Friday, October 28, 2011

Advanced Class Breakdown: Sith Inquisitor

Our Sith Inquisitor class page has now been updated with all the advanced class information (also presented to you below).

What's an advanced class you ask? Check out this post which explains further.

The history of the Sith Empire is fraught with scheming politics and dark secrets—the lifeblood of the Sith Inquisitor. Treachery hides around every corner in the Empire’s dark corridors, and survival depends on an individual’s natural cunning and the will to manipulate and defeat their enemies and allies alike. The Inquisitor experiments with forbidden powers to not only survive in this cutthroat environment, but to excel and seize authority.


Advanced Class: Sorcerer 
The Sith Sorcerer draws energy from the forbidden depths of the Force, mastering techniques that sap and drain enemies as they invigorate allies--or simply wreak utter devastation.


Tree: Lightning(Ranged DPS)
Channels the Force to overload the Inquisitor's enemies with blasts of lightning.

Ethereality
Passive

Force Speed has a 100% chance to remove all movement impairing effects when used and grant immunity to those effects for its duration.

Lightning Barrage
Passive

Affliction critical hits have a 100% chance to grant Lightning Barrage, causing your next Force Lighting to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.

Tree: Corruption (Heal)
Uses dark power to maintain allies' health in battle, and protect them from enemy attacks.

Revivification
Casting Time: 2 secs Cooldown: 9 secs Range: 30m 
Heals all allies within 8 meters of the targeted area for 341. Targets remaining in the area heal for an additional 483 over 10 seconds.




Force Bending
Passive

Your resurgence has a 100% chance to grant Force Bending, which reduces the cast time of your next Dark Heal, Dark Infusion, or Revivification by 30%.

Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.


Parasitism
Passive

Causes critical hits from periodic damage abilities to restore 1% of your total health and force.


Death Field
Instant Cooldown: 15 secs Range: 30m

Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.




Advanced Class: Assassin

Assassins leap from the shadows, channeling Force lightning through their double-bladed Lightsabers to disable and drain their enemies. They are masters of subterfuge,
feared by even the most terrible opponents.


Tree: Deception (Melee DPS)
Enhances the Assassin's stealth ability, helping him sneak up and dispatch his foes.

Surging Charge
Instant Cooldown: 1.5 secs

Charges your Lightsaber with raw surging force, giving your attacks a 25% chance to deal 148 internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed Lightsaber. Does not break stealth.
Static Charges
Passive

When your Surging Charge deals damage, you have a 100% chance to build a Static Charge, increasing the damage dealt by your next Surging Discharge by 6%. Stacks up to 5 times.

Tree: Darkness (Tank)
Focuses on defensive techniques to help protect the Assassin and his allies.

Charge Mastery
Passive
Improves the effect of your Lightsaber charges while they\'re active: <ul><li>  Lightning Charge: Increases your crit chance by 3%.
Dark Charge: Internal and elemental resistance increased by 9%.
Surging Charge: Your attacks ignore 9% of your target's armor.

Wither
Instant Cooldown: 7.5 secs Range: 15m

Causes up to 5 targets to wither under the weight of the Force, dealing 297 kinetic damage and decreasing the damage all targets deal by 5%. This ability generates a high amount of threat. Lasts 15 seconds.
Tree: Madness (shared)
Increases the Inquisitor's mastery of the Force to drain and corrupt his enemies.

Parasitism
Passive
Causes critical hits from periodic damage abilities to restore 1% of your total health and force.

Death Field
Instant Cooldown: 15 secs Range: 30m
Creates a Death Field at the target location, dealing 965 internal damage and stealing 77 health from up to 3 targets within an 8 meter radius.

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