6.0 ability/items info /18/7/19

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Abilities

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Imperial Agent

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-Exfiltrate now always has a cooldown of 10 seconds. Regardless if a 2nd roll is executed.

New Ability: Hololocate

Cast: 1.5s

Cooldown: 1s

Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.

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Smuggler

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New Ability: Hololocate

Cast: 1.5s

Cooldown: 1s

Activating this ability marks your current location for 10 minutes. When this ability is activated again, if you are within 60 meters of the marked location, you instantly return to the marked location. Hololocate goes on cooldown for 120 seconds when used to return to the marked location.

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Amplifiers

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Universal

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-En Garde:

Reduces damage taken by a percentage equal to the total sum of equipped En Garde amplifiers for the first 10 seconds after entering combat.

-First Strike:

Increases damage dealt by a percentage equal to the total sum of equipped First Strike amplifiers for the first 10 seconds after entering combat.

-Fortuitous Redoubt:

Dodging, parrying, or deflecting an attack generates an absorb shield which absorbs a percentage of incoming damage for the next 5 seconds based on the total sum of equipped Fortuitous Redoubt amplifiers.

-Overward:

Healing a friendly target beyond their maximum health threshold grants the target a damage absorption shield worth every point of overhealing, up to a percentage of their maximum health based on the total sum of the healer's equipped Overward amplifiers. The shield lasts up to 30 seconds, and this duration is refreshed by additional overhealing. Only works on Players and Companions.

-Readied Healing

Increases healing dealt by a percentage equal to the total sum of equipped Readied Healing amplifiers for the first 10 seconds after entering combat.

-Residual Regeneration

Healing a friendly target with a direct, single-target heal has a chance equal to the healer's total sum of equipped Residual Regeneration amplifiers to heal the target for an additional 30% of the heal's value over 3 seconds.

-Shield Reflection

Shielding an attack redirects a portion of the shielded damage back at the attacker, based on the total sum of equipped Shield Reflection amplifiers.

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Amp Set Bonuses

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Universal

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-Stationary Grit

Increases damage by 5% while not moving, Increases armor by 5% while moving.

-Final Breath 1

Increases Defense by 112 while health is below 50%.

-Final Breath 2

Increases Defense by 230 while health is below 50%.

-Final Breath 3

Increases Defense by 10% while health is below 50%.

-Press On

Defeating enemies heals you for 20% of your maximum health. 5 Second Cooldown.

-Victory Rush

In addition to the heal effect, you gain a brief bonus to movement speed when defeating enemies.

-A Witty Retort

Shielding an attack causes your generator to overdrive. Deals X weapon damage to up to 8 enemies within 2 meters.

-Last Stand 1

Increases Alacrity by 112 while health is below 50%.

-Last Stand 2

Increases Alacrity by 230 while health is below 50%.

-Last Stand 3

Increases Alacrity by 10% while health is below 50%.

-Dying Precision 1

Increases Critical Rating by 112 while health is below 50%.

-Dying Precision 2

Increases Critical Rating by 230 while health is below 50%.

-Dying Precision 3

Increases Critical Rating by 10% while health is below 50%.

-Avenger

Increases your damage dealt by 5% while you Guard another player.

-Entertainer's Boon

Using a Rest and Recharge ability buffs nearby allies for increased xp, mastery, and endurance. Lasts 1 hour.

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Imperial Agent

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-Counter Probe

Any enemy who attacks you during Adrenaline Probe is stunned for 2 seconds.

-Mini Shield

Shield Probe creates a small shield around surrounding allies.

-Escape Plan

Flash Bang now heals any allies nearby for a small amount and resets the cooldown of Countermeasures.

-Freeze Grenade

Frag Grenade slows its primary target and all targets around it by 30% for 6 seconds.

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Operative

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-Noxious Cloud

Activating Noxious Knives reduces the cooldown of Toxic Haze by 3 seconds. Every enemy affected by Toxic Haze takes 20% more damage from Noxious Knives.

-Tactician

Tactical Advantage gets an additional stack. Having a Tactical Advantage increases your damage and healing by 1%.

-Healing Haze

Toxic Haze heals any allies standing inside it by a minor amount.

-Debilitator

Debilitate gets two ability charges.

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Sniper

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-Active Reload

Killing an enemy within 3 seconds of damaging them with Takedown resets the cooldown of Takedown and gives you a 5% damage buff. This stacks up to 3 times and lasts 10 seconds.

-Lazer Focus

Laze Targets gets 3 charges and its cooldown is reduced by 15 seconds.

-Entrenched Offense

While Entrenched, you build stacks of Entrenched Offense, increasing damage by 1% per stack while you remain Entrenched. Stacks up to 5 times. Breaking cover or Entrench being removed removes this.

-Reposition

Evasion finishes the cooldown of Covered Escape and increases you and your allies movement speed by 50% for 6 seconds.

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Sith Assassin

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-Reckless Slaughter

Whenever you consume a charge of Recklessness you gain a stack of Reckless Slaughter, increasing melee damage bonus by 5% for 20 seconds. Stacks up to 2 times.

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Sith Sorcerer

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-Energizing Speed

Energize now stack up to 3 times. Force Speed immediately recharges one Volt Rush ability charge.

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Sith Warrior

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-Critical Focus

Dealing damage has a 5% chance to build a Rabid Furor charge. Can only occur once every 5 seconds.

-Vicious Thirst

Vicious Slash, Massacre and Sweeping Slash add Vicious Thirst stacks to their targets, stacking up to 5 times. Killing an enemy with Vicious Thirst stacks increases your damage by 3% per stack for 10 seconds.

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Tactical Items

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Universal

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-Amplified

This equipment shell is enhanced with additional powerful Amplifier opportunities. (?)

-Stim Addict

Increases Mastery by 100 while under the effects of a stimpack.

-The Life Warden

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

-Luck Always Changes

Your critical chance with Melee, Ranged, Tech and Force attacks is increased by 1% each second. This effect resets on a successful critical hit.

-Greased Lightning

Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times.

-Rolling Boil

Increases Mastery by 5% for 5 seconds when a relic triggers.

-Relic Reduction

Reduces cooldown of on use relics by 5%

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Sith Marauder Tactical Items

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-Grievous Wound

Crippling Slash's trauma and slow effects last twice as long.

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Carnage

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-Smashacre

Smash causes your next Massacre to do damage to up to 8 enemies near the primary target.

-Unstable Focus

Devastating Blast is now affected by Furious Focus.

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Fury

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-Blood Fury

Furious Strike causes its target to bleed.

-Unstable Focus

Devastating Blast is now affected by Furious Focus.

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Sith Juggernaut Tactical Items

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-Obfuscating Throw

Saber Throw lowers the targets accuracy by 70% for 6 seconds.

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Annihilation

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-Render

When Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around.

-Bloodbound Ravager

Ravage deals more damage for each bleed stacked on the target, up to 5.

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Sith Assassin Tactical Items

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-Double Cloak

Force Cloak has 2 charges.

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Hatred

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-Sever Field

Death Field does more damage to slowed targets and finishes the cooldown of Severing Slash.

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Operative Tactical Items

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-Tactical Mastery

Tactical Overdrive gives you a Tactical Advantage.

-Combat Medic

Resusciatation Probe becomes an instant cast and Kolto Infusion can be cast while moving.

-Leeching Shiv

Half of Shiv's damage heals you.

-Holoscreen

Holotraverse gains an additional charge.

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Concealment

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-Volatile Burst

When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects.

-Prepared Strike

Veiled Strike automatically critically hits targets affected by your unexploded Volatile Burst and triggers it immediately.

-Acid Lash

Laceration damage triggers Acid Blade damage and refreshes its duration.

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Lethality

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-Poison Overload

Toxic Blast finishes all your poison effects on the target and deals their remaining damage immediately. Toxic Blast's cooldown is extended by 9 seconds.

-Corrosive Shots

Toxic Blast does 50% more damage.

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Sniper Tactical Items

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-Holodefense

Hololocate increases your melee and ranged defense by 30% for 10 seconds when you return.

-Suppression

Enemies take 10% more damage while under Suppresive Fire. Does not affect Ops bosses.

-Tech Debt

Shatter Shot applies Tech Debt to its target for target. Whenever the target is healed, so are you for a small amount.

-Orbital Heal

Orbital Strike heals allies in the area for X whenever it ticks.

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Engineering

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-Blasting Caps

Cluster Bombs deal damage to all enemies around their target.

-Explosive Trigger

Explosive Probe now only triggers from EMP Discharge and deals 50% more damage.

-Ruthless Interrogation

Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits.

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Marksmanship

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-Scattershot

Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal deal splash damage as well.

-Sniper's Ambush

Acticating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 20% more damage.

-Corrosive Followthrough

Corrisve Dart deals more damage and Followthrough refreshes its bleed effect on any target it damages.

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Virulence

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-Poison Splash

Corrosive Grenade spreads Weakening Blast's effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade.

-Poison Choke

Weakening Blast finishes off all your poison effects at once, dealing all their remaining damage. Weakening Blast's cooldown is increased by 6 seconds.

-Culling Shots