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Group cooldowns
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01-28-2012, 11:37 PM
(This post was last modified: 02-03-2012 06:29 AM by Poksu.)
Post: #1
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Group cooldowns
A simple list of what a certain AC can do for others or the whole Op team. Feel free to discuss.
Sith Warrior/Jedi Knight Marauder/Sentinel: Will be made unusable on bosses 1.1.2! Obfuscate Obfuscate Sith Warrior (Marauder) Rage: -1 Range: Melee (4m) Activation time: Instant Cooldown: 60 secs Mirror: Pacify Obscures the target's vision, reducing its melee and ranged accuracy by 90% for 6 seconds. Bloodthirst Bloodthirst Sith Warrior (Marauder) Activation time: Instant Cooldown: 300 secs Mirror: Inspiration Requires and converts 30 stacks of Fury to issue Bloodthirst to you and your party, increasing all damage and healing dealt by 15%. Lasts 15 seconds. Predation Predation Sith Warrior (Marauder) Activation time: Instant Mirror: Transcendence Requires and converts 30 stacks of Fury to issue Predation to you and your party, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds. Berserk Sith Warrior Activation time: Instant Mirror: Combat Focus Requires and converts 30 stacks of Fury to go Berserk. Lasts for 6 charges. This effect varies based on your current lightsaber form: Shii-cho Form: Vicious Slash costs no rage and strikes 1 additional nearby enemy. Juyo Form: Increases the critical chance of your bleed attacks by 100% and causes bleed damage to heal your party for 1% of max health each tick. Ataru Form: Reduces the rage cost of Vicious Slash and Massacre by 1 and reduces their global cooldown by 0.5 seconds. Juggernaut/Guardian: Intercede Intercede Sith Warrior (Juggernaut) Range: 30m Activation time: Instant Cooldown: 20 secs Mirror: Guardian Leap Leaps to a friendly target, reducing his or her damage taken by 20% for 6 seconds. Sith Inquisitor/Jedi Consular Sorceror/Sage: Reanimation Reanimation Sith Inquisitor (Sorcerer) Force: -30 Range: 30m Activation time: 2.0 secs Cooldown: 300 secs Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes. Extrication Extrication Sith Inquisitor (Sorcerer) Force: 30 Range: 30m Activation time: Instant Cooldown: 60 secs Mirror: Rescue Lowers the target's threat by a moderate amount and, if the target is a party member, pulls the target to your location. Imperial Agent/Smuggler Sniper/Gunslinger: Will be made unusable on bosses 1.1.2! Diversion Diversion Smuggler (Gunslinger) Range: 35m Activation time: Instant Cooldown: 60 secs Mirror: Diversion Throws a smoking canister at the target, reducing its accuracy by 45% for 9 seconds and exposing the target from cover for 6 seconds. Ballistic Shield Ballistic Shield Imperial Agent (Sniper) Activation time: Instant Cooldown: 180 secs Mirror: Scrambling Field Deploys a ballistic shield that spans 10 meters around you, reducing the damage taken by all allies that remain inside by 20%. Lasts 15 seconds. Can only be used from cover, and exiting cover ends the effect. Operative/Scoundrel: Resuscitation Probe Resuscitation Probe Imperial Agent (Operative) Range: 30m Activation time: Instant Cooldown: 300 secs Mirror: Heartrigger Patch Summons a droid that revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes. Infiltrate Infiltrate Imperial Agent (Operative) Range: 10m Activation time: Instant Cooldown: 180 secs Mirror: Smuggle Cloaks you and party members within 10 meters of you in a temporary stealth field that lasts 15 seconds. Cannot be used in combat or while already in stealth. Bounty Hunter/Trooper Nothing, nada, not even a combat res for the healers... I'd be really bummed out if my Merc wouldnt do assum dsp ![]() Marauders/Sentinels are pretty clear winners in the group-wide cd's part. Something to handicap the otherwise poor performance? :b |
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01-29-2012, 01:17 AM
Post: #2
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RE: Group cooldowns
its worth noting that Assassins and Operative using their respective "vanish" abilities i.e. Force Cloak
Force Cloak Sith Inquisitor (Assassin) Activation time: Instant Cooldown: 180 secs Uses the Force to vanish from sight, immediately exiting combat and entering stealth mode. For 10 seconds, you become virtually undetectable, but all healing done and received is decreased by 100%. Being hit during the cast and otherwise being looked at funny can cause it to fail, but in general if you're careful it can be used on any boss in the game. note that the assassin rez has the standard non-healign AC 15 minute cd. Related: Dying clears the battle rez debuff so you can battle rez chain. I.e. LivingSorc rezes SorcB, SorcB rezes operative A. Lackies of <Vicious Cycle> on Shadow Hand |
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01-29-2012, 01:26 AM
Post: #3
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RE: Group cooldowns
(01-29-2012 01:17 AM)Lackies Wrote: its worth noting that Assassins and Operative using their respective "vanish" abilities i.e. Force Cloak sounds like something that'll be fixed in the future. but atleast i didn't know that
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01-29-2012, 01:31 AM
Post: #4
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RE: Group cooldowns
(01-29-2012 01:26 AM)Poksu Wrote: sounds like something that'll be fixed in the future. but atleast i didn't know that Oh almost certainly, but it works now. Lackies of <Vicious Cycle> on Shadow Hand |
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01-29-2012, 03:58 AM
Post: #5
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| RE: Group cooldowns | |||
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01-29-2012, 07:08 AM
Post: #6
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RE: Group cooldowns
Bounty hunter powertech can reduce damage done by 4 with a tier 1 talent. Tank assassin can reduce damage by 5 with wither.
Ashstorm - Sorcerer http://swtor.askmrrobot.com/character/8a...f065cdb66b Ashtech - Powertech http://swtor.askmrrobot.com/character/86...e5f049799e |
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01-29-2012, 01:38 PM
(This post was last modified: 01-29-2012 01:44 PM by LagunaD.)
Post: #7
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RE: Group cooldowns
You left out Predation
Predation Sith Warrior (Marauder) Activation time: Instant Mirror: Transcendence Requires and converts 30 stacks of Fury to issue Predation to you and your party, increasing movement speed by 50% and melee and ranged defense by 10%. Lasts 10 seconds. Scoundrels/Operatives can also tack an accuracy debuff onto Flashbang with a Dirty Fighting/Lethality talent. |
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01-29-2012, 04:20 PM
Post: #8
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RE: Group cooldowns
Quote:Scoundrels/Operatives can also tack an accuracy debuff onto Flashbang with a Dirty Fighting/Lethality talent. Doesn't work against targets immune to stuns and mezes (ie. bosses). Even Angels must kill from time to time...
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01-29-2012, 08:43 PM
Post: #9
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RE: Group cooldowns
(01-29-2012 04:20 PM)Kor Wrote:Quote:Scoundrels/Operatives can also tack an accuracy debuff onto Flashbang with a Dirty Fighting/Lethality talent. Excactly, but its upside is to be an aoe. It works perfectly on Groups of adds (i.e. Foreman Crusher addwaves), to reduce their damage output until they are bombed down. |
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01-29-2012, 09:51 PM
Post: #10
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RE: Group cooldowns
(01-29-2012 03:58 AM)Cosmic Osmo Wrote:(01-28-2012 11:37 PM)Poksu Wrote: Bounty Hunter/Trooper I purposely left out talents. also Oil Slick Oil Slick Bounty Hunter Heat: 8 Range: 10m Activation time: Instant Cooldown: 60 secs Spray the immediate area with oil. Nearby enemies become unbalanced and have their accuracy with ranged and melee attacks lowered by 20% for <<1[%d seconds/%d second/%d seconds]>>. (01-29-2012 07:08 AM)frmorrison Wrote: Bounty hunter powertech can reduce damage done by 4 with a tier 1 talent. Tank assassin can reduce damage by 5 with wither. also a talent, but not even a cooldown o_O combust Combust Bounty Hunter (Powertech) Activation time: Instant Flame Burst combusts the target, lowering its damage dealt by [2/4]% for 15 seconds. (01-29-2012 01:38 PM)LagunaD Wrote: You left out Predation completely forgot this! ty for reminding me. only seen it thrown around at the start of huttball :b as we dont have a single marauder in our Ops roster :G |
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