Vibrations
    Passive
    Increases the critical chance of Forcequake by 15% and its critical damage bonus by 30%.
    16
  • Lightning Effusion
    Lightning Effusion
    Passive
    Direct Force attacks grant Lightning Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.
    20
  • Telekinetic Effusion
    Telekinetic Effusion
    Passive
    Direct Force attacks grant Telekinetic Effusion when they critically hit, reducing the Force consumed by your next two non-channeled Force attacks by 75%.
    20
  • Subversion
    Subversion
    Passive
    Reduces the pushback suffered while activating Chain Lightning, Lightning Strike, Crushing Darkness, Thundering Blast, and Lightning Bolt by 75%. Additionally, you have a 25% chance when taking direct damage to gain Subversion, which causes your next Lightning Strike or Lightning Bolt to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to <<1>> seconds.
    24
  • Concentration
    Concentration
    Passive
    Reduces the pushback suffered while activating Telekinetic Wave, Disturbance, Mind Crush, Turbulence, and Telekinetic Burst by 75%. Additionally, you have a 25% chance when taking direct damage to gain Concentration, which causes your next Disturbance or Telekinetic Burst to activate instantly. This effect cannot occur more than once every 8 seconds and lasts for up to <<1>> seconds.
    24
  • Thundering Blast
    Thundering Blast
    1.5s cast
    Force: 50
    Cooldown: 9s
    Range: 30m
    Sends a thundering blastwave at a single target that deals <<1>> internal damage. Thundering Blast automatically critically hits targets affected by your Affliction.
    26
  • Turbulence
    Turbulence
    1.5s cast
    Force: 50
    Cooldown: 9s
    Range: 30m
    Deals <<1>> internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.
    26
  • Forked Darkness
    Forked Darkness
    Passive
    Crushing Darkness makes its target vulnerable for <<1>> seconds and has a 25% chance to tick twice. Vulnerable targets take 5% more damage from Force attacks. In addition, when you activate Thundering Blast, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage.
    28
  • Mental Momentum
    Mental Momentum
    Passive
    Mind Crush makes its target vulnerable for <<1>> seconds and has a 25% chance to tick twice . Vulnerable targets take 5% more damage from Force attacks. In addition, when you activate Turbulence, there is a 25% chance the ability will produce a second blast that strikes the same target for 25% damage.
    28
  • Lightning Swarm
    Lightning Swarm
    Passive
    Increases the maximum range of your Force attacks by 5 meters. Additionally, Chain Lightning immobilizes all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slows all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>.
    32
  • Cascading Force
    Cascading Force
    Passive
    Increases the maximum range of your Force attacks by 5 meters. Additionally, Telekinetic Wave immobilizes all affected targets for <<2[%d seconds/%d second/%d seconds]>> and slows all affected targets by 50% for <<3[%d seconds/%d second/%d seconds]>>.
    32
  • Convection
    Convection
    Passive
    Force Speed gives 2 stacks of Convection which allows Lightning Strike and Lightning Bolt to be activated instantly.
    36
  • Clamoring Force
    Clamoring Force
    Passive
    Force Speed gives 2 stacks of Clamoring Force, which allows Disturbance and Telekinetic Burst to be activated instantly.
    36
  • Forked Lightning
    Forked Lightning
    Passive
    Lightning Strike, Chain Lightning, Lightning Flash, and Lightning Bolt have a 25% chance to produce a second arc of lightning that strikes the same targets for 25% damage. Additionally, Chain Lightning overwhelms its targets for <<1>> seconds. Overwhelmed targets take an additional 10% damage from area attacks.
    40
  • Telekinetic Momentum
    Telekinetic Momentum
    Passive
    Disturbance, Telekinetic Wave, Telekinetics Gust, and Telekinetics Burst have a 25% chance to unleash a second telekinetic blast that strikes the same targets for 25% damage. Additionally, Telekinetic Wave overwhelms its targets for <<1>> seconds. Overwhelmed targets take an additional 10% damage from area attacks.
    40
  • Lightning Flash
    Lightning Flash
    Instant
    Force: 50
    Cooldown: 15s
    Range: 30m
    Blasts the target with a quick flash of lightning, which deals <<1>> energy damage and grants Force Flash, which reduces the activation time of your next Crushing Darkness by 0.5 seconds. This effect lasts up to <<2>> seconds.
    42
  • Telekinetic Gust
    Telekinetic Gust
    Instant
    Force: 50
    Cooldown: 15s
    Range: 30m
    Blasts the target with a quick gust of Force power, which deals <<1>> kinetic damage and grants Force Gust, which reduces the activation time of your next Mind Crush by 0.5 seconds. This effect lasts up to <<2>> seconds.
    42
  • Focal Lightning
    Focal Lightning
    Passive
    Damage dealt by Chain Lightning and Lightning Flash has a 100% chance and damage dealt by Lightning Strike and Lightning Bolt has a 50% chance to grant Focal Lightning, which increases alacrity by 1%. Stacks up to 5 times. Lasts <<1>> seconds.
    44
  • Telekinetic Focal Point
    Telekinetic Focal Point
    Passive
    Damage dealt by Telekinetic Wave and Telekinetic Gust has a 100% chance and damage dealt by Disturbance and Telekinetic Burst has a 50% chance to grant Focal Telekinetics, which increases alacrity by 1%. Stacks up to 5 times. Lasts <<1>> seconds.
    44
  • Chaos Nexus
    Chaos Nexus
    Passive
    Forked Lightning is twice as likely to trigger while Polarity Shift is active. Additionally, increases the duration of Polarity Shift by 5 seconds and reduces its cooldown by 15 seconds.
    48
  • Flowing Force
    Flowing Force
    Passive
    Telekinetic Momentum is twice as likely to trigger while Mental Alacrity is active. Additionally increases the duration of Mental Alacrity by 5 seconds and reduces its cooldown by 15 seconds.
    48
  • Reverberating Force
    Reverberating Force
    Passive
    Increases the critical damage dealt by Chain Lightning, Crushing Darkness, Thundering Blast, and Lightning Flash by 10%.
    52
  • Reverberation
    Reverberation
    Passive
    Increases the critical damage dealt by Telekinetic Wave, Mind Crush, Turbulence, and Telekinetic Gust by 10%.
    52
  • Conduction
    Conduction
    Passive
    Each Forked Lightning and Forked Darkness reduces the active cooldown of Polarity Shift by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once every 15 seconds.
    56
  • Tremors
    Tremors
    Passive
    Each Telekinetic Momentum and Mental Momentum reduces the active cooldown of Mental Alacrity by 1 second. In addition, being interrupted grants Unshakable for 4 seconds. This can only occur once every 15 seconds.
    56
  • Lightning Bolt
    Lightning Bolt
    1.5s cast
    Force: 33
    Range: 30m
    Hurls a bolt of lightning at the target, dealing <<1>> energy damage and slowing the target by 30% for 3 seconds.

    Replaces Lightning Strike.
    58
  • Telekinetic Burst
    Telekinetic Burst
    1.5s cast
    Force: 33
    Range: 30m
    Summons a burst of telekinetic power that deals <<1>> kinetic damage and slows the target by 30% for 3 seconds.

    Replaces Disturbance.
    58
  • Charged Reaction
    Charged Reaction
    Passive
    Direct damage dealt by your Crushing Darkness and Chain Lightning abilities refreshes the duration of your Affliction on affected targets. In addition, Lightning Bolt increases your Force regeneration rate by 10% for <<1>> seconds. Stacks up to 3 times.
    60
  • Mental Continuum
    Mental Continuum
    Passive
    Direct damage dealt by your Mind Crush and Telekinetic Wave abilities refreshes the duration of your Weaken Mind on affected targets. In addition, Telekinetic Burst increases your Force regeneration rate by 10% for <<1>> seconds. Stacks up to 3 times.
    60
  • Fulgurous Fortification
    Fulgurous Fortification
    Passive
    Lightning Bolt increases your damage reduction by 3% for <<1[%d seconds/%d second/%d seconds]>>. Stacks up to 3 times.
    64
  • Telekinetic Refuge
    Telekinetic Refuge
    Passive
    Telekinetic Burst increases your damage reduction by 3% for <<1[%d seconds/%d second/%d seconds]>>. Stacks up to 3 times.
    64
  • Convulsing Currents
    Convulsing Currents
    Passive
    Shock deals 20% more damage to targets affected by your Crushing Darkness.
    68
  • Magnifying Vibrations
    Magnifying Vibrations
    Passive
    Project deals 20% more damage to targets affected by your Mind Crush.
    68

    Madness / Balance

  • Death Field
    Death Field
    Instant
    Force: 50
    Cooldown: 15s
    Range: 10m
    Creates a death field at the target location, dealing <<1>> internal damage and stealing life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
    10
  • Force in Balance
    Force in Balance
    Instant
    Force: 50
    Cooldown: 15s
    Range: 10m
    Deals <<1>> internal damage and redistributes life from affected targets to heal you for 10% of the damage dealt. Strikes up to 8 targets within a 5-meter radius.
    10
  • Madness
    Madness
    Passive
    Force Lightning no longer has a cooldown.
    12
  • Telekinetic Balance
    Telekinetic Balance
    Passive
    Telekinetic Throw no longer has a cooldown.
    12
  • Sith Efficacy
    Sith Efficacy
    Passive
    Reduces the pushback suffered while activating Force Leech by 75% and Force Lightning by 100%. In addition, each time your Force Lightning deals damage, you recover 1% of your total Force.
    16
  • Psychic Barrier
    Psychic Barrier
    Passive
    Reduces the pushback suffered while activating Force Serenity by 75% and Telekinetic Throw by 100%. In addition, each time your Telekinetic Throw deals damage, you recover 1% of your total Force.
    16
  • Deathmark
    Deathmark
    Passive
    Death Field places a deathmark on affected targets, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts <<1>> seconds.
    20
  • Force Suppression
    Force Suppression
    Passive
    Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 15 periodic damaging abilities by 10%. Lasts <<1>> seconds.
    20
  • Wrath
    Wrath
    Passive
    Dealing damage with Force Lightning produces a stack of Wrath. At 4 stacks, Wrath causes your next Lightning Strike, Crushing Darkness, or Demolish to activate instantly, consume 50% less Force, and deal 25% more damage.
    24
  • Presence of Mind
    Presence of Mind
    Passive
    Dealing damage with Telekinetic Throw produces a stack of Presence of Mind. At 4 stacks, Presence of Mind causes your next Disturbance, Mind Crush, or Vanquish to activate instantly, consume 50% less Force, and deal 25% more damage.
    24
  • Creeping Terror
    Creeping Terror
    Instant
    Force: 20
    Range: 30m
    Paralyzes the target in fear, dealing <<2>> internal damage over <<3>> seconds and immobilizing it for <<1>> seconds. The immobilizing effect cannot occur more than once every <<4>> seconds.
    26
  • Sever Force
    Sever Force
    Instant
    Force: 20
    Range: 30m
    Weakens the target, freezing it in place for <<1>> seconds and dealing <<2>> internal damage over <<3>> seconds. The immobilizing effect cannot occur more than once every <<4>> seconds.
    26
  • Pestilence
    Pestilence
    Passive
    Death Field spreads your Affliction and Creeping Terror to the targets it damages, as long as it damages targets already affected by your Affliction and Creeping Terror. In addition, Death Field overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    28
  • Abundant Justice
    Abundant Justice
    Passive
    Force in Balance spreads your Weaken Mind and Sever Force to the targets it damages, as long as it damages targets already affected by your Weaken Mind and Sever Force. In addition, Force in Balance overwhelms its targets for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    28
  • Disintegration
    Disintegration
    Passive
    Increases the critical chance of Force Leech and Lightning Strike by 5%.
    32
  • Critical Kinesis
    Critical Kinesis
    Passive
    Increases the critical chance of Force Serenity and Disturbance by 5%.
    32
  • Force Horrors
    Force Horrors
    Passive
    Increases all periodic damage dealt by 10%.
    36
  • Drain Thoughts
    Drain Thoughts
    Passive
    Increases all periodic damage dealt by 10%.
    36
  • Lightning Burns
    Lightning Burns
    Passive
    Damage dealt by Force Lightning has a 20% chance and damage dealt by Force Leech has a 60% chance to restore 2 Force and deal <<1>> energy damage to the target.
    40
  • Rippling Force
    Rippling Force
    Passive
    Damage dealt by Telekinetic Throw has a 20% chance and damage dealt by Force Serenity has a 60% chance to restore 2 Force and deal <<1>> kinetic damage to the target.
    40
  • Force Leech
    Force Leech
    1.5s cast
    Force: 50
    Cooldown: 12s
    Range: 30m
    Steals life from an enemy, dealing <<1>> internal damage to the target and healing you for 50% of the damage dealt.
    42
  • Force Serenity
    Force Serenity
    1.5s cast
    Force: 50
    Cooldown: 12s
    Range: 30m
    Redistributes life from an enemy, dealing <<1>> internal damage to the target and healing you for 50% of the damage dealt.
    42
  • Lingering Nightmares
    Lingering Nightmares
    Passive
    Increases the duration of Crushing Darkness and Demolish by 3 seconds.
    44
  • Mind Warp
    Mind Warp
    Passive
    Increases the duration of Mind Crush and Vanquish by 3 seconds.
    44
  • Creeping Death
    Creeping Death
    Passive
    Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Leech restores 15 force when used on a target affected by your Deathmark.
    48
  • Mental Scarring
    Mental Scarring
    Passive
    Increases the damage dealt by periodic effects by 15% on targets below 30% of max health. In addition, Force Serenity restores 15 force when used on a target affected by your Force Suppression.
    48
  • Parasitism
    Parasitism
    Passive
    Increases the life stolen by Death Field and Force Leech by 100% and causes Affliction and Creeping Terror to steal life from enemy targets, healing you for 10% of the damage they deal.
    52
  • Focused Insight
    Focused Insight
    Passive
    Increases the life stolen by Force in Balance and Force Serenity by 100% and causes Weaken Mind and Sever Force to reclaim life from enemy targets, healing you for 10% of the damage they deal.
    52
  • Lightning Barrage
    Lightning Barrage
    Passive
    Force Lightning channels and ticks 33% faster but deals 25% less damage.
    56
  • Psychic Projection
    Psychic Projection
    Passive
    Telekinetic Throw channels and ticks 33% faster but deals 25% less damage.
    56
  • Demolish
    Demolish
    2s cast
    Force: 30
    Cooldown: 15s
    Range: 30m
    Crushes the target with devastating force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over <<3>> seconds. The target also becomes Vulnerable for <<4>> seconds, increasing the damage taken from Force attacks by 5%.

    Replaces Crushing Darkness.
    58
  • Vanquish
    Vanquish
    2s cast
    Force: 30
    Cooldown: 15s
    Range: 30m
    Vanquishes the target with mighty force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over <<3>> seconds. The target also becomes Vulnerable for <<4>> seconds, increasing the damage taken from Force attacks by 5%.

    Replaces Mind Crush.
    58
  • Devour
    Devour
    Passive
    Force Leech deals 25% more damage when used on a target affected by your Affliction. In addition, each time a charge of your Deathmark is consumed, you gain 2 Force.
    60
  • Mind's Eye
    Mind's Eye
    Passive
    Force Serenity deals 25% more damage when used on a target affected by your Weaken Mind. In addition, each time a charge of your Force Suppression is consumed, you gain 2 Force.
    60
  • Fulminating Current
    Fulminating Current
    Passive
    Dealing damage with Force Lightning increases the critical chance of your damaging periodic effects by 2% for <<1[%d seconds/%d second/%d seconds]>>. Stacks up to 4 times.
    64
  • Psychokinetic Torrent
    Psychokinetic Torrent
    Passive
    Dealing damage with Telekinetic Throw increases the critical chance of your damaging periodic effects by 2% for <<1[%d seconds/%d second/%d seconds]>>. Stacks up to 4 times.
    64
  • Dark Echo
    Dark Echo
    Passive
    Targets hit by Death Field have a 50% chance to emit a Dark Echo, damaging targets within 5 meters of the original target for <<1>> internal damage.
    68
  • Resonant Pulse
    Resonant Pulse
    Passive
    Targets hit by Force in Balance have a 50% chance to emit a Resonant Pulse, damaging targets within 5m of the original target for <<1>> internal damage.
    68

    Corruption / Seer

  • Dark Infusion
    Dark Infusion
    2.5s cast
    Force: 45
    Range: 30m
    Heals a friendly target for <<1>> health.
    10
  • Deliverance
    Deliverance
    2.5s cast
    Force: 45
    Range: 30m
    Heals a friendly target for <<1>> health.
    10
  • Lucidity
    Lucidity
    Passive
    Reduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%.
    12
  • Foresight
    Foresight
    Passive
    Reduces the pushback suffered while activating healing abilities by 75% and lowers the threat generated by healing abilities by 10%.
    12
  • Dark Mending
    Dark Mending
    Passive
    Reduces the activation time of Dark Infusion by 0.5 seconds and the Force consumed by Dark Heal by 5.
    16
  • Immutable Force
    Immutable Force
    Passive
    Reduces the activation time of Deliverance by 0.5 seconds and the Force consumed by Benevolence by 5.
    16
  • Force Bending
    Force Bending
    Passive
    Your Resurgence grants Force Bending for 15 seconds, which increases the effect of your next healing ability:
    Dark Heal: Critical chance increased by 60%.
    Dark Infusion: Activation time reduced by 0.5 seconds.
    Innervate: Critical chance increased by 25%.
    Revivification: Force cost reduced by 30%.
    Roaming Mend: Immediately roams to and heals each target, without waiting for the target to take damage first.
    20
  • Conveyance
    Conveyance
    Passive
    Your Rejuvenate grants Conveyance for 15 seconds, which increases the effect of your next healing ability:
    Benevolence: Critical chance increased by 60%.
    Deliverance: Activation time reduced by 0.5 seconds.
    Healing Trance: Critical chance increased by 25%.
    Salvation: Force cost reduced by 30%.
    Wandering Mend: Immediately wanders to and heals each target, without waiting for the target to take damage first.
    20
  • Efficacious Currents
    Efficacious Currents
    Passive
    Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%.
    24
  • Preservation
    Preservation
    Passive
    Reduces the Force consumed by Force Armor by 15 and reduces the duration of Force-imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%.
    24
  • Innervate
    Innervate
    3s channel
    Cooldown: 9s
    Range: 30m
    Heals a friendly target for <<1>> health and consumes 60 Force over the channel duration.
    26
  • Healing Trance
    Healing Trance
    3s channel
    Cooldown: 9s
    Range: 30m
    Heals a friendly target for <<1>> health and consumes 60 Force over the channel duration.
    26
  • Sith Purity
    Sith Purity
    Passive
    Expunge now removes negative physical effects and heals the target for <<1>> health.
    28
  • Mend Wounds
    Mend Wounds
    Passive
    Restoration now removes negative physical effects and heals the target for <<1>>.
    28
  • Reconstruct
    Reconstruct
    Passive
    Increases the duration of Resurgence by 6 seconds. In addition, Resurgence grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%.
    32
  • Force Shelter
    Force Shelter
    Passive
    Increases the duration of Rejuvenate by 6 seconds. In addition, Rejuvenate grants protection to its target for 45 seconds. Protected targets have their armor rating increased by 10%.
    32
  • Life Surge
    Life Surge
    Passive
    Increases Force critical chance and damage reduction by 3%.
    36
  • Serenity
    Serenity
    Passive
    Increases Force critical chance and damage reduction by 3%.
    36
  • Penetrating Darkness
    Penetrating Darkness
    Passive
    Increases your bonus healing by 3%.
    40
  • Clairvoyance
    Clairvoyance
    Passive
    Increases your bonus healing by 3%.
    40
  • Revivification
    Revivification
    2s cast
    Force: 75
    Cooldown: 12s
    Range: 30m
    Applies a periodic healing effect to up to 8 allies within 8 meters of the targeted area, which heals for <<1>> over <<2>> seconds. Once a target has received the periodic healing effect, the target may leave the area and will continue to be healed by the effect.
    42
  • Salvation
    Salvation
    2s cast
    Force: 75
    Cooldown: 12s
    Range: 30m
    Applies a periodic healing effect to up to 8 allies within 8 meters of the targeted area, which heals for <<1>> over <<2>> seconds. Once a target has received the periodic healing effect, the target may leave the area and will continue to be healed by the effect.
    42
  • Force Surge
    Force Surge
    Passive
    Innervate critical heals grant 1 charge of Force Surge, which improves the effectiveness of your next Consuming Darkness or Revivification.
    Consuming Darkness: Restores 5 additional Force and consumes 1 charge. Consuming Darkness does not make you Weary when used with Force Surge.
    Revivification: Reduces activation time by 0.25 seconds for each of the first two charges, or makes it activate instantly with the third charge. Consumes all charges.
    44
  • Resplendence
    Resplendence
    Passive
    Healing Trance critical heals grant 1 charge of Resplendence, which improves the effectiveness of your next Vindicate or Salvation.
    Vindicate: Restores 5 additional Force and consumes 1 charge. Vindicate does not make you Weary when used with Resplendence.
    Salvation: Reduces activation time by 0.25 seconds for each of the first two charges, or makes it activate instantly with the third charge. Consumes all charges.
    44
  • Twisted Force
    Twisted Force
    Passive
    Innervate channels and ticks 20% faster, and Roaming Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%.
    48
  • Force Warden
    Force Warden
    Passive
    Healing Trance channels and ticks 20% faster, and Wandering Mend grants resistance to the targets it heals for 45 seconds. Resistant targets have their internal and elemental damage reduction increased by 3%.
    48
  • Reverse Corruptions
    Reverse Corruptions
    Passive
    Force Barrier now purges the Weary effect caused by Consuming Darkness. In addition, spending a charge of Force Surge on Consuming Darkness grants Reverse Corruptions, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Reverse Corruptions effect will be lost early if Consuming Darkness is activated without a charge of Force Surge.
    52
  • Amnesty
    Amnesty
    Passive
    Force Barrier now purges the Weary effect caused by Vindicate. In addition, spending a charge of Resplendence on Vindicate grants Amnesty, increasing your Force regeneration rate by 2 for up to 10 seconds if you are not Weary or removing a single stack of Weary otherwise. The Amnesty effect will be lost early if Vindicate is activated without a charge of Resplendence.
    52
  • Renewal
    Renewal
    Passive
    <<2[%d seconds/%d second/%d seconds]>> after refreshing your Resurgence on a target, the target will be healed for <<1>> health plus any healing that remained from the previous Resurgence.
    56
  • Renewal
    Renewal
    Passive
    <<2[%d seconds/%d second/%d seconds]>> after refreshing your Rejuvenate on a target, the target will be healed for <<1>> health plus any healing that remained from the previous Rejuvenate.
    56
  • Roaming Mend
    Roaming Mend
    Instant
    Force: 65
    Cooldown: 15s
    Range: 30m
    Places a mending Force on a friendly target that heals them for <<1>> health the next time they take damage. After healing the target, Roaming Mend travels to another friendly target within 20 meters. Roaming Mend lasts up to <<2>> seconds on each target and travels up to 3 times, healing up to 4 targets. Roaming Mend can only be placed on one target at a time.
    58
  • Wandering Mend
    Wandering Mend
    Instant
    Force: 65
    Cooldown: 15s
    Range: 30m
    Places a mending Force on a friendly target that heals them for <<1>> health the next time they take damage. After healing the target, Wandering Mend travels to another friendly target within 20 meters. Wandering Mend lasts up to <<2>> seconds on each target and travels up to 3 times, healing up to 4 targets. Wandering Mend can only be placed on one target at a time.
    58
  • Dark Concentration
    Dark Concentration
    Passive
    Crushing Darkness, Lightning Strike, Dark Infusion, and Revivification grant Dark Concentration, which causes your next Dark Heal to activate instantly and consume no Force. This effect may not occur more than once every 10 seconds.
    60
  • Altruism
    Altruism
    Passive
    Mind Crush, Disturbance, Deliverance, and Salvation grant Altruism, which causes your next Benevolence to activate instantly and consume no Force. This effect may not occur more than once every 10 seconds.
    60
  • Secrets of the Dark Side
    Secrets of the Dark Side
    Passive
    Increases the healing done by Roaming Mend by 5% and reduces the Force it consumes by 10.
    64
  • Erudite Mender
    Erudite Mender
    Passive
    Increases the healing done by Wandering Mend by 5% and reduces the Force it consumes by 10.
    64
  • Sustaining Darkness
    Sustaining Darkness
    Passive
    Static Barrier grants 10 charges of Sustaining Darkness to the target. When Static Barrier concludes, the target is healed for <<1>> health per remaining charge of Sustaining Darkness. Targets of your Sustaining Darkness will lose a charge of Sustaining Darkness each time you directly heal them.
    68
  • Soothing Protection
    Soothing Protection
    Passive
    Force Armor grants 10 charges of Soothing Protection to the target. When Force Armor concludes, the target is healed for <<1>> health per remaining charge of Soothing Protection. Targets of your Soothing Protection will lose a charge of Soothing Protection each time you directly heal them.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Force Suffusion
    Passive
    Overload heals you and up to 7 affected allies for <<1>>.
  • Sith Defiance
    Passive
    Increases damage reduction by 3%.
  • Tempest Mastery
    Passive
    Increases the damage dealt by Force Storm by 25%.
  • Empty Body
    Passive
    Increases all healing received by 5%. Does not affect stolen life.
  • Dizzying Force
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Dark Speed
    Passive
    Dark Heal increases the movement speed of the target by 50% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 12 seconds.
  • Psychic Suffusion
    Passive
    Force Wave heals you and up to 7 affected allies for <<1>>.
  • Jedi Resistance
    Passive
    Increases damage reduction by 3%.
  • Tectonic Mastery
    Passive
    Increases the damage dealt by Forcequake by 25%.
  • Pain Bearer
    Passive
    Increases all healing received by 5%. Does not affect redistributed life.
  • Dizzying Force
    Passive
    Reduces target's accuracy by 20% for 8 seconds after Force Lift ends. Additionally, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
  • Benevolent Haste
    Passive
    Benevolence increases the movement speed of the target by 50% for <<1[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once every 12 seconds.
    MASTERFUL MASTERFUL
  • Suppression
    Passive
    Activating Cloud Mind grants Suppression, which increases damage reduction by 25% for <<1>> seconds.
  • Corrupted Flesh
    Passive
    Reduces the damage taken from all periodic effects by 15%.
  • Dark Resilience
    Passive
    Reduces the damage taken by the target of your Extrication by 25% for 6 seconds after you extricate them. Additionally increases the healing done by Unnatural Preservation by 30%.
  • Conspiring Force
    Passive
    Targets affected by your Affliction are slowed by 30% for its duration.
  • Lightning Barrier
    Passive
    Your Static Barrier crackles with electricity, shocking attackers for <<1>> energy damage when it absorbs direct damage to you. This effect does not affect Static Barriers placed on allies and cannot occur more than once each second.
  • Torturous Tactics
    Passive
    Lowers the cooldown of Electrocute by 10 seconds. In addition, targets stunned by your Electrocute deal 25% less damage for 10 seconds when Electrocute wears off.
  • Blockout
    Passive
    Activating Cloud Mind grants Blockout, which increases damage reduction by 25% for <<1>> seconds.
  • Mind Ward
    Passive
    Reduces the damage taken by all periodic effects by 15%.
  • Valiance
    Passive
    Reduces the damage taken by the target of your Rescue by 25% for 6 seconds after you rescue them. Additionally increases the healing done by Force Mend by 30%.
  • Confound
    Passive
    Targets affected by your Weaken Mind are slowed by 30% for its duration.
  • Telekinetic Defense
    Passive
    Your Force Armor reverberates with Force energy, blasting attackers for <<1>> energy damage when it absorbs direct damage to you. This effect does not affect Force Armors placed on allies and cannot occur more than once each second.
  • Staggering Stratagem
    Passive
    Reduces the cooldown of Force Stun by 10 seconds. In addition, targets stunned by your Force Stun deal 25% less damage for 10 seconds when Force Stun wears off.
    HEROIC HEROIC
  • Emersion
    Passive
    Force Speed grants Emersion, removing all movement-impairing effects and granting immunity to them for the duration.
  • Shapeless Spirit
    Passive
    Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Surging Speed
    Passive
    Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Polarity Shift increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
  • Backlash
    Passive
    Static Barriers you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.
  • Haunted Dreams
    Passive
    If your Whirlwind breaks early from damage, the target is stunned for 2 seconds. In addition, Whirlwind activates instantly.
  • Electric Bindings
    Passive
    Overload binds its targets in electricity, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
  • Egress
    Passive
    Force Speed grants Egress, removing all movement-impairing effects and granting immunity to them for the duration.
  • Mental Defense
    Passive
    Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
  • Metaphysical Alacrity
    Passive
    Reduces the cooldowns of Force Speed by 5 seconds, Force Slow by 3 seconds, and Force Barrier by 30 seconds. In addition, Force Speed lasts 0.5 seconds longer, Mental Alacrity increases your movement speed by 100% while active, and the active cooldown of Force Speed is finished when Force Barrier ends.
  • Kinetic Collapse
    Passive
    Force Armors you place on yourself erupt in a flash of light when they end, blinding up to 8 nearby enemies for 3 seconds. This effect breaks from direct damage.
  • Containment
    Passive
    If your Force Lift breaks early from damage, the target is stunned for 2 seconds. In addition, Force Lift activates instantly.
  • Force Wake
    Passive
    Force Wave unbalances its targets, immobilizing them for 5 seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
    LEGENDARY LEGENDARY
  • Force Mobility
    Passive
    Thundering Blast, Innervate, and Force Leech may be activated while moving.
  • Galvanizing Cleanse
    Passive
    Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • Corrupted Barrier
    Passive
    Your Static Barrier, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion.
  • Unnatural Vigor
    Passive
    Unnatural Preservation increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Unnatural Preservation by 5 seconds.
  • Shifting Silhouette
    Passive
    Using Phase Walk to return to its marked location grants Shifting Silhouette, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Shifting Silhouette.
  • Enfeebling Strike
    Instant
    Cooldown: 15s
    Range: 4m
    Strike the target with your lightsaber, dealing <<1>> weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds.

    Replaces Saber Strike.
  • Force Mobility
    Passive
    Turbulence, Healing Trance, and Force Serenity can be activated while moving.
  • Swift Rejuvenation
    Passive
    Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
  • Life Ward
    Passive
    Your Force Armor, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion.
  • Valorous Spirit
    Passive
    Force Mend increases your damage reduction by 15% for 6 seconds. Additionally, reduces the cooldown of Force Mend by 5 seconds.
  • Ethereal Entity
    Passive
    Using Phase Walk to return to its marked location grants Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Ethereal Entity.
  • Impeding Slash
    Instant
    Cooldown: 15s
    Range: 4m
    Lash the target with your lightsaber, dealing <<1>> weapon damage and immobilizing it for 3 seconds. When the immobilization effect ends, the target is slowed by 50% for 6 seconds.

    Replaces Saber Strike.

    Operative  / Scoundrel 

    • Operatives/Scoundrels receive a new ability Toxic Haze / Bushwhack. This is a PBAoE attack that will also stun PvE mobs. In the healing Discipline, this gets turned into a GTAoE.
    • Sneak has been merged into Stealth and is now always active, turning stealthed Operatives/Scoundrels invisible unless enemy players have talents to increase stealth detection.
    • Slice Droid was removed but Operatives/Scoundrels still have the 60 second mez from stealth for non-droids.
    • Cover has been removed, it is now a baseline for Snipers/Gunslingers only.
    • Snipe/Charged Burst, a 30 meter attack, was removed because the Operative/Scoundrel is a melee class; it is only usable by Snipers/Gunslingers now.
    New abilities
    Merged abilities
    Removed abilities

    Discipline changes

    The new passives are automatically granted at level 68.

    Medic Sawbones
    Lethality The level 60 passive was nerfed: Ruffian The level 60 passive was nerfed:
    Concealment Because of the loss of Sneak, the level 32 passive was reworked: Scrapper Because of the loss of Sneak, the level 32 passive was reworked:

    Utility changes

    We don't yet know which tier the utilities will be in.

    New utilities
    Merged utilities
    Changed utilities

    Updated list of abilities by level

    B = base class ability, shared with Snipers/Gunslingers.

  • Rifle Shot
    Rifle Shot
    Instant
    Range: 30m
    Shoots your rifle at the target, dealing <<1>> weapon damage.
    1, B
  • Flurry of Bolts
    Flurry of Bolts
    Instant
    Range: 30m
    Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage.
    1, B
  • Overload Shot
    Overload Shot
    Instant
    Energy: 15
    Range: 10m
    Blasts a target for <<1>> weapon damage.
    1
  • Quick Shot
    Quick Shot
    Instant
    Energy: 15
    Range: 10m
    Blasts a target for <<1>> weapon damage.
    1
  • Medical Doctor
    Medical Doctor
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Defibrillator
    Defibrillator
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Shiv
    Shiv
    Instant
    Energy: 15
    Cooldown: 6s
    Range: 4m
    Stabs a target for <<1>> kinetic damage.
    2
  • Blaster Whip
    Blaster Whip
    Instant
    Energy: 15
    Cooldown: 6s
    Range: 4m
    Strikes the target with your weapon for <<1>> kinetic damage.
    2
  • Fragmentation Grenade
    Fragmentation Grenade
    Instant
    Energy: 20
    Cooldown: 6s
    Range: 30m
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
    3, B
  • Thermal Grenade
    Thermal Grenade
    Instant
    Energy: 20
    Cooldown: 6s
    Range: 30m
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
    3, B
  • Debilitate
    Debilitate
    Instant
    Energy: 10
    Cooldown: 45s
    Range: 4m
    Deals <<2>> energy damage and stuns the target for <<1[%d/%d/%d]>> seconds.
    4
  • Dirty Kick
    Dirty Kick
    Instant
    Energy: 10
    Cooldown: 45s
    Range: 4m
    Stuns the target for <<1[%d/%d/%d]>> seconds and deals <<2>> kinetic damage.
    4
  • Corrosive Dart
    Corrosive Dart
    Instant
    Energy: 15
    Range: 30m
    Fires a dart at the target that deals <<1>> internal poison damage over <<2[%d/%d/%d]>> seconds.
    5, B
  • Vital Shot
    Vital Shot
    Instant
    Energy: 15
    Range: 30m
    Fires a shot that causes the target to bleed, dealing <<1>> internal damage over <<2[%d/%d/%d]>> seconds.
    5, B
  • Stealth
    Stealth
    Instant
    Activates your stealth generator, increasing your stealth level by 15 and 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.
    5
  • Stealth
    Stealth
    Instant
    Activates your stealth generator, increasing your stealth level by 15 and 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.
    5
  • Carbine Burst
    Carbine Burst
    Instant
    Energy: 15
    Fires a carbine burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage.
    6
  • Blaster Volley
    Blaster Volley
    Instant
    Energy: 15
    Fires a blaster burst that hits up to 8 targets in a 10-meter cone in front of you for <<1>> weapon damage.
    6
  • Skirmisher
    Skirmisher
    Passive
    Increases the damage dealt by Overload Shot by 15% and increases the damage from your weapons by 20%. In addition, the area damage dealt by Fragmentation Grenade has been increased by 50%. and Fragmentation Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard.
    6
  • Blasters Blazing
    Blasters Blazing
    Passive
    Increases the damage dealt by Quick Shot by 15% and increases the damage done by your weapons by 20%. In addition, the area damage dealt by Thermal Grenade has been increased by 50%. and Thermal Grenade now deals its area damage to any nearby enemy targets, even if those targets are stronger than weak or standard.
    6
  • Flash Bang
    Flash Bang
    Instant
    Cooldown: 60s
    Range: 10m
    Detonates a flash bang that blinds the target for <<1[%d/%d/%d]>> seconds. Damage causes this effect to end prematurely.
    7, B
  • Flash Grenade
    Flash Grenade
    Instant
    Cooldown: 60s
    Range: 10m
    Lobs a flash grenade that blinds the target for <<1[%d/%d/%d]>> seconds. Damage causes this effect to end prematurely.
    7, B
  • Kolto Infusion
    Kolto Infusion
    1.5s cast
    Energy: 20
    Cooldown: 9s
    Range: 30m
    Executes your Tactical Advantage to heal the target immediately for <<1>> followed by <<2>> over <<3>> seconds. Requires and consumes Tactical Advantage.
    8
  • Kolto Pack
    Kolto Pack
    1.5s cast
    Energy: 20
    Cooldown: 9s
    Range: 30m
    Exploits your Upper Hand to heal the target immediately for <<1>> followed by <<2>> over <<3>> seconds. Requires and consumes Upper Hand.
    8
  • Tactical Advantage
    Tactical Advantage
    Passive
    Defeating an opponent or activating Shiv puts you in a position of Tactical Advantage, enabling the use of executions for <<1[%d seconds/%d second/%d seconds]>>. Up to 2 charges of Tactical Advantage can exist at once.
    8
  • Upper Hand
    Upper Hand
    Passive
    Defeating an opponent or activating Blaster Whip gives you the Upper Hand, enabling the use of exploits for <<1[%d seconds/%d second/%d seconds]>>. Up to 2 charges of Upper Hand can exist at once.
    8
  • Escape
    Escape
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Escape
    Escape
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Evasion
    Evasion
    Instant
    Cooldown: 60s
    Increases your chance to dodge melee and ranged attacks by 200% for <<1>> seconds. Does not break Stealth.
    10, B
  • Dodge
    Dodge
    Instant
    Cooldown: 60s
    Increases your chance to dodge melee and ranged attacks by 200% for <<1>> seconds. Does not break Stealth.
    10, B
  • Backstab
    Backstab
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 4m
    Ambushes an enemy for <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Backstab deals <<2>> kinetic damage and grants a Tactical Advantage.
    10
  • Back Blast
    Back Blast
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 4m
    Fires the scattergun point-blank into the target's backside, dealing <<1>> kinetic damage. Only usable while behind the target. If used from stealth, Back Blast deals <<2>> kinetic damage and grants an Upper Hand.
    10
  • Kolto Probe
    Kolto Probe
    Instant
    Energy: 10
    Range: 30m
    Summons a droid that heals a friendly target for <<1[%d/%d/%d]>> over <<2[%d/%d/%d]>> seconds. Stacks up to 2 times.
    12
  • Slow-release Medpac
    Slow-release Medpac
    Instant
    Energy: 10
    Range: 30m
    Injects the target with slow-release medicine that heals for <<1[%d/%d/%d]>> over <<2[%d/%d/%d]>> seconds. Stacks up to 2 times.
    12
  • Preparedness
    Preparedness
    Passive
    Increases energy regeneration rate by 1 per second and makes Flash Bang blind up to 7 additional enemy targets within 5 meters. In addition, Evasion will now purge all hostile removable effects when activated.
    12
  • Street Tough
    Street Tough
    Passive
    Increases energy regeneration rate by 1 per second and makes Flash Grenade blind up to 7 additional enemy targets within 5 meters. In addition, Dodge will now purge all hostile removable effects when activated.
    12
  • Adrenaline Probe
    Adrenaline Probe
    Instant
    Cooldown: 120s
    Summons a droid that helps you recover 50 energy over <<1[%d/%d/%d]>> seconds.
    14, B
  • Cool Head
    Cool Head
    Instant
    Cooldown: 120s
    Keeps a cool head, recovering 50 energy over <<1[%d/%d/%d]>> seconds.
    14, B
  • Imperial Brew
    Imperial Brew
    Passive
    Increases the damage dealt by Corrosive Dart and the healing done by Kolto Probe by 5%.
    15
  • Browbeater
    Browbeater
    Passive
    Increases the damage dealt by Vital Shot and the healing done by Slow-release Medpac by 5%.
    15
  • Stim Boost
    Stim Boost
    Instant
    Cooldown: 120s
    Inject yourself with a specially-engineered Imperial stim, immediately gaining Tactical Advantage and boosting alacrity by 10% for <<1>> seconds. Does not break stealth.
    16
  • Pugnacity
    Pugnacity
    Instant
    Cooldown: 120s
    Psych yourself up, immediately gaining Upper Hand and boosting alacrity by 10% for <<1>> seconds. Does not break stealth.
    16
  • Distraction
    Distraction
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Distraction
    Distraction
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Diagnostic Scan
    Diagnostic Scan
    3s channel
    Range: 30m
    Heals a friendly target for <<1>> over 3 seconds.
    18
  • Diagnostic Scan
    Diagnostic Scan
    3s channel
    Range: 30m
    Heals a friendly target for <<1>> over 3 seconds.
    18
  • Sleep Dart
    Sleep Dart
    Instant
    Energy: 20
    Range: 10m
    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.
    20
  • Tranquilizer
    Tranquilizer
    Instant
    Energy: 20
    Range: 10m
    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.
    20
  • Cloaking Screen
    Cloaking Screen
    Instant
    Cooldown: 120s
    Overloads your stealth generator, immediately exiting combat and entering stealth mode. For <<1[%d/%d/%d]>> seconds, you become virtually undetectable.
    22
  • Disappearing Act
    Disappearing Act
    Instant
    Cooldown: 120s
    Overloads your stealth generator, immediately exiting combat and entering stealth mode. For <<1[%d/%d/%d]>> seconds, you become virtually undetectable.
    22
  • Toxin Scan
    Toxin Scan
    Instant
    Energy: 10
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative tech or physical effects.
    24
  • Triage
    Triage
    Instant
    Energy: 10
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative tech or physical effects.
    24
  • Sever Tendon
    Sever Tendon
    Instant
    Energy: 10
    Cooldown: 12s
    Range: 10m
    Throws a knife at the target, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    26
  • Tendon Blast
    Tendon Blast
    Instant
    Energy: 10
    Cooldown: 12s
    Range: 10m
    Blasts the target's legs with your scattergun, dealing <<1>> kinetic damage and slowing the target's movement speed by 50% for <<2[%d/%d/%d]>> seconds.
    26
  • Countermeasures
    Countermeasures
    Instant
    Cooldown: 45s
    Activates countermeasures, instantly lowering threat by a moderate amount.
    30, B
  • Surrender
    Surrender
    Instant
    Cooldown: 45s
    Puts up the front of surrender, instantly lowering your threat by a moderate amount.
    30, B
  • Shield Probe
    Shield Probe
    Instant
    Cooldown: 30s
    Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for <<1[%d/%d/%d]>> seconds. Does not break stealth.
    32, B
  • Defense Screen
    Defense Screen
    Instant
    Cooldown: 30s
    Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for <<1[%d/%d/%d]>> seconds. Does not break stealth.
    32, B
  • Imperial Education
    Imperial Education
    Passive
    Increases the critical chance of Kolto Infusion, Backstab, and Lethal Strike by 15%.
    35
  • Element of Surprise
    Element of Surprise
    Passive
    Increases the critical chance of Kolto Pack, Back Blast, and Point Blank Shot by 15%.
    35
  • Toxic Haze
    Toxic Haze
    Instant
    Energy: 15
    Cooldown: 15s
    Executes your Tactical Advantage to drop a canister that fills the vicinity with poisonous gas, dealing <<1>> internal damage to up to 8 enemy targets within 8 meters over <<2[%d seconds/%d second/%d seconds]>>. The haze stuns standard and weak enemies for <<3[%d seconds/%d second/%d seconds]>>. Requires and consumes Tactical Advantage.
    38
  • Bushwhack
    Bushwhack
    Instant
    Energy: 15
    Cooldown: 15s
    Exploits Upper Hand to call in droids that fill the vicinity with spinning blades, dealing <<1>> internal bleed damage to up to 8 enemy targets within 8 meters over <<2[%d seconds/%d second/%d seconds]>>. The blades stun standard and weak enemies for <<3[%d seconds/%d second/%d seconds]>>. Requires and consumes Upper Hand.
    38
  • Infiltrate
    Infiltrate
    Instant
    Cooldown: 180s
    Cloaks all group members within 10 meters of you in a temporary stealth field that lasts <<1[%d/%d/%d]>> seconds. Cannot be used in combat. Only usable while in stealth mode.
    42
  • Smuggle
    Smuggle
    Instant
    Cooldown: 180s
    Cloaks all group members within 10 meters of you in a temporary stealth field that lasts <<1[%d/%d/%d]>> seconds. Cannot be used in combat. Only usable while in stealth mode.
    42
  • Resuscitation Probe
    Resuscitation Probe
    1.5s cast
    Cooldown: 300s
    Range: 30m
    Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    50
  • Heartrigger Patch
    Heartrigger Patch
    1.5s cast
    Cooldown: 300s
    Range: 30m
    Shocks and revives an incapacitated ally. This ability is usable while in combat. When used, all group members can neither use nor be the target of an in-combat revival for the next 5 minutes.
    50
  • Exfiltrate
    Exfiltrate
    Instant
    Roll forward 12 meters. Activating Exfiltrate a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered.
    51
  • Scamper
    Scamper
    Instant
    Roll forward 12 meters. Activating Scamper a second time within 10 seconds allows you to roll again, but puts the ability on cooldown for 10 seconds. While rolling, your chance to dodge melee and ranged attacks is increased by 30%. Does not break stealth. Cannot be used while immobilized or hindered.
    51
  • Holotraverse
    Holotraverse
    Instant
    Cooldown: 45s
    Range: 30m
    Supercharge your stealth generator, quickly moving you to a friendly or enemy target and increasing your movement speed by 75% for <<1[%d seconds/%d second/%d seconds]>>. Does not break stealth. Cannot be used against enemy targets in cover.
    59
  • Trick Move
    Trick Move
    Instant
    Cooldown: 45s
    Range: 30m
    Override your stealth generator to quickly move to a friendly or enemy target and increase your movement speed by 75% for <<1[%d seconds/%d second/%d seconds]>>. Does not break stealth. Cannot be used against enemy targets in cover.
    59
  • Tactical Superiority
    Tactical Superiority
    Instant
    Cooldown: 300s
    Executes your Tactical Advantage to grant Tactical Superiority to you and your Operation group members within 40 meters, increasing critical chance by 10% for <<1>> seconds. Does not break stealth.
    66
  • Stack the Deck
    Stack the Deck
    Instant
    Cooldown: 300s
    Exploits Upper Hand to Stack the Deck for you and your Operation group members within 40 meters, increasing critical chance by 10% for <<1>> seconds. Does not break stealth.
    66

    Updated discipline paths

    Medic / Sawbones

  • Kolto Injection
    Kolto Injection
    2.5s cast
    Energy: 20
    Range: 30m
    Heals a friendly target for <<1>>.
    10
  • Underworld Medicine
    Underworld Medicine
    2.5s cast
    Energy: 20
    Range: 30m
    Heals a friendly target for <<1>>.
    10
  • Incisive Action
    Incisive Action
    Passive
    Reduces the activation time of Kolto Injection by 0.5 seconds and allows it to grant Tactical Advantage when activated.
    12
  • Exploratory Surgery
    Exploratory Surgery
    Passive
    Reduces the activation time of Underworld Medicine by 0.5 seconds and allows it to grant Upper Hand when activated.
    12
  • Surgical Steadiness
    Surgical Steadiness
    Passive
    Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%.
    16
  • Smuggled Technology
    Smuggled Technology
    Passive
    Reduces the pushback suffered while activating healing abilities by 70%, and reduces the threat generated by heals by 10%.
    16
  • Prognosis: Critical
    Prognosis: Critical
    Passive
    Increases the critical chance of Diagnostic Scan by 25% and Kolto Waves by 10%.
    20
  • Prognosis: Critical
    Prognosis: Critical
    Passive
    Increases the critical chance of Diagnostic Scan by 25% and Kolto Waves by 10%.
    20
  • Surprise Surgery
    Surprise Surgery
    Passive
    Exiting Stealth mode grants 2 stacks of Tactical Advantage. Additionally, Diagnostic Scan can now be channeled while moving.
    24
  • Smuggled Med Delivery
    Smuggled Med Delivery
    Passive
    Exiting Stealth grants 2 stacks of Upper Hand. Additionally, Diagnostic Scan can now be channeled while moving.
    24
  • Recuperative Nanotech
    Recuperative Nanotech
    Instant
    Energy: 20
    Cooldown: 15s
    Range: 30m
    Heals the target and up to 3 allies within 10 meters for <<1[%d/%d/%d]>> over <<2[%d/%d/%d]>> seconds.
    26
  • Kolto Cloud
    Kolto Cloud
    Instant
    Energy: 20
    Cooldown: 15s
    Range: 30m
    Heals the target and up to 3 allies within 10 meters for <<1[%d/%d/%d]>> over <<2[%d/%d/%d]>> seconds.
    26
  • Medical Engineering
    Medical Engineering
    Passive
    Each tick of Kolto Waves, Kolto Probe, Kolto Infusion, and Recuperative Nanotech has a 30% chance to grant Tactical Advantage. This effect cannot occur more than once every 6 seconds.
    28
  • Medpac Mastery
    Medpac Mastery
    Passive
    Each tick of Slow-release Medpac, Kolto Pack, Kolto Cloud, and Kolto Waves has a 30% chance to grant Upper Hand. This effect cannot occur more than once every 6 seconds.
    28
  • Tox Screen
    Tox Screen
    Passive
    Toxin Scan now removes negative mental effects and heals the target for <<1>>.
    32
  • Psych Meds
    Psych Meds
    Passive
    Triage now removes negative mental effects and heals the target for <<1[$d point/$d point/$d points]>>.
    32
  • Patient Studies
    Patient Studies
    Passive
    Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy.
    36
  • Patient Studies
    Patient Studies
    Passive
    Increases the speed at which Diagnostic Scan channels by 30%. In addition, critical Diagnostic Scan heals restore 2 energy.
    36
  • Medical Therapy
    Medical Therapy
    Passive
    Increases the healing dealt by periodic effects by 5%. In addition, the energy cost of Recuperative Nanotech is reduced by 5, and targets affected by Recuperative Nanotech are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources.
    40
  • Homegrown Pharmacology
    Homegrown Pharmacology
    Passive
    Increases the healing dealt by periodic effects by 5%. In addition, the energy cost of Kolto Cloud is reduced by 5, and targets affected by Kolto Cloud are Invigorated for 45 seconds. Invigorated targets receive 3% more healing from all sources.
    40
  • Surgical Probe
    Surgical Probe
    Instant
    Energy: 5
    Range: 30m
    Executes your Tactical Advantage to summon a probe that instantly heals the target <<1>>. Requires and consumes Tactical Advantage.
    42
  • Emergency Medpac
    Emergency Medpac
    Instant
    Energy: 5
    Range: 30m
    Exploits Upper Hand to instantly heal the target for <<1>>. Requires and consumes Upper Hand.
    42
  • Surgical Precision
    Surgical Precision
    Passive
    Increases the healing dealt by Surgical Probe by 5% and increases the max stack limit of Tactical Advantage by 1. In addition, Surgical Probe immediately re-grants Tactical Advantage once every 10 seconds.
    44
  • Emergent Emergencies
    Emergent Emergencies
    Passive
    Increases the healing dealt by Emergency Medpac by 5% and increases the max stack limit of Upper Hand by 1. In addition, Emergency Medpac immediately regrants Upper Hand once every 10 seconds.
    44
  • Durable Meds
    Durable Meds
    Passive
    Increases the healing dealt by Recuperative Nanotech by 5%. Additionally, increases the duration of Recuperative Nanotech by 3 seconds.
    48
  • Puissant Poultices
    Puissant Poultices
    Passive
    Increases the healing dealt by Kolto Cloud by 5%. Additionally, increases the duration of Kolto Cloud by 3 seconds.
    48
  • Accomplished Doctor
    Accomplished Doctor
    Passive
    Increases the critical healing bonus of Kolto Injection, Kolto Infusion, and Surgical Probe by 20%. In addition, healing a target with Surgical Probe will refresh the duration of your Kolto Probe on that target, if that target has 2 stacks of your Kolto Probe.
    52
  • Accomplished Sawbones
    Accomplished Sawbones
    Passive
    Increases the critical healing bonus of Underworld Medicine, Kolto Pack, and Emergency Medpac by 20%. In addition, healing a target with Emergency Medpac will refresh the duration of your Slow-release Medpac on that target, if that target has 2 stacks of your Slow-release Medpac.
    52
  • Medical Consult
    Medical Consult
    Passive
    Increases the critical chance of Kolto Probe by 3%. Additionally, Kolto Infusion makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%.
    56
  • Healing Hand
    Healing Hand
    Passive
    Increases the critical chance of Slow-release Medpac by 3%. Additionally, Kolto Pack makes its target resistant for 45 seconds. Resistant targets have their elemental and internal damage reduction increased by 3%.
    56
  • Kolto Waves
    Kolto Waves
    3s channel
    Cooldown: 10s
    Range: 30m
    Heals up to 8 allies that remain within 8 meters of the targeted area for <<1>> health over the channel duration. Depletes 28 energy over the duration of the channel.
    58
  • Kolto Waves
    Kolto Waves
    3s channel
    Cooldown: 10s
    Range: 30m
    Heals up to 8 allies that remain within 8 meters of the targeted area for <<1>> health over the channel duration. Depletes 28 energy over the duration of the channel.
    58
  • Tactical Medicine
    Tactical Medicine
    Passive
    Executing a Tactical Advantage with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Toxic Haze is increased by 30 meters.
    60
  • Bedside Manner
    Bedside Manner
    Passive
    Exploiting an Upper Hand with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Bushwhack is increased by 30 meters.
    60
  • Toxic Haze
    Toxic Haze
    Instant
    Energy: 15
    Cooldown: 15s
    Range: 30m
    Executes your Tactical Advantage to hurl a canister that fills the target area with poisonous gas, dealing <<1>> internal damage to up to 8 enemy targets within 8 meters over <<2[%d seconds/%d second/%d seconds]>>. The haze stuns standard and weak enemies for <<3[%d seconds/%d second/%d seconds]>>. Requires and consumes Tactical Advantage.
    60
  • Bushwhack
    Bushwhack
    Instant
    Energy: 15
    Cooldown: 15s
    Range: 30m
    Exploits Upper Hand to call in droids that fill the target area with spinning blades, dealing <<1>> internal bleed damage to up to 8 enemy targets within 8 meters over <<2[%d seconds/%d second/%d seconds]>>. The blades stun standard and weak enemies for <<3[%d seconds/%d second/%d seconds]>>. Requires and consumes Upper Hand.
    60
  • Enduring Kolto
    Enduring Kolto
    Passive
    Increases the duration of Kolto Probe by 3 seconds. Additionally, Stim Boost grants Enduring Kolto when activated, making your next Kolto Infusion or Kolto Injection activate instantly.
    64
  • Prolonged Prescription
    Prolonged Prescription
    Passive
    Increases the duration of Slow-release Medpac by 3 seconds. Additionally, Pugnacity grants Prolonged Prescription when activated, making your next Kolto Pack or Underworld Medicine activate instantly.
    64
  • Curative Jolt
    Curative Jolt
    Passive
    Kolto Infusion grants Curative Jolt, increasing the critical chance of your next Surgical Probe by 100%. This effect can only occur once every 18 seconds.
    68
  • Bootlegged Remedy
    Bootlegged Remedy
    Passive
    Kolto Pack grants Bootlegged Remedy, increasing the critical chance of your next Emergency Medpac by 100%. This effect can only occur once every 18 seconds.
    68

    Lethality / Ruffian

  • Corrosive Assault
    Corrosive Assault
    Instant
    Energy: 20
    Range: 10m
    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.
    10
  • Brutal Shots
    Brutal Shots
    Instant
    Energy: 20
    Range: 10m
    Exploits Upper Hand to fire a volley of wounding shots, dealing <<1>> weapon damage. For each of your bleed effects present on the target, the target is dealt an additional <<2>> internal damage. Requires and consumes Upper Hand.
    10
  • Lethal Proliferation
    Lethal Proliferation
    Passive
    Carbine Burst spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.
    12
  • Black Market Mods
    Black Market Mods
    Passive
    Blaster Volley spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
    12
  • License to Kill
    License to Kill
    Passive
    Reduces the energy cost of Corrosive Assault by 5, and causes damage dealt by Shiv to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks.
    16
  • Rough and Tumble
    Rough and Tumble
    Passive
    Reduces the energy cost of Brutal Shots by 5, and causes damage dealt by Blaster Whip to make its target susceptible for 45 seconds. Susceptible targets take 5% more damage from tech attacks.
    16
  • Lethal Injectors
    Lethal Injectors
    Passive
    Increases the duration of Corrosive Dart by 6 seconds.
    20
  • Open Wound
    Open Wound
    Passive
    Increases the duration of Vital Shot by 6 seconds.
    20
  • Fatality
    Fatality
    Passive
    Shiv triggers Fatality, which makes your next Corrosive Assault regrant Tactical Advantage and cost no energy. This effect cannot occur more than once every 10 seconds.
    24
  • Unfair Advantage
    Unfair Advantage
    Passive
    Blaster Whip triggers Unfair Advantage, which makes your next Brutal Shots regrant Upper Hand and cost no energy. This effect cannot occur more than once every 10 seconds.
    24
  • Corrosive Grenade
    Corrosive Grenade
    Instant
    Energy: 10
    Range: 30m
    Hurls a grenade that spews poisonous acid in a 5-meter radius on impact, dealing <<1>> internal poison damage over <<2>> seconds to up to 8 targets.
    26
  • Shrap Bomb
    Shrap Bomb
    Instant
    Energy: 10
    Range: 30m
    Hurls a bomb that explodes on impact with razor-sharp shrapnel in a 5-meter radius, dealing <<1>> internal bleed damage over <<2>> seconds to up to 8 targets.
    26
  • Toxic Regulators
    Toxic Regulators
    Passive
    Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects.
    28
  • Concussion
    Concussion
    Passive
    Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects.
    28
  • Combat Stims
    Combat Stims
    Passive
    Stim Boost immediately restores 10 energy when activated. Additionally reduces the cooldown of Stim Boost by 30 seconds.
    32
  • Pugnacious
    Pugnacious
    Passive
    Pugnacity immediately restores 10 energy when activated. Additionally reduces the cooldown of Pugnacity by 30 seconds.
    32
  • Corrosive Microbes
    Corrosive Microbes
    Passive
    Corrosive Dart has a 10% chance to deal its damage twice whenever it harms a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage.
    36
  • Mortal Wound
    Mortal Wound
    Passive
    Vital Shot has a 10% chance to deal its damage twice whenever it harms a target. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage.
    36
  • Adhesive Corrosives
    Adhesive Corrosives
    Passive
    Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration.
    40
  • Feelin' Woozy
    Feelin' Woozy
    Passive
    Shrap Bomb reduces the movement speed of all affected targets by 30% for its full duration.
    40
  • Toxic Blast
    Toxic Blast
    Instant
    Cooldown: 15s
    Range: 10m
    Deals <<1>> weapon damage and for the next 10 seconds causes the target to take <<1>> additional weapon damage whenever it takes damage from your Corrosive Assault or a poison effect. Grants a Tactical Advantage.
    42
  • Sanguinary Shot
    Sanguinary Shot
    Instant
    Cooldown: 15s
    Range: 10m
    Deals <<1>> weapon damage and for the next 10 seconds causes the target to take an additional <<1>> weapon damage whenever it takes damage from your Brutal Shots or a bleed effect. Grants Upper Hand.
    42
  • Lethal Purpose
    Lethal Purpose
    Passive
    Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, critical hits with poison effects restore 2 energy.
    44
  • Fighting Spirit
    Fighting Spirit
    Passive
    Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 2 energy.
    44
  • Lethal Dose
    Lethal Dose
    Passive
    Increases the critical hit chance of all periodic effects by 5%.
    48
  • Black Market Equipment
    Black Market Equipment
    Passive
    Increases the critical hit chance of all periodic effects by 5%.
    48
  • Quickening
    Quickening
    Passive
    Increases the duration of your Evasion by 1 second and your effective stealth level by 2. In addition, when you activate Exfiltrate, you gain Quickening, which makes your next Kolto Infusion activate instantly, cost no energy, and not require or consume Tactical Advantage. This effect cannot occur more than once every 10 seconds.
    52
  • Scurry
    Scurry
    Passive
    Increases the duration of your Dodge by 1 second and your effective stealth level by 2. In addition, when you activate Scamper, you gain Scurry, which makes your next Kolto Pack activate instantly, cost no energy, and not require or consume Upper Hand. This effect cannot occur more than once every 10 seconds.
    52
  • Devouring Microbes
    Devouring Microbes
    Passive
    Increases the damage dealt by poison effects by 15% on targets below 30% of max health. In addition, if a target dies with Toxic Blast, it finishes the cooldown of Toxic Blast.
    56
  • Cold Blooded
    Cold Blooded
    Passive
    Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Sanguinary Shot, it finishes the cooldown of Sanguinary Shot.
    56
  • Lethal Strike
    Lethal Strike
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 4m
    Ambushes an enemy for <<1>> kinetic damage and <<3>> internal damage. If used while stealthed, deals <<2>> kinetic damage, <<4>> internal damage, and grants a Tactical Advantage.

    Replaces Backstab.
    58
  • Point Blank Shot
    Point Blank Shot
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 4m
    Blasts an enemy at point-blank range for <<1>> kinetic damage and <<3>> internal damage. If used while stealthed, deals <<2>> kinetic damage, <<4>> internal damage, and grants an Upper Hand.

    Replaces Back Blast.
    58
  • Cut Down
    Cut Down
    Passive
    Increases the damage dealt by Lethal Strike, Overload Shot, and Carbine Burst by 5%.
    60
  • Cheap Shots
    Cheap Shots
    Passive
    Increases the damage dealt by Quick Shot, Blaster Volley, and Point Blank Shot by 5%.
    60
  • Acidic Compounds
    Acidic Compounds
    Passive
    Toxic Blast deals 5% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target.
    64
  • Sharpened Materials
    Sharpened Materials
    Passive
    Sanguinary Shot deals 5% more damage and Shrap Bomb has a 10% chance to deal its damage twice whenever it harms a target.
    64
  • Augmented Toxins
    Augmented Toxins
    Passive
    Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.
    68
  • Cut to the Quick
    Cut to the Quick
    Passive
    Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.
    68

    Concealment / Scrapper

  • Laceration
    Laceration
    Instant
    Energy: 10
    Range: 4m
    Executes your Tactical Advantage, lacerating the target for <<1>> kinetic damage. Requires and consumes Tactical Advantage.
    10
  • Sucker Punch
    Sucker Punch
    Instant
    Energy: 10
    Range: 4m
    Exploits Upper Hand to sucker punch the target for <<1>> kinetic damage. Requires and consumes Upper Hand.
    10
  • Imperial Ammunition
    Imperial Ammunition
    Passive
    Increases the critical chance of Carbine Burst by 15% and its critical damage bonus by 30%.
    12
  • Let 'Em Have It
    Let 'Em Have It
    Passive
    Increases the critical chance of Blaster Volley by 15% and its critical damage bonus by 30%.
    12
  • Collateral Strike
    Collateral Strike
    Passive
    Laceration triggers a Collateral Strike, dealing <<1>> additional kinetic damage. Standard and weak targets are additionally stunned by Collateral Strike.
    16
  • Flying Fists
    Flying Fists
    Passive
    Sucker Punch triggers Flying Fists, dealing <<1>> additional kinetic damage. Standard and weak targets are additionally stunned by Flying Fists.
    16
  • Tactical Opportunity
    Tactical Opportunity
    Passive
    Collateral Strike immediately re-grants Tactical Advantage when hitting a poisoned target. This effect cannot occur more than once every 10 seconds.
    20
  • Round Two
    Round Two
    Passive
    Flying Fists immediately regrants Upper Hand when hitting a bleeding target. This effect cannot occur more than once every 10 seconds.
    20
  • Scouting
    Scouting
    Passive
    Increases your stealth detection level by 5 and chance to dodge by 2%.
    24
  • Shifty-eyed
    Shifty-eyed
    Passive
    Increases stealth detection level by 5 and chance to dodge by 2%.
    24
  • Crippling Slice
    Crippling Slice
    Instant
    Cooldown: 15s
    Range: 4m
    Slices the target low for <<1>> kinetic damage and immobilizes it, preventing it from moving or turning for <<2>> seconds.
    26
  • Shank Shot
    Shank Shot
    Instant
    Cooldown: 15s
    Range: 4m
    Fires a close-up scattergun shot at the target's shank, dealing <<1>> kinetic damage and immobilizing the target, preventing it from moving or turning for <<2>> seconds.
    26
  • Culling
    Culling
    Passive
    Increases damage dealt by Laceration and Collateral Strike by 5%. In addition, when Collateral Strike damages a target, you recover 2 energy.
    28
  • Turn the Tables
    Turn the Tables
    Passive
    Increases the damage dealt by Sucker Punch and Flying Fists by 5%. In addition, when Flying Fists damages a target, you recover 2 energy.
    28
  • Ghost
    Ghost
    Passive
    Activating Countermeasures increases movement speed by 50% for <<1>> seconds.
    32
  • Fight or Flight
    Fight or Flight
    Passive
    Surrender increases your movement speed by 50% for <<1>> seconds.
    32
  • Acid Blade
    Acid Blade
    Passive
    Coats your instruments in acid, causing Backstab to deal an additional <<1>> internal poison damage over <<2[%d/%d/%d]>> seconds and increase armor penetration by 30% for <<3[%d/%d/%d]>> seconds.
    36
  • Flechette Round
    Flechette Round
    Passive
    Loads your shotgun with flechettes, causing Back Blast to deal an additional <<1>> internal bleed damage over <<2[%d/%d/%d]>> seconds and increase armor penetration by 30% for <<3[%d/%d/%d]>> seconds.
    36
  • Waylay
    Waylay
    Passive
    Increases the damage dealt by Backstab by 5% and reduces its energy cost by 5.
    40
  • Sawed Off
    Sawed Off
    Passive
    Increases the damage dealt by Back Blast by 5% and reduces its energy cost by 5.
    40
  • Volatile Substance
    Volatile Substance
    Instant
    Energy: 15
    Cooldown: 18s
    Range: 10m
    Injects a substance into the target that, after settling in for a few seconds, will react when the target takes damage from one of your poisons, dealing <<1>> internal damage and making the target assailable for <<2>> seconds. Assailable targets take 7% more damage from elemental and internal attacks.
    42
  • Blood Boiler
    Blood Boiler
    Instant
    Energy: 15
    Cooldown: 18s
    Range: 10m
    Summons a probe that boils the blood of the target for a few seconds, after which, damage dealt by one of your bleeds will trigger an explosion, dealing <<1>> internal damage and making the target assailable for <<2>> seconds. Assailable targets take 7% more damage from elemental and internal attacks.
    42
  • Enhanced Chemicals
    Enhanced Chemicals
    Passive
    Increases the damage dealt by and critical chance of Volatile Substance by 5%.
    44
  • Pressure Cooker
    Pressure Cooker
    Passive
    Increases the damage dealt by and critical chance of Blood Boiler by 5%.
    44
  • Prey on the Weak
    Prey on the Weak
    Passive
    Laceration deals 5% more damage to targets affected by your Acid Blade.
    48
  • Pierce and Batter
    Pierce and Batter
    Passive
    Sucker Punch deals 5% more damage to targets affected by your Flechette Round.
    48
  • Shadow Operative Elite
    Shadow Operative Elite
    Passive
    Increases your effective stealth level by 2. In addition, when you activate Exfiltrate, you dodge or resist all incoming attacks for 1.5 seconds.
    52
  • Slippery Devil
    Slippery Devil
    Passive
    Increases your effective stealth level by 2. In addition, when you activate Scamper, you dodge or resist all incoming attacks for 1.5 seconds.
    52
  • Meticulously Kept Blades
    Meticulously Kept Blades
    Passive
    Increases the critical damage dealt by Veiled Strike, Backstab, Volatile Substance, and Laceration by 10%.
    56
  • Underdog
    Underdog
    Passive
    Increases the critical damage dealt by Back Blast, Sucker Punch, Blood Boiler, and Bludgeon by 10%.
    56
  • Veiled Strike
    Veiled Strike
    Instant
    Energy: 15
    Cooldown: 6s
    Range: 4m
    Strikes the target for <<1>> kinetic damage, granting a Tactical Advantage.

    Replaces Shiv.
    58
  • Bludgeon
    Bludgeon
    Instant
    Energy: 15
    Cooldown: 6s
    Range: 4m
    Bashes the target with the scattergun's butt for <<1>> kinetic damage, granting an Upper Hand.

    Replaces Blaster Whip.
    58
  • Calculated Frenzy
    Calculated Frenzy
    Passive
    Backstab grants Calculated Frenzy, which increases ranged and tech critical chance by 5% for <<1>> seconds. In addition, damage dealt by Veiled Strike causes the target to become susceptible for <<2>> seconds. Susceptible targets take 5% more damage from tech attacks.
    60
  • Rolling Punches
    Rolling Punches
    Passive
    Back Blast grants Rolling Punches, which increases ranged and tech critical chance by 5% for <<1>> seconds. In addition, damage dealt by Bludgeon causes the target to become susceptible for <<2>> seconds. Susceptible targets take 5% more damage from tech attacks.
    60
  • Surgical Strikes
    Surgical Strikes
    Passive
    Increases the damage dealt by Veiled Strike and Overload Shot by 5%.
    64
  • Scrappy
    Scrappy
    Passive
    Increases the damage dealt by Bludgeon and Quick Shot by 5%.
    64
  • Revealing Weakness
    Revealing Weakness
    Passive
    Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
    68
  • Hot and Ready
    Hot and Ready
    Passive
    Damage dealt by Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
    68

    Updated list of utilities by tier

    Note: Operative utilities have not yet been updated into the new 4-tier layout; this will likely be fixed in an upcoming PTS patch.

    SKILLFUL SKILLFUL
  • Nanotech Suit
    Passive
    Reduces all area of effect damage taken by 30%.
  • Chem-resistant Inlays
    Passive
    Increases damage reduction by 5%.
  • Imperial Weaponry
    Passive
    Carbine Burst deals 25% more damage.
  • Hit and Run
    Passive
    Striking a target with Shiv or Veiled Strike grants Hit and Run, increasing your movement speed by 50% for <<1>> seconds.
  • Slip Away
    Passive
    Reduces the cooldown of Debilitate by 15 seconds.
  • Infiltrator
    Passive
    Increases movement speed by 15% and effective stealth level by 3.
  • Smuggled Get-up
    Passive
    Reduces all area of effect damage taken by 30%.
  • Scar Tissue
    Passive
    Increases damage reduction by 5%.
  • Let Loose
    Passive
    Blaster Volley deals 25% more damage.
  • Holdout Defense
    Passive
    Slapping a target with Blaster Whip or Bludgeon grants Holdout Defense, increasing your movement speed by 50% for <<1>> seconds.
  • Sneaky
    Passive
    Increases movement speed by 15% and effective stealth level by 3.
  • Dirty Escape
    Passive
    Reduces the cooldown of Dirty Kick by 15 seconds.
    MASTERFUL MASTERFUL
  • Curbing Strategies
    Passive
    Overload Shot and Carbine Burst reduce the movement speed of targets they damage by 40% for <<1[%d seconds/%d second/%d seconds]>>. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Precision Instruments
    Passive
    Reduces the energy cost of Debilitate and Sever Tendon by 5 and makes Sever Tendon immobilize the target for <<1>> seconds.
  • Advanced Cloaking
    Passive
    Reduces the cooldown of Cloaking Screen by 30 seconds and Sneak by 15 seconds. In addition, activating Cloaking Screen increases movement speed by 50% for <<1>> seconds.
  • Med Shield
    Passive
    Your Shield Probe heals you for 5% of your maximum health when it collapses.
  • Endorphin Rush
    Passive
    Adrenaline Probe now immediately restores 15 additional energy.
  • Fortified Kolto
    Passive
    While your Kolto Probe is active on yourself, your damage reduction is increased by 3% per stack.
  • Anatomy Lessons
    Passive
    Reduces the energy cost of Dirty Kick and Tendon Blast by 5 and makes Tendon Blast immobilize the target for <<1>> seconds.
  • Med Screen
    Passive
    Your Defense Screen heals you for 5% of your maximum health when it collapses.
  • Flee the Scene
    Passive
    Reduces the cooldown of Disappearing Act by 30 seconds and Sneak by 15 seconds. In addition, activating Disappearing Act increases movement speed by 50% for <<1>> seconds.
  • Keep Cool
    Passive
    Cool Head now immediately restores 15 additional energy.
  • Curbing Strategies
    Passive
    Quick Shot and Blaster Volley reduce the movement speed of targets they damage by 40% for <<1[%d seconds/%d second/%d seconds]>>. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Supplemented Medpac
    Passive
    While your Slow-release Medpac is active on yourself, your damage reduction is increased by 3% per stack.
    HEROIC HEROIC
  • Imperial Tactics
    Passive
    Sever Tendon will now grant a Tactical Advantage.
  • Evasive Screen
    Passive
    When activated, Cloaking Screen grants 2 seconds of Evasion.
  • Evasive Imperative
    Passive
    Every time you get attacked, the active cooldown of your Evasion is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
  • Cunning Competencies
    Passive
    Countermeasures purges all movement-impairing effects when activated. Additionally, when Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
  • Escape Plan
    Passive
    Reduces the cooldown of Escape by 30 seconds, Shield Probe by 5 seconds, and Infiltrate by 60 seconds.
  • Jarring Strike
    Passive
    When used from stealth, Backstab and Lethal Strike knockdown the target for 3 seconds. If the target is a player, they will be interrupted and immobilized for 3 seconds.
  • Dirty Trickster
    Passive
    Surrender purges all movement-impairing effects when activated. Additionally, when Tranquilizer wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
  • Get the Bulge
    Passive
    Tendon Blast will now grant an Upper Hand.
  • Skedaddle
    Passive
    When activated, Disappearing Act grants 2 seconds of Dodge.
  • K.O.
    Passive
    When used from stealth, Back Blast and Point Blank Shot knockdown the target for 3 seconds. If the target is a player, they will be interrupted and immobilized for 3 seconds.
  • Scramble
    Passive
    Every time you get attacked, the active cooldown of your Dodge is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds.
  • Smuggled Defenses
    Passive
    Reduces the cooldown of Escape by 30 seconds, Defense Screen by 5 seconds, and Smuggle by 60 seconds.
    LEGENDARY LEGENDARY
  • Circumvention
    Passive
    Reduces the cooldown of Holotraverse by 10 seconds and Holotraverse can be used while immobilized and purges movement-impairing effects when used. Additionally, Holotraverse grants a Tactical Advantage.
  • Mobile Strategies
    Passive
    Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy.
  • Revitalizers
    Passive
    Stim Boost now additionally grants Revitalizers, restoring 5% of total health every 3 seconds and reducing damage received by 20% for the duration.
  • Curative Agent
    Passive
    Countermeasures grants Curative Agent, causing your next Kolto Probe to immediately grant two stacks. Additionally, Countermeasures heals you for 1% of your maximum health every second for 10 seconds and Kolto Infusion now heals for <<1>> instantly, but no longer heals the target over time.
  • Augmented Shields
    Passive
    Increases the amount of damage absorbed by Shield Probe by 30%.
  • Blow for Blow
    Passive
    Evasion grants Blow for Blow, reflecting 150% single target tech and Force damage while Evasion is active.
  • Slippery Shooter
    Passive
    Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
  • Back At Ya
    Passive
    Dodge grants Back At Ya, reflecting 150% single target tech or Force damage while Dodge is active.
  • Sly Surrender
    Passive
    Surrender grants Sly Surrender, causing your next Slow-release Medpac to immediately grant two stacks. Additionally, Surrender heals you for 1% of your maximum health every second for 10 seconds and Kolto Pack now heals for <<1>> instantly, and no longer heals the target over time.
  • Surprise Comeback
    Passive
    Pugnacity now additionally grants Surprise Comeback, restoring 5% of total health every 3 seconds and reducing damage received by 20% for the duration.
  • Hotwired Defenses
    Passive
    Increases the amount of damage absorbed by Defense Screen by 30%.
  • Sleight of Foot
    Passive
    Reduces the cooldown of Trick Move by 10 seconds and Trick Move can be used while immobilized and purges movement-impairing effects when used. Additionally, Trick Move grants a Upper Hand.

    Sniper  / Gunslinger 

    • The 4 second hard stun was moved to Operatives/Scoundrels, therefore Snipers/Gunslingers receive a new hard stun. The 60 second droid mez has been removed.
    • Two melee abilities have been moved to Operatives/Scoundrels because the Sniper/Gunslinger is a ranged class.
    Replaced abilities
    Removed abilities

    Discipline changes

    The new passives are automatically granted at level 68.

    Marksmanship Sharpshooter
    Virulence Dirty Fighting Cosmetic changes:
    Engineering Saboteur
    Cosmetic changes:

    Utility changes

    New utilities
    Merged utilities
    Changed utilities
    Cosmetic changes: Cosmetic changes:

    Updated list of abilities by level

    B = base class ability, shared with Operatives/Scoundrels.

  • Rifle Shot
    Rifle Shot
    Instant
    Range: 30m
    Shoots your rifle at the target, dealing <<1>> weapon damage.
    1, B
  • Flurry of Bolts
    Flurry of Bolts
    Instant
    Range: 30m
    Fires a flurry of bolts from your blaster, dealing <<1>> weapon damage.
    1, B
  • Snipe
    Snipe
    1.5s cast
    Energy: 20
    Range: 30m
    Shoots a target for <<1>> weapon damage.
    1
  • Charged Burst
    Charged Burst
    1.5s cast
    Energy: 20
    Range: 30m
    Fires a series of powerful blasts for <<1>> weapon damage. Fires both blasters if dual wielding.
    1
  • Crouch
    Crouch
    Instant
    Cooldown: 1s
    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.
    1
  • Crouch
    Crouch
    Instant
    Cooldown: 1s
    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.
    1
  • Take Cover
    Take Cover
    Instant
    Cooldown: 1s
    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.
    1
  • Take Cover
    Take Cover
    Instant
    Cooldown: 1s
    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.
    1
  • Take Cover
    Take Cover
    Instant
    Cooldown: 1s
    Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.
    1
  • Take Cover
    Take Cover
    Instant
    Cooldown: 1s
    Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead.
    1
  • Hold Position
    Hold Position
    Passive
    While in cover, ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback. In addition, Evasion reduces the damage you take from Force and tech attacks by 75% while it is active.
    2
  • Hold Position
    Hold Position
    Passive
    While in cover, ranged defense is increased by 20%, you cannot be leapt to or pulled, and you are immune to interrupts and ability activation pushback. In addition, Dodge reduces the damage you take from Force and tech attacks by 75% while it is active.
    2
  • Fragmentation Grenade
    Fragmentation Grenade
    Instant
    Energy: 20
    Cooldown: 6s
    Range: 30m
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
    3, B
  • Thermal Grenade
    Thermal Grenade
    Instant
    Energy: 20
    Cooldown: 6s
    Range: 30m
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
    3, B
  • Maim
    Maim
    Instant
    Energy: 10
    Cooldown: 45s
    Range: 10m
    Hurl a vibroknife with debilitating precision, dealing <<2>> energy damage and stunning the target for <<1[%d/%d/%d]>> seconds.
    4
  • Below the Belt
    Below the Belt
    Instant
    Energy: 10
    Cooldown: 45s
    Range: 10m
    Aim your sights low, dealing <<1>> energy damage and stunning the target for <<2[%d seconds/%d second/%d seconds]>>.
    4
  • Corrosive Dart
    Corrosive Dart
    Instant
    Energy: 15
    Range: 30m
    Fires a dart at the target that deals <<1>> internal poison damage over <<2[%d/%d/%d]>> seconds.
    5, B
  • Vital Shot
    Vital Shot
    Instant
    Energy: 15
    Range: 30m
    Fires a shot that causes the target to bleed, dealing <<1>> internal damage over <<2[%d/%d/%d]>> seconds.
    5, B
  • Suppressive Fire
    Suppressive Fire
    4.5s channel
    Range: 30m
    Sprays a wave of bolts over the target area, dealing <<1]>> weapon damage and spending 45 energy over the duration to up to 8 targets within 8 meters. Can only be used from cover.
    6
  • Sweeping Gunfire
    Sweeping Gunfire
    4.5s channel
    Range: 30m
    Sprays a wave of bolts over the target area, dealing <<1>> weapon damage over the duration to up to 8 targets within 8 meters. Requires dual blasters. Can only be used from cover.
    6
  • Imperial Targeting
    Imperial Targeting
    Passive
    Increases the range of Overload Shot, Flash Bang, and Distraction to 30 meters, and additionally increases the range of all rifle, probe, and dart attacks by 5 meters. In addition, Corrosive Dart marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.
    6
  • Crack Shot
    Crack Shot
    Passive
    Increases the range of Quick Shot, Flash Grenade, and Distraction to 30 meters, and additionally increases the range of all blaster, grenade, and charge attacks by 5 meters. In addition, Vital Shot marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.
    6
  • Flash Bang
    Flash Bang
    Instant
    Cooldown: 60s
    Range: 10m
    Detonates a flash bang that blinds the target for <<1[%d/%d/%d]>> seconds. Damage causes this effect to end prematurely.
    7, B
  • Flash Grenade
    Flash Grenade
    Instant
    Cooldown: 60s
    Range: 10m
    Lobs a flash grenade that blinds the target for <<1[%d/%d/%d]>> seconds. Damage causes this effect to end prematurely.
    7, B
  • Escape
    Escape
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Escape
    Escape
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Evasion
    Evasion
    Instant
    Cooldown: 60s
    Increases your chance to dodge melee and ranged attacks by 200% for <<1>> seconds. Does not break Stealth.
    10, B
  • Dodge
    Dodge
    Instant
    Cooldown: 60s
    Increases your chance to dodge melee and ranged attacks by 200% for <<1>> seconds. Does not break Stealth.
    10, B
  • Takedown
    Takedown
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 30m
    Attempts to take the target down with a single powerful shot that deals <<1>> weapon damage. Only usable on targets at or below 30% max health.
    10
  • Quickdraw
    Quickdraw
    Instant
    Energy: 15
    Cooldown: 12s
    Range: 30m
    Fires off a round of lightning-quick shots that deals <<1>> weapon damage. Only usable on targets at or below 30% max health. Fires both blasters if dual wielding.
    10
  • Spotter
    Spotter
    Passive
    Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.
    10
  • Ready for Anything
    Ready for Anything
    Passive
    Upon entering cover, your stealth detection level begins to increase gradually, reaching up to 30 additional levels of stealth detection over the following 30 seconds. This effect ends when you leave cover.
    10
  • Leg Shot
    Leg Shot
    Instant
    Energy: 12
    Cooldown: 15s
    Range: 30m
    Fires a shot that deals <<1>> weapon damage and immobilizes the target for <<2[%d/%d/%d]>> seconds. Direct damage dealt after 2 seconds ends the effect prematurely.
    12
  • Leg Shot
    Leg Shot
    Instant
    Energy: 12
    Cooldown: 15s
    Range: 30m
    Fires a shot that deals <<1>> weapon damage and immobilizes the target for <<2[%d/%d/%d]>> seconds. Direct damage dealt after 2 seconds ends the effect prematurely. Fires both blasters if dual wielding.
    12
  • Adrenaline Probe
    Adrenaline Probe
    Instant
    Cooldown: 120s
    Summons a droid that helps you recover 50 energy over <<1[%d/%d/%d]>> seconds.
    14, B
  • Cool Head
    Cool Head
    Instant
    Cooldown: 120s
    Keeps a cool head, recovering 50 energy over <<1[%d/%d/%d]>> seconds.
    14, B
  • Energy Tanks
    Energy Tanks
    Passive
    Increases maximum energy by 10.
    15
  • Bravado
    Bravado
    Passive
    Increases maximum energy by 10.
    15
  • Cover Pulse
    Cover Pulse
    Instant
    Cooldown: 30s
    Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for <<1[%d/%d/%d]>> seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.
    16
  • Pulse Detonator
    Pulse Detonator
    Instant
    Cooldown: 30s
    Detonates an emergency charge that knocks all nearby targets back several meters and immobilizes them for <<1[%d/%d/%d]>> seconds. Damage dealt after 2 seconds ends the effect prematurely. Only usable in cover.
    16
  • Distraction
    Distraction
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Distraction
    Distraction
    Instant
    Cooldown: 18s
    Range: 10m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18, B
  • Shatter Shot
    Shatter Shot
    Instant
    Energy: 15
    Range: 30m
    Fires a high-impact shot that deals <<1>> weapon damage and inflicts trauma for <<2>> seconds, reducing all healing the target receives by 20%.
    18
  • Flourish Shot
    Flourish Shot
    Instant
    Energy: 15
    Range: 30m
    Fires high-impact shots that deal <<1>> weapon damage and inflict trauma for <<2>> seconds, reducing all healing the target receives by 20%. Requires dual blasters.
    18
  • Entrench
    Entrench
    Instant
    Cooldown: 60s
    Entrenches you into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts <<1[%d/%d/%d]>> seconds.
    20
  • Hunker Down
    Hunker Down
    Instant
    Cooldown: 60s
    Hunkers you down into cover, becoming immune to all controlling effects. Only grants protection while in cover. Lasts <<1[%d/%d/%d]>> seconds.
    20
  • Diversion
    Diversion
    Instant
    Cooldown: 60s
    Range: 35m
    Reduces the accuracy by 45% and exposes from cover up to 8 enemies within 8 meters for <<1[%d/%d/%d]>> seconds. Cannot be used on Operation bosses.
    22
  • Diversion
    Diversion
    Instant
    Cooldown: 60s
    Range: 35m
    Reduces the accuracy by 45% and exposes from cover of up to 8 enemies within 8 meters for <<1[%d/%d/%d]>> seconds. Cannot be used on Operation bosses.
    22
  • Steady Shots
    Steady Shots
    Passive
    Increases the damage dealt by Snipe, Lethal Shot, Series of Shots, and Penetrating Blasts by 5%.
    25
  • Steady Shots
    Steady Shots
    Passive
    Increases the damage dealt by Charged Burst, Dirty Blast, Speed Shot, and Penetrating Rounds by 5%.
    25
  • Laze Target
    Laze Target
    Instant
    Cooldown: 60s
    Increases the critical hit chance of your next Ambush, Explosive Probe, or Cull by 100%.
    28
  • Smuggler's Luck
    Smuggler's Luck
    Instant
    Cooldown: 60s
    Increases the critical hit chance of your next Aimed Shot, Explosive Charge, or Wounding Shots by 100%.
    28
  • Countermeasures
    Countermeasures
    Instant
    Cooldown: 45s
    Activates countermeasures, instantly lowering threat by a moderate amount.
    30, B
  • Surrender
    Surrender
    Instant
    Cooldown: 45s
    Puts up the front of surrender, instantly lowering your threat by a moderate amount.
    30, B
  • Shield Probe
    Shield Probe
    Instant
    Cooldown: 30s
    Summons a probe droid that projects a shield around the Agent, absorbing a moderate amount of incoming damage for <<1[%d/%d/%d]>> seconds. Does not break stealth.
    32, B
  • Defense Screen
    Defense Screen
    Instant
    Cooldown: 30s
    Projects a defense field around yourself, which absorbs a moderate amount of incoming damage for <<1[%d/%d/%d]>> seconds. Does not break stealth.
    32, B
  • Series of Shots
    Series of Shots
    3s channel
    Cooldown: 15s
    Range: 30m
    Unleashes a series of shots that deals <<1>> weapon damage and uses 20 energy over the duration.
    36
  • Speed Shot
    Speed Shot
    3s channel
    Cooldown: 15s
    Range: 30m
    Unloads both blasters at a high rate of fire, dealing <<1>> weapon damage over the duration. Consumes 20 energy over the duration of the channel. Requires dual blasters.
    36
  • Ballistic Shield
    Ballistic Shield
    Instant
    Cooldown: 180s
    Deploys a ballistic shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts <<1[%d/%d/%d]>> seconds.
    42
  • Scrambling Field
    Scrambling Field
    Instant
    Cooldown: 180s
    Deploys an acquired scrambling field that disrupts the energy signatures of conventional weapons. The field spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts <<1[%d/%d/%d]>> seconds.
    42
  • Orbital Strike
    Orbital Strike
    2s cast
    Energy: 20
    Cooldown: 45s
    Range: 30m
    Calls in support from orbiting warships, dealing <<1>> elemental damage over <<2>> seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are knocked down by the blasts. Can only be used from cover.
    48
  • XS Freighter Flyby
    XS Freighter Flyby
    2s cast
    Energy: 20
    Cooldown: 45s
    Range: 30m
    Calls in support from your crew, dealing <<1>> elemental damage over <<2>> seconds to up to 8 enemies within 8 meters of the targeted area. Additionally, standard and weak enemies are stunned by the flames. Can only be used from cover.
    48
  • Target Acquired
    Target Acquired
    Instant
    Cooldown: 120s
    Increases ranged and tech accuracy by 30% and armor penetration by 15% for <<1[%d/%d/%d]>> seconds.
    50
  • Illegal Mods
    Illegal Mods
    Instant
    Cooldown: 120s
    Increases ranged and tech accuracy by 30% and armor penetration by 15% for <<1[%d/%d/%d]>> seconds.
    50
  • Covered Escape
    Covered Escape
    Instant
    Cooldown: 20s
    Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.
    51
  • Hightail It
    Hightail It
    Instant
    Cooldown: 20s
    Roll forward 18 meters, purging movement-impairing effects and landing crouched behind cover. While rolling, your chance to dodge attacks is increased by 100%.
    51
  • Imperial Preparation
    Imperial Preparation
    Instant
    Cooldown: 180s
    Immediately finishes the active cooldowns on Evasion, Countermeasures, Shield Probe, Cover Pulse, Entrench, and Covered Escape.
    59
  • Bag of Tricks
    Bag of Tricks
    Instant
    Cooldown: 180s
    Immediately finishes the active cooldowns on Dodge, Surrender, Defense Screen, Pulse Detonator, Hunker Down, and Hightail It.
    59

    Updated discipline paths

    Marksmanship / Sharpshooter

  • Ambush
    Ambush
    2s cast
    Energy: 15
    Cooldown: 15s
    Range: 30m
    Fires a high-powered shot that deals <<1>> weapon damage.
    10
  • Aimed Shot
    Aimed Shot
    2s cast
    Energy: 15
    Cooldown: 15s
    Range: 30m
    Fires a well-aimed shot that deals <<1>> weapon damage. Fires both blasters if dual wielding.
    10
  • Accurized Rifle
    Accurized Rifle
    Passive
    Increases the critical chance of Suppressive Fire by 15% and increases its critical damage by 30%.
    12
  • Accurized Blasters
    Accurized Blasters
    Passive
    Increases the critical chance of Sweeping Gunfire by 15% and increases its critical damage by 30%.
    12
  • Zeroing Shots
    Zeroing Shots
    Passive
    Snipe zeroes in your sights, reducing the activation time of your next Ambush by 0.25 seconds. Stacks up to 2 times.
    16
  • Charged Aim
    Charged Aim
    Passive
    Charged Burst gets your blasters charged up, reducing the activation time of your next Aimed Shot by 0.25 seconds. Stacks up to 2 times.
    16
  • Precision Ambush
    Precision Ambush
    Passive
    Ambush ignores 20% of the target's armor.
    20
  • Sharp Aim
    Sharp Aim
    Passive
    Aimed Shot ignores 20% of the target's armor.
    20
  • Heavy Diversion
    Heavy Diversion
    Passive
    Targets affected by your Diversion continue to be affected for 3 seconds after leaving the area of effect.
    24
  • Percussive Diversion
    Percussive Diversion
    Passive
    Targets affected by your Diversion continue to be affected for 3 seconds after leaving the area of effect.
    24
  • Penetrating Blasts
    Penetrating Blasts
    2s channel
    Cooldown: 15s
    Range: 30m
    Fires a number of blasts that deal <<1>> weapon damage and sunder the target for <<2>> seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel.

    Replaces Series of Shots.
    26
  • Penetrating Rounds
    Penetrating Rounds
    2s channel
    Cooldown: 15s
    Range: 30m
    Unleashes a number of rounds that deal <<1>> weapon damage and sunder the target for <<2>> seconds. Sundered targets have their armor rating reduced by 20%. Consumes 20 energy over the duration of the channel. Requires both blasters.

    Replaces Speed Shot.
    26
  • Headshot
    Headshot
    Passive
    Increases the critical chance of Takedown and Penetrating Blasts by 15% and reduces the energy cost of Takedown by 3.
    28
  • Aim High
    Aim High
    Passive
    Increases the critical chance of Quickdraw and Penetrating Rounds by 15% and reduces and reduces the energy cost of Quickdraw by 3.
    28
  • Sniper's Nest
    Sniper's Nest
    Passive
    Increases the energy regeneration rate by 1 per second while in cover.
    32
  • Foxhole
    Foxhole
    Passive
    Increases the energy regeneration rate by 1 per second while in cover.
    32
  • Rapid Fire
    Rapid Fire
    Passive
    Reduces the cooldown of Ambush and Penetrating Blast by 3 seconds.
    36
  • Rapid Fire
    Rapid Fire
    Passive
    Reduces the cooldown of Aimed Shot and Penetrating Rounds by 3 seconds.
    36
  • Between the Eyes
    Between the Eyes
    Passive
    Increases the critical hit chance of Snipe and Followthrough by 4%. Additionally increases armor penetration by 10%.
    40
  • Slick Shooter
    Slick Shooter
    Passive
    Increases the critical hit chance of Charged Burst and Trickshot by 4%. Additionally increases armor penetration by 10%.
    40
  • Followthrough
    Followthrough
    Instant
    Energy: 5
    Cooldown: 9s
    Range: 30m
    Fires a well-controlled follow-up shot at the target that deals <<1>> weapon damage. Only usable within the 5 seconds immediately following a Snipe, Ambush, Takedown, or a complete Penetrating Blasts.
    42
  • Trickshot
    Trickshot
    Instant
    Energy: 5
    Cooldown: 9s
    Range: 30m
    Fires a wild follow-up shot at the target that deals <<1>> weapon damage. Only usable within the 5 seconds immediately following a Charged Burst, Aimed Shot, Quickdraw, or a complete Penetrating Rounds. Requires both blasters.
    42
  • Recoil Control
    Recoil Control
    Passive
    Firing Snipe twice in a row, firing Takedown or Ambush once, or completing a Penetrating Blasts now finishes the cooldown on Followthrough.
    44
  • Recoil Control
    Recoil Control
    Passive
    Firing Charged Burst twice in a row, firing Quickdraw or Aimed Shot once, or completing a Penetrating Rounds now finishes the cooldown on Trickshot.
    44
  • Muzzle Fluting
    Muzzle Fluting
    Passive
    Followthrough reduces the energy cost of your next two Snipes by 5.
    48
  • Smoking Barrels
    Smoking Barrels
    Passive
    Trickshot reduces the energy cost of your next two Charged Bursts by 5.
    48
  • Portable Bunker
    Portable Bunker
    Passive
    Increases the duration of Entrench by 3 seconds. In addition, when you enter cover after using Covered Escape, you gain Entrench for the first 3 seconds.
    52
  • Stay Low
    Stay Low
    Passive
    Increases the duration of Hunker Down by 3 seconds. In addition, when you enter cover after using Hightail It, you gain Hunker Down for the first 3 seconds.
    52
  • Imperial Assassin
    Imperial Assassin
    Passive
    Increases the critical damage dealt by Ambush, Penetrating Blasts, Followthrough, Snipe, and Takedown by 10%.
    56
  • Deadeye
    Deadeye
    Passive
    Increases the critical damage dealt by Aimed Shot, Penetrating Rounds, Trickshot, Charged Burst, and Quickdraw by 10%.
    56
  • Sniper Volley
    Sniper Volley
    Instant
    Cooldown: 45s
    Immediately finishes the cooldown of Penetrating Blasts, increases base energy regeneration rate by 2 per second, and increases alacrity by 10%. Lasts <<1[%d/%d/%d]>> seconds.
    58
  • Burst Volley
    Burst Volley
    Instant
    Cooldown: 45s
    Immediately finishes the cooldown of Penetrating Rounds, increases base energy regeneration by 2 per second, and increases alacrity by 10%. Lasts <<1[%d/%d/%d]>> seconds.
    58
  • Honed Shots
    Honed Shots
    Passive
    Snipe grants Honed Shots, increasing the critical hit chance and damage done by Snipe by 5% for <<1>> seconds. Stacks up to 3 times.
    60
  • Honed Shots
    Honed Shots
    Passive
    Charged Burst grants Honed Shots, increasing the critical hit chance and damage done by Charged Burst by 5% for <<1>> seconds. Stacks up to 3 times.
    60
  • Marksman's Finesse
    Marksman's Finesse
    Passive
    Snipe grants Marksman's Finesse, increasing the armor penetration and damage dealt by your next Followthrough by 10%. Stacks up to 2 times.
    64
  • Sharpshooter's Touch
    Sharpshooter's Touch
    Passive
    Charged Burst grants Sharpshooter's Touch, increasing the armor penetration and damage dealt by your next Trickshot by 10%. Stacks up to 2 times.
    64
  • Finish the Job
    Finish the Job
    Passive
    Dealing damage with Ambush to a target with less than 30% health grants Finish the Job, increasing the damage of your next Takedown by 20%.
    68
  • Stay Down
    Stay Down
    Passive
    Dealing damage with Aimed Shot to a target with less than 30% health grants Stay Down, increasing the damage of your next Quickdraw by 20%.
    68

    Virulence / Dirty Fighting

  • Corrosive Grenade
    Corrosive Grenade
    Instant
    Energy: 10
    Range: 30m
    Hurls a grenade that spews poisonous acid in a 5-meter radius on impact, dealing <<1>> internal poison damage over <<2>> seconds to up to 8 targets.
    10
  • Shrap Bomb
    Shrap Bomb
    Instant
    Energy: 10
    Range: 30m
    Hurls a bomb that explodes on impact with razor-sharp shrapnel in a 5-meter radius, dealing <<1>> internal bleed damage over <<2>> seconds to up to 8 targets.
    10
  • Corrosive Dispersion
    Corrosive Dispersion
    Passive
    Corrosive Grenade spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.
    12
  • Extra Shrapnel
    Extra Shrapnel
    Passive
    Shrap Bomb spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
    12
  • Lethal Dose
    Lethal Dose
    Passive
    Increases the critical hit chance of all periodic effects by 5%.
    16
  • Black Market Equipment
    Black Market Equipment
    Passive
    Increases the critical hit chance of all periodic effects by 5%.
    16
  • Adhesive Corrosives
    Adhesive Corrosives
    Passive
    Corrosive Grenade reduces the movement speed of all affected targets by 30% for its full duration.
    20
  • Feelin' Woozy
    Feelin' Woozy
    Passive
    Shrap Bomb reduces the movement speed of all affected targets by 30% for its full duration.
    20
  • Lethal Injectors
    Lethal Injectors
    Passive
    Increases the duration of Corrosive Dart by 6 seconds.
    24
  • Open Wound
    Open Wound
    Passive
    Increases the duration of Vital Shot by 6 seconds.
    24
  • Cull
    Cull
    3s channel
    Cooldown: 9s
    Range: 30m
    Fires a volley of bolts at the target, dealing <<1>> weapon damage and spending 6 energy each second. When you deal damage with Cull, each of your poison effects on the target also deal damage.
    26
  • Wounding Shots
    Wounding Shots
    3s channel
    Cooldown: 9s
    Range: 30m
    Fires a wave of bolts at the target, dealing <<1>> weapon damage and spending 6 energy each second. When you deal damage with Wounding Shots, each of your bleed effects on the target also deal damage.
    26
  • Lethal Purpose
    Lethal Purpose
    Passive
    Reduces the cooldown of Adrenaline Probe by 15 seconds. In addition, critical hits with poison effects restore 2 energy.
    28
  • Fighting Spirit
    Fighting Spirit
    Passive
    Reduces the cooldown of Cool Head by 15 seconds. In addition, critical hits with bleed effects restore 2 energy.
    28
  • Corrosive Microbes
    Corrosive Microbes
    Passive
    Corrosive Dart has a 10% chance to deal its damage twice whenever it harms a target. In addition, Corrosive Grenade makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage.
    32
  • Mortal Wound
    Mortal Wound
    Passive
    Vital Shot has a 10% chance to deal its damage twice whenever it harms a target. In addition, Shrap Bomb makes its targets assailable for 45 seconds. Assailable targets take 7% more elemental and internal damage.
    32
  • Decay
    Decay
    Passive
    Increases the damage dealt by Snipe, Lethal Shot, and Cull by 5%. Additionally, when Corrosive Grenade and Corrosive Dart end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage.
    36
  • Nice Try
    Nice Try
    Passive
    Increases the damage dealt by Charged Burst, Dirty Blast, and Wounding Shots by 5%. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage.
    36
  • Targeted Demolition
    Targeted Demolition
    Passive
    Increases the damage dealt by Corrosive Grenade by 5% and reduced the energy cost of Series of Shots by 1 per second.
    40
  • Bombastic
    Bombastic
    Passive
    Increases the damage dealt by Shrap Bomb by 5% and reduces the energy cost of Speed Shot by 1 per tick.
    40
  • Weakening Blast
    Weakening Blast
    Instant
    Cooldown: 18s
    Range: 30m
    Deals <<1>> weapon damage and for the next <<2>> seconds causes the target to take <<1>> additional weapon damage whenever it takes damage from your Cull or a poison effect.
    42
  • Hemorrhaging Blast
    Hemorrhaging Blast
    Instant
    Cooldown: 18s
    Range: 30m
    Deals <<1>> weapon damage and for the next <<2>> seconds causes the target to take an additional <<1>> weapon damage whenever it takes damage from your Wounding Shots or a bleed effect. Requires both blasters to activate.
    42
  • Razor Rounds
    Razor Rounds
    Passive
    Increases the critical chance of Cull and Series of Shots by 10%.
    44
  • Reopen Wounds
    Reopen Wounds
    Passive
    Increases the critical chance of Wounding Shots and Speed Shot by 10%.
    44
  • Devouring Microbes
    Devouring Microbes
    Passive
    Increases the damage dealt by poison effects by 15% on targets below 30% of max health. In addition, if a target dies with Weakening Blast, it finishes the cooldown of Weakening Blast.
    48
  • Cold Blooded
    Cold Blooded
    Passive
    Increases the damage dealt by bleeding effects by 15% on targets below 30% of max health. In addition, if a target dies with Hemorrhaging Blast, it finishes the cooldown of Hemorrhaging Blast.
    48
  • Lethal Takedown
    Lethal Takedown
    Passive
    Damage dealt by Cull has a 80% chance to trigger Lethal Takedown, which finishes the cooldown of Takedown and makes your next Takedown usable on a target with any health level.
    52
  • Dirty Shot
    Dirty Shot
    Passive
    Damage dealt by Wounding Shots has a 80% chance to trigger Dirty Shot, which finishes the cooldown of Quickdraw and makes your next Quickdraw usable on a target with any health level.
    52
  • Toxic Regulators
    Toxic Regulators
    Passive
    Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects.
    56
  • Concussion
    Concussion
    Passive
    Your periodic damaging effects don't tick on targets affected by any of your sleep effects. You take 30% reduced damage from periodic effects.
    56
  • Lethal Shot
    Lethal Shot
    1.5s cast
    Energy: 15
    Range: 30m
    Shoots a target for <<1>> weapon damage and <<2>> internal poison damage.

    Replaces Snipe.
    58
  • Dirty Blast
    Dirty Blast
    1.5s cast
    Energy: 15
    Range: 30m
    Shoots a target for <<1>> weapon damage and <<2>> internal bleed damage.

    Replaces Charged Burst.
    58
  • Corrosive Mine
    Corrosive Mine
    Passive
    Increases the duration of your Ballistic Shield by 5 seconds. In addition, when you activate Covered Escape, you detonate a Corrosive Mine that deals <<1>> internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts <<2>> seconds. Does not affect sleeping or incapacitated targets.
    60
  • Incendiary Mine
    Incendiary Mine
    Passive
    Increases the duration of your Scrambling Field by 5 seconds. In addition, when you activate Hightail It, you detonate an Incendiary Mine that deals <<1>> internal damage to all nearby enemies over the duration. Targets that remain within are additionally slowed by 70% for the duration. Lasts <<2>> seconds. Does not affect sleeping or incapacitated targets.
    60
  • Caustic Substances
    Caustic Substances
    Passive
    Weakening Blast deals 5% more damage and Corrosive Grenade has a 10% chance to deal its damage twice whenever it harms a target.
    64
  • Gushing Wounds
    Gushing Wounds
    Passive
    Hemorrhaging Blast deals 5% more damage and Shrap Bomb has a 10% chance to deal its damage twice whenever it harms a target.
    64
  • Toxic Surge
    Toxic Surge
    Passive
    Weakening Blast applies Toxic Surge to the target, which causes <<1>> internal damage the next time the target takes damage from your Corrosive Grenade.
    68
  • Bloody Mayhem
    Bloody Mayhem
    Passive
    Hemorrhaging Blast applies Bloody Mayhem to the target, which causes <<1>> internal damage the next time the target takes damage from your Shrap Bomb.
    68

    Engineering / Saboteur

  • Explosive Probe
    Explosive Probe
    Instant
    Energy: 20
    Cooldown: 18s
    Range: 35m
    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[%d/%d/%d]>> seconds.
    10
  • Explosive Charge
    Explosive Charge
    Instant
    Energy: 20
    Cooldown: 18s
    Range: 35m
    Attaches an explosive charge to the target that detonates when the target takes damage, dealing <<1>> kinetic damage. Standard and weak targets are additionally knocked down and set on fire, dealing <<2>> additional elemental damage over <<3[%d/%d/%d]>> seconds.
    10
  • Engineer's Tool Belt
    Engineer's Tool Belt
    Passive
    Increases the critical hit chance of Fragmentation Grenade by 10% and when Fragmentation Grenade deals damage to its primary target, it restores 5 energy.
    12
  • Saboteur's Utility Belt
    Saboteur's Utility Belt
    Passive
    Increases the critical hit chance of Thermal Grenade by 10% and when Thermal Grenade deals damage to its primary target, it restores 5 energy.
    12
  • Cluster Bombs
    Cluster Bombs
    Passive
    After Explosive Probe detonates, it drops 2 cluster bombs on the target. A cluster bomb explodes when damaged by blaster fire, dealing <<2[%d/%d/%d]>> kinetic damage to the target. Cluster bombs cannot be detonated more than once every half second.
    16
  • Contingency Charges
    Contingency Charges
    Passive
    After Explosive Charge detonates, it drops 2 contingency charges on the target. A Contingency Charge explodes when damaged by blaster fire, dealing <<2[%d/%d/%d]>> kinetic damage to the target. Contingency Charges cannot be detonated more than once every half second.
    16
  • Imperial Methodology
    Imperial Methodology
    Passive
    Increases the number of cluster bombs dropped by Explosive Probe by 2. In addition, when the cluster bombs detonate, you recover 5 energy.
    20
  • Insurrection
    Insurrection
    Passive
    Increases the number of Contingency Charges dropped by Explosive Charge by 2. In addition, when your Contingency Charges detonate, you recover 5 energy.
    20
  • Explosive Engineering
    Explosive Engineering
    Passive
    Increases the damage dealt by Explosive Probe, Cluster Bombs, Fragmentation Grenade, Plasma Probe, and Orbital Strike by 10%.
    24
  • Independent Anarchy
    Independent Anarchy
    Passive
    Increases the damage dealt by Explosive Charge, Contingency Charges, Thermal Grenade, Incendiary Grenade, and XS Freighter Flyby by 10%.
    24
  • Interrogation Probe
    Interrogation Probe
    Instant
    Energy: 15
    Range: 35m
    Summons an interrogation probe that clings to the target and deals <<1>> energy damage over <<2[%d/%d/%d]>> seconds. Only one interrogation probe can be active at a time.
    26
  • Shock Charge
    Shock Charge
    Instant
    Energy: 15
    Range: 35m
    Hurls an electric shock device that latches on to the target, dealing <<1[%d/%d/%d]>> energy damage over <<2[%d/%d/%d]>> seconds. Only one shock charge can be active at a time.
    26
  • Inventive Interrogation Techniques
    Inventive Interrogation Techniques
    Passive
    Interrogation Probe reduces the target's movement speed by 30% for the duration.
    28
  • Sapping Charge
    Sapping Charge
    Passive
    Shock Charge reduces the target's movement speed by 30% for the duration.
    28
  • Experimental Explosives
    Experimental Explosives
    Passive
    Increases the critical damage dealt by Explosive Probe, Interrogation Probe, EMP Discharge, and all area effects by 10%.
    32
  • Arsonist
    Arsonist
    Passive
    Increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%.
    32
  • Imperial Auto Loader
    Imperial Auto Loader
    Passive
    Reduces the cooldown of Series of Shots by 6 seconds, reduces the energy cost of Series of Shots by 1 per second, and reduces the energy cost of Snipe by 5.
    36
  • Jury-Rigged Mods
    Jury-Rigged Mods
    Passive
    Reduces the cooldown of Speed Shot by 6 seconds, reduces the energy cost of Speed Shot by 1 per second, and reduces the energy cost of Charged Burst by 5.
    36
  • Electrified Railgun
    Electrified Railgun
    Passive
    When Series of Shots deals damage, it electrifies the target, dealing <<1>> elemental damage over <<2>> seconds. Stacks up to 3 times.
    40
  • Blazing Speed
    Blazing Speed
    Passive
    Speed Shot burns the target, dealing <<1>> elemental damage over <<2>> seconds. Stacks up to 3 times.
    40
  • Plasma Probe
    Plasma Probe
    Instant
    Energy: 20
    Range: 35m
    Deploys a probe that attacks the target area, dealing <<1>> elemental damage over <<2>> seconds to up to 8 targets within 5 meters and slowing all affected targets by 70% while they remain in the target area. Only one plasma probe can be active at a time.
    42
  • Incendiary Grenade
    Incendiary Grenade
    Instant
    Energy: 20
    Range: 35m
    Throws an incendiary device that sets the target area on fire, dealing <<1>> elemental damage over <<2>> seconds to up to 8 targets within 5 meters and slowing all affected targets by 70% while they remain in the target area. Only one incendiary grenade can be active at a time.
    42
  • Electrified Blast
    Electrified Blast
    Passive
    Snipe and Fragmentation Grenade apply 1 stack of Electrified Railgun's effect to the primary target.
    44
  • Hot Shot
    Hot Shot
    Passive
    Charged Burst and Thermal Grenade apply 1 stack of Blazing Speed's effect to the primary target.
    44
  • Efficient Engineering
    Efficient Engineering
    Passive
    Reduces the energy cost of Explosive Probe, Interrogation Probe and Plasma Probe by 5.
    48
  • Dealer's Discount
    Dealer's Discount
    Passive
    Reduces the energy cost of Explosive Charge, Shock Charge and Incendiary Grenade by 5.
    48
  • Sector Ranger
    Sector Ranger
    Passive
    Reduces the activation time of Orbital Strike by 1 second and its cooldown by 15 seconds. In addition, Plasma Probe overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    52
  • Spacer
    Spacer
    Passive
    Reduces the activation time of XS Freighter Flyby by 1 second and its cooldown by 15 seconds. In addition, Incendiary Grenade overwhelms the targets it damages for 45 seconds. Overwhelmed targets take 10% more damage from area attacks.
    52
  • Scatter Bombs
    Scatter Bombs
    Passive
    Reduces the energy cost of Fragmentation Grenade by 5. In addition, when rolling with Covered Escape, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing <<1>> kinetic damage and immobilizing any nearby targets for <<2>> seconds.
    56
  • Scatter Bombs
    Scatter Bombs
    Passive
    Reduces the energy cost of Thermal Grenade by 5. In addition, when rolling with Hightail It, you drop 5 Scatter Bombs in a trail behind you. These bombs explode soon after, dealing <<1>> kinetic damage and immobilizing any nearby targets for <<2>> seconds.
    56
  • EMP Discharge
    EMP Discharge
    Instant
    Energy: 15
    Cooldown: 18s
    Range: 35m
    Deals <<1>> energy damage to the enemy affected by your Interrogation Probe and stuns the enemy for 2 seconds if it is also affected by your Plasma Probe.
    58
  • Sabotage
    Sabotage
    Instant
    Energy: 15
    Cooldown: 18s
    Range: 35m
    Deals <<1>> energy damage to the enemy affected by your Shock Charge and stuns the enemy for 2 seconds if it is also affected by your Incendiary Grenade.
    58
  • Energy Overrides
    Energy Overrides
    Passive
    After activating EMP Discharge, the next Fragmentation Grenade costs no energy.
    60
  • Seize the Moment
    Seize the Moment
    Passive
    After activating Sabotage, the next Thermal Grenade costs no energy.
    60
  • Field Command
    Field Command
    Passive
    Increases the critical chance of your area attacks by 10%.
    64
  • Conflagration
    Conflagration
    Passive
    Increases the critical chance of your area attacks by 10%.
    64
  • Electrified Conduit
    Electrified Conduit
    Passive
    When EMP Discharge damages a target, Electrified Conduit deals <<1>> additional energy damage per stack of Electrified Railgun on the target. Additionally, EMP Discharge harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Electrified Railgun.
    68
  • Sow Chaos
    Sow Chaos
    Passive
    When Sabotage damages a target, Sow Chaos deals <<1>> additional energy damage per stack of Blazing Speed on the target. Additionally, Sabotage harms up to 7 other enemy targets within 5 meters if the primary target is affected by your Blazing Speed.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Ballistic Dampers
    Passive
    Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by an incoming attack. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
  • Snap Shot
    Passive
    Entering cover makes the next Snipe or Lethal Shot activate instantly. This effect cannot occur more than once every 6 seconds.
  • Imperial Demarcation
    Passive
    Reduces the cooldown of Leg Shot by 3 seconds.
  • Vital Regulators
    Passive
    While in cover, you heal for 2% of your total health every 3 seconds.
  • Imperial Efficiency
    Passive
    Increases the damage dealt by Suppressive Fire by 25%.
  • Calculated Pursuit
    Passive
    You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
  • Ballistic Dampers
    Passive
    Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs 30% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds.
  • Snap Shot
    Passive
    Entering cover makes the next Charged Burst or Dirty Blast activate instantly. This effect cannot occur more than once every 6 seconds.
  • Cool Under Pressure
    Passive
    While in cover, you heal for 2% of your total health every 3 seconds.
  • Efficient Ammo
    Passive
    Increases the damage dealt by Sweeping Gunfire by 25%.
  • Hot Pursuit
    Passive
    You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. Each use of Charged Burst or Dirty Blast consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
  • Trip Shot
    Passive
    Reduces the cooldown of Leg Shot by 3 seconds.
    MASTERFUL MASTERFUL
  • Seek Cover
    Passive
    When Entrench ends or you leave cover while Entrench is active, you gain Seek Cover, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
  • Crippling Diversion
    Passive
    Diversion slows all targets by 50% for as long as they remain in the area.
  • Stroke of Genius
    Passive
    Activating Cover Pulse makes the next Snipe or Lethal Shot activate instantly and increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Reestablish Range
    Passive
    Countermeasures purges all movement-impairing effects when activated and grants Reestablish Range, increasing your movement speed by 75% for <<1>> seconds. Additionally, the final shot of Series of Shots and Penetrating Blasts knocks back the target if they are within 10 meters.
  • Lumbering Impact
    Passive
    Shatter Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Evacuate
    Passive
    Reduces the cooldown of Maim and Flash Bang by 15 seconds.
  • Heads Up
    Passive
    When Hunker Down ends or you leave cover while Hunker Down is active, you gain Heads Up, which increases your movement speed by 50% and grants immunity to movement impairing effects. Lasts 6 seconds.
  • Pandemonium
    Passive
    Activating Pulse Detonator makes the next Charged Burst or Dirty Blast activate instantly and increases your chance to resist Force and tech attacks by 20% for 6 seconds.
  • Reset Engagement
    Passive
    Surrender purges all movement-impairing effects when activated and grants Reset Engagement, increasing your movement speed by 75% for <<1>> seconds. Additionally, the final shot of Speed Shot and Penetrating Rounds knocks back the target if they are within 10 meters.
  • Lumbering Impact
    Passive
    Flourish Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
  • Crippling Diversion
    Passive
    Diversion slows all targets by 50% for as long as they remain in the area.
  • Plan B & C
    Passive
    Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds.
    HEROIC HEROIC
  • Pillbox Sniper
    Passive
    Reduces the cooldown of Entrench by 15 seconds and Cover Pulse knocks targets back an additional 5 meters.
  • Series of Snares
    Passive
    Each shot of Series of Shots and Penetrating Blasts slows the target by 20% for 3 seconds. The effect can stack up to 4 times.
  • Augmented Shields
    Passive
    Increases the amount of damage absorbed by Shield Probe by 30%.
  • Siege Bunker
    Passive
    Reduces all area effect damage taken by 60% while Entrench is active.
  • Debilitating Shots
    Passive
    Increases the duration of any effects applied by Shatter Shot by 5 seconds. In addition, when Leg Shot's immobilize effect wears off the target's movement is slowed by 75% for 3 seconds.
  • Hold Your Ground
    Passive
    Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
  • Hotwired Defenses
    Passive
    Increases the amount of damage absorbed by Defense Screen by 30%.
  • Lay Low
    Passive
    Reduces the cooldown of Hunker Down by 15 seconds and Pulse Detonator knocks targets back an additional 5 meters.
  • Compounding Impact
    Passive
    Each shot of Speed Shot and Penetrating Rounds slows the target by 20% for 3 seconds. The effect can stack up to 4 times.
  • Holed Up
    Passive
    Reduces all area effect damage taken by 60% while Hunker Down is active.
  • Kneecappin'
    Passive
    Increases the duration of any effects applied by Flourish Shot by 5 seconds. In addition, when Leg Shot's immobilize effect wears off the target's movement is slowed by 75% for 3 seconds.
  • Hold Your Ground
    Passive
    Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
    LEGENDARY LEGENDARY
  • Executioner
    Passive
    Flash Bang and Maim grant Executioner, allowing your next Takedown within <<1[%d seconds/%d second/%d seconds]>> to be used regardless of the target's remaining health and deal 15% additional damage.
  • Controlled Chaos
    Passive
    For every target initially affected beyond the first, Diversion grants a charge of Controlled Chaos, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • Defensive Safeguards
    Passive
    When Ballistic Shield is activated you gain a charge of Defensive Safeguards for each enemy inside your Ballistic Shield, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • Tactical Retreat
    Passive
    Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.
  • Deployed Shields
    Passive
    Reduces all damage taken while in cover by 5% and reduces the cooldown of Ballistic Shield by 30 seconds.
  • Over-prepared
    Passive
    Reduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.
  • Opportunity Knocks
    Passive
    For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
  • Guile and Guns
    Passive
    Flash Grenade and Below the Belt grant Guile and Guns, allowing your next Quickdraw within <<1[%d seconds/%d second/%d seconds]>> to be used regardless of the target's remaining health and deal 15% additional damage.
  • Shield Reserve
    Passive
    When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
  • Bait and Switch
    Passive
    Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.
  • Riot Screen
    Passive
    Reduces all damage taken while in cover by 5% and reduces the cooldown of Scrambling Field by 30 seconds.
  • Perfect Scheme
    Passive
    Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.

    Powertech  / Vanguard 

    • The AoE abilities have been reworked.
    • The tanking stance requirement has been removed from Guard, allowing DPS players to use Guard.
    • One of the defensive cooldowns has been slightly nerfed.
    • Leaping to a target now deals 33% less damage to ensure it is not overpowered in combination with the new Battering Ram utility.
    • The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
    Replaced abilities
    Changed abilities
    Stance now part of Discipline

    Discipline changes

    Pyrotech/Plasmatech receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.

    Pyrotech Plasmatech
    Cosmetic changes: Cosmetic changes:
    Advanced Prototype
    Cosmetic changes:
    Tactics
    Cosmetic changes:
    Shield Tech Shield Specialist
    Cosmetic changes: Cosmetic changes:

    Utility changes

    New utilities
    Merged utilities
    Updated utilities
    Cosmetic changes: Cosmetic changes:

    Updated list of abilities by level

    B = base class ability, shared with Mercenaries/Commandos.

  • Rapid Shots
    Rapid Shots
    Instant
    Range: 30m
    Fires a quick stream of bolts, causing <<1>> weapon damage.
    1, B
  • Hammer Shot
    Hammer Shot
    Instant
    Range: 30m
    Fires a series of hammering shots that deals <<1>> weapon damage to the target.
    1, B
  • Vent Heat
    Vent Heat
    Instant
    Cooldown: 120s
    Rapidly vents 50 heat over <<1[%d seconds/%d second/%d seconds]>>.
    1, B
  • Recharge Cells
    Recharge Cells
    Instant
    Cooldown: 120s
    Recharges 50 energy cells over <<1[%d seconds/%d second/%d seconds]>>.
    1, B
  • Flame Burst
    Flame Burst
    Instant
    Heat: 15
    Range: 10m
    Fires a burst of flame at the target that deals <<1>> elemental damage.
    1
  • Ion Pulse
    Ion Pulse
    Instant
    Energy Cells: 15
    Range: 10m
    Fires an ion pulse at the target, dealing <<1>> elemental damage.
    1
  • Rocket Punch
    Rocket Punch
    Instant
    Heat: 15
    Cooldown: 9s
    Range: 4m
    Engages the jetpack, allowing you to strike the target with a heavy punch that deals <<1>> kinetic damage.
    2
  • Stockstrike
    Stockstrike
    Instant
    Energy Cells: 15
    Cooldown: 9s
    Range: 4m
    Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage.
    2
  • Searing Wave
    Searing Wave
    Instant
    Heat: 20
    Cooldown: 18s
    Range: 10m
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets.
    3
  • Ion Wave
    Ion Wave
    Instant
    Energy Cells: 20
    Cooldown: 18s
    Range: 10m
    Blasts everything in a 10-meter cone with ionized energy, dealing <<1>> elemental damage to up to 8 targets.
    3
  • Combustible Gas Cylinder
    Combustible Gas Cylinder
    Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once per second.
    4, B
  • Plasma Cell
    Plasma Cell
    Passive
    Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once per second.
    4, B
  • Shatter Slug
    Shatter Slug
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 10m
    Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target.
    5
  • Flak Shell
    Flak Shell
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 10m
    Fires a high impact shell that instantly explodes on contact with the target, spraying the area with searing bits of slag that deal <<1>> kinetic damage to up to 8 enemies within 8 meters of the initial target.
    5
  • Rail Shot
    Rail Shot
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 10m
    Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.
    6, B
  • High Impact Bolt
    High Impact Bolt
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 10m
    Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
    6, B
  • Deadly Onslaught
    Deadly Onslaught
    3s channel
    Cooldown: 45s
    Range: 10m
    Unloads all of your ordnances in rapid succession dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.
    8
  • Artillery Blitz
    Artillery Blitz
    3s channel
    Cooldown: 45s
    Range: 10m
    Call in a strike while unloading your own plasma blitz upon an area dealing <<1>> kinetic damage and <<1>> elemental damage over the duration to up to 8 enemies. Standard and weak targets are knocked down by the blasts. Can be used while moving.
    8
  • Determination
    Determination
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Tenacity
    Tenacity
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Electro Dart
    Electro Dart
    Instant
    Heat: 5
    Cooldown: 60s
    Range: 10m
    Fires an electro dart, dealing <<2>> energy damage and stunning the target for <<1[%d seconds/%d second/%d seconds]>>.
    12, B
  • Cryo Grenade
    Cryo Grenade
    Instant
    Energy Cells: 5
    Cooldown: 60s
    Range: 10m
    Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for <<1[%d seconds/%d second/%d seconds]>>.
    12, B
  • Flame Sweep
    Flame Sweep
    Instant
    Heat: 15
    Torches up to 8 targets within 5 meters for <<1>> elemental damage.
    12
  • Explosive Surge
    Explosive Surge
    Instant
    Energy Cells: 15
    Emits an explosive surge, dealing <<1>> elemental damage to up to 8 enemies within 5 meters.
    12
  • Energy Shield
    Energy Shield
    Instant
    Cooldown: 120s
    Increases damage reduction by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    14, B
  • Reactive Shield
    Reactive Shield
    Instant
    Cooldown: 120s
    Increases damage reduction by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    14, B
  • Neural Dart
    Neural Dart
    Instant
    Cooldown: 15s
    Range: 30m
    Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    14
  • Neural Jolt
    Neural Jolt
    Instant
    Cooldown: 15s
    Range: 30m
    Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    14
  • Close and Personal
    Close and Personal
    Passive
    Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.
    15
  • Into the Fray
    Into the Fray
    Passive
    Increases the duration of Reactive Shield by 3 seconds. In addition, suffering direct damage from area attacks regenerates 2 energy cells and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.
    15
  • Guard
    Guard
    Instant
    Range: 30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Guard
    Guard
    Instant
    Range: 30m
    While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you.
    16
  • Quell
    Quell
    Instant
    Cooldown: 12s
    Range: 4m
    Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
    18
  • Riot Strike
    Riot Strike
    Instant
    Cooldown: 12s
    Range: 4m
    Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.
    18
  • Sonic Missile
    Sonic Missile
    Instant
    Cooldown: 45s
    Range: 30m
    Fires a sonic missile that taunts your target and all nearby enemies, forcing them to attack you for <<1[%d seconds/%d second/%d seconds]>>, if Ion Gas Cylinder is active. If Ion Gas Cylinder is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for <<2>> seconds unless they attack you.
    20
  • Sonic Round
    Sonic Round
    Instant
    Cooldown: 45s
    Range: 30m
    Fires a sonic round that taunts your target and all nearby enemies, forcing them to attack you for <<1[%d seconds/%d second/%d seconds]>>, if Ion Cell is active. If Ion Cell is not active, threat towards all current enemies is immediately reduced. Enemy players have their damage reduced by 30% for <<2>> seconds unless they attack you.
    20
  • Grapple
    Grapple
    Instant
    Cooldown: 45s
    Range: 10-30m
    Fires a grapple line that pulls the target to the Bounty Hunter and generates a high amount of threat. Cannot be used on targets in cover.
    22
  • Harpoon
    Harpoon
    Instant
    Cooldown: 45s
    Range: 10-30m
    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.
    22
  • Hydraulic Overrides
    Hydraulic Overrides
    Instant
    Cooldown: 45s
    Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
    26, B
  • Hold the Line
    Hold the Line
    Instant
    Cooldown: 45s
    Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
    26, B
  • Puncture
    Puncture
    Passive
    Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage.
    30
  • Focused Impact
    Focused Impact
    Passive
    High Impact Bolt ignores 60% of the target's armor and Stockstrike or Shockstrike deals 10% more damage.
    30
  • Kolto Overload
    Kolto Overload
    Instant
    Cooldown: 1s
    Activating this ability applies a Health Monitor that lasts up to <<1>> seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for <<2>> seconds but will not exceed 35% of your max health.
    32, B
  • Adrenaline Rush
    Adrenaline Rush
    Instant
    Cooldown: 1s
    Activating this ability makes you Fired Up for up to <<1>> seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for <<2>> seconds but will not exceed 35% of your max health.
    32, B
  • Stealth Scan
    Stealth Scan
    Instant
    Cooldown: 20s
    Range: 30m
    Fires off probes that scan the area for stealthed opponents. Probes last for <<1[%d seconds/%d second/%d seconds]>>.
    36, B
  • Stealth Scan
    Stealth Scan
    Instant
    Cooldown: 20s
    Range: 30m
    Fires off probes that scan the area for stealthed opponents. The probes last for <<1[%d seconds/%d second/%d seconds]>>.
    36, B
  • Thermal Sensor Override
    Thermal Sensor Override
    Instant
    Cooldown: 120s
    Your next ability generates no heat. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    42, B
  • Reserve Powercell
    Reserve Powercell
    Instant
    Cooldown: 120s
    Your next ability depletes no energy cells. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    42, B
  • Carbonize
    Carbonize
    Instant
    Heat: 5
    Cooldown: 45s
    Encases up to 8 enemies within 8 meters in carbonite, dealing <<2>> internal damage and stunning them for <<1[%d seconds/%d second/%d seconds]>>.
    46
  • Neural Surge
    Neural Surge
    Instant
    Energy Cells: 5
    Cooldown: 45s
    Deals <<2>> internal damage to up to 8 enemies within 8 meters, stunning them for <<1[%d seconds/%d second/%d seconds]>>.
    46
  • Explosive Fuel
    Explosive Fuel
    Instant
    Cooldown: 120s
    Increases ranged and tech critical hit chance by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    50
  • Battle Focus
    Battle Focus
    Instant
    Cooldown: 120s
    Increases ranged and tech critical hit chance by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    50
  • Shoulder Cannon
    Shoulder Cannon
    Instant
    Cooldown: 1.5s
    Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.
    51
  • Shoulder Cannon
    Shoulder Cannon
    Instant
    Cooldown: 1.5s
    Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 10 meters, launching 1 missile that deals <<1>> kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.
    51
  • Jet Charge
    Jet Charge
    Instant
    Cooldown: 15s
    Range: 10-30m
    Jet to a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for <<2[%d seconds/%d second/%d seconds]>>. Cannot be used against targets in cover.
    59
  • Storm
    Storm
    Instant
    Cooldown: 15s
    Range: 10-30m
    Storm a distant target, dealing <<1>> kinetic damage, interrupting the target's current action and immobilizing the target for <<2[%d seconds/%d second/%d seconds]>>. Cannot be used against targets in cover.
    59

    Updated discipline paths

    Pyrotech / Plasmatech

  • Flaming Fist
    Flaming Fist
    Instant
    Heat: 15
    Cooldown: 9s
    Range: 4m
    Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals <<1>> kinetic damage and <<2>> elemental damage.

    Replaces Rocket Punch.
    10
  • Shockstrike
    Shockstrike
    Instant
    Energy Cells: 15
    Cooldown: 9s
    Range: 4m
    Strikes the target with an overcharged rifle butt, dealing <<1>> kinetic damage and releasing a powerful discharge that deals <<2>> elemental damage.

    Replaces Stockstrike.
    10
  • Volatile Igniter
    Volatile Igniter
    Passive
    Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder on all affected targets.
    12
  • Ionized Ignition
    Ionized Ignition
    Passive
    Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell on all affected targets.
    12
  • Heated Tools
    Heated Tools
    Passive
    Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
    16
  • Heated Tools
    Heated Tools
    Passive
    Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds.
    16
  • Superheated Gas
    Superheated Gas
    Passive
    Increases the damage dealt by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%.
    20
  • Superheated Plasma
    Superheated Plasma
    Passive
    Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%.
    20
  • Flame Suit
    Flame Suit
    Passive
    Reduces the damage taken from all periodic effects by 15%.
    24
  • Assault Frame
    Assault Frame
    Passive
    Reduces the damage taken from all periodic effects by 15%.
    24
  • Incendiary Missile
    Incendiary Missile
    Instant
    Heat: 15
    Range: 30m
    Fires a missile that explodes on contact, igniting the target for <<1>> elemental damage and an additional <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>.
    26
  • Incendiary Round
    Incendiary Round
    Instant
    Energy Cells: 15
    Range: 30m
    Launches an incendiary projectile, setting the target ablaze for <<1>> elemental damage and an additional <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>.
    26
  • Heat Flow Recycler
    Heat Flow Recycler
    Passive
    Your Combustible Gas Cylinder increases critical hit chance of elemental attacks by 3% and vents 2 heat every 1.5 seconds
    28
  • Cell Generator
    Cell Generator
    Passive
    Plasma Cell increases the critical hit chance of elemental attacks by 3% and regenerates 2 energy cells every 1.5 seconds.
    28
  • Insulated Mats
    Insulated Mats
    Passive
    Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Missile by 10 seconds.
    32
  • Insulated Augs
    Insulated Augs
    Passive
    Increases elemental and internal damage reduction by 5% and reduces the cooldown on Sonic Round by 10 seconds.
    32
  • Charged Gauntlets
    Charged Gauntlets
    Passive
    Activating Flaming Fist makes your next Rail Shot an automatic critical hit.
    36
  • Hyper Assault Cell
    Hyper Assault Cell
    Passive
    Activating Shockstrike makes your next High Impact Bolt an automatic critical hit.
    36
  • Superheated Flamethrower
    Superheated Flamethrower
    Passive
    Flame Burst, Flame Sweep, and Immolate grant Superheated Flamethrower, increasing the damage your next Searing Wave deals by 20% causing it to slow affected targets by 45%. This effect can stack up to 2 times.
    40
  • Pulse Generator
    Pulse Generator
    Passive
    Ion Pulse, Explosive Surge, and Plasma Flare grant Pulse Generator, increasing the damage your next Ion Wave deals by 20%, causing it to slow affected targets by 45%, and making it immune to interrupts. This effect can stack up to 2 times.
    40
  • Immolate
    Immolate
    Instant
    Heat: 12
    Cooldown: 15s
    Range: 10m
    Sprays the target with fuel and ignites it into a fireball that deals <<1>> elemental damage.
    42
  • Plasma Flare
    Plasma Flare
    Instant
    Energy Cells: 12
    Cooldown: 15s
    Range: 10m
    Emits an energetic plasma burst, dealing <<1>> elemental damage to the target.
    42
  • Rain of Fire
    Rain of Fire
    Passive
    Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.
    44
  • Rain of Fire
    Rain of Fire
    Passive
    Ion Wavel spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.
    44
  • Firebug
    Firebug
    Passive
    Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.
    48
  • Plasmatic Assault
    Plasmatic Assault
    Passive
    Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%.
    48
  • Automated Defenses
    Automated Defenses
    Passive
    While Kolto Overload is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Kolto Overload is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second.
    52
  • Adrenaline Fueled
    Adrenaline Fueled
    Passive
    While Adrenaline Rush is active, your damage reduction is increased by 30%. Additionally, the active cooldown of Adrenaline Rush is reduced by 6 seconds when you are attacked. This effect cannot occur more than once per second.
    52
  • Flame Barrage
    Flame Barrage
    Passive
    Immolate makes your next Flame Burst or Flame Sweep generate no heat. Additionally, Searing Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
    56
  • Plasma Barrage
    Plasma Barrage
    Passive
    Plasma Flare makes your next Ion Pulse or Explosive Surge deplete no energy cells. Additionally, Ion Wave will now overwhelm the targets it damages. Overwhelmed targets take 10% more damage from area attacks.
    56
  • Scorch
    Scorch
    Instant
    Heat: 15
    Range: 10m
    Ignites the target with a blast of fire, burning them for <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>. Scorch also makes the target Susceptible for <<3[%d seconds/%d second/%d seconds]>>, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scorch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch.
    58
  • Plasmatize
    Plasmatize
    Instant
    Energy Cells: 15
    Range: 10m
    Drenches the target with a blast of plasma, melting them for <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>. Plasmatize also makes the target Susceptible for <<3[%d seconds/%d second/%d seconds]>>, increasing the damage the target takes from tech attacks by 5%. When a target affected by Plasmatize dies, Plasmatize spreads to the closest enemy target within 10 meters that is not already affected by your Plasmatize.
    58
  • Burnout
    Burnout
    Passive
    Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Scorch costs 5 less heat.
    60
  • Burnout
    Burnout
    Passive
    Increases the damage dealt by elemental attacks by 10% on targets below 30% max health. Additionally, Plasmatize costs 5 less energy cells.
    60
  • Perilous Flames
    Perilous Flames
    Passive
    Increases the critical chance of Immolate by 10%.
    64
  • Hazardous Heat
    Hazardous Heat
    Passive
    Increases the critical chance of Plasma Flare by 10%.
    64
  • Consuming Flames
    Consuming Flames
    Passive
    Searing Wave causes the next Immolate to deal 20% more damage.
    68
  • Overcharged Plasma
    Overcharged Plasma
    Passive
    Ion Wave causes the next Plasma Flare to deal 20% more damage.
    68

    Advanced Prototype / Tactics

  • Retractable Blade
    Retractable Blade
    Instant
    Heat: 15
    Range: 4m
    Plunges a retractable blade into the target that deals <<1>> kinetic damage and causes the target to bleed for <<2>> internal damage over <<3[%d seconds/%d second/%d seconds]>>.
    10
  • Gut
    Gut
    Instant
    Energy Cells: 15
    Range: 4m
    Guts the target with a knuckle-plate vibroblade, dealing <<1>> kinetic damage and causing the target to bleed for <<2>> internal damage over <<3[%d seconds/%d second/%d seconds]>>.
    10
  • High Energy Gas Cylinder
    High Energy Gas Cylinder
    Passive
    Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 3%.

    Replaces Combustible Gas Cylinder.
    12
  • High Energy Cell
    High Energy Cell
    Passive
    Loads your rifle with a high-energy powercell. While active, all energy and kinetic damage dealt is increased by 3%.

    Replaces Plasma Cell.
    12
  • Prototype Missile Silos
    Prototype Missile Silos
    Passive
    Reduces the cooldown of Deadly Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
    16
  • Grenadiership
    Grenadiership
    Passive
    Reduces the cooldown of Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.
    16
  • Serrated Blades
    Serrated Blades
    Passive
    Increases the damage dealt by Retractable Blade's bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.
    20
  • Serrated Blades
    Serrated Blades
    Passive
    Increases the damage dealt by Gut's bleed effect by 15% and causes targets damaged by your Stockstrike to become Sundered, reducing their armor by 20% for 45 seconds.
    20
  • Prototype Rail
    Prototype Rail
    Passive
    Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present.
    24
  • High Friction Bolts
    High Friction Bolts
    Passive
    High Impact Bolt may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, High Impact Bolt ignores 30% of the target's armor, regenerates 5 energy cells if it hits a bleeding target, and refreshes the duration of your Gut's bleed effect, if present.
    24
  • Magnetic Blast
    Magnetic Blast
    Instant
    Heat: 15
    Range: 10m
    Fires a blast of electromagnetized energy at the target, dealing <<1>> energy damage.

    Replaces Flame Burst.
    26
  • Tactical Surge
    Tactical Surge
    Instant
    Energy Cells: 15
    Range: 10m
    Fires a concentrated surge of energy at an enemy target, dealing <<1>> energy damage.

    Replaces Ion Pulse.
    26
  • Stabilized Armor
    Stabilized Armor
    Passive
    Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
    28
  • Shock Absorbers
    Shock Absorbers
    Passive
    Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
    28
  • Power Bracer
    Power Bracer
    Passive
    Increases the damage dealt by Rocket Punch, Rail Shot, Magnetic Blast, Flame Sweep, Retractable Blade, Thermal Detonator, and Energy Burst by 5%.
    32
  • Riot Augs
    Riot Augs
    Passive
    Increases the damage dealt by Stockstrike, High Impact Bolt, Tactical Surge, Explosive Surge, Gut, Assault Plastique, and Cell Burst by 5%.
    32
  • Prototype Particle Accelerator
    Prototype Particle Accelerator
    Passive
    While High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.
    36
  • Tactical Accelerator
    Tactical Accelerator
    Passive
    Stockstrike, Tactical Surge, Flak Shell, and Explosive Surge finish the cooldown on High Impact Bolt and make the next High Impact Bolt deplete no energy cells. This effect cannot occur more than once every 6 seconds.
    36
  • Blood Tracker
    Blood Tracker
    Passive
    Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
    40
  • Triumph
    Triumph
    Passive
    Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
    40
  • Thermal Detonator
    Thermal Detonator
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 30m
    Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
    42
  • Assault Plastique
    Assault Plastique
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 30m
    Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
    42
  • Sonic Defense
    Sonic Defense
    Passive
    Activating Sonic Missile increases your defense chance by 30% for <<1>> seconds.
    44
  • Sonic Defense
    Sonic Defense
    Passive
    Activating Sonic Round increases your defense chance by 30% for <<1>> seconds.
    44
  • Infrared Sensors
    Infrared Sensors
    Passive
    Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.
    48
  • Nightvision Scope
    Nightvision Scope
    Passive
    Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.
    48
  • Prototype Weapon Systems
    Prototype Weapon Systems
    Passive
    Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Additionally, when Thermal Detonator damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.
    52
  • Havoc Training
    Havoc Training
    Passive
    Increases the critical strike damage bonus of Stockstrike, High Impact Bolt, Tactical Surge, Gut, Assault Plastique, and Cell Burst by 10%. Additionally, when Assault Plastique damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.
    52
  • Energy Rebounder
    Energy Rebounder
    Passive
    When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<1>> seconds. This effect cannot occur more than once every 10 seconds.
    56
  • Reflexive Shield
    Reflexive Shield
    Passive
    When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<1>> seconds. This effect cannot occur more than once every 10 seconds.
    56
  • Energy Burst
    Energy Burst
    Instant
    Heat: 20
    Range: 10m
    Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once.
    58
  • Cell Burst
    Cell Burst
    Instant
    Energy Cells: 20
    Range: 10m
    Unleashes your High Energy Cell's stored energy to decimate the target, dealing <<1>> energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when High Impact Bolt is used, and up to 4 charges may be stored at once.
    58
  • Power Loaders
    Power Loaders
    Passive
    Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical hit chance of Rocket Punch and Thermal Detonator by 5%.
    60
  • Charged Loaders
    Charged Loaders
    Passive
    Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical hit chance of Stockstrike and Assault Plastique by 5%.
    60
  • Critical Ventilation
    Critical Ventilation
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.
    64
  • Critical Recharge
    Critical Recharge
    Passive
    Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.
    64
  • Energy Burn
    Energy Burn
    Passive
    Energy Burst causes the target to burn for <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates one stack.
    68
  • Cell Burn
    Cell Burn
    Passive
    Cell Burst causes the target to burn for <<1>> elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates one stack.
    68

    Shield Tech / Shield Specialist

  • Oil Slick
    Oil Slick
    Instant
    Cooldown: 60s
    Sprays an oil slick over the immediate area for <<1[%d seconds/%d second/%d seconds]>>. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 15% melee and ranged accuracy loss.
    10
  • Riot Gas
    Riot Gas
    Instant
    Cooldown: 60s
    Throws down a canister of Riot Gas over the immediate area for <<1[%d seconds/%d second/%d seconds]>>. Enemies that enter and remain within the riot gas are slowed by 70% and suffer a 15% melee and ranged accuracy loss.
    10
  • Ion Gas Cylinder
    Ion Gas Cylinder
    Passive
    Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%.

    Replaces Combustible Gas Cylinder.
    12
  • Ion Cell
    Ion Cell
    Passive
    Loads your rifle with an ion powercell, giving ranged attacks a 15% chance to deal <<1>> additional energy damage once every 1.5 seconds. While this cell is active, armor rating is increased by 60%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 100%, accuracy is increased by 10%, and all damage dealt is reduced by 10%.

    Replaces Plasma Cell.
    12
  • Ion Overload
    Ion Overload
    Passive
    Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for <<1>> additional energy damage over <<2[%d seconds/%d second/%d seconds]>>. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
    16
  • Ion Overload
    Ion Overload
    Passive
    Dealing damage with Stockstrike triggers Ion Cell on the target and dealing damage with High Impact Bolt triggers Ion Cell on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Cell deals damage, it will also shock the target for <<1>> additional energy damage over <<2[%d seconds/%d second/%d seconds]>>. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
    16
  • Combust
    Combust
    Passive
    Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for <<1>> seconds. Targets with Trauma receive 20% less healing from all sources for <<2>> seconds.
    20
  • Static Field
    Static Field
    Passive
    Ion Pulse and Explosive Surge cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for <<1>> seconds. Targets with Trauma receive 20% less healing from all sources for <<2>> seconds.
    20
  • Heat Screen
    Heat Screen
    Passive
    Shielding an attack or triggering your Ion Gas Cylinder generates a Heat Screen, increasing shield absorption by 1% for <<1>> seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Heat Screen or refresh your Heat Screen stacks, the active cooldown of Heat Blast is reduced by 1 second.
    24
  • Power Screen
    Power Screen
    Passive
    Shielding an attack or triggering your Ion Cell generates a Power Screen, increasing shield absorption by 1% for <<1>> seconds. Stacks up to 3 times. This effect cannot occur more than once every 1.5 seconds. In addition, each time you build a Power Screen or refresh your Power Screen stacks, the active cooldown of Energy Blast is reduced by 1 second.
    24
  • Heat Blast
    Heat Blast
    Instant
    Cooldown: 15s
    Range: 10m
    Fires a shot that consumes all Heat Screens to deal <<1>> elemental damage, vent 10 heat, and increase shield absorption by 25% for <<2>> seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown.
    26
  • Energy Blast
    Energy Blast
    Instant
    Cooldown: 15s
    Range: 10m
    Fires a shot that consumes all Power Screens to deal <<1>> elemental damage, regenerate 10 energy cells, and increase shield absorption by 25% for <<2>> seconds. This ability is only usable with 3 Power Screens, generates 25% additional threat, and does not respect the global cooldown.
    26
  • Flame Engine
    Flame Engine
    Passive
    Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.
    28
  • Pulse Engine
    Pulse Engine
    Passive
    Direct damage attacks have a 50% chance to trigger Pulse Engine, which finishes the cooldown on Ion Wave or Ion Storm and causes your next Ion Wave or Ion Storm to generate no heat and deal 100% more damage. This effect cannot occur more than once every 15 seconds.
    28
  • Shield Vents
    Shield Vents
    Passive
    Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds.
    32
  • Shield Cycler
    Shield Cycler
    Passive
    Increases shield chance by 2%. In addition, shielding or defending an attack generates 1 energy cell. This effect cannot occur more than once every 1.5 seconds.
    32
  • Hydraulic Shield
    Hydraulic Shield
    Passive
    Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds.
    36
  • Static Shield
    Static Shield
    Passive
    Increases the critical chance of Stockstrike and Explosive Surge by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Stockstrike. This effect cannot occur more than once every 7.5 seconds.
    36
  • Power Armor
    Power Armor
    Passive
    Increases damage reduction by 2%, armor rating by 15% and the damage dealt by Ion Cylinder by 10%.
    40
  • Power Armor
    Power Armor
    Passive
    Increases damage reduction by 2%, armor rating by 15% and the damage dealt by Ion Cell by 10%.
    40
  • Translocate
    Translocate
    1.5s cast
    Cooldown: 90s
    Range: 5-30m
    Swap places with a group member and bestow a benign presence upon them for up to <<1[%d seconds/%d second/%d seconds]>>. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
    42
  • Transpose
    Transpose
    1.5s cast
    Cooldown: 90s
    Range: 5-30m
    Swap places with a group member and bestow a benign presence upon them for up to <<1[%d seconds/%d second/%d seconds]>>. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
    42
  • Flame Surge
    Flame Surge
    Passive
    Increases the damage dealt by Flame Sweep by 15%. In addition, Jet Charge grants 2 charges of Flame Surge, which makes your Flame Burst and Flame Sweep generate no heat. Each use of Flame Burst or Flame Sweep consumes a charge of Flame Surge.
    44
  • Static Surge
    Static Surge
    Passive
    Increases the damage dealt by Explosive Surge by 15%. In addition, Storm grants 2 charges of Static Surge, which makes Ion Pulse and Explosive Surge deplete no energy cells. Each use of Ion Pulse or Explosive Surge consumes a charge of Static Surge.
    44
  • Ion Screen
    Ion Screen
    Passive
    Increases damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
    48
  • Ion Shield
    Ion Shield
    Passive
    Further increases damage reduction by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
    48
  • Coolant
    Coolant
    Passive
    Kolto Overload now heals you for 2% of your total health every second while above 40% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active.
    52
  • Soldier's Grit
    Soldier's Grit
    Passive
    Adrenaline Rush now heals you for 2% of your total health every second while above 40% of your maximum health. Additionally, Battle Focus increases defense chance by 35% while active.
    52
  • Deflective Plating
    Deflective Plating
    Passive
    Increases melee and ranged defense by 4%.
    56
  • Deflective Guards
    Deflective Guards
    Passive
    Increases melee and ranged defense by 4%.
    56
  • Firestorm
    Firestorm
    Instant
    Heat: 20
    Cooldown: 18s
    Range: 10m
    Incinerates everything in a 10-meter cone, dealing <<1>> elemental damage to up to 8 enemy targets. Affected targets are impaired for <<2>> seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Searing Wave.
    58
  • Ion Storm
    Ion Storm
    Instant
    Energy Cells: 20
    Cooldown: 18s
    Range: 10m
    Sprays waves of ionizing energy in a 10-meter cone, dealing <<1>> elemental damage to up to 8 enemy targets. Affected targets are impaired for <<2>> seconds, reducing the Force and tech damage they deal by 5%.

    Replaces Pulse Cannon.
    58
  • Ablative Upgrades
    Ablative Upgrades
    Passive
    Increases shield absorption by 4%.
    60
  • Ceramic Plating
    Ceramic Plating
    Passive
    Increases shield absorption by 4%.
    60
  • Shield Enhancers
    Shield Enhancers
    Passive
    Rocket Punch and Rail Shot grant Shield Enhancers when activated, increasing shield chance by 1% for <<1>> seconds. Stacks up to 3 times.
    64
  • Shield Enhancers
    Shield Enhancers
    Passive
    Stockstrike and High Impact Bolt grant Shield Enhancers when activated, increasing shield chance by 1% for <<1>> seconds. Stacks up to 3 times.
    64
  • Heated Absorbers
    Heated Absorbers
    Passive
    Heat Blast increases shield absorption by an additional 5%.
    68
  • Energized Absorbers
    Energized Absorbers
    Passive
    Energy Blast increases shield absorption by an additional 5%.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Iron Will
    Passive
    Reduces the cooldown of Determination by 30 seconds and the cooldown of Hydraulic Overrides by 10 seconds.
  • Gyroscopic Alignment Jets
    Passive
    You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • Reflective Armor
    Passive
    When Close and Personal is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.
  • Suppressive Tools
    Passive
    Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for <<1>> seconds. Additionally, Neural Darts slows the target by 50% for 6 seconds.
  • Bracer Propellant
    Passive
    Increases the range of Flame Burst and Magnetic Blast by 2 meters and the radius of Flame Sweep by 1 meter.
  • Engulfing Flames
    Passive
    Increases Flame Sweep damage by 25%.
  • Iron Will
    Passive
    Reduces the cooldown of Tenacity by 30 seconds and the cooldown of Hold the Line by 10 seconds.
  • Parallactic Combat Stims
    Passive
    You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • Reflective Armor
    Passive
    When Into the Fray is triggered, it will also deal <<1>> elemental damage to the attacker if the attacker is within 10 meters.
  • Entangling Tools
    Passive
    Tactical Surge, Ion Pulse, and Explosive Surge reduce the movement speed of affected targets by 30% for <<1>> seconds. Additionally, Neural Jolt slows the target by 50% for 6 seconds.
  • Muzzle Augs
    Passive
    Increases the range of Ion Pulse and Tactical Surge by 2 meters and the radius of Explosive Surge by 1 meter.
  • Shrap Satchel
    Passive
    Increases Explosive Surge damage by 25%.
    MASTERFUL MASTERFUL
  • Pneumatic Boots
    Passive
    Increases movement speed by 15%.
  • Pyro Shield
    Passive
    When activated, your Energy Shield ignites in a blaze, scorching attackers for <<1>> elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
  • Accelerated Reel
    Passive
    Reduces the cooldown of Grapple by 10 seconds.
  • Sonic Rebounder
    Passive
    Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
  • Prototype Electro Surge
    Passive
    Reduces the cooldown of Electro Dart by 15 seconds.
  • Hitman
    Passive
    Reduces the cooldown of Quell by 2 seconds.
  • Electro Shield
    Passive
    When activated, your Reactive Shield charges with electricity, zapping attackers for <<1>> elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
  • Battlefield Training
    Passive
    Increases movement speed by 15%.
  • Frontline Defense
    Passive
    Reduces the cooldown of Riot Strike by 2 seconds.
  • Accelerated Reel
    Passive
    Reduces the cooldown of Harpoon by 10 seconds.
  • Sonic Rebounder
    Passive
    Sonic Round protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.
  • Containment Tactics
    Passive
    Reduces the cooldown of Cryo Grenade by 15 seconds.
    HEROIC HEROIC
  • Adaptable Assailant
    Passive
    Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • Torque Boosters
    Passive
    Increases the duration of Hydraulic Overrides by 4 seconds.
  • Mutilating Shards
    Passive
    Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
  • Enhanced Paralytics
    Passive
    Increases the stun durations of Electro Dart by 1 second and Carbonize by .5 seconds.
  • Liquid Cooling
    Passive
    When Thermal Sensor Override is activated, it vents 10 heat over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Gas Cylinder is active, or reduces threat towards all current enemies if Ion Gas Cylinder is not active.
  • Efficient Suit
    Passive
    Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
  • Efficient Tools
    Passive
    Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.
  • Paralytic Augs
    Passive
    Increases the stun durations of Neural Surge by 1 second and Cryo Grenade by 0.5 seconds.
  • Strategic Supremacy
    Passive
    Harpoon immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
  • Re-energizers
    Passive
    When Reserve Powercell is activated, it recharges 10 energy cells over the next 5 seconds and immediately increases threat towards all current enemies by a small amount if Ion Cell is active, or reduces threat towards all current enemies if Ion Cell is not active.
  • Advance the Line
    Passive
    Increases the duration of Hold the Line by 4 seconds.
  • Smothering Slag
    Passive
    Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
    LEGENDARY LEGENDARY
  • Pressure Overrides
    Passive
    Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.
  • Shield Cannon
    Passive
    Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
  • Reel and Rattle
    Passive
    Grapple deals <<1>> tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch or Flaming Fist against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Fuel Additives
    Passive
    Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not being utilized.
  • Overdrive
    Passive
    Hydraulic Overrides increases movement speed by an additional 45% while active.
  • Battering Ram
    Passive
    Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
  • Guard Cannon
    Passive
    Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.
  • Focus Stims
    Passive
    Battle Focus increases damage done by 5% while utilizing Ion Cell and increases damage reduction by 5% while Ion Cell is not being utilized.
  • Battering Blitz
    Passive
    Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
  • Pull and Pummel
    Passive
    Harpoon deals <<1>> tech damage to pulled targets and grants Pull and Pummel, causing your next Stockstrike or Shockstrike against the pulled target to deal 20% additional kinetic damage and stun the target for 1.5 seconds. This effect lasts for 6 seconds.
  • Charge the Line
    Passive
    Hold the Line increases movement speed by an additional 45% while active.
  • Aim Extensions
    Passive
    Battle Focus grants Aim Extensions, allowing Ion Pulse, Tactical Surge, Ion Wave, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30 meters for 15 seconds.

    Mercenary  / Commando 

    • New defensive cooldown: Responsive Obviation / Echoing Deterrence.
    • Two melee abilities have been removed because the Mercenary/Commando is a ranged class.
    • One of the defensive cooldowns has been slightly nerfed.
    • The Cylinder/Cell is now passive and is automatically set depending on the Discipline.
    Removed abilities
    Changed abilities
    New abilities
    Stance now part of Discipline
    Cosmetic changes: Cosmetic changes:

    Discipline changes

    Innovative Ordnance/Assault Specialist receives a new passive at level 68. The other two Disciplines get the stance at level 12 as the new passive and the existing passives were reshuffled into levels 16-68.

    Innovative Ordnance Cosmetic changes: Assault Specialist Cosmetic changes:
    Arsenal Cosmetic changes: Gunnery Cosmetic changes:
    Bodyguard
    Cosmetic changes:
    Combat Medic
    Cosmetic changes:

    Utility changes

    New utilities
    Merged utilities
    Updated utilities
    Cosmetic changes: Cosmetic changes:

    Updated list of abilities by level

    B = base class ability, shared with Powertechs/Vanguards.

  • Rapid Shots
    Rapid Shots
    Instant
    Range: 30m
    Fires a quick stream of bolts, causing <<1>> weapon damage.
    1, B
  • Hammer Shot
    Hammer Shot
    Instant
    Range: 30m
    Fires a series of hammering shots that deals <<1>> weapon damage to the target.
    1, B
  • Vent Heat
    Vent Heat
    Instant
    Cooldown: 120s
    Rapidly vents 50 heat over <<1[%d seconds/%d second/%d seconds]>>.
    1, B
  • Recharge Cells
    Recharge Cells
    Instant
    Cooldown: 120s
    Recharges 50 energy cells over <<1[%d seconds/%d second/%d seconds]>>.
    1, B
  • Power Shot
    Power Shot
    1.5s cast
    Heat: 15
    Range: 30m
    Charges up both blasters and fires off two powerful shots that deal <<1>> weapon damage. Requires two blasters.
    1
  • Charged Bolts
    Charged Bolts
    1.5s cast
    Energy Cells: 15
    Range: 30m
    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.
    1
  • Hired Protection
    Hired Protection
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Frontline Physician
    Frontline Physician
    Passive
    Reduces the cooldown of Revive by 100%.
    1
  • Propulsion Systems
    Propulsion Systems
    Passive
    Increases the range of Rail Shot by 20 meters.
    1
  • Mass Accelerator
    Mass Accelerator
    Passive
    Increases the range of High Impact Bolt by 20 meters.
    1
  • Missile Blast
    Missile Blast
    Instant
    Heat: 20
    Range: 30m
    Deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak enemies within 5 meters of the primary target. If the primary target is a standard or weak enemy, it is knocked to the ground.
    2
  • Explosive Round
    Explosive Round
    Instant
    Energy Cells: 20
    Range: 30m
    Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 7 standard or weak targets within 5 meters of the primary target. If the primary target is a weak or standard enemy, it is knocked to the ground.
    2
  • Missile Salvo
    Missile Salvo
    Passive
    Increases the damage dealt by Missile Blast by 10%.
    3
  • Mortar Salvo
    Mortar Salvo
    Passive
    Increases the damage dealt by Explosive Round by 10%.
    3
  • Combustible Gas Cylinder
    Combustible Gas Cylinder
    Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once per second.
    4, B
  • Plasma Cell
    Plasma Cell
    Passive
    Loads your rifle with a plasma powercell, giving all of your rifle attacks a 25% chance to deal <<1>> additional elemental damage over <<2[%d seconds/%d second/%d seconds]>>. This effect cannot occur more than once per second.
    4, B
  • Explosive Dart
    Explosive Dart
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 30m
    Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 8 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast.
    5
  • Sticky Grenade
    Sticky Grenade
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 30m
    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 to up to 8 enemies when it detonates. Standard and weak targets are knocked back from the blast.
    5
  • Rail Shot
    Rail Shot
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 10m
    Fires a very powerful shot at the target that deals <<1>> weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.
    6, B
  • High Impact Bolt
    High Impact Bolt
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 10m
    Fires a very powerful round at the target, dealing <<1>> weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage.
    6, B
  • Death from Above
    Death from Above
    3s channel
    Cooldown: 45s
    Range: 30m
    Rains death from above, firing a volley of missiles that deal <<1>> kinetic damage over the duration to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Generates 30 heat over the duration.
    8
  • Mortar Volley
    Mortar Volley
    3s channel
    Cooldown: 45s
    Range: 30m
    Launches a volley of mortar shells at the target area, dealing <<1>> kinetic damage to up to 8 enemies within 5 meters over the duration. Standard and weak targets are knocked down by the blasts. Depletes 30 energy cells over the duration.
    8
  • Determination
    Determination
    Instant
    Cooldown: 120s
    Purges all incapacitating and movement-impairing effects.
    9, B
  • Tenacity
    Tenacity
    Instant
    Cooldown: 120s
    Purges incapacitating and movement-impairing effects.
    9, B
  • Rapid Scan
    Rapid Scan
    1.5s cast
    Heat: 18
    Range: 30m
    Heals a friendly target for <<1>>.
    10
  • Medical Probe
    Medical Probe
    1.5s cast
    Energy Cells: 18
    Range: 30m
    Summons a probe that heals for <<1>>.
    10
  • Electro Dart
    Electro Dart
    Instant
    Heat: 5
    Cooldown: 60s
    Range: 10m
    Fires an electro dart, dealing <<2>> energy damage and stunning the target for <<1[%d seconds/%d second/%d seconds]>>.
    12, B
  • Cryo Grenade
    Cryo Grenade
    Instant
    Energy Cells: 5
    Cooldown: 60s
    Range: 10m
    Hurls a cryo grenade that freezes the target, dealing <<2>> energy damage and stunning it for <<1[%d seconds/%d second/%d seconds]>>.
    12, B
  • Sweeping Blasters
    Sweeping Blasters
    3s channel
    Range: 30m
    Fires waves of blaster bolts at up to 8 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 sweeping bolts. Requires two blasters. Builds 32 heat over the duration.
    12
  • Hail of Bolts
    Hail of Bolts
    3s channel
    Range: 30m
    Launches waves of blaster fire at up to 8 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. Spends 32 energy cells over the duration.
    12
  • Jet Boost
    Jet Boost
    Instant
    Heat: 5
    Cooldown: 30s
    Blasts 8 nearby enemies back and away. Targets hit by this take <<1>> elemental damage and have their movement slowed by 50% for <<2[%d seconds/%d second/%d seconds]>>.
    13
  • Concussion Charge
    Concussion Charge
    Instant
    Energy Cells: 5
    Cooldown: 30s
    Deals <<1>> elemental damage and pushes up to 8 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for <<2[%d seconds/%d second/%d seconds]>> after being knocked back.
    13
  • Energy Shield
    Energy Shield
    Instant
    Cooldown: 120s
    Increases damage reduction by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    14, B
  • Reactive Shield
    Reactive Shield
    Instant
    Cooldown: 120s
    Increases damage reduction by 25% for <<1[%d seconds/%d second/%d seconds]>>.
    14, B
  • Fusion Missile
    Fusion Missile
    1.5s cast
    Heat: 20
    Cooldown: 20s
    Range: 30m
    Fires a fusion missile that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and searing all targets with radiation burns that deal <<2>> additional elemental damage over <<3[%d/%d/%d]>> seconds. Standard and weak targets enter a state of panic from the flames.
    14
  • Plasma Grenade
    Plasma Grenade
    1.5s cast
    Energy Cells: 20
    Cooldown: 20s
    Range: 30m
    Lobs a plasma grenade that detonates on contact, dealing <<1>> kinetic damage to up to 8 targets within 8 meters and igniting the targets in fiery plasma, dealing <<2>> additional elemental damage over <<3[%d/%d/%d]>> seconds. Standard and weak targets enter a state of panic from the flames.
    14
  • Unload
    Unload
    3s channel
    Cooldown: 15s
    Range: 30m
    Unloads your blaster into the target, dealing <<1>> weapon damage and generating 24 heat over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding.
    15
  • Full Auto
    Full Auto
    3s channel
    Cooldown: 15s
    Range: 30m
    Fires a continuous stream of bolts that deals <<1>> weapon damage and depletes 24 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration.
    15
  • Emergency Scan
    Emergency Scan
    Instant
    Heat: 10
    Cooldown: 21s
    Range: 30m
    Instantly heals a friendly target for <<1>>.
    16
  • Bacta Infusion
    Bacta Infusion
    Instant
    Energy Cells: 10
    Cooldown: 21s
    Range: 30m
    Instantly heals a friendly target for <<1>>.
    16
  • Disabling Shot
    Disabling Shot
    Instant
    Cooldown: 24s
    Range: 30m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18
  • Disabling Shot
    Disabling Shot
    Instant
    Cooldown: 24s
    Range: 30m
    Interrupts the target's current action and prevents that ability from being used for 4 seconds.
    18
  • Kolto Shot
    Kolto Shot
    Instant
    Range: 30m
    Heals a friendly target for <<1>>.
    18
  • Med Shot
    Med Shot
    Instant
    Range: 30m
    Fires a quick stream of bolts, causing <<1>> healing.
    18
  • Concussion Missile
    Concussion Missile
    2s cast
    Heat: 5
    Cooldown: 60s
    Range: 30m
    Fires a missile at the target that knocks it out for up to <<1[%d seconds/%d second/%d seconds]>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage to the target causes this effect to end prematurely.
    22
  • Concussive Round
    Concussive Round
    2s cast
    Energy Cells: 5
    Cooldown: 60s
    Range: 30m
    Fires a round at the target that knocks it out for up to <<1[%d seconds/%d second/%d seconds]>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely.
    22
  • Cure
    Cure
    Instant
    Heat: 10
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative tech or physical effects.
    24
  • Field Aid
    Field Aid
    Instant
    Energy Cells: 10
    Cooldown: 12s
    Range: 30m
    Cleanses a friendly target of up to 2 negative tech or physical effects.
    24
  • Advanced Targeting
    Advanced Targeting
    Passive
    Unload, Blazing Bolts, Rail Shot, and Mag Shot ignore 30% of the target's armor. In addition, the critical chance of Rapid Scan and Emergency Scan are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for <<1[%d seconds/%d second/%d seconds]>>.
    25
  • Target Lock
    Target Lock
    Passive
    Full Auto, Boltstorm, High Impact Bolt, and Mag Bolt ignore 30% of the target's armor. In addition, the critical chance of Medical Probe and Bacta Infusion are increased by 5%, and critical results with damage and healing abilities increase critical damage and healing by 10% for <<1[%d seconds/%d second/%d seconds]>>.
    25
  • Hydraulic Overrides
    Hydraulic Overrides
    Instant
    Cooldown: 45s
    Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
    26, B
  • Hold the Line
    Hold the Line
    Instant
    Cooldown: 45s
    Grants <<1[%d seconds/%d second/%d seconds]>> of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%.
    26, B
  • Supercharged Gas
    Supercharged Gas
    Instant
    Cooldown: 1.5s
    Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your passive cylinder:
    Combat Support Cylinder: Increases healing done by 5% for <<1[%d seconds/%d second/%d seconds]>>. While active, Healing Scan has no cooldown and generates 5 less heat.
    Combustible Gas Cylinder: Increases periodic damage dealt by 10% for <<2>> seconds and causes the next successful ranged attack on a target affected by your Incendiary Missile's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over <<4>> seconds.
    High Velocity Gas Cylinder: Increases armor penetration by 10% for <<5>> seconds. While active, damage dealt by Tracer Missile, Heatseeker Missiles, Blazing Bolts, and Priming Shot grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.
    28
  • Supercharged Cell
    Supercharged Cell
    Instant
    Cooldown: 1.5s
    Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your passive cell:
    Combat Support Cell: Increases healing done by 5% for <<1[%d seconds/%d second/%d seconds]>>. While active, Advanced Medical Probe has no cooldown and cost 5 fewer energy cells.
    Plasma Cell: Increases periodic damage dealt by 10% for <<2>> seconds and causes the next successful ranged attack on a target affected by your Incendiary Round's burn to apply Supercharged Burn to the target, which deals <<3>> elemental damage over <<4>> seconds.
    Armor-piercing Cell: Increases armor penetration by 10% for <<5>> seconds. While active, damage dealt by Grav Round, Demolition Round, Boltstorm, and Vortex Bolt grants Supercharged Velocity, which increases alacrity by 1%. This effect cannot occur more than once per second and can stack up to 3 times.
    28
  • Supercharge
    Supercharge
    Passive
    Activating Rapid Shots, Kolto Shot, Power Shot, Tracer Missile, or Rapid Scan generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts <<1>> seconds.
    28
  • Supercharge
    Supercharge
    Passive
    Activating Hammer Shot, Med Shot, Charged Bolts, Grav Round, or Medical Probe generates a stack of Supercharge. Each stack increases all damage and healing done by 0.1%. Stacks up to 10 times and lasts <<1>> seconds.
    28
  • Chaff Flare
    Chaff Flare
    Instant
    Cooldown: 45s
    Reduces threat towards all current enemies.
    30
  • Diversion
    Diversion
    Instant
    Cooldown: 45s
    Reduces the threat towards all current enemies.
    30
  • Kolto Overload
    Kolto Overload
    Instant
    Cooldown: 1s
    Activating this ability applies a Health Monitor that lasts up to <<1>> seconds, which triggers a Kolto Overload when your health is reduced to 35% or less. If your health is already 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for <<2>> seconds but will not exceed 35% of your max health.
    32, B
  • Adrenaline Rush
    Adrenaline Rush
    Instant
    Cooldown: 1s
    Activating this ability makes you Fired Up for up to <<1>> seconds, which triggers an Adrenaline Rush when your health is reduced to 35% or less. If your health is already 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 35% of your max health for <<2>> seconds but will not exceed 35% of your max health.
    32, B
  • Stealth Scan
    Stealth Scan
    Instant
    Cooldown: 20s
    Range: 30m
    Fires off probes that scan the area for stealthed opponents. Probes last for <<1[%d seconds/%d second/%d seconds]>>.
    36, B
  • Stealth Scan
    Stealth Scan
    Instant
    Cooldown: 20s
    Range: 30m
    Fires off probes that scan the area for stealthed opponents. The probes last for <<1[%d seconds/%d second/%d seconds]>>.
    36, B
  • Upgraded Arsenal
    Upgraded Arsenal
    Passive
    Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%.
    38
  • Special Munitions
    Special Munitions
    Passive
    Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%.
    38
  • Thermal Sensor Override
    Thermal Sensor Override
    Instant
    Cooldown: 120s
    Your next ability generates no heat. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    42, B
  • Reserve Powercell
    Reserve Powercell
    Instant
    Cooldown: 120s
    Your next ability depletes no energy cells. Effect lasts <<1[%d seconds/%d second/%d seconds]>>.
    42, B
  • Power Surge
    Power Surge
    Instant
    Cooldown: 60s
    Your next ability used within <<1[%d seconds/%d second/%d seconds]>> with an activation time will activate instantly and then grant immunity to pushback and interrupts for <<2[%d seconds/%d second/%d seconds]>>.
    46
  • Tech Override
    Tech Override
    Instant
    Cooldown: 60s
    Your next ability used within <<1[%d seconds/%d second/%d seconds]>> with an activation time will activate instantly and then grant immunity to pushback and interrupts for <<2[%d seconds/%d second/%d seconds]>>.
    46
  • Onboard AED
    Onboard AED
    1.5s cast
    Cooldown: 300s
    Range: 30m
    Shocks and 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.
    50
  • Emergency Medical Probe
    Emergency Medical Probe
    1.5s cast
    Cooldown: 300s
    Range: 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.
    50
  • Electro Net
    Electro Net
    Instant
    Heat: 10
    Cooldown: 90s
    Range: 30m
    Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over <<2>> seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts <<3>> seconds.
    51
  • Electro Net
    Electro Net
    Instant
    Energy Cells: 10
    Cooldown: 90s
    Range: 30m
    Fires an electro net that ensnares the target, reducing its movement speed by 50% and dealing <<1>> energy damage over <<2>> seconds. While affected, a target that moves takes 20% more damage from electro net, and this effect can stack up to 10 times on enemy players or 5 times on any other target. Additionally, the electro net hinders the target, preventing the use of high mobility actions and escapes such as charges, vanishes, and speed boosts. Lasts <<3>> seconds.
    51
  • Supercharged Celerity
    Supercharged Celerity
    Instant
    Cooldown: 300s
    Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts <<1>> seconds.
    56
  • Supercharged Celerity
    Supercharged Celerity
    Instant
    Cooldown: 300s
    Requires and converts 10 stacks of Supercharge to issue Supercharged Celerity to you and your Operation group members within 40 meters, increasing alacrity by 10%. Lasts <<1>> seconds.
    56
  • Rocket Out
    Rocket Out
    Instant
    Cooldown: 20s
    Jet backward 20 meters, gaining immunity to controlling effects while jetting. Cannot be used while immobilized or hindered. Requires two blasters.
    59
  • Propulsion Round
    Propulsion Round
    Instant
    Cooldown: 20s
    Fire a specially compressed round, propelling you backward 20 meters and granting you immunity to controlling effects while propelled. Cannot be used while immobilized or hindered. Requires Assault Cannon.
    59
  • Responsive Safeguards
    Responsive Safeguards
    Instant
    Cooldown: 120s
    Activates an advanced response system that absorbs all incoming direct single target damage for the next <<1[%d seconds/%d second/%d seconds]>>, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
    66
  • Echoing Deterrence
    Echoing Deterrence
    Instant
    Cooldown: 120s
    Engages a defensive response system that absorbs all incoming direct single target damage for the next <<1[%d seconds/%d second/%d seconds]>>, reflecting 50% of the absorbed damage back at the attacker and healing you for 5% of your maximum health each time an attack is absorbed. Can be used while stunned.
    66

    Updated discipline paths

    Innovative Ordnance / Assault Specialist

  • Incendiary Missile
    Incendiary Missile
    Instant
    Heat: 15
    Range: 30m
    Fires a missile that explodes on contact, igniting the target for <<1>> elemental damage and an additional <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>.
    10
  • Incendiary Round
    Incendiary Round
    Instant
    Energy Cells: 15
    Range: 30m
    Launches an incendiary projectile, setting the target ablaze for <<1>> elemental damage and an additional <<2>> elemental damage over <<3[%d seconds/%d second/%d seconds]>>.
    10
  • Superheated Gas
    Superheated Gas
    Passive
    Increases the damage dealt by Combustible Gas Cylinder by 10% and its chance to be triggered by 5%.
    12
  • Superheated Plasma
    Superheated Plasma
    Passive
    Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 5%.
    12
  • Collateral Damage
    Collateral Damage
    Passive
    Increases the damage dealt by Fusion Missile and Explosive Dart by 25% and causes Fusion Missile to spread your Incendiary Missile burn to targets it hits, if it hits a target already affected by your Incendiary Missile burn. Additionally, Explosive Dart will spread your Serrated Shot bleed to targets it hits, if it hits a target already affected by your Serrated Shot bleed.
    16
  • Explosive Dissemination
    Explosive Dissemination
    Passive
    Increases the damage dealt by Plasma Grenade and Sticky Grenade by 25% and causes your Plasma Grenade to spread your Incendiary Round burn to targets it hits, if it hits a target already affected by your Incendiary Round burn. Additionally, Sticky Grenade will spread your Serrated Bolt bleed to targets it hits, if it hits a target already affected by your Serrated Bolt bleed.
    16
  • Superheated Shot
    Superheated Shot
    Passive
    Rail Shot and Mag Shot ignore 30% of the target's armor, and dealing damage with either ability will always trigger your Combustible Gas Cylinder. In addition, if Rail Shot or Mag Shot is used against a burning target, you vent 5 heat.
    20
  • Scorching Bolts
    Scorching Bolts
    Passive
    High Impact Bolt and Mag Bolt ignores 30% of the target's armor, and dealing damage with either ability will always trigger your Plasma Cell. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.
    20
  • Sweltering Heat
    Sweltering Heat
    Passive
    Incendiary Missile reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Missile makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.
    24
  • Sweltering Heat
    Sweltering Heat
    Passive
    Incendiary Round reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Round makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.
    24
  • Thermal Detonator
    Thermal Detonator
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 30m
    Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
    26
  • Assault Plastique
    Assault Plastique
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 30m
    Throws a moldable plastic explosive that sticks to the target and detonates after several seconds, exploding for <<1>> kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
    26
  • Innovative Particle Accelerator
    Innovative Particle Accelerator
    Passive
    Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail Shot or Mag Shot generate no heat. This effect cannot occur more than once every 7.5 seconds.
    28
  • Ionic Accelerator
    Ionic Accelerator
    Passive
    Charged Bolts, Full Auto, and Hail of Bolts finish the cooldown on High Impact Bolt and Mag Bolt and make the next High Impact Bolt or Mag Bolt cost no energy cells. This effect cannot occur more than once every 7.5 seconds.
    28
  • Power Barrels
    Power Barrels
    Passive
    Reduces the cooldown of Fusion Missile by 6.5 seconds and lowers the heat it generates by 5. In addition, increases ranged critical chance by 5%.
    32
  • Hyper Barrel
    Hyper Barrel
    Passive
    Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5. In addition, increases ranged critical chance by 5%.
    32
  • Relentless Ordnance
    Relentless Ordnance
    Passive
    Increases the damage dealt by periodic effects by 30% on targets below 30% max health.
    36
  • Relentless Assault
    Relentless Assault
    Passive
    Increases the damage dealt by periodic effects by 30% on targets below 30% max health.
    36
  • Volatile Warhead
    Volatile Warhead
    Passive
    Dealing periodic damage to a target with less than 30% max health grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increases the damage it deals by 75%. This effect cannot occur more than once every 15 seconds.
    40
  • Hyper Assault Rounds
    Hyper Assault Rounds
    Passive
    Dealing periodic damage to a target with less than 30% max health grants Hyper Assault Rounds, which reduces the cost of your next Explosive Round by 10 and increases the damage it deals by 75%. This effect cannot occur more than once every 15 seconds.
    40
  • Serrated Shot
    Serrated Shot
    1.5s cast
    Heat: 15
    Range: 30m
    Fires special serrated bolts at the target that deal <<1>> weapon damage and cause the target to bleed for <<2>> internal damage over <<3>> seconds. Requires two blasters.
    42
  • Serrated Bolt
    Serrated Bolt
    1.5s cast
    Energy Cells: 15
    Range: 30m
    Fires special serrated bolts at the target that deal <<1>> weapon damage and cause the target to bleed for <<2>> internal damage over <<3>> seconds.
    42
  • Ordnance Expert
    Ordnance Expert
    Passive
    Increases the critical damage bonus for Unload, Power Shot, Thermal Detonator, and Mag Shot by 30%. Additionally, Serrated Shot marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.
    44
  • Assault Trooper
    Assault Trooper
    Passive
    Increases the critical damage bonus for Full Auto, Charged Bolts, Assault Plastique, and Mag Bolt by 30%. Additionaly, Serrated Bolt marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.
    44
  • Rapid Venting
    Rapid Venting
    Passive
    Reduces the cooldown of Vent Heat and Thermal Sensor Override by 30 seconds. Additionally lowers the heat cost of Rapid Scan by 5.
    48
  • Rapid Recharge
    Rapid Recharge
    Passive
    Reduces the cooldown of Recharge Cells and Reserve Powercell by 30 seconds. Additionally lowers the energy cost of Medical Probe by 5.
    48
  • Degauss
    Degauss
    Passive
    Activating Chaff Flare increases your defense chance by 35% for <<1>> seconds.
    52
  • Degauss
    Degauss
    Passive
    Activating Diversion increases your defense chance by 35% for <<1>> seconds.
    52
  • Flaming Wound
    Flaming Wound
    Passive
    Your elemental attacks deal 3% more damage to bleeding targets.
    56
  • Flaming Wound
    Flaming Wound
    Passive
    Your elemental attacks deal 3% more damage to bleeding targets.
    56
  • Mag Shot
    Mag Shot
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 30m
    Fires a very powerful shot at the target that deals <<1>> weapon damage. Requires two blasters.

    Replaces Rail Shot.
    58
  • Mag Bolt
    Mag Bolt
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 30m
    Fires a very powerful shot at the target that deals <<1>> weapon damage.

    Replaces High Impact Bolt.
    58
  • Speed to Burn
    Speed to Burn
    Passive
    Damage dealt by Mag Shot makes your next Power Shot, Serrated Shot or Rapid Scan activate instantly. This effect cannot occur more than once every 15 seconds.
    60
  • Blazing Celerity
    Blazing Celerity
    Passive
    Damage dealt by Mag Bolt makes your next Charged Bolts, Serrated Bolt, or Medical Probe activate instantly. This effect cannot occur more than once every 15 seconds.
    60
  • Surging Shots
    Surging Shots
    Passive
    Dealing periodic damage grants Surging Shots, increasing the damage dealt by your next Power Shot or Sweeping Blasters by 1%. This effect can stack up to 10 times and lasts up to <<1[%d seconds/%d second/%d seconds]>>.
    64
  • Boosted Bolts
    Boosted Bolts
    Passive
    Dealing periodic damage grants Boosted Bolts, increasing the damage dealt by your next Charged Bolts or Hail of Bolts by 1%. This effect can stack up to 10 times and lasts up to <<1[%d seconds/%d second/%d seconds]>>.
    64
  • Early Ignition
    Early Ignition
    Passive
    Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing an additional <<1>> damage as burn over <<2>> seconds.
    68
  • Pre-Emptive Strike
    Pre-Emptive Strike
    Passive
    Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing an additional <<1>> damage as burn over <<2>> seconds.
    68

    Arsenal / Gunnery

  • Tracer Missile
    Tracer Missile
    1.5s cast
    Heat: 15
    Range: 30m
    Launches a missile at the target that deals <<1>> kinetic damage, sunders the target, and leaves a Heat Signature on them. Sundered targets have their armor reduced by 20% for <<3>> seconds. Heat signatures leave targets vulnerable to Rail Shot and increase the damage they take from Heatseeker Missiles for <<2>> seconds.

    Replaces Power Shot.
    10
  • Grav Round
    Grav Round
    1.5s cast
    Energy Cells: 15
    Range: 30m
    Fires a round that creates a gravity vortex on the target, dealing <<1>> kinetic damage, crushing the target's armor and reducing armor rating by 20% for <<3[%d/%d/%d]>> seconds. Gravity vortices leave targets vulnerable to High Impact Bolt and increases the damage they take from Demolition Round for <<3[%d/%d/%d]>> seconds.

    Replaces Charged Bolts.
    10
  • High Velocity Gas Cylinder
    High Velocity Gas Cylinder
    Passive
    Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35% and alacrity is increased by 3%.

    Replaces Combustible Gas Cylinder.
    12
  • Armor-piercing Cell
    Armor-piercing Cell
    Passive
    Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%.

    Replaces Plasma Cell.
    12
  • Tracer Lock
    Tracer Lock
    Passive
    Tracer Missile grants Tracer Lock, increasing the damage dealt by the next Rail Shot by 6% or reducing the activation time and increasing the healing dealt by the next Rapid Scan by 20%. Stacks up to 5 times.
    16
  • Charged Barrel
    Charged Barrel
    Passive
    Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% or reducing the activation time and increasing the healing dealt by the next Medical Probe by 20%. Stacks up to 5 times.
    16
  • Blazing Barrels
    Blazing Barrels
    Passive
    Increases the critical chance of Sweeping Blasters by 15% and its critical damage bonus by 30%.
    20
  • Blazing Barrel
    Blazing Barrel
    Passive
    Increases the critical chance of Hail of Bolts by 15% and its critical damage bonus by 30%.
    20
  • Terminal Velocity
    Terminal Velocity
    Passive
    You passively vent 2 heat every 1.5 seconds. In addition, the heat generated by Rail Shot is reduced by 10.
    24
  • Cell Charger
    Cell Charger
    Passive
    You passively regenerate 2 energy cells every 1.5 seconds. In addition, the amount of energy cells depleted by High Impact Bolt is reduced by 10.
    24
  • Heatseeker Missiles
    Heatseeker Missiles
    Instant
    Heat: 15
    Cooldown: 15s
    Range: 30m
    Fires several missiles that deal <<1>> kinetic damage. This damage is increased by 25% if the target is affected by your heat signature.
    26
  • Demolition Round
    Demolition Round
    Instant
    Energy Cells: 15
    Cooldown: 15s
    Range: 30m
    Fires a demolition round that explodes on contact, dealing <<1>> kinetic damage. This damage is increased by 25% if the target is affected by your gravity vortex.
    26
  • Pinning Fire
    Pinning Fire
    Passive
    Unload and Blazing Bolts slow the target's movement speed by 70% for 3 seconds with each hit.
    28
  • Cover Fire
    Cover Fire
    Passive
    Full Auto and Boltstorm slow the target's movement speed by 70% for 3 seconds with each hit.
    28
  • Light 'Em Up
    Light 'Em Up
    Passive
    Tracer Missile now applies an additional stack of Tracer Lock and Power Barrier, if applicable.
    32
  • Gravity Surge
    Gravity Surge
    Passive
    Grav Round now applies an additional stack of Charged Barrel and Charged Barrier, if applicable.
    32
  • Honed Lock
    Honed Lock
    Passive
    Tracer Lock increases the critical chance of the next Rail Shot or Rapid Scan by 3% per stack.
    36
  • Supercharged Barrel
    Supercharged Barrel
    Passive
    Charged Barrel increases the critical chance of the next High Impact Bolt or Medical Probe by 3% per stack.
    36
  • Burst Mode
    Burst Mode
    Passive
    Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.
    40
  • Burst Mode
    Burst Mode
    Passive
    Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks.
    40
  • Priming Shot
    Priming Shot
    Instant
    Heat: 12
    Cooldown: 18s
    Range: 30m
    Fires a priming shot that deals <<1>> weapon damage, and if it successfully hits the target, allows your next Tracer Missile to activate instantly. Requires two blasters.
    42
  • Vortex Bolt
    Vortex Bolt
    Instant
    Energy Cells: 12
    Cooldown: 18s
    Range: 30m
    Fires a bolt that deals <<1>> weapon damage, and if it successfully hits the target, allows your next Grav Round to activate instantly.
    42
  • Target Tracking
    Target Tracking
    Passive
    Increases the critical damage bonus of Rail Shot, Heatseeker Missiles, and Priming Shot by 30%.
    44
  • Deadly Cannon
    Deadly Cannon
    Passive
    Increases the critical damage bonus of High Impact Bolt, Demolition Round, and Vortex Bolt by 30%.
    44
  • Ironsights
    Ironsights
    Passive
    Increases the damage dealt by dart attacks, missile attacks, and Priming Shot by 10%. Additionally, Priming Shot marks its target. Marked targets take 5% more damage from ranged weapon attacks.
    48
  • Ironsights
    Ironsights
    Passive
    Increases the damage dealt by grenade attacks, round attacks, and Vortex Bolt by 10%. Additionally, Vortex Bolt marks its target. Marked targets take 5% more damage from ranged attacks.
    48
  • Decoy
    Decoy
    Passive
    Chaff Flare grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to <<1>> seconds.
    52
  • Decoy
    Decoy
    Passive
    Diversion grants 5 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to <<1>> seconds.
    52
  • Power Launcher
    Power Launcher
    Passive
    Increases the damage dealt by Rail Shot, Tracer Missile, Heatseeker Missiles, and Electro Net by 5%.
    56
  • Charged Launcher
    Charged Launcher
    Passive
    Increases the damage dealt by High Impact Bolt, Grav Round, Demolition Round, and Electro Net by 5%.
    56
  • Blazing Bolts
    Blazing Bolts
    3s channel
    Cooldown: 15s
    Range: 30m
    Fires a continuous blaze of blaster bolts at the target, dealing <<1>> weapon damage and generating 16 heat over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Requires two blasters.

    Replaces Unload.
    58
  • Boltstorm
    Boltstorm
    3s channel
    Cooldown: 15s
    Range: 30m
    Fires a continuous stream of bolts that deals <<1>> weapon damage and depletes 16 energy cells over the duration. Weak and standard enemies caught in the blaster fire are stunned for the duration.

    Replaces Full Auto.
    58
  • Barrage
    Barrage
    Passive
    Tracer Missile and Sweeping Blasters finish the cooldown on Blazing Bolts and increases the damage dealt by the next Blazing Bolts by 10%. This effect cannot occur more than once every 8 seconds.
    60
  • Curtain of Fire
    Curtain of Fire
    Passive
    Grav Round and Hail of Bolts finish the cooldown on Boltstorm and increases the damage dealt by the next Boltstorm by 10%. This effect cannot occur more than once every 8 seconds.
    60
  • Blowback
    Blowback
    Passive
    Being interrupted grants Blowback, which makes your next Blazing Bolts immune to interruption. This effect cannot occur more than once every 8 seconds.
    64
  • Blowback
    Blowback
    Passive
    Being interrupted grants Blowback, which makes your next Boltstorm immune to interruption. This effect cannot occur more than once every 8 seconds.
    64
  • Riddle
    Riddle
    Passive
    Increases the critical hit chance for Unload, Blazing Bolts, and Priming Shot by 5%.
    68
  • Rotary Cannon
    Rotary Cannon
    Passive
    Increases the critical hit chance for Full Auto, Boltstorm, and Vortex Bolt by 5%.
    68

    Bodyguard / Combat Medic

  • Healing Scan
    Healing Scan
    2s cast
    Heat: 20
    Cooldown: 12s
    Range: 30m
    Heals a friendly target for <<1>>.
    10
  • Advanced Medical Probe
    Advanced Medical Probe
    2s cast
    Energy Cells: 20
    Cooldown: 12s
    Range: 30m
    Summons a probe that heals for <<1>>.
    10
  • Combat Support Cylinder
    Combat Support Cylinder
    Passive
    Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%.

    Replaces Combustible Gas Cylinder.
    12
  • Combat Support Cell
    Combat Support Cell
    Passive
    Loads your cannon with a combat support cell. While active, all healing and damage done is increased by 3%.

    Replaces Plasma Cell.
    12
  • Surgical Precision System
    Surgical Precision System
    Passive
    Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%.
    16
  • Steady Hands
    Steady Hands
    Passive
    Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%.
    16
  • Med Tech
    Med Tech
    Passive
    Increases the critical chance of Rapid Scan by 5%.
    20
  • Quick Thinking
    Quick Thinking
    Passive
    Increases the critical chance of Medical Probe by 5%.
    20
  • Powered Insulators
    Powered Insulators
    Passive
    Increases damage reduction by 5% and tech critical chance by 3%.
    24
  • Treated Wound Dressings
    Treated Wound Dressings
    Passive
    Increases damage reduction by 5% and tech critical chance by 3%.
    24
  • Kolto Missile
    Kolto Missile
    Instant
    Heat: 20
    Cooldown: 6s
    Range: 30m
    Heals up to 8 allies within 8 meters of the targeted area for <<1>>.
    26
  • Kolto Bomb
    Kolto Bomb
    Instant
    Energy Cells: 20
    Cooldown: 6s
    Range: 30m
    Lobs a kolto bomb at the target area, exploding on impact. Heals up to 8 allies within 8 meters of the targeted area for <<1>>.
    26
  • Emergency Response
    Emergency Response
    Passive
    Eliminates the heat generated by Emergency Scan. In addition, activating Emergency Scan grants Emergency Response, which makes your next Healing Scan activate instantly. Lasts <<1>> seconds.
    28
  • Emergency Response
    Emergency Response
    Passive
    Range: 30m
    Eliminates the energy cell use by Bacta Infusion. In addition, activating Bacta Infusion grants Emergency Response, which makes your next Advanced Medical Probe activate instantly. Lasts <<1>> seconds.
    28
  • Kolto Residue
    Kolto Residue
    Passive
    Kolto Missile leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Healing Scan grants Invigorated to its target, increasing healing received by 3% for <<1>> seconds.
    32
  • Kolto Residue
    Kolto Residue
    Passive
    Kolto Bomb leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Advanced Medical Probe grants Invigorated to its target, increasing healing received by 3% for <<1>> seconds.
    32
  • Warden
    Warden
    Passive
    Rapid Scan generates an extra stack of Supercharge when activated and also increases the critical healing bonus of all heals by 15%.
    36
  • Potent Medicine
    Potent Medicine
    Passive
    Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
    36
  • Kolto Pods
    Kolto Pods
    Passive
    Kolto Missile leaves a pool of kolto that heals allies for <<1>> over <<2>> seconds.
    40
  • Kolto Pods
    Kolto Pods
    Passive
    Kolto Bomb leaves a pool of kolto that heals allies for <<1>> over <<2>> seconds.
    40
  • Kolto Shell
    Kolto Shell
    Instant
    Heat: 10
    Range: 30m
    Deploys a Kolto Shell around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target for <<1>>. This effect cannot occur more than once every 3 seconds. A target may not have more than one Kolto Shell active.
    42
  • Trauma Probe
    Trauma Probe
    Instant
    Energy Cells: 10
    Range: 30m
    Deploys a Trauma Probe with 6 charges that lasts up to 3 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. A target may not have more than one Trauma Probe active.
    42
  • Critical Efficiency
    Critical Efficiency
    Passive
    Activating Rapid Scan grants a charge of Critical Efficiency, which reduces the heat generated by your next Healing Scan by 5. This effect can stack up to 3 charges.
    44
  • Field Triage
    Field Triage
    Passive
    Activating Medical Probe grants a charge of field Triage, which reduces the cost of your next Advanced Medical Probe by 5 energy cells. This effect can stack up to 3 charges.
    44
  • Cure Mind
    Cure Mind
    Passive
    Cure now removes negative mental effects and heals the target for <<1>>.
    48
  • Psych Aid
    Psych Aid
    Passive
    Field Aid now removes negative mental effects and heals the target for <<1>>.
    48
  • Kolto Boosters
    Kolto Boosters
    Passive
    Reduces the heat generated by Kolto Missile by 5, and increases the critical heal chance of Kolto Shell by 5%. Additionally, Kolto Shot vents 1 heat when it normally heals and 2 heat when it critically heals.
    52
  • Med Boosters
    Med Boosters
    Passive
    Reduces the energy cells depleted of Kolto Bomb by 5, and increases the critical heal chance of Trauma Probe by 5%. Additionally, Med Shot regenerates 1 energy cell when it normally heals and 2 energy cells when it critically heals.
    52
  • Bodyguard
    Bodyguard
    Passive
    Increases the max number of Kolto Shell charges by 1, increases the healing each charge does by 5%, and reduces Kolto Shell's rate limit by 0.5 seconds.
    56
  • Probe Medic
    Probe Medic
    Passive
    Increases the max number of Trauma Probe charges by 1, increases the healing each charge does by 5%, and reduces Trauma Probe's rate limit by 0.5 seconds.
    56
  • Progressive Scan
    Progressive Scan
    3s channel
    Cooldown: 15s
    Range: 30m
    Heals a friendly target for <<1>> over the duration, and heals one new friendly target within 20 meters for <<2>> with each tick, healing up to four total targets with the final tick. 28 heat is generated over the channel duration.
    58
  • Successive Treatment
    Successive Treatment
    3s channel
    Cooldown: 15s
    Range: 30m
    Heals a friendly target for <<1>> over the duration, and heals one new friendly target within 20 meters for <<2>> with each tick, healing up to four total targets with the final tick. 28 energy cells are used over the channel duration.
    58
  • Empowered Scans
    Empowered Scans
    Passive
    Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Progressive Scan channels 20% faster.
    60
  • Field Medicine
    Field Medicine
    Passive
    Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Successive Treatment channels 20% faster.
    60
  • Proactive Medicine
    Proactive Medicine
    Passive
    Emergency Scan applies Proactive Medicine to the target, healing for an additional <<1>> over <<2[%d seconds/%d second/%d seconds]>>. Additionally, Progressive Scan grants the Protected effect to targets it heals, increasing their armor by 10% for <<3>> seconds.
    64
  • Preventative Medicine
    Preventative Medicine
    Passive
    Bacta Infusion applies Preventative Medicine to the target, healing for an additional <<1>> over <<2[%d seconds/%d second/%d seconds]>>. Additionally, Successive Treatment grants the Protected effect to targets it heals, increasing their armor by 10% for <<3>> seconds.
    64
  • Peacekeeper
    Peacekeeper
    Passive
    Increases the healing done by Kolto Missile, Kolto Pods, and Progressive Scan by 5%.
    68
  • Frontline Medic
    Frontline Medic
    Passive
    Increases the healing done by Kolto Bomb, Kolto Pods, and Successive Treatment by 5%.
    68

    Updated list of utilities by tier

    SKILLFUL SKILLFUL
  • Jet Escape
    Passive
    Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.
  • Afterburners
    Passive
    Missile Blast immobilizes the target for <<1>> seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Jet Boost's knockback effect is stronger and pushes enemies 4 meters further away.
  • Gyroscopic Alignment Jets
    Passive
    You vent 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, your next Tech ability deals 10% extra damage or healing.
  • Improved Vents
    Passive
    Vent Heat now immediately vents an additional 15 heat and grants 10% alacrity for <<2>> seconds.
  • Boresights
    Passive
    Increases the damage dealt by Sweeping Blasters by 25%.
  • Adhesive Supplements
    Passive
    Power Shot and Tracer Missile reduce the movement speed of targets they damage by 40% for <<1[%d seconds/%d second/%d seconds]>>. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
  • Tenacious Defense
    Passive
    Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.
  • Concussive Force
    Passive
    Explosive Round immobilizes the target for <<1>> seconds. Direct damage caused after 2 seconds ends the effect. This effect can only occur once every 8 seconds. In addition, Concussion Charge's knockback effect is stronger and pushes enemies 4 meters further away.
  • Parallactic Combat Stims
    Passive
    You recharge 20 energy cells when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing. This effect lasts for 15 seconds.
  • Cell Capacitor
    Passive
    Recharge Cells now immediately recharges 15 additional cells and grants 10% alacrity for <<2>> seconds.
  • Chain Gunnery
    Passive
    Increases the damage dealt by Hail of Bolts by 25%.
  • Sticky Mods
    Passive
    Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for <<1[%d seconds/%d second/%d seconds]>>. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
    MASTERFUL MASTERFUL
  • Power Barrier
    Passive
    Power Shot, Tracer Missile, and Rapid Scan generate a Power Barrier that increases damage reduction by 1% for <<3[%d seconds/%d second/%d seconds]>>. Stacks up to 5 times.
  • Torque Boosters
    Passive
    Increases the duration of Hydraulic Overrides by 4 seconds.
  • Pyro Shield
    Passive
    When activated, your Energy Shield ignites in a blaze, scorching attackers for <<1>> elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
  • Threat Sensors
    Passive
    Increases stealth detection level by 3, melee and ranged defense by 3%, and reduces the cooldown of Stealth Scan by 5 seconds. Additionally, when you activate Cure on yourself, all periodic damage taken is reduced by 30% for <<2>> seconds.
  • Heat Damping
    Passive
    Eliminates the heat generated by Jet Boost, Concussion Missile, Cure, and Electro Dart.
  • Supercharged Reserves
    Passive
    Reduces the cooldowns of Cure and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.
  • Advance the Line
    Passive
    Increases the duration of Hold the Line by 4 seconds.
  • Electro Shield
    Passive
    When activated, your Reactive Shield charges with electricity, zapping attackers for <<1>> elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.
  • Suit FOE
    Passive
    When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for <<2>> seconds.
  • Charged Barrier
    Passive
    Charged Bolts, Grav Round, and Medical Probe build a Charged Barrier that reduces damage taken by 1% for <<1[%d seconds/%d second/%d seconds]>>. Stacks up to 5 times.
  • Efficient Conversions
    Passive
    Removes the energy cell cost of Concussion Charge, Concussive Round, Field Aid, and Cryo Grenade.
  • Supercharged Reserves
    Passive
    Reduces the cooldowns of Field Aid and Disabling Shot by 3 seconds each. In addition, you build up to 10 stacks of Supercharge over the course of using Recharge and Reload. This effect cannot occur more than once every 30 seconds.
    HEROIC HEROIC
  • Kolto Surge
    Passive
    Kolto Overload heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.
  • Power Shield
    Passive
    Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
  • Energy Rebounder
    Passive
    When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<1>> seconds. This effect cannot occur more than once every 10 seconds.
  • Power Overrides
    Passive
    Reduces the cooldowns of Concussion Missile and Power Surge by 15 seconds each. In addition, Power Surge grants a second charge, making your next two abilities with an activation time activate instantly.
  • Stabilized Armor
    Passive
    Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
  • Jet Rebounder
    Passive
    Increases the damage dealt by Jet Boost by 30% and heals you and up to 7 other allies within range for <<1>>. In addition, taking damage reduces the active cooldown of Jet Boost by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Reflexive Shield
    Passive
    When you take damage, the active cooldown of Reactive Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts <<1>> seconds. This effect cannot occur more than once every 10 seconds.
  • Overclock
    Passive
    Reduces the cooldowns of Concussive Round and Tech Override by 15 seconds each. In addition, Tech Override grants a second charge, making your next two abilities with an activation time activate instantly.
  • Reflexive Battery
    Passive
    Increases the damage dealt by Concussion Charge by 30% and heals you and up to 7 other allies within range for <<1>>. In addition, taking damage reduces the active cooldown of Concussion Charge by 1 second. This effect cannot occur more than once every 1.5 seconds.
  • Adrenal Surge
    Passive
    Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.
  • Combat Shield
    Passive
    Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
  • Shock Absorbers
    Passive
    Reduces damage taken from area effects by 30%. Additionally, while stunned, you take 30% less damage from all sources.
    LEGENDARY LEGENDARY
  • Trauma Regulators
    Passive
    While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.
  • Smoke Screen
    Passive
    Rocket Out generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the the next 4 seconds. In addition, taking melee or Tech damage within 4 seconds of previously using Rocket Out, refreshes its cooldown. These effects cannot occur more than once every 40 seconds.
  • Supercharged Defense
    Passive
    Activating Supercharged Gas increases your defense chance by 15% and grants immunity to interrupts for <<1[%d seconds/%d second/%d seconds]>>. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Battlefield Protocols
    Passive
    Stealth Scan grants Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.
  • Thrill of the Hunt
    Passive
    Allows Unload, Blazing Bolts, and Progressive Scan to be activated while moving.
  • Tag and Bag
    Passive
    Hindering a target with Electro Net grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Gas reduces the cooldown of Kolto Overload by 5 seconds.
  • Forced March
    Passive
    Allows Full Auto, Boltstorm, and Successive Treatment to be activated while moving.
  • One Man Army
    Passive
    Hindering a target with Electro Net grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Cell reduces the cooldown of Adrenaline Rush by 5 seconds.
  • Smoke Screen
    Passive
    Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushbacks for the the next 4 seconds. In addition, Taking melee or Tech damage within 4 seconds of previously using Propulsion Round, refreshes its cooldown. These effects cannot occur more than once every 40 seconds.
  • Trauma Stabilizers
    Passive
    While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
  • Supercharged Defense
    Passive
    Activating Supercharged Cell increases your defense chance by 15% and grants immunity to interrupts for <<1[%d seconds/%d second/%d seconds]>>. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Suppression Protocols
    Passive
    Stealth Scan grants Suppression Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppression Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.

    Patch Notes and Known Issues

    This is a list of issues we have identified in the current PTS build, as well as changes between patches. It is mainly for internal use, feel free to ignore it.

    Known issues

    • General
      • Various ability icons are still placeholders.
      • Various German and French translations are still missing.
      • Set bonuses are still missing on level 70 gear.
      • Heroic Moment legacy abilities were left unchanged even though some of the abilities they were inspired by no longer exist or are now part of an advanced class. This may be working as intended.
    • Sith Juggernaut / Jedi Guardian
      • No issues found.
    • Sith Marauder / Jedi Sentinel
      • No issues found.
    • Sith Assassin / Jedi Shadow
      • The stun from Project was shortened but the stun from Shock is still 3 seconds.
      • Various Jedi Shadow abilities still refer to the Techniques as being active even though they are passive now.
      • There is a typo in Crush Spirit, tto should be to.
    • Sith Sorcerer / Jedi Sage
      • The stun from Project was shortened but the stun from Shock is still 3 seconds.
    • Operative / Scoundrel
      • Advanced Cloaking / Flee the Scene still affects Sneak even though that ability has been removed.
    • Sniper / Gunslinger
      • No issues found.
    • Powertech / Vanguard
      • The tooltip for Ordnance Onslaught shows the kinetic damage twice instead of showing the kinetic and the elemental damage.
      • The Vanguard abilities Plasma Cell, High Energy Cell and Ion Cell don't yet mention that Plasma Cell is being replaced.
      • The 45 second impair from Firestorm/Ion Storm may currently be bugged, not sure though.
      • The tooltip for Ion Storm from Vanguard tanks still mentions a duration even though it is now an instant, it mentions 28 energy cells and it still mentions Pulse Cannon even though that was replaced by Ion Squall.
      • The Vanguard tank passives Static Field and Ion Overload still mention they only activate when Ion Cell is activate even though the cell is now always active.
      • Pulse Generator still makes the next Ion Squall immune to interrupts while this was taken out from the Powertech ability.
      • Fire Pulse was renamed to Plasma Flare but is still referenced as Fire Pulse by Plasma Barrage, Plasmatic Assault, Pulse Generator and Sweltering Sear.
      • Prototype Particle Accelerator still mentions the stance even though it is passive now.
      • In its tooltip, the Vanguard utility Battering Ram is called Battering Blitz, this is a relic from when this utility was still called Battering Blitz.
      • The Vanguard version of the Adaptable Assailant utility is still missing.
    • Mercenary / Commando
      • Curtain of Fire still finishes the cooldown on Full Auto even though this was removed from the Mercenary equivalent.
      • Only the Mercenary utility Suit FOE was updated; the Commando utility Suit FOE was left unchanged.

    5.0 PTS build #6 (October 11th, 2016)

    • Sith Juggernaut / Jedi Guardian
      • Censuring Slice: icon changed from republic to abl_jk_gu_censuring_slice
    • Sith Marauder / Jedi Sentinel
      • Gore: now an instant, no longer a 1.5s cast
    • Sith Assassin / Jedi Shadow
      • Lightning Charge/Force Technique: now granted at level 2 instead of 10
      • Reaper's Rush utility: killed within 6 seconds → killed within 10 seconds
    • Sith Sorcerer / Jedi Sage
      • The offhand focus can now be equipped at level 1, down from 10.
      • Transmission/Force Reach passive: no longer affects Force Lightning/Telekinetic Throw and Crushing Darkness/Mind Crush
      • Concentration passive: icon changed from cc_aggressive to abl_jc_sa_concentration; Telekinetics Bolt → Telekinetic Burst
      • Magnifying Vibrations: icon changed from republic to abl_jc_sa_magnifying_vibrations
      • Resonant Pulse: icon changed from republic to abl_jc_sa_resonant_pulse
      • Forbidding Fervor: icon changed from empire to abl_si_so_forbidding_fervor
      • Resonating Restitution: icon changed from republic to abl_jc_sa_resonating_restitution
      • Lightning Barrier: icon changed from empire to cloakofpain
      • Telekinetic Defense: icon changed from empire to unleash
      • Hastening Rejuvenation: icon changed from republic to abl_jc_sa_hastening_rejuvenation
      • Unfettered Spirit: icon changed from republic to abl_jc_sa_unfettered_spirit
      • Sapping Strike: icon changed from republic to abl_jc_sa_sapping_strike
    • Operative / Scoundrel
      • Countermeasures: icon changed from subterfuge to abl_ag_sn_countermeasures
      • Erosive Efficacy/Cut to the Quick: Crit chance now at 25%, down from 30%. Crit damage now at 15%, down from 30%
      • Curative Counteragent: 1% heal per second duration increased from 5 to 10 seconds. Also, Kolto Infusion now heals instantly, but no longer heals the target over time.
    • Sniper / Gunslinger
      • Maim: icon changed from hamstring to abl_ag_sn_maim
      • Below the Belt: flavor text changed: "Fire from both blasters with crippling accuracy" → "Aim your sights low"
      • Countermeasures: icon changed from subterfuge to abl_ag_sn_countermeasures
      • Sniper Volley: icon changed from lockandload to abl_ag_sn_snipervolley
      • Finish the Job: icon changed from republic to abl_ag_sn_finish_the_job
      • Cull: icon changed from cull to abl_ag_sn_cull
      • Wracking Erosion: icon changed from republic to abl_ag_sn_wracking_erosion
      • EMP Discharge: icon changed from detonateprobe to abl_ag_sn_empdischarge
      • Conductive Conduit: icon changed from republic to abl_ag_sn_conductive_conduit
      • Executioner: icon changed from republic to abl_ag_sn_executioner
      • Fortuitous Bedlam: icon changed from republic to abl_ag_sn_fortuitous_bedlam
      • Counteroffensive Safeguards: icon changed from republic to abl_ag_sn_counteroffensive_safeguards
      • Reinforcing Retreat: icon changed from republic to abl_ag_sn_smoke_and_siege
    • Powertech / Vanguard
      • Ordnance Onslaught/Artillery Blitz: icon changed from republic → abl_bh_pt_ordnance_onslaught, 3s channel → 3s cast
      • Searing Wave: icon changed from bountyhunter to abl_bh_pt_searing_wave
      • Shatter Slug: icon changed from republic to abl_bh_pt_shatter_slug
      • Consuming Conflagration: icon changed from abl_jk_gu_burning_storm to abl_bh_pt_firestorm
      • Plasma Cell: removed "Only one cell can be active at a time."
      • High Energy Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
      • Ion Cell: Only one cell can be active at a time. &rarr, Replaces Plasma Cell.
      • Firestorm: Range removed. icon changed from abl_bh_pt_firestorm to abl_bh_pt_consuming_conflagration
      • Mutilating Shards: icon changed from republic to abl_bh_pt_mutilating_shards
      • Override Pressure Limiters: icon changed from republic to abl_bh_pt_override_pressure_limiters
      • Reel and Rattle: icon changed from republic to abl_bh_pt_reel_and_rattle
      • Battering Ram: icon changed from republic to abl_bh_pt_battering_ram
    • Mercenary / Commando
      • Missile Blast/Explosive Round: range 30m → 10m because there still is a passive that increases the range back to 30m
      • Smoke Screen: Old effect reinstated in addition to the new 5.0 effect
      • Plasma Cell: removed "Only one cell can be active at a time."
      • Armor-piercing Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
      • Combat Support Cell: Only one cell can be active at a time. → Replaces Plasma Cell.
      • Upgraded Arsenal/Special Munitions passive: the effects of the cylinders are now on Discipline-specific passives and no longer on this passive
      • Terminal Velocity/Cell Charger: new effect In addition, the heat generated by Rail Shot is reduced by 10.
      • Powered Insulators/Treated Wound Dressings: new effect Increases damage reduction by 5% and tech critical chance by 3%.
      • Power Barrels/Hyper Barrel: new effect: In addition, increases ranged critical chance by 5%.
      • Hyper Barrels renamed to Hyper Barrel
      • Anticipatory Ignition: icon changed from republic to abl_bh_me_anticipatory_ignition
      • Kolto Surge: icon changed from abl_bh_me_kolto_boosters to abl_bh_me_kolto_surge
      • Trauma Regulators: icon changed from republic to abl_bh_me_trauma_regulators
      • Conflict Response Protocols: icon changed from republic to abl_bh_me_conflict_response_protocols
      • Tag and Bag: icon changed from republic to abl_bh_me_tag_and_bag

    5.0 PTS build #5 (September 23th, 2016)

    Only cosmetic changes.

    • [Operative] Carbine Burst: Icon changed from desperatecommand to abl_ag_op_carbine_burst
    • [Operative] Infiltrate: Icon changed from souterrimpirate to abl_ag_op_infiltrate
    • [Operative] Curative Swell: Icon changed from republic to abl_ag_op_curative_swell
    • [Operative] Corrosive Assault: Icon changed from cull to abl_ag_op_corrosive_assault
    • [Operative] Toxic Blast: Icon changed from defensivecommand to abl_ag_op_toxic_blast
    • [Operative] Erosive Efficacy: Icon changed from republic to abl_ag_op_mordant_susceptibility
    • [Operative] Mutilating Methods: Icon changed from republic to abl_ag_op_mutilating_methods
    • [Operative] Eye for an Eye utility: Icon changed from republic to abl_ag_op_eye_for_an_eye
    • [Operative] Mobile Assailer utility: Icon changed from republic to abl_ag_op_mobile_assailer

    5.0 PTS build #4 (September 22th, 2016)

    • Sith Juggernaut / Jedi Guardian
      • War Bringer/Ardent Advocate utility: now affects Hew/Censuring Slice in addition to Vicious Throw/Dispatch (previously only Vicious Throw/Dispatch)
      • [Guardian only] Unyielding Justice: the effect is now on Force Push and no longer on Blade Storm; it now matches with the Marauder equivalent (Extending Ire)
      • Savagery/Force Rush: cosmetic change (Vicious Throw/Dispatch → Hew/Censuring Slice)
      • Destroyer/Keening: cosmetic change (Vicious Throw/Dispatch → Hew/Censuring Slice)
      • [Juggernaut only] Hew: icon changed from abl_swjk_jugu_whiplash to empire
    • Sith Marauder / Jedi Sentinel
      • [Juggernaut only] Gore is now a 1.5 second cast, no longer an instant (Juggernaut equivalent Lance is still an instant)
    • Sith Assassin / Jedi Shadow
      • [Assassin only] Discharge Darkness was removed; assassins get to keep their current Depredating Volts ability.
    • Sith Sorcerer / Jedi Sage
      • Enfeebling Lash/Sapping Strike utility: cooldown increased to 15 seconds (up from 6 seconds)
    • Operative / Scoundrel
      • New level 38 ability: Toxic Haze/Bushwhack (PBAoE attack and stun in PvE content)
      • Tactical Medicine/Bedside Manner passive (Medic/Sawbones): Now turns Toxic Haze/Bushwhack from a PBAoE to a GTAoE with a 30 meter range, in addition to the previous +3% healing proc.
      • The raid buff Tactical Superiority/Stack the Deck is now granted at level 66 (up from 56). Other classes still get their raid buff at level 56.
      • Scoundrel utilities have been converted into the new 4-tier layout. Operative utilities still follow the old 3-tier layout.
        • [Scoundrel only] Slippery Shooter moved from Tier 1 to 4
        • [Scoundrel only] Curbing Strategies moved from Tier 1 to 2
        • [Scoundrel only] Back At Ya moved from Tier 2 to 4
        • [Scoundrel only] Surprise Comeback moved from Tier 3 to Tier 4
        • [Scoundrel only] Hotwired Defenses moved from Tier 3 to Tier 4
        • [Scoundrel only] Sleight of Foot moved from Tier 3 to Tier 4
      • [Scoundrel only] New utility Salubrious Surrender (their equivalent of the Agent's Curative Counteragent utility that was already added in a previous patch)
      • [Scoundrel only] Sedatives removed (Agent utility was already removed in a previous patch)
      • Curbing Strategies: cosmetic change (Additionally, after In addition, when Flash Bang/Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy is reduced by 20% for 8 seconds.)
      • [Agent only] Eye for an Eye: cosmetic change (Evasion grants a charge of Eye for an Eye)
    • Sniper / Gunslinger
      • Fortuitous Bedlam/Fruitful Rumpus utility: Now procs for every target except the first, instead of for every two targets (Diversion grants 1 stack For every target affected beyond the first, Diversion grants a charge of Fortuitous Bedlam/Fruitful Rumpus for every two targets initially affected, increasing armor penetration by 15% per stack, lasting for charge. This effect lasts 8 seconds.)
      • Counteroffensive Safeguards/Wily Resilience utility: now mentions its duration (When Ballistic Shield/Scrambling Field is activated you gain a charge of Counteroffensive Safeguards/Wily Resilience for up to 4 enemies each enemy inside your Ballistic Shield/Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield/Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked around.)
      • [Sniper only] Maim: cosmetic change (Hurls a vibroknife at the target with debilitating precision, dealing X energy damage and stunning it the target for 4 seconds.)
      • [Gunslinger only] Below the Belt cosmetic change (Blasts the target for Fire from both blasters with crippling accuracy, dealing dealing X energy damage and stunning it the target for 4 seconds.)
      • Lumbering Impact utility: cosmetic change (In addition, after when Flash Bang/Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.)
      • Hold Your Ground utility: cosmetic change (In addition, when you exiting cover,)
      • Executioner/Guile and Guns utility: cosmetic change (dealing → deal), also fixed a copy & paste error in the Gunslinger utility (Executioner → Guile and Guns)
    • Powertech / Vanguard
      • [Powertech only] Shatter Slug: cosmetic change (Fires a high impact slug from your wrist launcher, that instantly exploding explodes on contact with the target, spraying the area with shrapnel shards that deal dealing X kinetic damage to up to 8 enemies in an 8m area within 8 meters of the initial target.)
      • [Vanguard only] Flak Shell: cosmetic change (Fires a high velocity impact shell, that instantly exploding explodes on contact with the target, spraying the area with searing bits of slag that deal dealing X kinetic damage to up to 8 enemies in an 8m area within 8 meters of the initial target.)
    • Mercenary / Commando

    5.0 PTS build #3 (September 9th, 2016)

    No changes.

    5.0 PTS build #2 (September 7th, 2016)

    • The fourth utility tier was renamed from TIER 4 to LEGENDARY.
    • Assassins have lost Force Lightning, Crushing Darkness and Phase Walk. Sorcerers have lost Thrash.
    • New abilities and passives have been added to the Inquisitor/Consular disciplines.
    • Blackout was removed from Assassins/Shadows.
    • Phantom Stride and Shadow Stride had their icons swapped.
    • Hatred's passives Raze and Bloodletting were updated.
    • Darkness's passives Energize, Harnessed Darkness, Lightning Reflexes and Premonition were updated.
    • Various utility changes to Assassins/Shadows and Sorcerers/Sages.
    • Sniper/Gunslinger utilities have been sorted under the correct tier.
    • Sentinel utilities were replaced and reordered: Inspired Focus (Talent), Displacement, Just Pursuit and Unwavering Resolve were removed and Inspired Focus (Ability), Intrepid Fencer, Opportune Approach and Intercessor were added.
    • Marauder utilities were reordered.
    • The stealth level on Scouting and Shifty-eyed was increased.
    • Electrify/Bombardment and Torment/Psychokinesis no longer mention an active stance.
    • Cut Loose was reworded.
    • Hold Your Ground received the bonus from Cover Screen, which was already removed in #1.
    • The icon on Vigilance's Censuring Slice was changed to a placeholder, and the animation was updated.
    • The Marauder utility Callous Aggressor had its description slightly edited but no functional changes.

    5.0 PTS build #1 (August 31st, 2016)

    First build for the 5.0 PTS.