Sunday, October 30, 2011

Advanced Class Breakdown: Smuggler

Our Smuggler class Page has now been updated with all the advanced class information (also presented to you below).


Sometimes luck is more important than skill, but it never hurts to have both.

Lawlessness has become common in the wake of the devastating war between the Republic and Empire. Shifting political allegiances and marauding pirates have made independent space travel a dangerous enterprise. Cut off from traditional supply routes, entire star systems waver on the verge of collapse. An adventurous spirit who’s not afraid to break a few rules can make a handsome profit hauling cargo to these hotspots, but it requires fast reflexes, fast wits and a fast draw with a blaster. Even then, the life of a Smuggler is always a gamble.

Stacking up enemies as fast as they stack up credits, Smugglers only survive in this galaxy by being slick, sneaky and street-smart.



Advanced Class: Gunslinger
Master of the trick shot, the first to dive for cover and willing to
take advantage of every opportunity, the Gunslinger and his dual
blasters are the perfect team. The Gunslinger can shoot out a man's
legs to keep him from charging, blind him so he can't get to his weapons
or inflict serious injuries for maximum distraction. There's a right target for ending every disagreement and the Gunslinger knows them like the inside of his ship.
Tree: Saboteur
Teaches the Gunslinger to use explosives and advanced tech to sustain a longer assault.

Overload Charges
Instant Cooldown: 2 mins
Overloads all nearby Shock Charges, dealing 582 kinetic damage to all affected targets. Resets the cooldown of Cool Head, Defense Screen, Sabotage Charge, and Incendiary Grenade.

Stun Bomb
Passive
Targets affected by Flash Grenade have a 100% chance to be stunned for 2 seconds on taking damage.



Tree: Sharpshooter
The Gunslinger focuses on precise, high damage attacks from the safety of cover.

Exploit Weakness
Passive
Quickdraw can be used on targets recently hit by a pistol ability critical hit.

Surprise Attack
Passive
Rolling into cover has a 100% chance to make your next Charged Burst an instant cast ability.

Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
               
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.

Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.



Advanced Class: Scoundrel

The Scoundrel doesn't have time for politeness or a fair fight.
In addition to his trusty blaster the Scoundrel packs a stealth belt, a
scattergun and a med pack--everything he needs to get in, knock the
enemy for a loop and get out alive. Being invisible works best, but even
when Sith fly through the air waving Lightsabers all they get to do is look surprised as the Scoundrel's scattergun sends them back the way they came. The Scoundrel always shoots first.


Tree: Sawbones
The Scoundrel patches his allies up using whatever medical supplies he can scrape together.

Field Medicine
Passive
Reduces pushback from damage on healing abilities by 70%. Lowers threat of healing abilities by 10%.

Amnesty
Passive
Dodge has a 100% chance to heal you and increase your armor by 10% for 10 seconds.

Tree: Scrapper
Focuses on using stealth and the scatter gun to sneak in, take out the enemy, and get out.

Swift Kick
Passive
Reduces cooldown of Dirty Kick by 15 seconds.

Shock
Passive
Vital Shot deals direct damage when applied.


Tree: Dirty Fighting (shared)
These tactics leave no trick off-the-table and often leave an enemy crippled or bleeding.
               
Heightened Evasion
Passive
Reduces cooldown of Dodge by 30 seconds. Dodge has a 30% chance to grant a speed boost to the player while active.

Cold Blooded
Passive
Bleed effects do 25% more damage against targets with less than 30% health.



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