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  • Thursday, 20. September 2018 04:59
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5.0 Sith Assassin/Jedi Shadow

Valour0 Comments

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
  • Force Lightning REMOVED
     
    Force Lightning
    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.
  • Crushing Darkness REMOVED
     
    Crushing Darkness
    Summons a dark cloud of energy to crush the target, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.
  • Phase Walk REMOVED
     
    Phase Walk
    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 45 seconds when used to return to the marked location. Does not break stealth.
  • Telekinetic Throw REMOVED
     
    Telekinetic Throw
    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.
  • Mind Crush REMOVED
     
    Mind Crush
    Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over 6 seconds.
  • Phase Walk REMOVED
     
    Phase Walk
    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 45 seconds when used to return to the marked location. Does not break stealth.
Updated abilities
  • Shock UPDATED
     
    Shock
    Shocks the target for <<1>> energy damage. Standard and weak targets are additionally stunned for 3 seconds.

    Damage was nerfed by 4.1%.
  • Electrocute UPDATED
     
    Electrocute
    Electrocutes the target, dealing <<1>> energy damage and stunning it for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Project UPDATED
     
    Project
    Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for 3 0.5 seconds.

    Damage was nerfed by 4.1%.
  • Force Stun UPDATED
     
    Force Stun
    Deals <<1>> kinetic damage and stuns the target for 4 seconds.

    Damage was nerfed by 2.2%.
  • Force Slow UPDATED
     
    Force Slow
    Deals <<1>> kinetic damage and slows the target's movement speed by 50% for 6 seconds.

    Damage was nerfed by 4.7%.
  • Stealth UPDATED
     
    Stealth
    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.
  • Blackout REMOVED
     
    Blackout
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
  • Stealth UPDATED
     
    Stealth
    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.
  • Blackout REMOVED
     
    Blackout
    Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
Cosmetic changes:
  • Recklessness UPDATED
     
    Recklessness
    Grants 2 charges of Recklessness, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Force Lightning and Depredating Volts to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
  • Phantom Stride NEW ICON
     
    Phantom Stride
    Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
Cosmetic changes:
  • Force Potency UPDATED
     
    Force Potency
    Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw and Cascading Debris to 30 meters. Each time a direct Force ability critically hits or each time a channeled Force ability is activated, 1 charge is consumed. Lasts 20 seconds.
  • Phantom Stride NEW ICON
     
    Phantom Stride
    Use the Force to move through time and space, appearing at your enemy target and increasing your movement speed by 75% for 3 seconds. Does not break stealth. Cannot be used against targets in cover. Requires a double-bladed lightsaber or electrostaff.
Stance now part of Discipline
  • Lightning Charge DEFAULT
     
    Lightning Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with lightning Lightning pulses through your double-bladed lightsaber, giving your melee attacks a 50% chance to deal <<1>> energy damage. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
  • Surging Charge
    ONLY AS DECEPTION
     
    Surging Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with raw surging Force, 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. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

    Replaces Lightning Charge.
  • Dark Charge
    ONLY AS DARKNESS
     
    Dark Charge
    Activation: 1.5s Passive
    Consumes all of your available Force to charge your lightsaber with dark energy 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%, and accuracy by 10%, and reduces all damage dealt by 10% while active. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth. Replaces Lightning Charge.
  • Force Technique DEFAULT
     
    Force Technique
    Activation: 1.5s Passive
    Consumes all your Force to assume Utilize a Force technique, giving your melee attacks a 50% chance to deal <<1>> energy damage. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.
  • Shadow Technique
    ONLY AS INFILTRATION
     
    Shadow Technique
    Activation: 1.5s Passive
    Assumes Utilize a shadow technique using all your available Force, 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. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth.

    Replaces Force Technique.
  • Combat Technique
    ONLY AS KINETIC COMBAT
     
    Combat Technique
    Activation: 1.5s Passive
    Consumes all of your available Force to assume 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. Requires a double-bladed lightsaber or electrostaff. Does not break Stealth. Replaces Force Technique.
  • Guard UPDATED
     
    Guard
    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. Requires Dark Charge.
  • Assassin's Training UPDATED
     
    Assassin's Training
    Passive
    Increases your total Endurance by 3% and the base damage dealt by Shock by 17%. In addition, Saber Strike restores 1 Force each time it damages an enemy.
  • Guard UPDATED
     
    Guard
    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. Requires Combat Technique.
  • Shadow's Training UPDATED
     
    Shadow's Training
    Passive
    Increases your total Endurance by 3% and the base damage dealt by Project by 17%. In addition, Saber Strike restores 1 Force each time it damages an enemy.

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. Because of the loss of Force Lightning/Telekinetic Throw, Depredating Volts is replaced by a new ability; the ability details are not yet included in the files.
Hatred
  • Sinister Succor NEW
     
    Sinister Succor
    Granted at level 68
    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.
  • Raze UPDATED
     
    Raze
    Passive
    Melee attacks that strike a target affected by your Lightning Charge's Discharge effect grant Raze, finish finishing the cooldown on Crushing Darkness and Demolish and make making your next Crushing Darkness or Demolish activate instantly and consume no Force. Additionally, activating Phantom Stride grants Raze, but Raze This effect cannot occur more than once every 9 seconds.
  • Bloodletting UPDATED
     
    Bloodletting
    Passive
    Your damaging periodic effects have a 30% chance and activating Phantom Stride has a 100% 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 15 seconds.
  • Creeping Terror UPDATED
     
    Creeping Terror
    Paralyzes the target in fear, dealing <<2>> internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Demolish UPDATED
     
    Demolish
    Crushes the target with devastating force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Crushing Darkness.

    Damage was nerfed by 4.9%.
  • Death Field UPDATED
     
    Death Field
    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.

    Damage was nerfed by 6.0%.
Serenity
  • Propitious Poise NEW
     
    Propitious Poise
    Granted at level 68
    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.
  • Force Strike UPDATED
     
    Force Strike
    Passive
    Melee attacks that strike a target affected by your Force Technique's Force Breach effect grant Force Strike, finish finishing the cooldown on Mind Crush and Vanquish and make making your next Mind Crush or Vanquish activate instantly and consume no Force. Additionally, activating Shadow Stride grants Force Strike, but Force Strike This effect cannot occur more than once every 9 seconds.
  • Crush Spirit UPDATED
     
    Crush Spirit
    Passive
    Your damaging periodic effects have a 30% chance and activating Shadow Stride has a 100% 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 15 seconds.
  • Sever Force UPDATED
     
    Sever Force
    Weakens the target, dealing <<2>> internal damage over 18 seconds and immobilizing it for 2 seconds. The immobilizing effect cannot occur more than once every 9 seconds.

    Damage was nerfed by 2.9%.
  • Vanquish UPDATED
     
    Vanquish
    Vanquishes the target with mighty force, dealing <<1>> kinetic damage initially, plus an additional <<2>> kinetic damage over 6 seconds. The target also becomes Vulnerable for 45 seconds, increasing the damage taken from Force attacks by 5%. Replaces Mind Crush.

    Damage was nerfed by 4.9%.
  • Force in Balance UPDATED
     
    Force in Balance
    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.

    Damage was nerfed by 6.0%.
Cosmetic changes: Cosmetic changes:
  • Mind Quell UPDATED
     
    Mind Quell
    Passive
    Increases the damage dealt by Mind Crush and Vanquish by 15%.
Deception
  • Reaping Strike NEW
     
    Reaping Strike
    Granted at level 10
    Instant
    Range: 4m
    Force: 15
    Cooldown: 18s
    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.
  • Dark Embrace UPDATED
     
    Dark Embrace
    Passive
    While in stealth mode and for 6 15 seconds after leaving stealth mode, Force regeneration is increased by 50% 25%.
  • Darkswell UPDATED
     
    Darkswell
    Passive
    Exiting stealth mode now finishes the cooldown of Blackout, and Blackout can now be used out of stealth mode, Maul granting grants 6 seconds of Dark Embrace and restoring restores 15 Force. While Dark Embrace is active, all damage taken is reduced by 25% 15%.
Infiltration
  • Vaulting Slash NEW
     
    Vaulting Slash
    Granted at level 10
    Instant
    Range: 4m
    Force: 15
    Cooldown: 18s
    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.
  • Shadow's Respite UPDATED
     
    Shadow's Respite
    Passive
    While in stealth mode and for 6 15 seconds after leaving stealth mode, Force regeneration is increased by 50% 25%.
  • Masked Assault UPDATED
     
    Masked Assault
    Passive
    Exiting stealth mode now finishes the cooldown of Blackout, and Blackout can now be used out of stealth mode, Maul granting grants 6 seconds of Shadow's Respite and restoring restores 15 Force. While Shadow's Respite is active, all damage taken is reduced by 25% 15%.
Cosmetic changes:
  • Electric Ambush UPDATED
     
    Electric Ambush
    Passive
    While Surging Charge is active, 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%.
  • Induction UPDATED
     
    Induction
    Passive
    Thrash, Lacerate, Voltaic Slash, Maul, and Assassinate grant Induction while Surging Charge is active, reducing the Force cost of your next Shock or Ball Lightning by 25%. Stacks up to 2 times.
  • Saber Conduit UPDATED
     
    Saber Conduit
    Passive
    Your Surging Charge restores 9 Force over 9 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 while Surging Charge is active, Discharge causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.
  • Amped Voltage UPDATED
     
    Amped Voltage
    Passive
    Increases the damage dealt by Surging Charge's Discharge by 5%. Additionally, activating Phantom Stride while Surging Charge is active builds 3 Static Charges.
Cosmetic changes:
  • Potent Shadows UPDATED
     
    Potent Shadows
    Passive
    While Shadow Technique is active, 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%.
  • Circling Shadows UPDATED
     
    Circling Shadows
    Passive
    Double Strike, Whirling Blow, Clairvoyant Strike, Shadow Strike, and Spinning Strike grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project or Psychokinetic Blast by 25%. Stacks up to 2 times.
  • Profundity UPDATED
     
    Profundity
    Passive
    Your Shadow Technique restores 9 Force over 9 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 while Shadow Technique is active, Force Breach causes its target to become vulnerable for 45 seconds. Vulnerable targets take 5% more damage from Force attacks.
  • Fracturing Force UPDATED
     
    Fracturing Force
    Passive
    Increases the damage dealt by Shadow Technique's Force Breach by 5%. Additionally, activating Shadow Stride while Shadow Technique is active builds 3 Breaching Shadows.
Darkness
  • Depredating Volts
    Discharge Darkness
    REPLACED
     
    Depredating Volts Discharge Darkness
    3s channel Instant
    Cooldown: 6s
    Force: 20
    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.
  • Mounting Darkness UPDATED
     
    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, Increases the damage dealt by Dark Charge's Discharge and Wither is increased by 30%.
  • Premonition UPDATED
     
    Premonition
    Passive
    Increases your stealth detection level by 2 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by 25% for the duration.
Kinetic Combat
  • Cascading Debris
    NOT YET UPDATED
     
    Cascading Debris
    3s channel
    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.
  • Force Break
    Pulsating Force
    UPDATED
     
    Force Break 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, Increases the damage dealt by Combat Technique's Force Breach and Slow Time is increased by 30%.
  • Shadowsight UPDATED
     
    Shadowsight
    Passive
    Increases your stealth detection level by 2 5, defense by 2%, and shield absorption by 4%. In addition, when you activate Overcharge Saber while Dark Charge is active, damage reduction is increased by 25% for the duration.
Cosmetic changes:
  • Shroud of Darkness UPDATED
     
    Shroud of Darkness
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spike to be used out of stealth mode. Additionally, while Dark Charge is active, activating Recklessness will grant grants 30% shield absorption for 20 seconds.
  • Harnessed Darkness UPDATED
     
    Harnessed Darkness
    Passive
    Shock and Wither grant Harnessed Darkness, which makes the next Force Lightning or Depredating Volts used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Force Lightning or Depredating Volts by 25%. Stacks up to 3 times. At 3 stacks, each tick of Force Lightning or Depredating Volts grants Dark Protection, which increases damage reduction by 1%. Dark Protection stacks up to 4 times and lasts 12 seconds.
  • Energize UPDATED
     
    Energize
    Passive
    While Dark Charge is active, 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.
  • Lightning Reflexes UPDATED
     
    Lightning Reflexes
    Passive
    Increases your melee and ranged defense by 4%. While Dark Charge is active 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.
Cosmetic changes:
  • Mental Fortitude UPDATED
     
    Mental Fortitude
    Passive
    Increases damage reduction and Endurance by 2% and allows for Spinning Kick to be used out of Stealth mode. Additionally, while Combat Technique is active, activating Force Potency will grant grants 30% shield absorption for 20 seconds.
  • Harnessed Shadows UPDATED
     
    Harnessed Shadows
    Passive
    Project and Slow Time grant Harnessed Shadows, which makes the next Telekinetic Throw or Cascading Debris used uninterruptible and immune to pushback. In addition, each stack increases the damage dealt by your next Telekinetic Throw or Cascading Debris by 25%. Stacks up to 3 times. At 3 stacks, each tick of Telekinetic Throw or Cascading Debris grants Shadow Protection, which increases damage reduction by 1%. Shadow Protection stacks up to 4 times and lasts 12 seconds.
  • Particle Acceleration UPDATED
     
    Particle Acceleration
    Passive
    While Combat Technique is active, 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.
  • Double-bladed Saber Tactics UPDATED
     
    Double-bladed Saber Tactics
    Passive
    Increases your melee and ranged defense by 4%. While Combat Technique is active 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.

Utility changes

We are still analysing the changes from 5.0 patch #2 and will update this section when we are done with that.

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