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SWTOR Operation Buffs This is a list of party-wide buffs and boss target debuffs that would be helpful against

operation bosses and could have an important effect on strategies. This list does not include anything related to interrupts, movements speed, cc, or cc-breaks. My own personal tanking bias is that this list also systematically undervalues tanks and healers because it does not include their many single-target buffs/cooldowns/special heals that keep the tanks alive. Sith Juggernaut Sundering Assault and Crushing Blow 20% armor reduction on target with 5 stacks of armor reduction. Sundering Assault is on a 4.5 second cooldown, can be talented (Vengeance Tree tier 1) to apply two stacks at once, and requires no action points. Crushing Blow (Immortal Tree talent) is on a 15 second cooldown, applies three stacks at once, and requires 4 action points. Quake (Immortal Tree) Smash has a 100% chance to reduce targets accuracy by 5% for 18 seconds. Smash is on 15 second cooldown, but can go down to 12 second cooldown (Vengeance Tree tier 1). Unnatural Might Increases partys damage and healing by 5% for 60 minutes

Sith Maruader Predation increases melee and ranged defense of the party by 10% for 10 seconds and movement speed of a party by 50% for 10 seconds. 1.5 second cooldown and requires converting 30 stacks of fury. Obfuscate reduces melee and ranged accuracy of target by 90% for 6 seconds. 1 minute cooldown, but can be talented down to 45 seconds (Annihilation Tree tier 4). Bloodthirst increases all damage and healing of your party by 15% for 15 seconds. 5 minute cooldown and requires converting 30 stacks of fury. Unnatural Might Increases partys damage and healing by 5% for 60 minutes

Sith Assassin Nerve Wracking (Darkness Tree) targets controlled by Spike or Electrocute take 9% more damage from all sources. o Spike is active for 2 second, is a knockdown, and on a 30 second cooldown. Im not sure if Nerve Wracking will stay up on targets that are immune to the knockdown effect of Spike. o Electrocute is active for 4 seconds, is a stun, and on a 1 minute cooldown. Im not sure if Nerve Wracking will stay up on targets that are immune to the stun effect of Electrocute. Wither (Darkness Tree) AOE that decreases the damage all targets deal by 5% for 15 seconds, increases threat, costs 30 force and is on a 7.5 second cooldown.

Discharge with Dark Charge Strikes up to 5 nearby enemies, dealing 377 - 441 internal damage and decreasing the targets' accuracy by 5% for the next 18 seconds. Costs 20 force and on 15 second cooldown. Mark of Power increases partys strength, aim, willpower, and cunning by 5% and elemental and damage reduction by 10% for 60 minutes.

Sith Sorcerer Revivifcation (Corruption Tree) group heal that heals all allies within 8 meters of an affected area and provides a healing over time buff in that area for 10 seconds. Cooldown 15 seconds with 2 second cast time. Extrication lowers the targets threat by a moderate amount and pulls the target to your location. (for that dps that pulls a lot of threat or morons standing in things they shouldnt stand in). 1 minute cooldown. Reanimation in-combat rez. 5 minute cooldown and no other in combat rez of any type for 5 minutes. Mark of Power increases partys strength, aim, willpower, and cunning by 5% and elemental and damage reduction by 10% for 60 minutes.

BH Mercenary Tracer Missile reduces the armor rating of target by 20% for 15 seconds with 5 stacks. Applies one stack, but can talented to apply two stacks (Arsenal Tree). Causes 25 heat with 1.5 second cooldown. Hunters Boon - increases partys endurance by 5% for 60 minutes

BH Powertech Combust (Shield Tech Tree) Flame Burst and Flame Sweep combust the target, lowering its damage dealt by 4% for 15 seconds. Flame burst has no cooldown, but only a 10 meter range. Flame Sweep hits up to 5 targets, has no cooldown, but only a 5 meter range. Oil Slick Sprays the immediate area with oil. Nearby enemies become unbalanced and their accuracy of ranged and melee attacks is lowered by 20% for 18 seconds. 1 minute cooldown. Hunters Boon - increases partys endurance by 5% for 60 minutes

Imperial Operative Culling (Concealment Tree) increase all damage dealt to poisoned targets by 3%. Passive ability. (Does this just apply to the operative or everyone? I was confused by the use of all) Recuperative Nanotech (Medicine Tree) group heal that heals 4 allies within 10 meters over 15 seconds. 12 second cooldown. Resuscitation Probe in combat rez. 5 minute cooldown. No one in party can be in-combat rezzed by anyone for 5 minutes.

Flash powder (Lethality Tree) reduces all targets accuracy by 20% for 8 seconds after Flash Bang ends. Flash Bang is on a 1 minute cooldown Coordination increases the partys critical hit chance by 5% for 60 minutes.

Imperial Sniper Diversion (Marksmanship Tree) reduce targets accuracy by 45% for 9 seconds. 1 minute cooldown. Experimental Explosives (Engineering Tree) increases the critical damage dealt by all area effects by 15%. Passive Ability (Does this just apply to the operative or everyone? I was confused by the use of all). Ballistic Shield 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. 3 minute cooldown. Flash powder (Lethality Tree. Improved with Engineering) reduces all targets accuracy by 20% for 8 seconds after Flash Bang ends. Flash Bang is on a 1 minute cooldown, but can be talented to 45 seconds via tier 1 Engineering tree talent. Coordination increases the partys critical hit chance by 5% for 60 minutes.

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