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Group cooldowns
01-28-2012, 11:37 PM (This post was last modified: 02-03-2012 06:29 AM by Poksu.)
Post: #1
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.
Insane defensive cd to help the tank. Multiple Marauders/Sentinels chaining this can make some boss abilities a joke (Annihilation Droids Missile Salvo or Foreman Crushers Frenzy).
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.
... only one AC has this? Seriously? So op.
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.
Not an actual cd, but can't be kept up constantly cause of the Fury stacks. A situational ability, as it's a dps loss for the Marauder for not using Berserk
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.
, but a good Marauder will always think of the group before himself.
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.
An off-tank or dps specced Jug/Guardian can throw this around to help healers. Apparently lowers the targets threat by 25% so be careful using it on your MT. Speccing for it in the dps tree gives the same dmg reduction to yourself aswell.

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.
Simple battle res.
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.
Debatable if it fits this threads category, but threat is an issue.

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.
Another accuracy debuff to help out your poor MT. Less accuracy reduced than the Marauder one, but longer duration. Also does not cost anything to cast!? You suck as a Sniper/Gunslinger if you dont use this @ Ops.
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.
Another ridiculously op ability. Don't hesitate to get close and use this on your MT to help get thru those tough frenzies.
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.
Battle res.
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.
Mkay... Well atleast it's something.

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 Tongue

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
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%.
can "battle rez" without causing the in combat rez debuff.
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
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
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%.
can "battle rez" without causing the in combat rez debuff.
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.

sounds like something that'll be fixed in the future. but atleast i didn't know that Tongue
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01-29-2012, 01:31 AM
Post: #4
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 Tongue

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
RE: Group cooldowns
(01-28-2012 11:37 PM)Poksu Wrote:  Bounty Hunter/Trooper

Nothing, nada

If Obfuscate and Diversion go on the list, Oil Slick can too.
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01-29-2012, 07:08 AM
Post: #6
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
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.
for Sentinels/Marauders.


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
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
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.

Doesn't work against targets immune to stuns and mezes (ie. bosses).

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
RE: Group cooldowns
(01-29-2012 03:58 AM)Cosmic Osmo Wrote:  
(01-28-2012 11:37 PM)Poksu Wrote:  Bounty Hunter/Trooper

Nothing, nada

If Obfuscate and Diversion go on the list, Oil Slick can too.

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]>>.
is tier3 tank talent, so it's pretty much used by the tank himself.

(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
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.
for Sentinels/Marauders.

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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