6.0 ability/items info

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Abilities

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Jedi Consular

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New Ability: Telekinetic Blitz

Force Cost: 50

Deals X energy damage and Charges the target, stacking up to 3 times. Telekinetic Blitz deals more damage for each Charge stack on the target. Telekinetic Blitz has 3 ability ammo and recharges 1 ammo every 10 seconds.

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Sith Inquisitor

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New Ability: Severing Slash

Force Cost: 20

Cooldown: 12s

Strikes targets in a cone, dealing X weapon damage and slowing their movement speed by 50% for 3 seconds. Requires a double-bladed lightsaber or electrostaff.

New Ability: Volt Rush

Force Cost: 50

Deals X energy damage and Charges the target, stacking up to 3 times. Volt Rush deals more damage for each Charge stack on the target. Volt Rush has 3 ability ammo and recharges 1 ammo every 10 seconds.

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Sith Warrior

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New Ability: Furious Focus

Cooldown: 15s

Consumes all ability ammo of Furious Focus and applies Furious Focus stacks to you. Each stack increases your next direct damage attack by 25% and is consumed whenever you deal damage. Recharges 1 ability ammo every 15 seonds.

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Powertech:

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-Ion gas cylinder now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects

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Juggernaut:

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-Soresu Form now increases your armor rating by 61.5% (up from 60%) in addition to its previous effects

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All Companions:

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-Companions now have a talent system known as "traits". This gives a variety of bonuses to the companion (see below for a list of known traits)

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DPS:

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-Execute ability (30% health) will now restore small amount of health to the companion based on teh damage dealt.

-Trait: Stylish Recovery

Your companions Execute ability will additionally restore health equal to 25% of the damage dealt.

-Trait: Sustained Conflict

Activating an attack and defeating opponents builds a stack of Combat Experience. After obtaining 30 stacks you gain a 10% increase to all damage dealt. Lasts 10 seconds.

-Trait: Stunning Assault

Your companions stun ability now deals damage over time.

-Trait: Tactful Aggressor

Reduces all threat generated by the Companion by 30%.

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Heal:

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-New Ability (Non force-user companions): Kolto Shell

Deploys a Kolto Shell around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Kolto Shell loses 1 charge and heals the target for X. This effect cannot occur more than once every 3 seconds. A target may not have more than one Kolto Shell active.

-New Ability (Force-user companions): Protective Barrier

Deploys a Protective Barrier around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, Protective Barrier loses 1 charge and heals the target for X. This effect cannot occur more than once every 3 seconds. A target may not have more than one Protective Barrier active.

-Single target heal has its cooldown increased to 10 seconds (up from 8)

-Trait: Ardent Protector

Closes the distance the target, healing for X.

-Trait: Emergency Measures

Activated when a friendly target drops below 30% health. Increases all healing done for 15 seconds.

-Trait: Continued Restoration

Extends the duration of the Companions heal over time ability by 3 seconds.

-Trait: Self Preservation

Passively regenerates 1% of maximum health every 5 seconds.

-Trait: Covert Medic

Reduces all threat generated by the Companion by 30%.

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Tank:

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-Charge ability now heals for 50% of the damage dealt (up from 25%)

-Trait: Bastion

Increases shield and defence chance by 3%.

-Trait: 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 your companion.

-Trait: Auto-Safeguards

Activates an advanced response system when the companion drops below 50% health. Absorbs all incoming direct single target damage for the next 6 seconds, reflecting 50% of the absorbed damage back at the attacker and healing for 5% of maximum health each time an attack is absorbed.

-Trait: Momentum

Your companions Single Target ability will restore an additional 25% of the damage dealt as health.

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Items

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-New grade 11 stims/adrenals/medpacks named "Kyrprax"

eg: "Advanced Kyrprax Efficacy Adrenal"

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Amplifiers

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Universal Amplifiers

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-Taskmaster:

Significantly increases your active companions attack and cast speed.

-Self Preservation:

Passively regenerates 1% of maximum health every 10 seconds.

-Beserk:

Increases Power by 25%, Decreases Armor by 50%.

-(NO NAME YET)

+2% Absorb Rating

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+2% Accuracy Rating

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+2% Alacrity Rating

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+3% Armor Rating

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+1% Critical Chance

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+2% Critical Rating

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+2% Defense Rating

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+2% Endurance

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Increases experience gained by 25%

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+2% Mastery

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+2% Shield Rating

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Increases social points gained by 150%

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Reduces cooldown of all skills by 5%

-Experience

Increases Rested experience accrual rate by 50%

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Sith Inquisitor Amplifiers

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-Galvanize:

Force Speed makes your next Force attack deal 5% more damage.

-Reckless Vengeance:

Recklessness grants an additional charge.

-Seething Power

Overload increases your damage reduction by 10% for 10 seconds. Getting attacked during this time causes your next Force attack to critically hit.This effect can only occur once every 10 seconds.

-Gyre

Killing the enemy affected by Whirlwind before its cooldown ends resets the cooldown of Whirlwind.

-Decelerate

Force Slow now has 2 charges. Using Force Slow on an enemy already under the effect of Force Slow slows them by an additional 20% and extends the duration.

-Charged Electrocute

Electrocute's stun lasts an additional 2 seconds.

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Sith Assassin Amplifiers

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-Projected Shroud:

Using Severing Slash while under Force Shroud lowers the targets accuracy and extends the duration of Force Shroud by 2 seconds.

-Steely Spike:

Using Spike grants you a 20% damage reduction for 6 seconds.

-Deflecting Slashes

Each target hit by Severing Slash extends Deflection's duration by 1 second.

-Death Knell

Killing an enemy during Overcharge Saber refreshes the duration of Overcharge Saber. Can occur up to 5 times during one Overcharge Saber.

-Shadowcraft

Using Phantom Stride from stealth grants a charge of Shadowcraft, causing your next attack to critically hit.

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Sith Sorcerer Amplifiers

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-Charged Targets

Overload Charges the targets it hits. Volt Rush deals more damage to Charged targets.

-Gathering Storm

Activating Force Speed reduces the cooldown of Polarity Shift by 5 seconds. Using Polarity Shift immediately after extends its duration.

-Dark Consumption

Dark Heal heals more if you have a Consuming Darkness or Reverse Corruption stack and consumes 1 stack upon use.

-Revitalize

Healing a target with another ability while Resurgence is active on them has a chance to cause an extra Resurgence tick for half. Refreshing Resurgence on a target refunds some force.

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Sith Warrior Amplifiers

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-Blinding Fear

Enemies affected by Intimidating Roar have greatly reduced accuracy for 6 seconds after Intimiadting Roar wears off.

-Positioning

After executing Mad Dash, you gain 20% damage reduction for 6 seconds.

-Ubercharge

Force Charge gets two charges. In addition, you cannot be stunned or rooted for 3 seconds after using Force Charge.

-Sap

After Force Choke stun effect finishes, it slows its target and every target nearby it for 6 seconds.

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Sith Juggernaut Amplifiers

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-Strengthening Scream

Threatening Scream scream increases your damage reduction by 5% for each enemy you hit. This effect lasts 10 seconds.

-Retaliator

Taking damage during Endure Pain grants Retaliator stacks, increasing the damage of your next Retaliation by 10% per stack.

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Sith Marauder Amplifiers

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-Critical Focus

Critically hitting has a 20% change to build a Furious Focus charge. Can only occur once every 10 seconds.

-Vicious Thirst

Vicious Slash and Massacre add Vicious Thirst stacks to their targets, stacking up to 3 times. Killing an enemy with Vicious Thirst stacks increases your damage by 10% per stack for 10 seconds.

-From the Shadows

Activating Mad Dash while under Force Camouflage makes it critically hit and slows any targets it damages.

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Tactical Items

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Universal Tactical Items

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-Krall's Accord

Cycles between buffing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order.

-The Life Warden

Taking damage below 20% health will heal you for a large amount. 10 Minute Cooldown

-A Breath of Fresh Air

Every third Activation of your basic attack restores 10% of your Class Resource.

-Rakghoul Pheromone

Your ability activations have a chance to summon a Infatuated Rakling who breifly attacks your target before disapearing who knows where.

-Amplification Matrix

Doubles the effect of all your equipped Amplifiers so long as you have no active Set Bonus effect.

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Sith Assassin Tactical Items

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-Redirected Wrath

Wither generates Redirected Wrath stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.

-Shadow Shroud

Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed.

-Discharging Voltage

Severing Slash causes your next Surging Discharge to arc to multiple targets.

-High Voltage

Using Voltaic Slash and Lacerate with 2 stacks of Voltage deals extra damage and immediartely finishes the cooldown of Ball Lightning.

-Burning Bolts

When Reaping Strike hits, it causes its target to burn.

-Thrashing Terror

Creeping Terror has a 20% chance to tick an additional time whenever Thrash deals damage.

-Hungering Blade

Critically hitting with Leeching Strike resets its cooldown and increases the critical chance and Force cost of the next Leeching Strike. Stacks up to 3 times.

-Shrouding Guard

Force Shroud also applies to any ally you are guarding.

-Shadow Step

Phantom Stride gains 2 charges.

-Multitrap

Mind Trap can now affect up to two targets at once.

-All For One

Revivification heals more for each ally it affects.

-One for All

Revivification heals more the less allies it affects.

-Healing Volts

Damaging an enemy with Volt Rush causes your ally closest to the enemy to be healed, scaling with how many Volt Rush charges are on the enemy.

-Extra Mend

Roaming Mend can now heal up to 5 targets instead of 4.

-Volt Flux

Volt Rush triggers Lightning Storm when activated. Chain Lightning spreads Charge and causes your next Volt Rush to arc to nearby targets.

-Convection Burst

Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks.

-Stormwatch

Lightning Flash applies Stormwatch to it's targets. For the next 10 seconds, whenever the target is critically hit, a lightning bolt is called down upon the target, dealing <<1>> energy damage. This cannot happen more than once every 2 seconds.

-Death Channel

Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks.

-Exhaustion Field

Death Field does 10% more damage too all targets, additional damage to Force Slowed targets and spreads Force Slow's effects.

-Ruthless Demolition

Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly.

-Wrath Rush

When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath.

-Writhing Terror

Creeping Terror has a 10% chance to tick an additional time whenever Force Lightning deals damage.

-Dark Return

Returning to your Phase Walk marker causes an force explosion around you, dealing damage to any enemies around.

-Dark Cleanse

Consuming Darkness lowers the cooldown of Expunge by 3 seconds.

-Preserve Self

Activating Unnatural Preservation removes Static Barrier's Deionize effect from you.

-Liberate

Extrication now heals you and the target and makes your next Resurgence free.

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Sith Juggernaut Tactical Items

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-Crushing Defense

Crushing Blow generates Crushing Defense stacks for every enemy it hits, increasing your damage reduction per stack for 10 seconds.

-Indomitable

Using Backhand while Invincible extends the duration of Invincible by 5 seconds.

-Retaliating Defense

Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds.

-Unknowing Rage

Force Crush builds a Furious Focus charge.

-Furious Retaliation

Retaliation refunds one rage and finishes the cooldown of Furious Strike.

-Keep Away

Activating Saber Ward finishes the cooldown of Force Push.

-Grit Teeth

Taking damage while Endure Pain is active reduces the cooldown of Enraged Defense by 10 seconds per hit. This effect cannot occur more than once every 2 seconds.

-Interceding Defense

Intercede gives you 3% damage reduciton per ally nearby for 6 seconds.

-Higher Focus

Enrage builds one Furious Focus charge.

-Bloody Vengeance

When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second.

-Payback

Retaliation finishes the cooldown of Hew and allows it to be usable on a target with any health level, and causes your next Hew to enable Retaliation. This effect cannot occur more than once every 10 seconds.

-Crimson Slash

Vicious Slash refreshes the duration of Force Scream and Impale's bleeds on the target.

-Impulse Driver

Activating Force Push on a target affected by Force Crush grants Impulse Driver, increasing your damage dealt by 20% and the damage dealt to that target by 5%.

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Sith Marauder Tactical Items

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-Exterminator

Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate.

-Rapid Rupture

Refreshing Rupture deals double damage on initial hit.

-Vicious Saber

Vicious Slash applies all of your Deadly Saber stacks to its target at once and resets the cooldown of Deadly Saber.

-Unstable Focus

Using Devastating Blast with Furious Focus causes Devastating Blast do explode, dealing damage to all targets in the area.

-Hyper

Using Massacre adds Hyper stacks to you, increasing your critical chance by 10% and reducing the cost of your next Massacre by 1 rage per stack. Stacks up to 3 times. Last 10 seconds or until an ability other than Massacre is used.

-Bloody Focus

Using Gore with Furious Focus causes its target to bleed.

-Always Ferocious

Ferocity is always active but only gives a 50% armor penetration.

-Detonate

Raging Burst detonates Force Crush, dealing damage to enemies in an area around the primary target.

-Obliterator

Using Obliterate with Furious Focus causes it to critcally hit.

-Force Barter

Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero.

-Undying Cloak

Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds.

-Apex Predator

Activating Predation finishes the cooldown of Force Camouflage.

-Frenzied Ravager

Ravage builds a Furious Focus charge.

-Hidden Power