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  • Monday, 11. December 2017 06:21

5.0 Mercenary/Commando

Valour0 Comments

Mercenary  / Commando 

  • 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
  • Rocket Punch REMOVED
     
    Rocket Punch
    Engages the jetpack, allowing you to strike the target with a heavy punch that deals <<1>> kinetic damage.
  • Flame Thrower REMOVED
     
    Flame Thrower
    Torches everything in a 10-meter cone with a flamethrower, dealing <<1>> elemental damage to up to 8 targets and generating 28 heat over the duration.
  • Stockstrike REMOVED
     
    Stockstrike
    Strikes the target with the butt of the rifle, dealing <<1>> kinetic damage.
  • Pulse Cannon REMOVED
     
    Pulse Cannon
    Sprays waves of ionizing energy at targets in a 10-meter cone, dealing <<1>> elemental damage to up to 8 targets and depleting 28 energy cells over the duration.
Changed abilities
  • Kolto Overload UPDATED
     
    Kolto Overload
    Activating this ability applies a Health Monitor that lasts up to 60 seconds, which triggers a Kolto Overload when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Kolto Overload triggers immediately. Once triggered, Kolto Overload goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
  • Adrenaline Rush UPDATED
     
    Adrenaline Rush
    Activating this ability makes you Fired Up for up to 60 seconds, which triggers an Adrenaline Rush when your health is reduced to 40% 35% or less. If your health is already 40% 35% or less, Adrenaline Rush triggers immediately. Once triggered, Adrenaline Rush goes on cooldown for 3 minutes and rapidly heals you up to 40% 35% of your max health for 8 seconds but will not exceed 40% 35% of your max health.
Stance now part of Discipline
  • Combustible Gas Cylinder DEFAULT
     
    Combustible Gas Cylinder
    Activation: 1.5s Passive
    Loads your blaster with combustible gas, giving all of your blaster attacks a 25% chance to deal <<1>> additional elemental damage over <<2>> seconds. This effect cannot occur more than once per second. Only one cylinder can be active at a time.
  • High Velocity Gas Cylinder
    ONLY AS ARSENAL
     
    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%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Combat Support Cylinder
    ONLY AS BODYGUARD
     
    Combat Support Cylinder
    Passive
    Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%. Only one cylinder can be active at a time. Replaces Combustible Gas Cylinder.
  • Plasma Cell DEFAULT
     
    Plasma Cell
    Activation: 1.5s 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>> seconds. This effect cannot occur more than once per second. Only one cell can be active at a time.
  • Armor-piercing Cell
    ONLY AS GUNNERY
     
    Armor-piercing Cell
    Activation: 1.5s Passive
    Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by 35% and alacrity is increased by 3%. Only one cell can be active at a time.
  • Combat Support Cell
    ONLY AS COMBAT MEDIC
     
    Combat Support Cell
    Activation: 1.5s Passive
    Loads your cannon with a combat support cell. While active, all healing and damage done is increased by 3%. Only one cell can be active at a time.
Cosmetic changes:
  • Supercharge UPDATED
     
    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 60 seconds. Requires an active cell.
  • Supercharged Gas UPDATED
     
    Supercharged Gas
    Requires and converts 10 stacks of Supercharge to vent 10 heat and empower your active passive cylinder:
    Combat Support Cylinder: Increases healing done by 5% for 8 seconds. While active, Healing Scan has no cooldown and generates 5 less heat.
    Combustible Gas Cylinder: Increases periodic damage dealt by 10% for 8 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 8 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.
  • Upgraded Arsenal UPDATED
     
    Upgraded Arsenal
    Passive
    Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%, and increases the effects of your cylinders while they are active:
    Combat Support Cylinder: Increases tech critical chance by 3%.
    Combustible Gas Cylinder: Increases ranged critical chance by 5%.
    High Velocity Gas Cylinder: Reduces the heat generated by Rail Shot by 10.
Cosmetic changes:
  • Supercharge UPDATED
     
    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 60 seconds. Requires an active cell.
  • Supercharged Cell UPDATED
     
    Supercharged Cell
    Requires and converts 10 stacks of Supercharge to recharge 10 energy cells and empower your active passive cell:
    Combat Support Cell: Increases healing done by 5% for 8 seconds. While active, Advanced Medical Probe has no cooldown and cost 5 fewer energy cells.
    Plasma Cell: Increases periodic damage dealt by 10% for 8 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 8 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.
  • Special Munitions UPDATED
     
    Special Munitions
    Passive
    Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%, and increases the effect of your cells while they are active:
    Combat Support Cell: Increases tech critical chance by 3%.
    Plasma Cell: Increases ranged critical chance by 5%.
    Armor-piercing Cell: Reduces the energy cells depleted by High Impact Bolt by 10.

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
  • Anticipatory Ignition NEW
     
    Anticipatory Ignition
    Granted at level 68
    Passive
    Mag Shot and Power Shot cause targets with a primed Thermal Detonator to combust early, dealing an additional <<1>> damage as burn over 6 seconds.
Cosmetic changes:
  • Superheated Shot UPDATED
     
    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, if it is active. In addition, if Rail Shot or Mag Shot is used against a burning target, you vent 5 heat.
  • Innovative Particle Accelerator UPDATED
     
    Innovative Particle Accelerator
    Passive
    While Combustible Gas Cylinder is active, 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.
Assault Specialist
  • Pre-Emptive Strike NEW
     
    Pre-Emptive Strike
    Granted at level 68
    Passive
    Mag Bolt and Charged Bolts cause targets with a primed Assault Plastique to combust early, dealing an additional <<1>> damage as burn over 6 seconds.
Cosmetic changes:
  • Scorching Bolts UPDATED
     
    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, if it is active. In addition, if High Impact Bolt or Mag Bolt is used against a burning target, you regenerate 5 energy cells.
  • Ionic Accelerator UPDATED
     
    Ionic Accelerator
    Passive
    While Plasma Cell is active, 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.
Arsenal
  • Barrage UPDATED
     
    Barrage
    Passive
    Tracer Missile and Sweeping Blasters finish the cooldown on Unload and Blazing Bolts and increases the damage dealt by the next Unload or Blazing Bolts by 10%. This effect cannot occur more than once every 8 seconds.
Cosmetic changes:
  • Terminal Velocity UPDATED
     
    Terminal Velocity
    Passive
    While High Velocity Gas Cylinder is active, You passively vent an extra 2 heat every 1.5 seconds.
  • Burst Mode UPDATED
     
    Burst Mode
    Passive
    While High Velocity Gas Cylinder is active, the Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.
Gunnery
  • Curtain of Fire UNCHANGED
     
    Curtain of Fire
    Passive
    Grav Round and Hail of Bolts finish the cooldown on Full Auto and Boltstorm and increases the damage dealt by the next Full Auto or Boltstorm by 10%. This effect cannot occur more than once every 8 seconds.
Cosmetic changes:
  • Cell Charger UPDATED
     
    Cell Charger
    Passive
    While Armor Piercing Cell is active, You passively regenerate 2 energy cells every 1.5 seconds.
  • Burst Mode UPDATED
     
    Burst Mode
    Passive
    While Armor Piercing Cell is active, the Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks.
Bodyguard
Cosmetic changes:
  • Empowered Scans UPDATED
     
    Empowered Scans
    Granted at level 32 60
    Passive
    Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Rapid Scan generates an extra stack of Supercharge when activated, and Progressive Scan channels 20% faster.
  • Warden UPDATED
     
    Warden
    Granted at level 56 36
    Passive
    Rapid Scan generates an extra stack of Supercharge when activated and also increases the critical healing bonus of all heals by 15%.
  • Powered Insulators UPDATED
     
    Powered Insulators
    Granted at level 20 24
    Passive
    Increases damage reduction by 5% while Combat Support Cylinder is active.
Combat Medic
Cosmetic changes:
  • Field Medicine UPDATED
     
    Field Medicine
    Granted at level 32 60
    Passive
    Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Medical Probe generates an extra stack of Supercharge when activated, and Successive Treatment channels 20% faster.
  • Potent Medicine UPDATED
     
    Potent Medicine
    Granted at level 56 36
    Passive
    Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%.
  • Treated Wound Dressings UPDATED
     
    Treated Wound Dressings
    Granted at level 20 24
    Passive
    Reduces all damage taken by 5% while Combat Support Cell is active.

Utility changes

New utilities
  • Kolto Surge NEW
     
    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.
  • Tag and Bag NEW
     
    Tag and Bag
    Passive
    Hindering a target with Electro Nets grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Kolto Overload by 5 seconds.
  • Trauma Regulators NEW
     
    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.
  • Conflict Response Protocols NEW
     
    Conflict Response Protocols
    Passive
    Stealth Scan grants Conflict Response 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 Conflict Response Protocols. Conflict Response Protocols stacks up to 5 times and lasts for 10 seconds.
  • Adrenal Surge NEW
     
    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.
  • One Man Army NEW
     
    One Man Army
    Passive
    Hindering a target with Electro Nets grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, converting 10 stacks of Supercharge reduces the cooldown of Adrenaline Rush by 5 seconds.
  • Trauma Stabilizers NEW
     
    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.
  • Suppressing Hostiles NEW
     
    Suppressing Hostiles
    Passive
    Stealth Scan grants Suppressing Hostiles, 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 Suppressing Hostiles. Suppressing Hostiles stacks up to 5 times and lasts for 10 seconds.
Merged utilities
  • Power Shield UPDATED
     
    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.
  • Protective Field REMOVED
     
    Protective Field
    Passive
    Increases all healing received by 20% while Energy Shield is active.
  • Combat Shield UPDATED
     
    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.
  • Med Zone REMOVED
     
    Med Zone
    Passive
    Increases all healing received by 20% while Reactive Shield is active.
  • Supercharged Defense UPDATED
     
    Supercharged Defense
    Passive
    Activating Supercharged Gas increases your defense chance by 15% and grants immunity to interrupts for 8 seconds. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Custom Enviro Suit REMOVED
     
    Custom Enviro Suit
    Passive
    Increases Endurance by 3% and all healing received by 3%.
  • Supercharged Defense UPDATED
     
    Supercharged Defense
    Passive
    Activating Supercharged Cell increases your defense chance by 15% and grants immunity to interrupts for 8 seconds. In addition, your Endurance is increased by 3% and all healing received is increased by 3%.
  • Heavy Trooper REMOVED
     
    Heavy Trooper
    Passive
    Increases Endurance by 3% and all healing received by 3%.
  • Jet Rebounder UPDATED
     
    Jet Rebounder
    Passive
    Increases the damage dealt by Jet Boost by 30% and heals you and up to 7 other allies within range for <<2>>. 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.
  • Kolto Jets REMOVED
     
    Kolto Jets
    Passive
    Jet Boost heals you and up to 7 other allies within range for <<2>>.
  • Reflexive Battery UPDATED
     
    Reflexive Battery
    Passive
    Increases the damage dealt by Concussion Charge by 30% and heals you and up to 7 other allies within range for <<2>>. 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.
  • Kolto Wave REMOVED
     
    Kolto Wave
    Passive
    Concussion Charge heals you and up to 7 other allies within range for <<2>>.
  • Suit FOE
    Threat Sensors
    RENAMED
     
    Suit FOE 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, a Foreign Object Excisor reduces all periodic damage taken is reduced by 30% for 12 seconds.
  • Infrared Sensors REMOVED
     
    Infrared Sensors
    Passive
    Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
  • Suit FOE NOT YET CHANGED
     
    Suit FOE
    Passive
    When you activate Field Aid on yourself, a Foreign Object Excisor reduces all periodic damage taken by 30% for 12 seconds.
  • Nightvision Scope REMOVED
     
    Nightvision Scope
    Passive
    Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
Updated utilities
  • Smoke Screen UPDATED
     
    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 pushback for the next 4 seconds. Taking melee or Tech damage within 4 seconds of previously using Rocket Out, refreshes its cooldown. This effect cannot occur more than once every 40 seconds.
  • Gyroscopic Alignment Jets UPDATED
     
    Gyroscopic Alignment Jets
    Passive
    You vent 10 20 heat when stunned, immobilized, knocked down or otherwise incapacitated. Additionally, when incapacitated, your next Tech ability deals 10% damage or healing.
  • Jet Escape UPDATED
     
    Jet Escape
    Passive
    Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.
  • Adhesive Supplements UPDATED
     
    Adhesive Supplements
    Passive
    Power Shot and Tracer Missile reduce the movement speed of targets they damage by 40% for 6 9 seconds. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
  • Smoke Screen UPDATED
     
    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 pushback for the next 4 seconds. Taking melee or Tech damage within 4 seconds of previously using Propulsion Round, refreshes its cooldown. This effect cannot occur more than once every 40 seconds.
  • Parallactic Combat Stims UPDATED
     
    Parallactic Combat Stims
    Passive
    You recharge 10 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.
  • Tenacious Defense UPDATED
     
    Tenacious Defense
    Passive
    Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.
  • Sticky Mods UPDATED
     
    Sticky Mods
    Passive
    Charged Bolts and Grav Round reduce the movement speed of targets they damage by 40% for 6 9 seconds. In addition, the slowing effect applied by Kolto Residue lasts an additional 3 seconds.
Cosmetic changes:
  • Afterburners UPDATED
     
    Afterburners
    Passive
    Rocket Punch Missile Blast immobilizes the target for 4 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.
Cosmetic changes:

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