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Medic AMPS

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Assault

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Core Damage I

Power Cost: 1

Assault Rank 1

Increases damage dealt by 1% for 5.0s after consuming a Power Core. Max 4 Stacks.

Core Damage II

Power Cost: 1

Assault Rank 1

Increases damage dealt by 2% for 5.0s after consuming a Power Core. Max 4 Stacks.

Core Damage III

Power Cost: 1

Assault Rank 1

Increases damage dealt by 3% for 5.0s after consuming a Power Core. Max 4 Stacks.

Strikethrough I

Power Cost: 1

Assault Rank 1

Increases Strikethrough chance by 1%

Strikethrough II

Power Cost: 1

Assault Rank 1

Increases Strikethrough chance by 1%

Strikethrough III

Power Cost: 1

Assault Rank 1

Increases Strikethrough chance by 1%

Weakness into Strength(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 1

Deflected attacks now trigger Atomize.

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%

Recycler(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 2

Critically Hitting a foe with Gamma Rays or Quantum Cascade has a 50% chance to refund a Power Core.

Particle Professional

Power Cost: 3

Assault Rank 1

Adds an additional charge to Particle Collider.

Victoary Spark I

Power Cost: 1

Assault Rank 2

Killing blows have a 5% chance to regenerate all of your Power Cores.

Victoary Spark II

Power Cost: 1

Assault Rank 2

Killing blows have a 10% chance to regenerate all of your Power Cores.

Victoary Spark III

Power Cost: 1

Assault Rank 2

Killing blows have a 15% chance to regenerate all of your Power Cores.

Power Charge(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 3

Recharge now instantly generates 2 Power Cores at full charge instead of Focus.

Stay With Me I

Power Cost: 1

Assault Rank 2

Increase Assault Power by 3% while below 30% health

Stay With Me II

Power Cost: 1

Assault Rank 2

Increase Assault Power by 3% while below 30% health

Stay With Me III

Power Cost: 1

Assault Rank 2

Increase Assault Power by 3% while below 30% health

Critical Hit Severity I

Power Cost: 1

Assault Rank 2

Increases Critical Hit Severity by 4%.

Critical Hit Severity II

Power Cost: 1

Assault Rank 2

Increases Critical Hit Severity by 4%.

Critical Hit Severity III

Power Cost: 1

Assault Rank 2

Increases Critical Hit Severity by 4%.

Maximum Punishment(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 3

Increase Critical Hit Severity by 90% during Energize.

Assault Power I

Power Cost: 1

Assault Rank 2

Increases Assault Power by 1%.

Assault Power II

Power Cost: 1

Assault Rank 2

Increases Assault Power by 1%.

Assault Power III

Power Cost: 1

Assault Rank 3

Increases Assault Power by 1%.

Annihilation(CONNECTED WITH ABOVE)

Power Cost: 2

Assault Rank 3

Unlocks the Annihilation ability.

Entrapment

Power Cost: 3

Assault Rank 2

While foes are Snared or Rooted by your spells they take 2% additional damage from all your sources.

Renewed Devastation

Power Cost: 3

Assault Rank 2

When Devastator Probes are detonated they have a 50% chance to be re-applied to foes. Re-applied probes cannot be detonated.

Upgrade

Power Cost: 3

Assault Rank 2

Increases the Assault Power gained from your Resonators by 7%

Danger Zone

Power Cost: 4

Assault Rank 3

Gain 9% Assault Power for 8.0s when within 8m of a foe. Can only trigger on the same foe every 15.0s

Field Specialist

Power Cost: 4

Assault Rank 3

Reduces the cooldown of Annihilation and Nullification Field by -2.00s

Meltdown

Power Cost: 3

Assault Rank 3

Deal 7 technology damage to all foes within 10m and Overload their shields for 8.0s

In Flux

Power Cost: 4

Assault Rank 3

Increases Assault Power by 7% when your Power Cores are neither full or empty.

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Support

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Triage I

Power Cost: 1

Support Rank 1

Healing an ally below 30% health will also restore 1 shield.

Triage II

Power Cost: 1

Support Rank 1

Healing an ally below 30% health will also restore 1 shield.

Triage III

Power Cost: 1

Support Rank 1

Healing an ally below 30% health will also restore 1 shield.

Reboot(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 2

Shield Surge and Barrier restore an additional 3 shield to allies with depleted shields.

Unassuming I

Power Cost: 1

Support Rank 1

Reduces Threat generation 2%

Unassuming II

Power Cost: 1

Support Rank 1

Reduces Threat generation 2%

Unassuming III

Power Cost: 1

Support Rank 1

Reduces Threat generation 2%

Recovery I

Power Cost: 1

Support Rank 1

Increases Focus Recovery by 0.1/s

Recovery II

Power Cost: 1

Support Rank 1

Increases Focus Recovery by 0.1/s

Recovery III

Power Cost: 1

Support Rank 1

Increases Focus Recovery by 0.1/s

Running on Empty(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 1

Increases your Focus Recovery by 150% for 20.0s when your Focus drops below 100. Can only occurs every 120.00s

Armor Coating

Power Cost: 2

Support Rank 1

When you Critically Heal an all you increase their armor by 10% for 6.0s

Conservation I

Power Cost: 1

Support Rank 2

Reduces the Focus cost of your abilities by 10% during Energize.

Conservation II

Power Cost: 1

Support Rank 2

Reduces the Focus cost of your abilities by 10% during Energize.

Conservation III

Power Cost: 1

Support Rank 2

Reduces the Focus cost of your abilities by 10% during Energize.

Continued Focus(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 2

Shield Surge and Field Surgeon have a 15% chance to refund their Focus cost.

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.

Well Rested(CONNECTED WITH ABOVE)

Power Cost: 2

Support Rank 3

Every 10.0s you're out of combat your maximum Focus increases by 12. Max 5 stacks. Bonus Focus is lost when consumed in combat.

Protective Surge I

Power Cost: 1

Support Rank 2

Restores 1 health to an ally within 10m when they are Critically Hit.

Protective Surge II

Power Cost: 1

Support Rank 2

Restores 1 health to an ally within 10m when they are Critically Hit.

Protective Surge III

Power Cost: 1

Support Rank 2

Restores 1 health to an ally within 10m when they are Critically Hit.

Support Power I

Power Cost: 1

Support Rank 2

Increases Support Power by 1%

Support Power II

Power Cost: 1

Support Rank 2

Increases Support Power by 1%

Support Power III

Power Cost: 1

Support Rank 3

Increases Support Power by 1%

Repair Station(CONNECTED WITH ABOVE)

Power Cost: 5

Support Rank 3

Unlocks the Repair Station ability.

Medical Grade

Power Cost: 3

Support Rank 2

Increases the Support Power gained from your Resonators by 7%

Emergency Extraction

Power Cost: 3

Support Rank 2

Extricate will break allies out of Stuns, Roots, Knockdowns, Tethers, and Subdues.

Technician

Power Cost: 3

Support Rank 2

Grants an additional charge to Repair Station.

Hypercharge

Power Cost: 4

Support Rank 3

Activating Energize restores 13 shield to allies within 15m

Transfusion

Power Cost: 4

Support Rank 3

Sacrifice 2 health, to restore 4 to an ally below 30% health within 6m of you. Can only Occur every 10.00s while you are above 80% health.

Defense Mechanism

Power Cost: 5

Support Rank 3

Taking damage while below 30% health reduces the cooldown of Barrier by -2.00s. Can only occur once every 4.00s.

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Utility

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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%

Sprint I

Power Cost: 1

Utility Rank 1

Increases your Sprint capacity by 7%

Sprint II

Power Cost: 1

Utility Rank 1

Increases your Sprint capacity by 7%

Sprint III

Power Cost: 1

Utility Rank 1

Increases your Sprint capacity by 7%

Shield Drive(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 1

Restore 1 shield every 0.25s while Sprinting.

Shield Regeneration I

Power Cost: 1

Utility Rank 1

Increases Shield Regeneration by 7%

Shield Regeneration II

Power Cost: 1

Utility Rank 1

Increases Shield Regeneration by 7%

Shield Regeneration III

Power Cost: 1

Utility Rank 1

Increases Shield Regeneration by 7%

Hasty Restraint

Power Cost: 3

Utility Rank 1

There is a 10% chance when you get Snared that the cooldown on Restraint Grid will be reset.

Armor I

Power Cost: 1

Utility Rank 2

Increase Armor from items by 1%

Armor II

Power Cost: 1

Utility Rank 2

Increase Armor from items by 1%

Armor III

Power Cost: 1

Utility Rank 2

Increase Armor from items by 1%

Shield Reboot I

Power Cost: 1

Utility Rank 2

Reduces shield reboot time by -0.50s

Shield Reboot II

Power Cost: 1

Utility Rank 2

Reduces shield reboot time by -0.50s

Shield Reboot III

Power Cost: 1

Utility Rank 2

Reduces shield reboot time by -0.50s

Tech Resistance I

Power Cost: 1

Utility Rank 2

Increase Technology Resistance by 2%

Tech Resistance II

Power Cost: 1

Utility Rank 2

Increase Technology Resistance by 2%

Tech Resistance III

Power Cost: 1

Utility Rank 2

Increase Technology Resistance by 2%

Amorphous Barrier(CONNECTED WITH ABOVE)

Power Cost: 2

Utility Rank 3

Taking damage increases your resistance to a random damage type by 5% for 15.0s.

Null Zone

Power Cost: 4

Utility Rank 2

Enemies within 8 meters have their Assault Power decreased by 4%

Health Probes

Power Cost: 3

Utility Rank 2

When you are Critically Hit you have a 20% chance to sapwn a Healing Probe that restores 2 health when touched. Probes last for 15.0s. Max 3 Probes.

Regenerator

Power Cost: 3

Utility Rank 2

Restores 1 health every 5.0s while in combat.

Solid State

Power Cost: 4

Utility Rank 3

Protection Probes now grants 1 interrupt Armor

Quick Dodge

Power Cost: 4

Utility Rank 3

Performing a CC Break will restores 5 shield and refund a Dash charge. Can only occur every 30.00s

Shield Protocol

Power Cost: 4

Utility Rank 3

When you are dropped below 30% health your shield will have no reboot time for 10.0s. Can only Occur every 30.00s

Rock Solid

Power Cost: 4

Utility Rank 3

Reduced all damage taken by 7% while standing still.

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Hybrid

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Empowering Aura I

Power Cost: 1

Hybrid Rank 2

Allies within 10 meters receive a 2% increase to their Critical Hit chance.

Empowering Aura II

Power Cost: 1

Hybrid Rank 2

Allies within 10 meters receive a 4% increase to their Critical Hit chance.

Empowering Aura III

Power Cost: 1

Hybrid Rank 2

Allies within 10 meters receive a 6% increase to their Critical Hit chance.

Cooldown Reduction I

Power Cost: 1

Support Rank 2

Increases your Cooldown Reduction by 1%

Cooldown Reduction II

Power Cost: 1

Support Rank 2

Increases your Cooldown Reduction by 1%

Cooldown Reduction III

Power Cost: 1

Support Rank 2

Increases your Cooldown Reduction by 1%

Power Converter I

Power Cost: 1

Hybrid Rank 2

Converts 5% of your Assault Power to gain 6% Support Power or vice versa from your highest to lowest.

Power Converter II

Power Cost: 1

Hybrid Rank 2

Converts 5% of your Assault Power to gain 6% Support Power or vice versa from your highest to lowest.

Power Converter III

Power Cost: 1

Hybrid Rank 2

Converts 5% of your Assault Power to gain 6% Support Power or vice versa from your highest to lowest.

Power Converter IV

Power Cost: 1

Hybrid Rank 3

Converts 5% of your Assault Power to gain 6% Support Power or vice versa from your highest to lowest.

Scalpel! Forceps!(CONNECTED WITH ABOVE)

Power Cost: 5

Hybrid Rank 3

Dealing damage increases Support Power by 1% and Healing increases Assault Power by 1% for 6.0s, stacks 5 times total.

Pain & Relief

Power Cost: 3

Hybrid Rank 2

Discharge deals an additional 1 and Emission restores 1 health per tick.

Surgical

Power Cost: 3

Hybrid Rank 2

Whenever you're affected by Field Probes your damage and healing output is increased by 3%.

Cleaner

Power Cost: 5

Hybrid Rank 3

Dematerialize and Suture have a 20% chance to reset the cooldown of the opposite spell.

Power Cadence

Power Cost: 4

Hybrid Rank 3

Generate 1 Power Core every 12.0s while in combat.

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PvP Offense

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Life Steal I

Power Cost: 1

PvP Offense Rank 2

Increases your Life Steal by 1%

Life Steal II

Power Cost: 1

PvP Offense Rank 2

Increases your Life Steal by 1%

Life Steal III

Power Cost: 1

PvP Offense Rank 2

Increases your Life Steal by 1%

Armor Pierce I

Power Cost: 1

PvP Offense Rank 2

Attacks ignore 1% of Armor.

Armor Pierce II

Power Cost: 1

PvP Offense Rank 2

Attacks ignore 1% of Armor.

Armor Pierce III

Power Cost: 1

PvP Offense Rank 2

Attacks ignore 1% of Armor.

Corrosive Agent(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Offense Rank 3

Critical Hits against enemy players reduce their PvP Defense rating by 8% for 6.0s.

PvP Offense I

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense rating by 0.5 per level

PvP Offense II

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense rating by 0.5 per level

PvP Offense III

Power Cost: 1

PvP Offense Rank 2

Increases PvP Offense rating by 0.5 per level

Chemical Burn(CONNECTED WITH ABOVE)

Power Cost: 5

PvP Offense Rank 3

Critical Hits against enemy players cause them to take an additional 1 magic damage every 2.0s for 4.0s. This damage ignores shields.

Shield Pierce

Power Cost: 3

PvP Offense Rank 2

Increases Shield Pierce by 6%

Antigen Isolation

Power Cost: 3

PvP Offense Rank 2

Killing blows increase a defensive statistic based on the class of the enemy killed for 15.0s

Discharge

Power Cost: 4

PvP Offense Rank 3

Deals 2 tech damage every 8.0s to all enemies within 8 meters while below 30% Health.

Dangerous Gadgetry

Power Cost: 4

PvP Offense Rank 3

Increases the bonus you receive from the following Gadgets by 35%: Power, Cruelty, Severity, Precision and Ferocity

Gadget Surge

Power Cost: 4

PvP Offense Rank 3

Activating Energize reduces the cooldown of your Gadget ability by 19%

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PvP Defense

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Protective Aura I

Power Cost: 1

PvP Defense Rank 2

Increases the Deflect Critical hit chance of allies within 10m by 1%.

Protective Aura II

Power Cost: 1

PvP Defense Rank 2

Increases the Deflect Critical hit chance of allies within 10m by 1%.

Protective Aura III

Power Cost: 1

PvP Defense Rank 2

Increases the Deflect Critical hit chance of allies within 10m by 1%.

Harmony(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Defense Rank 3

When an ally affected by your Protective Aura Deflects an attack you gain 5% Support Power for 6.0s. Max 3 stacks.

PVP Defense I

Power Cost: 1

PvP Defense Rank 2

Increases PVP Defense rating by 0.5 per level

PVP Defense II

Power Cost: 1

PvP Defense Rank 2

Increases PVP Defense rating by 0.5 per level

PVP Defense III

Power Cost: 1

PvP Defense Rank 3

Increases PVP Defense rating by 0.5 per level

Neural Inhibition(CONNECTED WITH ABOVE)

Power Cost: 3

PvP Defense Rank 3

Enemy players who damage your shield have their Lifesteal and Armor Piercing reduced by 2% for 6.0s.

Deflect Crit Hit I

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Critical Hit chance by 2%

Deflect Crit Hit II

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Critical Hit chance by 2%

Deflect Crit Hit III

Power Cost: 1

PvP Defense Rank 2

Increases Deflect Critical Hit chance by 2%

Harden(CONNECTED WITH ABOVE)

Power Cost: 2

PvP Defense Rank 3

Increases your Armor by 9% for 8.0s when you are Critically Hit. Max 5 stacks. Can only occur every 2.00s.

Concerted Effort

Power Cost: 4

PvP Defense Rank 2

If one of your spells is interrupted all active cooldowns are reduced by 1.00s

Attrition

Power Cost: 3

PvP Defense Rank 2

After being in combat for 3 min your Focus Regeneration Rate increases by 22% until you leave combat.

Debilitative Armor

Power Cost: 4

PvP Defense Rank 3

Whenever melee damage is taken reduce the attacker's PvP Offense by 5% for 5.0s

Defensive Gadgetry

Power Cost: 4

PvP Defense Rank 3

Increases the bonus you receive from the Following Gadgets by 35%: Heal, Reserves, Absorb Wisdom, and Tenacity

Acebric Inject

Power Cost: 4

PvP Defense Rank 3