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Esper AMPS

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Assault

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Critical Hit I

Power Cost: 1

Assault Rank 1

Increases Critical Hit chance by 2%

Critical Hit II

Power Cost: 1

Assault Rank 1

Increases Critical Hit chance by 2%

Critical Hit III

Power Cost: 1

Assault Rank 1

Increases Critical Hit chance by 2%

Power Hitter(CONNECTED WITH THE ABOVE)

Power Cost: 2

Assault Rank 2

Landing a Critical Hit increases your Moxie by 14% for 3.0s

Critical Severity I

Power Cost: 1

Assault Rank 1

Increases Critical Hit Severity by 4%.

Critical Severity II

Power Cost: 1

Assault Rank 1

Increases Critical Hit Severity by 4%.

Reckful(CONNECTED WITH THE ABOVE)

Power Cost: 2

Assault Rank 2

5 Psi Point Assault Finishers increase your Critical Hit Severity by 25% for 5.0s.

Quick Response

Power Cost: 2

Assault Rank 1

Landing a Critical Hit with a Finisher grants a 100% chance to reduce your cooldowns by 45%. Can only occur every 15.00s.

Magic Damage I

Power Cost: 1

Assault Rank 2

Increases Magic damage by 1%.

Magic Damage II

Power Cost: 1

Assault Rank 2

Increases Magic damage by 1%.

Magic Damage III

Power Cost: 1

Assault Rank 2

Increases Magic damage by 1%.

Phantom(CONNECTED WITH THE ABOVE)

Power Cost: 2

Assault Rank 3

Unlocks the Phantom Swarm ability.

Intellect I

Power Cost: 1

Assault Rank 2

Increases Moxie by 2%.

Intellect II

Power Cost: 1

Assault Rank 2

Increases Moxie by 2%.

Superiority(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 3

While at 100% health, increases Moxie by 10%.

Strikethrough I

Power Cost: 1

Assault Rank 2

Increases Strikethrough chance by 1%

Strikethrough II

Power Cost: 1

Assault Rank 2

Increases Strikethrough chance by 1%

Strikethrough III

Power Cost: 1

Assault Rank 2

Increases Strikethrough chance by 1%

Precision(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 3

Increases Strikethrough chance by 2%.

Famine

Power Cost: 3

Assault Rank 2

Landing a Hit with a Basic Attack applies an Expose, reducing Magic Resistance by 12% for 5.0s.

The Humanity

Power Cost: 3

Assault Rank 2

Landing a Finisher on a foe below 30% health deals an additional 1 magic damage

Assault Power I

Power Cost: 1

Assault Rank 3

Increases Assault Power by 1%.

Assault Power II

Power Cost: 1

Assault Rank 3

Increases Assault Power by 1%.

Assault Power III

Power Cost: 1

Assault Rank 3

Increases Assault Power by 1%.

Refund(CONNECTED WITH ABOVE)

Power Cost: 5

Assault Rank 3

Whenever a Finisher is Deflected, gain 3 Psi Points. Can only occur every 3.00s.

Slow it Down

Power Cost: 4

Assault Rank 3

Dealing damage to a foe has a 25% chance to apply a 22% Snare for 5.0s.

Follow Through

Power Cost: 4

Assault Rank 3

Using an Assault Finisher increases your Assault Power by 7% for 5.0s

Figment

Power Cost: 4

Assault Rank 3

While at 100% health, damaging a foe has a 20% chance to manifest a Figment that deals 1 magic dmg per sec for 10.0s. Can only occur every 10.00s

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Support

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Focus Recovery I

Power Cost: 1

Support Rank 1

Increases Focus Regeneration by 0.1

Focus Recovery II

Power Cost: 1

Support Rank 1

Increases Focus Regeneration by 0.1

Focus Recovery III

Power Cost: 1

Support Rank 1

Increases Focus Regeneration by 0.1

Focus Recovery Mastery(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 2

Increases Focus Regeneration by 0.2

Hard to Hit I

Power Cost: 1

Support Rank 1

Your heals have a 15% chance to increase your targets Deflect Chance by 2% for 10.0s

Hard to Hit II

Power Cost: 1

Support Rank 1

Your heals have a 15% chance to increase your targets Deflect Chance by 4% for 10.0s

Healer's Grit(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 2

If your target Deflects an attack with Hard to Hit active they are healed for 1 health.

Preservation I

Power Cost: 1

Support Rank 1

Reduces Focus cost on Spells by -2%

Preservation II

Power Cost: 1

Support Rank 2

Reduces Focus cost on Spells by -2%

Preservation Mastery(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 2

Reduces Focus cost on Spells by -4%

Build Up

Power Cost: 3

Support Rank 2

Healing an ally with a Builder also applies a stacking buff. When healing a target with 3 stacks, you restore an additional 1 health.

Inspiration

Power Cost: 3

Support Rank 2

Support Spammers increase ally Magic Resistances by 12% for 5.0 seconds.

Me Worry?

Power Cost: 3

Support Rank 2

When damaged below 25% Health, you proc an AoE buff that increases healing received by 24% for 10.0s. This can only occur every 60s

Focus I

Power Cost: 1

Support Rank 2

Increases Focus by 15.

Focus II

Power Cost: 1

Support Rank 2

Increases Focus by 15.

Focus III

Power Cost: 1

Support Rank 2

Increases Focus by 15.

Focus IV

Power Cost: 1

Support Rank 2

Increases Focus by 15.

Focus Mastery(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 3

While below 15% Mana, your Support Finishers generate 147.

Healing Mastery I

Power Cost: 1

Support Rank 2

Increases Outgoing Healing by 1%

Healing Mastery II

Power Cost: 1

Support Rank 2

Increases Outgoing Healing by 1%

Mirage(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 3

Unlocks the Esper ability Mirage.

Companion

Power Cost: 3

Support Rank 3

When healing, you have a 20% chance to summon a Companion. It restores 1 health per sec and lasts for 10.0s. This can only occur every 10.00s.

Healing Touch

Power Cost: 4

Support Rank 3

Whenever you use a Support Finisher on an ally below 30% health you heal an additional 2 Health. This can only occur every 8.00 seconds.

Cooldown Reduction I

Power Cost: 1

Support Rank 3

All cooldown lengths reduced by -1%.

Cooldown Reduction II

Power Cost: 1

Support Rank 3

All cooldown lengths reduced by -1%.

Support Power I

Power Cost: 1

Support Rank 3

Increases Support Power by 1%

Support Power II

Power Cost: 1

Support Rank 3

Increases Support Power by 1%

Support Power III

Power Cost: 1

Support Rank 3

Increases Support Power by 1%

Spectral Shield(CONNECTED WITH ABOVE)

Power Cost: 5

Support Rank 3

When you critically heal a target they gain a 2 Absorption Shield.

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Utility

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Toughness I

Power Cost: 1

Utility Rank 1

Decreases the duration of CC's by 2%

Toughness II

Power Cost: 1

Utility Rank 1

Decreases the duration of CC's by 2%

Iron Reflexes(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 1

When you are CC'd you gain 18% Armor for 5.0s. This can only occur every 15 seconds.

Sprinter I

Power Cost: 1

Utility Rank 1

Maximum capacity increased by 33.

Sprinter II

Power Cost: 1

Utility Rank 1

Maximum capacity increased by 33.

Balanced(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 1

While sprinting you can't be dazed.

Molasses

Power Cost: 3

Utility Rank 1

Being Rooted, Snared, or Tethered grants an Absorption Effect that lasts for 5.0s and absorbs 1 damage. This can only occur every 10.00s

Maximum Shield Capacity I

Power Cost: 1

Utility Rank 2

Increases Maximum Shield Capacity by 3%.

Maximum Shield Capacity II

Power Cost: 1

Utility Rank 2

Increases Maximum Shield Capacity by 3%.

Maximum Shield Capacity III

Power Cost: 1

Utility Rank 2

Increases Maximum Shield Capacity by 3%.

Feedback(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 3

When your shields become depleted, you apply a 20% Snare to 5 enemies within 8 meters for 10.0s This can only occur every 30.0s seconds.

Movement Speed I

Power Cost: 1

Utility Rank 2

Increases Movement Speed by 2%.

Movement Speed II

Power Cost: 1

Utility Rank 2

Increases Movement Speed by 2%.

Movement Speed III

Power Cost: 1

Utility Rank 2

Increases Movement Speed by 2%.

Mental Overflow

Power Cost: 3

Utility Rank 2

When you would gain a Psi point while at full Psi points, a Psi Orb spawns near your location and lasts for 5.0s.

Breakaway

Power Cost: 3

Utility Rank 2

Whenever you can earn a CC break, gain a Dash Token.

Item Mastery I

Power Cost: 1

Utility Rank 2

Assault and Support Power from Equipped items is increased by 2%

Item Mastery II

Power Cost: 1

Utility Rank 3

Assault and Support Power from Equipped items is increased by 2%

Fixation(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 3

Unlocks the Esper ability Fixation.

Self Preservation I

Power Cost: 1

Utility Rank 3

Your incoming and outgoing healing is increased by 1% while under 50% health.

Self Preservation II

Power Cost: 1

Utility Rank 3

Your incoming and outgoing healing is increased by 1% while under 50% health.

Self Preservation III

Power Cost: 1

Utility Rank 3

Your incoming and outgoing healing is increased by 1% while under 50% health.

Cheat Death(CONNECTED WITH ABOVE)

Power Cost: 5

Utility Rank 3

Upon dying, enter an immobile spirit form, which allows you to continue casting spells for 4.0s

Rupture

Power Cost: 3

Utility Rank 3

Killing a foe has a 100% chance to spawn a Health Orb at their location, it can be picked up to restore 2 health. This can only occur every 5.00s.

Evasive Maneuvers

Power Cost: 3

Utility Rank 3

After Dashing, your Damage Mitigation is increased by 11% for 5.0 seconds.

Bounce Back

Power Cost: 3

Utility Rank 3

Before taking damage from a Critical Hit, you have a 25% chance to restore 2 health.

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Hybrid

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No Pain No...

Power Cost: 3

Hybrid Rank 2

Taking damage has a 5% chance to generate a Psi Point.

Tactician

Power Cost: 3

Hybrid Rank 2

Dashing increases Magic Damage Dealt and Outgoing Healing by 4% for 5.0s

Dasher I

Power Cost: 1

Hybrid Rank 2

Increases Dash Token Regeneration by 8%

Dasher II

Power Cost: 1

Hybrid Rank 2

Increases Dash Token Regeneration by 8%

Dasher III

Power Cost: 2

Hybrid Rank 2

Increases Dash Token Regeneration by 8%

Inspirational Charge I

Power Cost: 1

Hybrid Rank 2

Landing a Finisher increases your Movement Speed by 5% for 3.0s.

Inspirational Charge II

Power Cost: 1

Hybrid Rank 2

Landing a Finisher increases your Movement Speed by 10% for 3.0s.

Inspirational Charge III

Power Cost: 1

Hybrid Rank 3

Landing a Finisher increases your Movement Speed by 15% for 3.0s.

Blur(CONNECTED WITH ABOVE)

Power Cost 2

Hybrid Rank 3

Sprinting grants a 15% chance to Deflect attacks.

Critical Hit I

Power Cost: 1

Hybrid Rank 3

Increases Critical Hit chance by 2%

Critical Hit II

Power Cost: 1

Hybrid Rank 3

Increases Critical Hit chance by 2%

Critical Hit III

Power Cost: 1

Hybrid Rank 3

Increases Critical Hit chance by 2%

Critical Force(CONNECTED WITH ABOVE)

Power Cost: 2

Hybrid Rank 3

Increases Critical Severity by 8%

Fisticuffs

Power Cost: 4

Hybrid Rank 3

Taking damage from a target you are facing increases your Damage Mitigation by 6% for 5.0s

Not Snackworthy

Power Cost: 4

Hybrid Rank 3

Taking shield damage grants a 100% chance to deal 1 technology damage every 1.0s for 3.0s to your attacker. Stacks 3 times.

B-I-N-G-O

Power Cost: 4

Hybrid Rank 3

Landing a Critical hit with a Builder has a 33% chance to generate 1 Psi Points.

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PvP Offense

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No Remorse

Power Cost: 3

PvP Offense Rank 2

Deals an additional 1 Magic Damage to Snared Foes.

Dangerous Gadgetry

Power Cost: 3

PvP Offense Rank 2

Increase the bonus you receive from the following Gadgets by 20%: Power, Cruelty, Severity, Precision, and Ferocity.

PvP Offense I

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense by 1%.

PvP Offense II

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense by 1%.

PvP Offense III

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense by 1%.

Duelist(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Offense Rank 3

Assault Finishers have a 50% chance increase your PVP Offensive by 4% for 5.0s.

Energy Charge I

Power Cost: 1

PvP Offense Rank 2

When dealing damage Critical Hits have a 50% chance to increase Magic damage output by 1% for 8 seconds. Stacks 3x.

Energy Charge II

Power Cost: 1

PvP Offense Rank 2

When dealing damage Critical Hits have a 50% chance to increase Magic damage output by 2% for 8 seconds. Stacks 3x.

Energy Charge III

Power Cost: 1

PvP Offense Rank 2

When dealing damage Critical Hits have a 50% chance to increase Magic damage output by 3% for 8 seconds. Stacks 3x.

Armor Pierce I

Power Cost: 1

PvP Offense Rank 2

Attacks ignore 1% of Armor.

Armor Pierce II

Power Cost: 1

PvP Offense Rank 3

Attacks ignore 1% of Armor.

Armor Pierce III

Power Cost: 1

PvP Offense Rank 3

Attacks ignore 1% of Armor.

Armor Pierce IV

Power Cost: 1

PvP Offense Rank 3

Attacks ignore 1% of Armor.

Attack Pierce Mastery(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Offense Rank 3

Attacks ignore 2% of Armor.

Shocked

Power Cost: 3

PvP Offense Rank: 3

Your attacks have a 25% chance to reduce the enemies PVP Defense by 17% for 5.0 seconds. This can only occur every 10.0 seconds.

True Sight

Power Cost: 4

PvP Offense Rank 3

While above 3 Psi Points your Strikethrough chance is increased by 10%

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PvP Defense

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From the Grave

Power Cost: 3

PvP Defense Rank 2

Upon death, heal all allies within the area for 15 Health. This can only Occur every 2 minutes.

PVP Defense I

Power Cost: 1

PvP Defense Rank 2

Increases PVP Defense by 1%.

PVP Defense II

Power Cost: 1

PvP Defense Rank 2

Increases PVP Defense by 1%.

PVP Defense III

Power Cost: 1

PvP Defense Rank 2

Increases PVP Defense by 1%.

Resilience(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Defense Rank 3

When you take damage there is a 50% chance that your Deflect Critical Hit Chance is increased by 10% for 5.0s

Grit I

Power Cost: 1

Utility Rank 1

Increases your Grit by 2%

Grit II

Power Cost: 1

Utility Rank 1

Increases your Grit by 2%

Grit III

Power Cost: 1

Utility Rank 1

Increases your Grit by 2%

Stand Strong(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Defense Rank 2

When reduced below 35% health your Armor is increased by 38% for 6.0s. This can only occur every 30.0 seconds.

Deflect Chance I

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Chance by 1%

Deflect Chance II

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Chance by 1%

Deflect Chance III

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Chance by 1%

Restoration(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Defense Rank 3

Any time you Deflect an attack you restore 1 health every second for 6.0 seconds

Reinforce I

Power Cost: 1

PvP Defense Rank 3

Healing Spammers increase Ally PVP defense by 1% for 30.0s.

Reinforce II

Power Cost: 1

PvP Defense Rank 3

Healing Spammers increase Ally PVP defense by 1% for 30.0s.

Reinforce III

Power Cost: 1

PvP Defense Rank 3

Healing Spammers increase Ally PVP defense by 1% for 30.0s.

Spell Mastery(CONNECTED WITH ABOVE)

Power Cost: 1

PvP Defense Rank 3

Your healing Spammers also increase your PVP defense by 3% for 30.0s

Payback

Power Cost: 3

PvP Defense Rank 3

When one of your spells is interrupted gain 2 interrupt armor for 6.0s. This can only occur once every 60s.

Defensive Gadgetry

Power Cost: 4

PvP Defense Rank 3