Post by Pazzolupo on Aug 29, 2010 15:27:05 GMT -5
So Tak was cruising foreign forums, as usual, when he stumbled across some actual information on the abilities for SWTOR Classes! It must be said ahead of time, that this is from a foreign site, so the grammar may be a bit sloppy/off especially when there's no direct translation of some words. Secondly all of this is tentative, so it is likely much of it, if not most, can and will change over the next 6 months. The most important thing to remember is that a lot of abilites are in tetsing and not confirmed to be in the final build. I really just like looking at the list to provide a general idea on how the classes will play. All that being said, I give you...an ability list:
(*Warning: Lots of text approaching on attack vector!*)
Republic:
Jedi Knight
Sword-swing - unconfirmed
Probably the standard attack the Jedi knight. They caused slight damage and replenishes power.
Lightsaber Throw - unconfirmed
By kombininert his physical strength by concentrating on the power, the Jedi Knights to throw his lightsaber in an arc while opponents and off in the distance.
Lightsaber techniques - unconfirmed
The techniques of lightsaber Jedi Knight consist of powerful synergistic combinations that can overwhelm any opponent with one decisive blow destruction. Even during the Jedi completes his movement, he is preparing for the fight against one other opponent.
Force push - unconfirmed
If the Jedi brings body and mind in harmony, he can make enemies with a strong wave of energy and upset. Especially powerful Jedi can use this technique even against large groups of enemies.
Force Leap - unconfirmed
A jump and a strong critical hit allow the Jedi making short work of his target.
Power channel - unconfirmed
This is probably the healing magic of the Jedi knight out of combat. He could make both life again, as well as power.
Jedi Consular
Sword-swing - unconfirmed
Probably the standard attack the Jedi Ambassador. They caused slight damage and replenishes power.
Force Slam - unconfirmed
The Jedi ambassador raises a target into the air and then throws it back to the ground, causing damage and a brief anesthesia.
Machtstoß
Power: 30
Instant
Cooldown: 15 sec
Range: 15m
Pushes the target with the help of some power meters back to it for three seconds vulnerability to cause harm and kinetic moderate. (source)
Charity
Power: 45
Cast time: 2 sec
Range: 30m
Heals a target by a moderate amount of life energy. (source)
Lightsaber techniques - unconfirmed
The Jedi ambassadors with a drawn weapon can use the power to sense the positions of the enemy and strike down all extremely precise.
Power of attraction - unconfirmed
The Ambassador makes use of the power for a remote adversary to move into melee range. The range of this ability seems to be at least medium, if not long.
Machtwelle - unconfirmed
The Jedi Ambassador brings about a loss of power. This powerful ability allows him to hurl a wall of pure energy on his opponent and to throw down.
Labyrinth of thought - unconfirmed
The Jedi Ambassador hypnotized his opponents. This action is not noticed by the surrounding destinations. The ability to attack will last until the target is or diminishes the effect.
Meditation - unconfirmed
This is probably the healing magic of the Jedi ambassadors out of combat. He makes both life again, like power.
Smuggler
Volley Fire - Level 1-3
Buy - Cooldown: 1.5 sec range: 30m
A bolt shoots out of your hail Blaster.
Outbreak - Level 1-3
Energy: 45 - C - Range: 30m
Fired three shots at your target from the powerful.
Going to cover- Level 1-3
Immediately
Increases chance to dodge for cover as you walk towards goals that are in your coverage angle.
Stun Grenade - Level 1-3
Energy: 30 - C - cooldown: 20 seconds - Range: 30m
Throws a flashbang to your target and all targets in the vicinity (within 5m) displays for 8 seconds. If the target of harm, the aperture effect ends early. Can a maximum of six objectives relate.
Recreation - Level 1-3
Pipeline: 15 sec - Cooldown: 1 min
Take a deep breath and regenerate for 15 seconds at your health and energy. This ability can only be used outside of combat.
Cheap Shot (Rank 1) - Level 4 - Credits: 100
Energy: 15 - C - Cooldown: 1 min - Range: 4m
Performs a slight blow to the target of causing slight damage and stunning it for 5 seconds. Can not be used for cover.
Head shot(Rank 1) - Level 6 - Credits: 160
Energy: 30 - C - Range: 30m
Fires a shot to the head of the target from the strong damage. Only works with vulnerable (blinded / stunned) goals.
Underworld Medicine (Rank 1) - Level 8 - Credits: 220
Energy: 25 - casting time: 1.5 seconds - Range: 30m
Heals a friendly target for a moderate amount.
Escape (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 1 min 30 sec
Removes all Stun, Fear, and movement impairing effects from the smugglers.
Cool heads (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 2 min
Stay cool and regenerate energy over the next six seconds.
Smugglers happiness (Rank 1) - Level 20 - Credits: 560
Energy: 10 - C - cooldown: 3 minutes
The critical strike chance of the smuggler is doubled for 15 seconds.
Capitulation (Rank 1) - Level 24 - Credits: 560
Buy - cooldown: 2 (?) Min
??
Hidden Escape (Rank 1) - Level 36 - Credits: 1000
Energy: 10 - C - Cooldown: 2 min
Place opponents at close range during an event you are looking for cover.
Appeasement (Rank 1) - Level 40 - Credits: 1120
Energy: 25 - C - cooldown: 45 seconds - Range: 30m
A surprise shot that caused moderate damage and 4 seconds prevents all actions.
Charming (Rank 1) - Level 42 - Credits: 1160
Energy: 25 - C
The smuggler and his group members for an increased presence for 30 minutes.
Hectic (Rank 1) - Level 46 - Credits: 1280
Energy: 15 - C - Cooldown: 2 min
Accelerates the speed of the group for 15 seconds by increasing the movement speed of all friendly units within a radius of 20 meters by 50%.
See cover positions - unconfirmed
This capability allows it (Deckungspositionnen Show to be probably possible). (Source: DH)
Just out from the cover of usable skills
Volley Fire - Level 1-3
Buy - Cooldown: 1.5 seconds - Range: 30m
A bolt shoots out of your hail Blaster.
Stunning - unconfirmed
Barrage (Rank 1) - Level 4 - Credits: 100
Energy: 60 - Pipeline: 2.5 seconds - Range: 30m
Can a wave of bullets at your target and bystanders beat down opponents, the 2.5 seconds, causing severe damage. Can take a maximum of five goals.
Soldier
Hammer Shot (Rank 1) - Level 1-3
Immediately
Cooldown: 1.5 sec
Range: 30m
Fires a series of hammering shots that inflict the target weapon damage.
Fast recharge (Rank 1) - Level 1-3
Immediately
Cooldown: 9 seconds
Loading ammunition six slots of the weapon of the soldier again.
Knauf shock (Rank 1) - Level 1-3
Immediately
Cooldown: 30 sec
Range: 4m
Slam the target with the butt of the rifle and then caused minor damage and sends the target for 5 seconds to the ground.
Grenade launcher (Rank 1) - Level 1-3
Ammunition: 4
Immediately
Cooldown: 9 seconds
Range: 30m
shoot a frag grenade from the rifle barrel, the primary damage caused to the high and it upsets. Targets in five-meter radius suffer minor damage.
At & Reloading (Rank 1) - Level 1-3
Pipeline: 15 sec
Cooldown: 60 sec
Loading the weapon of the soldier gradually returns completely to. Heals the soldier and his companions. (available only outside of combat.)
Full Auto (Rank 1) - Level 4 - 100 credits
Ammunition: 6
piped water: 15 seconds
Range: 30m
a continuous volley of bullets fired from up to 6 seconds, very strong cause damage. Instrument, a weaker enemy in the field of fire, it will be stunned for the duration of the ability.
Adhesive grenade (Rank 1) - Level 6-160 Credits
Immediately
Cooldown: 45 sec
Range: 5m - 30m
Fires a sticky grenade from exploding after a few seconds and versertzt the target in a panic state. The explosion caused much damage to the objective and moderate damage to enemies nearby. All targets are thrown back from the impact.
Flammable ammunition (R. 1) - Level 8-220 Cr.
Ammunition: 6
Immediately
Cooldown: 20 sec
Range: 5-30m
Shoot with flammable munitions, which sets the target in flames for 5 seconds and caused moderate damage with the chance of other enemies within to set on fire.
Concussion Attack (R. 1) - Level 14-380 Cr.
Immediately
Cooldown: 1 min 30 sec
Encounters opponents who are nearby, the soldier away.
Toughness (Rank 1) - Level 18-500 Credits
Immediately
Cooldown: 2 min
Removes all Stun, Fear, or movement impairing effects from the soldiers.
Adrenaline Rush (Rank 1) - Level 24-660 Credits
Immediately
Cooldown: 2 min
Gives the player a bonus for 10 seconds to its maximum damage. Heals the player by the same number of damage points at which the limit is raised.
Defensive tactics (Rank 1) - Level 28-780 Cr.
Immediately
Cooldown: 30 sec
Increases maximum health of all party members in the area, if enabled. Only one tactical ability can be activated simultaneously.
Spare magazine (Rank 1) - Level 32-880 Credits
Immediately
Cooldown: 3 min
Immediate loading. Is the soldier a full ammo bar.
Offensive tactics (Rank 1) - Level 38-1000 Cr.
Immediately
Cooldown: 30 sec
Increases the critical strike chance for all group members in the area, if enabled. Only one tactical ability can be active simultaneously.
Suppression (Rank 1) - Level 40-1120 Credits
Ammunition: 4
Immediately
Cooldown: 1 Min
Range: 30m
Raises a three-second global cooldown from the target.
Stay Tuned! (Rank 1) - Level 42-1180 Cr.
Immediately
Cooldown: 1 Min
Immune to power short falls, setbacks or other ballistic events.
Gain request - Level 48-1260 Credits
Ammunition:?
Casting time: 2 sec
Cooldown: 1 Min
The soldier calls Republican additional troops to help. The soldiers are fighting for a minute with the Soldier (Trooper together).
Sith Empire:
Sith Warrior
Attack - Level 1-3
Buy - Cooldown: 1.5 seconds - Range: 4m
Causes your weapon damage, spread over a quick series of melee attacks. Creates two anger.
If you create two weapons Dost both weapon damage, but they suffer a deduction for damage and accuracy.
Vicious blow - Level 1-3
Rage: 3 - Buy - Range: 4m
A vicious blow with a weapon that deals a single target high damage.
Force Leap - Level 1-3
Buy - cooldown: 15 sec - range: 10-30m
makes jump to a distant goal, it immobilized for a few seconds, interrupts his current action and deals minor damage. Creates 3 rage.
Hass channel - Level 1-3
Pipeline: 15 sec - Cooldown: 1 min
Does your health over 15 seconds ago. Other activities during this time to interrupt the ability. Can not be used Kamps of the whilst. (picture)
Gore (Rank 1) - Level 4 - Cr. 100
Anger: 8 - Buy - Range: 4m
Impales the target with your lightsaber Ersthand-on, causing very high damage and allows the target to go short to the ground.
Slam (Rank 1) - Level 6 - Cr. 160
Rage: 5 - Buy - cooldown: 30 sec - range: 5m
You jump in the air and smash down on the ground to make your enemies for 8 seconds and immobilize them to inflict moderate damage. This ability also weak and dazed opponent standard for 4 seconds.
Force Grip (Rank 1) - Level 8 - Credits: 220
Pipeline: 6 sec - cooldown: 30 sec - range: 15m
Strangling a goal and had it hanging in the air while you the ability kanalisierst. The goal takes 6 sec high damage and you get an anger-Point seconds each. (Screenshot)
Soresu Form (Rank 1) - Level 12 - Cr. 320
Immediately
While he is in the form of Soresu the warrior receives every 3 seconds a rage or when he is attacked by an opponent. It also significantly increased its chance to attack early on, which discourages the damage they cause. It also reduces the rage at one, all of his assault (Assault) generate skills.
Twisting assault (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 4.5 seconds - Range: 4m
If up to three opponents in close combat area (4m) UMIT 50% of weapon damage. Creates a rage and an additional rage made for each goal.
Unleash (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 2 min
Lets break all movement impairing effects and makes it immune for 5 seconds against such effects.
Berserker (Rank 1) - Level 24 - Credits: 660
Buy - Cooldown: 1 min
Reduces the health of the Warrior by 10%, but now generates 3 rage points and four additional rage points over the next 8 seconds.
Sword Throw (Rank 1) - Level 28 - Credits: 720
Buy - cooldown: 30 sec - range: 10-30m
Throws your lightsaber at a distant target hits, with moderate damage and generates 3 rage.
Airwave (Rank 1) - Level 36 - credits: 1000
Rage: 3 - Buy - cooldown: 12 sec - range: 4m
Caused moderate damage with a lightsaber and throws up to eight goals in the 8 m radius of the target away from the warrior. Caused slight damage to all affected enemies.
Invincible (Rank 1) - Level 42 - Credits: 1160
Rage: 3 - Buy - Cooldown: 2 min
Increases the resistance of a warrior against all kind of damage for 6 seconds to 80%.
Power-Strike (Rank 1) - Level 46 - Credits: 1280
Anger: 8 - Pipeline: 3 sec - Cooldown: 1 min - Range: 15m
Does the target in the air during the Warriors the ability channeled. If channeling is successful, the goal crushed and takes tremendous damage.
Sith Inquisitor
Blow - Level 1-3
Range: 4m
Standard attack of the Sith Inquisitor. Causes 100% weapon damage from a series of rapid melee attacks.
Shock - Level 1-3
Power: 60
Immediately
Recovery Time: 6 sec
Range: 15m
Shocks the target with high energy loss.
(Left opponents)
Lightning discharge - Level 1-3
Pipeline: 3 sec
Cooldown: 15 sec
Range: 15m
Caused very high energy loss at the destination and regenerate for the duration of the effect power. Lightning discharge also slows the speed of the target by 50% and stunned weaker and standard opponents.
Meditation - Level 1-3
Pipeline: 15 sec
Cooldown: 1 Min
Pause and meditate to restore health and power. Damage ends the effect early. Can not be used during the fight.
Overload (Rank 1) - Level 4 - 100 credits
Power Points: 120
Immediately
Cooldown: 30 sec
Range: 10m
Does moderate damage from energy and throws it back all enemies in a radius 8m. Weak opponents are also thrown to the ground for 3 seconds.
Electric shock (Rank 1) - Level 6 - Credits: 160
Power Points: 60
Immediately
Cooldown: 35 sec
Range: 30m
Sets up the goal by electrocution with low back injury and it stunned for five seconds.
Whirlwind (Rank 1) - Level 8 - Credits: 220
Power Points: 30
Immediately
Cooldown: 1 Min
Range: 30m
Locks the target for 15 seconds in a whirlwind one. All three seconds missed the electric whirlwind six opponents to a low-impact damage in a radius of 8 meters. Damage ends the effect early.
(Right opponent)
Dark Healing (Rank 1) - Level 8 - Credits: 220
Power Points: 60
Casting time: 1.5 seconds
Range: 30m
Heals a friendly target by a moderate amount of health.
Retroactivity (Rank 1) - Level 14 - Credits: 380
Power Points: 60
Immediately
Cooldown: 2 min
Surrounds the caster with a lightning shield that increases the resistance to damage for 15 seconds by 25%. In addition, shocks the sign once in the second melee attacking with little damage.
Indestructible Will (Rank one) - Level 18 - Credits: 500
Immediately
Cooldown: 2 min
Summons unverwüstilichen the will of the Sith and immediately frees you from all the disabling and controlling effects.
Power speed (Rank 1) - Level 24 - Credits: 660
Immediately
Cooldown: 20 sec
Erhäht the movement speed for 2 seconds to 70%. Can not fly up the camouflage.
Thoughts disguise (Rank 1) - Level 28 - Credits: 780
Power: 60
Immediately
Cooldown: 1 min
Clouded the minds of your enemies and lowers your threat immediately to a moderate amount.
Distract (Rank 1) - Level 32 - Credits: 880
Power: 60
Immediately
Cooldown: 2 min
Increases your chance for 15 seconds Blaster throw back shots by 70%.
Victims (Rank 1) - Level 36 - Credits: 1000
Immediately
Cooldown: 10 sec
Range: 100m
Sacrifice your companion to immediately produce 75% of your health again.
Nightmare (Rank 1) - Level 46 - Credits: 1280
Power: 60
Immediately
Cooldown: 2 min
Range: 10m
Send all your opponents in a radius of 8m a nightmare that leads them to eight seconds long zusammenzukauern fear. Damage can end this effect at an early stage.
Additional skills
Wicked sword
Power Points: 30
Immediately
Loads the lightsaber with electricity on so that your melee attacks to inflict high damage to targets set out of action.
There must be a double lightsaber be equipped to take advantage of the ability. (source)
Discharge
Power Points: 90
Immediately
Cooldown: 20 sec
Range: 15m
Discharges of electricity in the lightsaber to the target to inflict moderate damage and make it for four seconds to move. Can only be used if your sword is charged.
There must be a double lightsaber be equipped to take advantage of the ability. (source)
Machtblitz-storm - unconfirmed
The Inquisitor unleashed a storm of Machtblitzen and causing the target, as well as other nearby enemies, damage.
Machtexplosion - unconfirmed
This channeled attack of the Sith Inquisitor is probably more closely related to each other evade opponents life.
Flash grip - unconfirmed
The Inquisitor uses the power to take an opponent out of the fight. This ability to hold up the enemy takes damage it expires or until the effect. It has a short cooldown.
Bounty Hunter
Indomitable shots - Level 1-3
Buy - Range: 30m
A quick blast of blaster shots caused moderate damage.
Rocket shot- Level 1-3
Heat: 60 - C - Range: 30m
Fires a missile at the enemy and caused heavy damage on the first goal and throws it to the ground. Enemies within 5 meters suffer less damage. The ability can take up to three targets simultaneously.
Flame Thrower - Level 1-3
Heat: 50 - Pipeline: 4 sec - cooldown: 10 sec - range: 10m
The player burns everything within a 10m cone before it divides, taking out every second for up to four seconds slight damage. Weaker opponents are stunned when they suffer loss accordingly.
Heat Drain - Level 1-3
Buy - cooldown: 45 sec
Immediately vented the accumulated heat.
Refill and Charge - Level 1-3
Channeling: 15 sec - Cooldown: 1 min
Restores health and lets off heat while channeled. Can not be used in combat.
Electronic Dart (Rank 1) - Level 4 - Credits: 100
Buy - cooldown: 45 sec - range: 25m
Fires an electric arrow from your arm protection to the target, it overloads and electrically stunned for five seconds.
Rails-shot (Rank 1) - Level 6 - Credits: 160
Buy - cooldown: 15 sec - range: 30m
Fires a shot at the goal, the high damage. Only works with vulnerable (stunned, asleep, afire) goals.
Death from Above (Rank 1) - Level 8 - Credits: 220
Pipeline: 6 sec - cooldown: Min - range: 5-30m
The bounty hunter rises to a safe altitude and can rocket down on a selected ground area. All the objectives in this field damage. The first rocket throws all the targets on the ground.
Strong shot (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 8 seconds - Range: 30m
Special Blaster attack, which caused moderate damage.
Energy shield (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 1 min 30 sec
A shield surrounds the bounty hunter, which absorbs a percentage of the fire occurring Blaster (energy damage). Lasts for 30 seconds.
Determination (rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 1 min 30 sec
Removes all movement impairing effects.
Scattering torch (Rank 1) - Level 20 - Credits: 560
Buy - cooldown: 30 sec - range: 30m
Fired several flares in the target region and discover all the "stealth". The torches on hold for 10 seconds.
Oil stain (Rank 1) - Level 24 - Credits: 660
Buy - cooldown: 30 sec - range: 10m
The bounty hunter fired oil from his left arm protection in a cone-shaped area in front of him. The relevant targets are surrounded by it and its Elemental decreases.
Electric Shield (Rank 1) - Level 28 - Credits: 780
Buy - Cooldown: 1 min 30 sec
A shield surrounds the bounty hunter of small electrical shocks add to the attacker. The effect can happen only once every two seconds. Lasts 30 seconds.
Missile strike (Rank 1) - Level 32 - Credits: 880
Buy - cooldown: 20 sec - range: 5m
Melee attack that targets set back and veursacht slight damage. Useful when enemies are close and the head hunter has to create distance.
Abfangschild (Rank 1) - Level 40 - Credits in 1130
Buy - Cooldown: 1 min - Range: 30m
The bounty hunter to throw his shield generator to reduce its threat to the objectives, take the sign.
Thermal explosion (rank 1) - Level 46 - Credits in 1280
Buy - cooldown: 20 sec - range: 5-25m
Throws a thermal detonator on your goal of sticking to his high damage and explodes when the target dies. The goal must die within 15 seconds, so that the explosion takes place.
Other Skills
"Crossfire"- unconfirmed
The bounty hunter takes his opponent in the crossfire in which he focuses the concentrated firepower of his two blaster on his goal.
"jetpack rocket"- unconfirmed
The bounty hunter fired a rocket from his jetpack onto its target.
"ramming"- unconfirmed
The bounty hunter flies with his jet pack at high speed on an opponent and throws them to the ground.
"freezing"- unconfirmed
The bounty hunter freezes his opponent to him just taking them out of combat.
"grappling"- unconfirmed
The bounty hunter fires a rope from his goal, with whose help he can pull himself up.
Imperial Agent
Gunshot - Level 1-3
Buy - Range: 30m
Fired two quick shots, the average damage.
Folding Knife - Level 1-3
Energy: 40 - Instant - Range: 4m
Stabs the target with the energy sword from exercise and moderate damage and light damage for 3 seconds.
Going to cover - Level 1-3
Immediately
In the cover dodge against targets is increased coverage in your corner.
Recreation - Level 1-3
Channeling: 15 sec - cooldown: 1 mins
Take a deep breath and build your health and energy for 15 seconds again. This ability can only be used outside of combat.
Sleep Arrow - Level 4 - 100 credits
Energy: 15 - Instant - Cooldown: 20 secs - Range: 30m
Fires a sleep poison-arrow out of your arm protection to the target and puts it into a sleep for 10 seconds. Does not your camouflage fly.
Poison Arrow (Rank 1) - Level 6-160 Credits
Energy: 25 - Instant - Range: 30m
Fires a poisonous arrow from your arm protection to a target, causing damage for 5 seconds. At the end of the effect must be the objective once again plug in extra damage.
Kolto injection (Rank 1) - Level 8-220 Credits
Energy: 25 - casting time: 0.5 seconds - Range: 30m
Fires an arrow from your Kolto Arm on a friendly target and it heals a moderate amount.
Adrenalin probe (Rank 1) - Level 14-380 Credits
Buy - Cooldown: 2 mins
Summons a droid that the agent is injected adrenaline-enhancing substance to power for 4 seconds to rebuild.
Escape (Rank 1) - Level 18-500 Credits
Buy - cooldown: 1 mins 30 secs
Removes all Stun, Fear, or movement impairing effects by the agent.
Dash (Rank 1) - Level 20-560 Credits
Energy: 15 - Instant - Cooldown: 2 mins
Erhöhrt movement speed for 15 seconds by 50%. Does not your camouflage fly.
Blend shell shock (Rank 1) - Level 24-660 Cr.
Energy: 20 - C - cooldown: 1 mins - Range: 5m
Blend a shock grenade explodes in your current position, which hides all enemies within 5 meters range for 8 seconds. The glare will end early if the affected target takes damage. The effect may relate to a maximum of six targets simultaneously.
Orbital Bombardment (Rank 1) - Level 36-1000 Credits
Energy: 30 - casting time: 2 sec - Cooldown: 2 mins - Range: 10-30m
The agent is asking for an air strike by orbital vessels, which knocks down all opponents within a 10 meter radius, and causes massive damage.
Sound probe (Rank 1) - Level 40-1120 Credits
Energy: 30 - C - cooldown: 45 secs - Range: 30m
Summons a droid that is a goal brings 6 seconds to silence.
Evasion (Rank 1) - Level 42-1160 Credits
Energy: 15 - C - Cooldown: 3 mins
Increases the armor of the agents for 30 seconds by 25%.
Plasma probe (Rank 1) - Level 46-1280 Credits
Energy: 35 - C - cooldown: 1 mins - Range: 25m
The agent used this probe to cause opponents to the aoe damage.
Energy field - unconfirmed
The Imperial agent can activate an energy field that protects him from blaster fire.
Laser attack - unconfirmed
The Imperial Agent performs a focused laser attack to do its opponents.
Just out from the cover of usable skills
Shot in the back - Level 1-3
Energy 40
Casting time: 1 sec
Range: 30m
Rifle shot of the high causes shame. Can only be used for cover.
Aim to slow - Level 1-3
Energy: 10
C
Cooldown: 30 sec
Range: 30m
Marked one goal and increased the damage on that target by 80%. Can only be used for cover. Lasts for 30 seconds.
Explosive probe - Level 6-160 Credits
Energy: 20
Immediately
Cooldown: 20 sec
Range: 5-30m
Uses an explosive probe, which moves to the main objective. The probe will make you ready for 3 seconds. Is it prepared, the probe will automatically explode after the goal has been damaged. The explosion caused moderate damage in a radius of 5 meters to up to five goals. The effect expires after 20 seconds. The explosive sound can only be applied from the cover.
Passive skills
Weapons Skills: Rifle (Rank 1)
Passive - Buy
Can create Blaster rifles
Weapon skills: Vibrodolch (Rank 1)
Passive - Buy
Can create Vibromesser and conventional knife.
Cover show (Rank 1)
Immediately
Displays cover all possibilities in the area.
(*Warning: Lots of text approaching on attack vector!*)
Republic:
Jedi Knight
Sword-swing - unconfirmed
Probably the standard attack the Jedi knight. They caused slight damage and replenishes power.
Lightsaber Throw - unconfirmed
By kombininert his physical strength by concentrating on the power, the Jedi Knights to throw his lightsaber in an arc while opponents and off in the distance.
Lightsaber techniques - unconfirmed
The techniques of lightsaber Jedi Knight consist of powerful synergistic combinations that can overwhelm any opponent with one decisive blow destruction. Even during the Jedi completes his movement, he is preparing for the fight against one other opponent.
Force push - unconfirmed
If the Jedi brings body and mind in harmony, he can make enemies with a strong wave of energy and upset. Especially powerful Jedi can use this technique even against large groups of enemies.
Force Leap - unconfirmed
A jump and a strong critical hit allow the Jedi making short work of his target.
Power channel - unconfirmed
This is probably the healing magic of the Jedi knight out of combat. He could make both life again, as well as power.
Jedi Consular
Sword-swing - unconfirmed
Probably the standard attack the Jedi Ambassador. They caused slight damage and replenishes power.
Force Slam - unconfirmed
The Jedi ambassador raises a target into the air and then throws it back to the ground, causing damage and a brief anesthesia.
Machtstoß
Power: 30
Instant
Cooldown: 15 sec
Range: 15m
Pushes the target with the help of some power meters back to it for three seconds vulnerability to cause harm and kinetic moderate. (source)
Charity
Power: 45
Cast time: 2 sec
Range: 30m
Heals a target by a moderate amount of life energy. (source)
Lightsaber techniques - unconfirmed
The Jedi ambassadors with a drawn weapon can use the power to sense the positions of the enemy and strike down all extremely precise.
Power of attraction - unconfirmed
The Ambassador makes use of the power for a remote adversary to move into melee range. The range of this ability seems to be at least medium, if not long.
Machtwelle - unconfirmed
The Jedi Ambassador brings about a loss of power. This powerful ability allows him to hurl a wall of pure energy on his opponent and to throw down.
Labyrinth of thought - unconfirmed
The Jedi Ambassador hypnotized his opponents. This action is not noticed by the surrounding destinations. The ability to attack will last until the target is or diminishes the effect.
Meditation - unconfirmed
This is probably the healing magic of the Jedi ambassadors out of combat. He makes both life again, like power.
Smuggler
Volley Fire - Level 1-3
Buy - Cooldown: 1.5 sec range: 30m
A bolt shoots out of your hail Blaster.
Outbreak - Level 1-3
Energy: 45 - C - Range: 30m
Fired three shots at your target from the powerful.
Going to cover- Level 1-3
Immediately
Increases chance to dodge for cover as you walk towards goals that are in your coverage angle.
Stun Grenade - Level 1-3
Energy: 30 - C - cooldown: 20 seconds - Range: 30m
Throws a flashbang to your target and all targets in the vicinity (within 5m) displays for 8 seconds. If the target of harm, the aperture effect ends early. Can a maximum of six objectives relate.
Recreation - Level 1-3
Pipeline: 15 sec - Cooldown: 1 min
Take a deep breath and regenerate for 15 seconds at your health and energy. This ability can only be used outside of combat.
Cheap Shot (Rank 1) - Level 4 - Credits: 100
Energy: 15 - C - Cooldown: 1 min - Range: 4m
Performs a slight blow to the target of causing slight damage and stunning it for 5 seconds. Can not be used for cover.
Head shot(Rank 1) - Level 6 - Credits: 160
Energy: 30 - C - Range: 30m
Fires a shot to the head of the target from the strong damage. Only works with vulnerable (blinded / stunned) goals.
Underworld Medicine (Rank 1) - Level 8 - Credits: 220
Energy: 25 - casting time: 1.5 seconds - Range: 30m
Heals a friendly target for a moderate amount.
Escape (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 1 min 30 sec
Removes all Stun, Fear, and movement impairing effects from the smugglers.
Cool heads (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 2 min
Stay cool and regenerate energy over the next six seconds.
Smugglers happiness (Rank 1) - Level 20 - Credits: 560
Energy: 10 - C - cooldown: 3 minutes
The critical strike chance of the smuggler is doubled for 15 seconds.
Capitulation (Rank 1) - Level 24 - Credits: 560
Buy - cooldown: 2 (?) Min
??
Hidden Escape (Rank 1) - Level 36 - Credits: 1000
Energy: 10 - C - Cooldown: 2 min
Place opponents at close range during an event you are looking for cover.
Appeasement (Rank 1) - Level 40 - Credits: 1120
Energy: 25 - C - cooldown: 45 seconds - Range: 30m
A surprise shot that caused moderate damage and 4 seconds prevents all actions.
Charming (Rank 1) - Level 42 - Credits: 1160
Energy: 25 - C
The smuggler and his group members for an increased presence for 30 minutes.
Hectic (Rank 1) - Level 46 - Credits: 1280
Energy: 15 - C - Cooldown: 2 min
Accelerates the speed of the group for 15 seconds by increasing the movement speed of all friendly units within a radius of 20 meters by 50%.
See cover positions - unconfirmed
This capability allows it (Deckungspositionnen Show to be probably possible). (Source: DH)
Just out from the cover of usable skills
Volley Fire - Level 1-3
Buy - Cooldown: 1.5 seconds - Range: 30m
A bolt shoots out of your hail Blaster.
Stunning - unconfirmed
Barrage (Rank 1) - Level 4 - Credits: 100
Energy: 60 - Pipeline: 2.5 seconds - Range: 30m
Can a wave of bullets at your target and bystanders beat down opponents, the 2.5 seconds, causing severe damage. Can take a maximum of five goals.
Soldier
Hammer Shot (Rank 1) - Level 1-3
Immediately
Cooldown: 1.5 sec
Range: 30m
Fires a series of hammering shots that inflict the target weapon damage.
Fast recharge (Rank 1) - Level 1-3
Immediately
Cooldown: 9 seconds
Loading ammunition six slots of the weapon of the soldier again.
Knauf shock (Rank 1) - Level 1-3
Immediately
Cooldown: 30 sec
Range: 4m
Slam the target with the butt of the rifle and then caused minor damage and sends the target for 5 seconds to the ground.
Grenade launcher (Rank 1) - Level 1-3
Ammunition: 4
Immediately
Cooldown: 9 seconds
Range: 30m
shoot a frag grenade from the rifle barrel, the primary damage caused to the high and it upsets. Targets in five-meter radius suffer minor damage.
At & Reloading (Rank 1) - Level 1-3
Pipeline: 15 sec
Cooldown: 60 sec
Loading the weapon of the soldier gradually returns completely to. Heals the soldier and his companions. (available only outside of combat.)
Full Auto (Rank 1) - Level 4 - 100 credits
Ammunition: 6
piped water: 15 seconds
Range: 30m
a continuous volley of bullets fired from up to 6 seconds, very strong cause damage. Instrument, a weaker enemy in the field of fire, it will be stunned for the duration of the ability.
Adhesive grenade (Rank 1) - Level 6-160 Credits
Immediately
Cooldown: 45 sec
Range: 5m - 30m
Fires a sticky grenade from exploding after a few seconds and versertzt the target in a panic state. The explosion caused much damage to the objective and moderate damage to enemies nearby. All targets are thrown back from the impact.
Flammable ammunition (R. 1) - Level 8-220 Cr.
Ammunition: 6
Immediately
Cooldown: 20 sec
Range: 5-30m
Shoot with flammable munitions, which sets the target in flames for 5 seconds and caused moderate damage with the chance of other enemies within to set on fire.
Concussion Attack (R. 1) - Level 14-380 Cr.
Immediately
Cooldown: 1 min 30 sec
Encounters opponents who are nearby, the soldier away.
Toughness (Rank 1) - Level 18-500 Credits
Immediately
Cooldown: 2 min
Removes all Stun, Fear, or movement impairing effects from the soldiers.
Adrenaline Rush (Rank 1) - Level 24-660 Credits
Immediately
Cooldown: 2 min
Gives the player a bonus for 10 seconds to its maximum damage. Heals the player by the same number of damage points at which the limit is raised.
Defensive tactics (Rank 1) - Level 28-780 Cr.
Immediately
Cooldown: 30 sec
Increases maximum health of all party members in the area, if enabled. Only one tactical ability can be activated simultaneously.
Spare magazine (Rank 1) - Level 32-880 Credits
Immediately
Cooldown: 3 min
Immediate loading. Is the soldier a full ammo bar.
Offensive tactics (Rank 1) - Level 38-1000 Cr.
Immediately
Cooldown: 30 sec
Increases the critical strike chance for all group members in the area, if enabled. Only one tactical ability can be active simultaneously.
Suppression (Rank 1) - Level 40-1120 Credits
Ammunition: 4
Immediately
Cooldown: 1 Min
Range: 30m
Raises a three-second global cooldown from the target.
Stay Tuned! (Rank 1) - Level 42-1180 Cr.
Immediately
Cooldown: 1 Min
Immune to power short falls, setbacks or other ballistic events.
Gain request - Level 48-1260 Credits
Ammunition:?
Casting time: 2 sec
Cooldown: 1 Min
The soldier calls Republican additional troops to help. The soldiers are fighting for a minute with the Soldier (Trooper together).
Sith Empire:
Sith Warrior
Attack - Level 1-3
Buy - Cooldown: 1.5 seconds - Range: 4m
Causes your weapon damage, spread over a quick series of melee attacks. Creates two anger.
If you create two weapons Dost both weapon damage, but they suffer a deduction for damage and accuracy.
Vicious blow - Level 1-3
Rage: 3 - Buy - Range: 4m
A vicious blow with a weapon that deals a single target high damage.
Force Leap - Level 1-3
Buy - cooldown: 15 sec - range: 10-30m
makes jump to a distant goal, it immobilized for a few seconds, interrupts his current action and deals minor damage. Creates 3 rage.
Hass channel - Level 1-3
Pipeline: 15 sec - Cooldown: 1 min
Does your health over 15 seconds ago. Other activities during this time to interrupt the ability. Can not be used Kamps of the whilst. (picture)
Gore (Rank 1) - Level 4 - Cr. 100
Anger: 8 - Buy - Range: 4m
Impales the target with your lightsaber Ersthand-on, causing very high damage and allows the target to go short to the ground.
Slam (Rank 1) - Level 6 - Cr. 160
Rage: 5 - Buy - cooldown: 30 sec - range: 5m
You jump in the air and smash down on the ground to make your enemies for 8 seconds and immobilize them to inflict moderate damage. This ability also weak and dazed opponent standard for 4 seconds.
Force Grip (Rank 1) - Level 8 - Credits: 220
Pipeline: 6 sec - cooldown: 30 sec - range: 15m
Strangling a goal and had it hanging in the air while you the ability kanalisierst. The goal takes 6 sec high damage and you get an anger-Point seconds each. (Screenshot)
Soresu Form (Rank 1) - Level 12 - Cr. 320
Immediately
While he is in the form of Soresu the warrior receives every 3 seconds a rage or when he is attacked by an opponent. It also significantly increased its chance to attack early on, which discourages the damage they cause. It also reduces the rage at one, all of his assault (Assault) generate skills.
Twisting assault (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 4.5 seconds - Range: 4m
If up to three opponents in close combat area (4m) UMIT 50% of weapon damage. Creates a rage and an additional rage made for each goal.
Unleash (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 2 min
Lets break all movement impairing effects and makes it immune for 5 seconds against such effects.
Berserker (Rank 1) - Level 24 - Credits: 660
Buy - Cooldown: 1 min
Reduces the health of the Warrior by 10%, but now generates 3 rage points and four additional rage points over the next 8 seconds.
Sword Throw (Rank 1) - Level 28 - Credits: 720
Buy - cooldown: 30 sec - range: 10-30m
Throws your lightsaber at a distant target hits, with moderate damage and generates 3 rage.
Airwave (Rank 1) - Level 36 - credits: 1000
Rage: 3 - Buy - cooldown: 12 sec - range: 4m
Caused moderate damage with a lightsaber and throws up to eight goals in the 8 m radius of the target away from the warrior. Caused slight damage to all affected enemies.
Invincible (Rank 1) - Level 42 - Credits: 1160
Rage: 3 - Buy - Cooldown: 2 min
Increases the resistance of a warrior against all kind of damage for 6 seconds to 80%.
Power-Strike (Rank 1) - Level 46 - Credits: 1280
Anger: 8 - Pipeline: 3 sec - Cooldown: 1 min - Range: 15m
Does the target in the air during the Warriors the ability channeled. If channeling is successful, the goal crushed and takes tremendous damage.
Sith Inquisitor
Blow - Level 1-3
Range: 4m
Standard attack of the Sith Inquisitor. Causes 100% weapon damage from a series of rapid melee attacks.
Shock - Level 1-3
Power: 60
Immediately
Recovery Time: 6 sec
Range: 15m
Shocks the target with high energy loss.
(Left opponents)
Lightning discharge - Level 1-3
Pipeline: 3 sec
Cooldown: 15 sec
Range: 15m
Caused very high energy loss at the destination and regenerate for the duration of the effect power. Lightning discharge also slows the speed of the target by 50% and stunned weaker and standard opponents.
Meditation - Level 1-3
Pipeline: 15 sec
Cooldown: 1 Min
Pause and meditate to restore health and power. Damage ends the effect early. Can not be used during the fight.
Overload (Rank 1) - Level 4 - 100 credits
Power Points: 120
Immediately
Cooldown: 30 sec
Range: 10m
Does moderate damage from energy and throws it back all enemies in a radius 8m. Weak opponents are also thrown to the ground for 3 seconds.
Electric shock (Rank 1) - Level 6 - Credits: 160
Power Points: 60
Immediately
Cooldown: 35 sec
Range: 30m
Sets up the goal by electrocution with low back injury and it stunned for five seconds.
Whirlwind (Rank 1) - Level 8 - Credits: 220
Power Points: 30
Immediately
Cooldown: 1 Min
Range: 30m
Locks the target for 15 seconds in a whirlwind one. All three seconds missed the electric whirlwind six opponents to a low-impact damage in a radius of 8 meters. Damage ends the effect early.
(Right opponent)
Dark Healing (Rank 1) - Level 8 - Credits: 220
Power Points: 60
Casting time: 1.5 seconds
Range: 30m
Heals a friendly target by a moderate amount of health.
Retroactivity (Rank 1) - Level 14 - Credits: 380
Power Points: 60
Immediately
Cooldown: 2 min
Surrounds the caster with a lightning shield that increases the resistance to damage for 15 seconds by 25%. In addition, shocks the sign once in the second melee attacking with little damage.
Indestructible Will (Rank one) - Level 18 - Credits: 500
Immediately
Cooldown: 2 min
Summons unverwüstilichen the will of the Sith and immediately frees you from all the disabling and controlling effects.
Power speed (Rank 1) - Level 24 - Credits: 660
Immediately
Cooldown: 20 sec
Erhäht the movement speed for 2 seconds to 70%. Can not fly up the camouflage.
Thoughts disguise (Rank 1) - Level 28 - Credits: 780
Power: 60
Immediately
Cooldown: 1 min
Clouded the minds of your enemies and lowers your threat immediately to a moderate amount.
Distract (Rank 1) - Level 32 - Credits: 880
Power: 60
Immediately
Cooldown: 2 min
Increases your chance for 15 seconds Blaster throw back shots by 70%.
Victims (Rank 1) - Level 36 - Credits: 1000
Immediately
Cooldown: 10 sec
Range: 100m
Sacrifice your companion to immediately produce 75% of your health again.
Nightmare (Rank 1) - Level 46 - Credits: 1280
Power: 60
Immediately
Cooldown: 2 min
Range: 10m
Send all your opponents in a radius of 8m a nightmare that leads them to eight seconds long zusammenzukauern fear. Damage can end this effect at an early stage.
Additional skills
Wicked sword
Power Points: 30
Immediately
Loads the lightsaber with electricity on so that your melee attacks to inflict high damage to targets set out of action.
There must be a double lightsaber be equipped to take advantage of the ability. (source)
Discharge
Power Points: 90
Immediately
Cooldown: 20 sec
Range: 15m
Discharges of electricity in the lightsaber to the target to inflict moderate damage and make it for four seconds to move. Can only be used if your sword is charged.
There must be a double lightsaber be equipped to take advantage of the ability. (source)
Machtblitz-storm - unconfirmed
The Inquisitor unleashed a storm of Machtblitzen and causing the target, as well as other nearby enemies, damage.
Machtexplosion - unconfirmed
This channeled attack of the Sith Inquisitor is probably more closely related to each other evade opponents life.
Flash grip - unconfirmed
The Inquisitor uses the power to take an opponent out of the fight. This ability to hold up the enemy takes damage it expires or until the effect. It has a short cooldown.
Bounty Hunter
Indomitable shots - Level 1-3
Buy - Range: 30m
A quick blast of blaster shots caused moderate damage.
Rocket shot- Level 1-3
Heat: 60 - C - Range: 30m
Fires a missile at the enemy and caused heavy damage on the first goal and throws it to the ground. Enemies within 5 meters suffer less damage. The ability can take up to three targets simultaneously.
Flame Thrower - Level 1-3
Heat: 50 - Pipeline: 4 sec - cooldown: 10 sec - range: 10m
The player burns everything within a 10m cone before it divides, taking out every second for up to four seconds slight damage. Weaker opponents are stunned when they suffer loss accordingly.
Heat Drain - Level 1-3
Buy - cooldown: 45 sec
Immediately vented the accumulated heat.
Refill and Charge - Level 1-3
Channeling: 15 sec - Cooldown: 1 min
Restores health and lets off heat while channeled. Can not be used in combat.
Electronic Dart (Rank 1) - Level 4 - Credits: 100
Buy - cooldown: 45 sec - range: 25m
Fires an electric arrow from your arm protection to the target, it overloads and electrically stunned for five seconds.
Rails-shot (Rank 1) - Level 6 - Credits: 160
Buy - cooldown: 15 sec - range: 30m
Fires a shot at the goal, the high damage. Only works with vulnerable (stunned, asleep, afire) goals.
Death from Above (Rank 1) - Level 8 - Credits: 220
Pipeline: 6 sec - cooldown: Min - range: 5-30m
The bounty hunter rises to a safe altitude and can rocket down on a selected ground area. All the objectives in this field damage. The first rocket throws all the targets on the ground.
Strong shot (Rank 1) - Level 14 - Credits: 380
Buy - Cooldown: 8 seconds - Range: 30m
Special Blaster attack, which caused moderate damage.
Energy shield (Rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 1 min 30 sec
A shield surrounds the bounty hunter, which absorbs a percentage of the fire occurring Blaster (energy damage). Lasts for 30 seconds.
Determination (rank 1) - Level 18 - Credits: 500
Buy - Cooldown: 1 min 30 sec
Removes all movement impairing effects.
Scattering torch (Rank 1) - Level 20 - Credits: 560
Buy - cooldown: 30 sec - range: 30m
Fired several flares in the target region and discover all the "stealth". The torches on hold for 10 seconds.
Oil stain (Rank 1) - Level 24 - Credits: 660
Buy - cooldown: 30 sec - range: 10m
The bounty hunter fired oil from his left arm protection in a cone-shaped area in front of him. The relevant targets are surrounded by it and its Elemental decreases.
Electric Shield (Rank 1) - Level 28 - Credits: 780
Buy - Cooldown: 1 min 30 sec
A shield surrounds the bounty hunter of small electrical shocks add to the attacker. The effect can happen only once every two seconds. Lasts 30 seconds.
Missile strike (Rank 1) - Level 32 - Credits: 880
Buy - cooldown: 20 sec - range: 5m
Melee attack that targets set back and veursacht slight damage. Useful when enemies are close and the head hunter has to create distance.
Abfangschild (Rank 1) - Level 40 - Credits in 1130
Buy - Cooldown: 1 min - Range: 30m
The bounty hunter to throw his shield generator to reduce its threat to the objectives, take the sign.
Thermal explosion (rank 1) - Level 46 - Credits in 1280
Buy - cooldown: 20 sec - range: 5-25m
Throws a thermal detonator on your goal of sticking to his high damage and explodes when the target dies. The goal must die within 15 seconds, so that the explosion takes place.
Other Skills
"Crossfire"- unconfirmed
The bounty hunter takes his opponent in the crossfire in which he focuses the concentrated firepower of his two blaster on his goal.
"jetpack rocket"- unconfirmed
The bounty hunter fired a rocket from his jetpack onto its target.
"ramming"- unconfirmed
The bounty hunter flies with his jet pack at high speed on an opponent and throws them to the ground.
"freezing"- unconfirmed
The bounty hunter freezes his opponent to him just taking them out of combat.
"grappling"- unconfirmed
The bounty hunter fires a rope from his goal, with whose help he can pull himself up.
Imperial Agent
Gunshot - Level 1-3
Buy - Range: 30m
Fired two quick shots, the average damage.
Folding Knife - Level 1-3
Energy: 40 - Instant - Range: 4m
Stabs the target with the energy sword from exercise and moderate damage and light damage for 3 seconds.
Going to cover - Level 1-3
Immediately
In the cover dodge against targets is increased coverage in your corner.
Recreation - Level 1-3
Channeling: 15 sec - cooldown: 1 mins
Take a deep breath and build your health and energy for 15 seconds again. This ability can only be used outside of combat.
Sleep Arrow - Level 4 - 100 credits
Energy: 15 - Instant - Cooldown: 20 secs - Range: 30m
Fires a sleep poison-arrow out of your arm protection to the target and puts it into a sleep for 10 seconds. Does not your camouflage fly.
Poison Arrow (Rank 1) - Level 6-160 Credits
Energy: 25 - Instant - Range: 30m
Fires a poisonous arrow from your arm protection to a target, causing damage for 5 seconds. At the end of the effect must be the objective once again plug in extra damage.
Kolto injection (Rank 1) - Level 8-220 Credits
Energy: 25 - casting time: 0.5 seconds - Range: 30m
Fires an arrow from your Kolto Arm on a friendly target and it heals a moderate amount.
Adrenalin probe (Rank 1) - Level 14-380 Credits
Buy - Cooldown: 2 mins
Summons a droid that the agent is injected adrenaline-enhancing substance to power for 4 seconds to rebuild.
Escape (Rank 1) - Level 18-500 Credits
Buy - cooldown: 1 mins 30 secs
Removes all Stun, Fear, or movement impairing effects by the agent.
Dash (Rank 1) - Level 20-560 Credits
Energy: 15 - Instant - Cooldown: 2 mins
Erhöhrt movement speed for 15 seconds by 50%. Does not your camouflage fly.
Blend shell shock (Rank 1) - Level 24-660 Cr.
Energy: 20 - C - cooldown: 1 mins - Range: 5m
Blend a shock grenade explodes in your current position, which hides all enemies within 5 meters range for 8 seconds. The glare will end early if the affected target takes damage. The effect may relate to a maximum of six targets simultaneously.
Orbital Bombardment (Rank 1) - Level 36-1000 Credits
Energy: 30 - casting time: 2 sec - Cooldown: 2 mins - Range: 10-30m
The agent is asking for an air strike by orbital vessels, which knocks down all opponents within a 10 meter radius, and causes massive damage.
Sound probe (Rank 1) - Level 40-1120 Credits
Energy: 30 - C - cooldown: 45 secs - Range: 30m
Summons a droid that is a goal brings 6 seconds to silence.
Evasion (Rank 1) - Level 42-1160 Credits
Energy: 15 - C - Cooldown: 3 mins
Increases the armor of the agents for 30 seconds by 25%.
Plasma probe (Rank 1) - Level 46-1280 Credits
Energy: 35 - C - cooldown: 1 mins - Range: 25m
The agent used this probe to cause opponents to the aoe damage.
Energy field - unconfirmed
The Imperial agent can activate an energy field that protects him from blaster fire.
Laser attack - unconfirmed
The Imperial Agent performs a focused laser attack to do its opponents.
Just out from the cover of usable skills
Shot in the back - Level 1-3
Energy 40
Casting time: 1 sec
Range: 30m
Rifle shot of the high causes shame. Can only be used for cover.
Aim to slow - Level 1-3
Energy: 10
C
Cooldown: 30 sec
Range: 30m
Marked one goal and increased the damage on that target by 80%. Can only be used for cover. Lasts for 30 seconds.
Explosive probe - Level 6-160 Credits
Energy: 20
Immediately
Cooldown: 20 sec
Range: 5-30m
Uses an explosive probe, which moves to the main objective. The probe will make you ready for 3 seconds. Is it prepared, the probe will automatically explode after the goal has been damaged. The explosion caused moderate damage in a radius of 5 meters to up to five goals. The effect expires after 20 seconds. The explosive sound can only be applied from the cover.
Passive skills
Weapons Skills: Rifle (Rank 1)
Passive - Buy
Can create Blaster rifles
Weapon skills: Vibrodolch (Rank 1)
Passive - Buy
Can create Vibromesser and conventional knife.
Cover show (Rank 1)
Immediately
Displays cover all possibilities in the area.