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General Tacticals 

General Tacticals
Tacticals that can be used for all combat styles and disciplines.
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Equip: Every third activation of your basic attack restores 10% of your Class Resource. General Tactical |
Onderon Reputation Vendor |
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Equip: Dealing damage increases all healing done. Healing increases all damage done. Stacks up to 5 times, only one effect can be active at a time. General Tactical |
Onderon Reputation Vendor |
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Equip: Successfully parrying, deflecting or dodging an attack while under 80% health increases your damage reduction by 1% for 5 seconds. Stacks up to 3 times. General Tactical |
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Equip: Cycles between enhancing Mastery, Accuracy, Power, Defense, Critical, Absorb, Alacrity and Shield. In that order. General Tactical |
Onslaught Storyline |
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Equip: Your critical chance with Melee, Ranged, Tech and Force attacks and healing is increased by 1% each second. This effect resets on a successful critical hit. General Tactical |
Objective Meridian Flashpoint: |
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Equip: Dealing damage increases all damage done for 2 seconds. Stacks up to 5 times. General Tactical |
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Equip: Reduces cooldown of on use relics by 5% General Tactical |
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Equip: Increases Mastery by 5% for 5 seconds when a relic triggers. General Tactical |
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Equip: Taking damage below 20% health will rapidly heal you for a large amount. 10 Minute Cooldown. General Tactical |
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Sith Inquisitor 
Assassin

Assassin – All Disciplines
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Equip: Recklessness increases your Force regeneration greatly for a short time. Assassin |
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Equip: Force Shroud also applies to any ally you are guarding. Assassin |
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Equip: Phantom Stride gains 2 charges. Assassin |
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Equip: Maul and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. Assassin |
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Equip: Force Cloak has 2 charges. Assassin |
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Assassin – Darkness
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Equip: Wither generates Redirected Wrath stacks for every enemy it hits, increasing your shield absorption by 2% per stack for 5 seconds. Darkness Assassin |
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Equip: Using Force Shroud while Dark Ward is active consumes it, but extends the duration of Force Shroud by a quarter of a second for each Dark Ward stack consumed. Darkness Assassin |
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Equip: Dark Ward gains 5 additional charges, and parrying, deflecting, or resisting an attack while it is active increases defense chance by 1%. This effect stacks up to 3 times and lasts for 20 seconds or until Dark Ward is reactivated. Darkness Assassin |
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Assassin – Deception
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Equip: The critical hit chance of Reaping Strike is increased by 50% per Voltage stack. Critically hitting with Voltaic Slash reduces the cooldown of of Reaping Strike by 1.5 seconds. Deception Assassin |
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Equip: Activating Severing Slash causes your next Surging Discharge to arc to multiple targets. Deception Assassin |
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Equip: When Ball Lightning deals damage, it causes its target to become electrified, dealing energy damage over 6 seconds. Deception Assassin |
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Assassin – Hatred
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Equip: Increases the critical chance of Leeching Strike by 25%. Critically hitting with Leeching Strike resets its cooldown and grants Hungering Blade, increasing the critical chance of Leeching Strike by an additional 25% for the next 6 seconds. Hungering Blade stacks up to 3 times and is removed after Leeching Strike deals damage at 3 stacks. Hatred Assassin |
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Equip: Death Field does 30% more damage to slowed targets and finishes the cooldown of Severing Slash. Hatred Assassin |
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Equip: Creeping Terror has a 100% chance to tick an additional time when you deal damage with Assassinate and a 50% chance to tick an additional time when you deal damage with a melee attack. Hatred Assassin |
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Sorcerer

Sorcerer – All Disciplines
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Equip: Extrication now heals you and the target and makes your next Resurgence free. Sorcerer |
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Equip: Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around. Sorcerer |
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Equip: Consuming Darkness lowers the cooldown of Expunge by 3 seconds. Sorcerer |
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Equip: Activating Unnatural Preservation removes Static Barrier’s Deionize effect from you. Sorcerer |
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Sorcerer – Corruption
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Equip: Revivification’s pool concludes with a burst of dark Force energy, healing up to 8 allies within it. Corruption Sorcerer |
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Equip: Roaming Mend heals up to 5 targets instead of 4. Corruption Sorcerer |
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Equip: Volt Rush heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Energized, and Energized charges also reduce the Force Volt Rush consumes by 30% per charge. Corruption Sorcerer |
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Sorcerer – Lightning
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Equip: Volt Rush triggers Lightning Storm when activated. Chain Lightning grants Volt Flux, causing Volt Rush to arc to multiple targets for the next 10 seconds. Lightning Sorcerer |
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Equip: Force Speed grants an additional Convection stack. 3 Convection stacks allow Thundering Blast to be activated instantly, consuming all stacks. Lightning Bolt deals 10% more damage and Thundering Blast deals 20% more damage while Convection is active. Lightning Sorcerer |
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Equip: Lightning Flash applies Stormwatch to it’s targets. For the next 10 seconds, whenever the target takes damage from Affliction, Crushing Darkness or Thundering Blast a lightning bolt is called down upon the target, dealing energy damage. Lightning Sorcerer |
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Equip: Forked Darkness now has a greater chance to activate on Crushing Darkness and Crushing Darkness deals more damage each time it ticks. Lightning Sorcerer |
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Sorcerer – Madness
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Equip: Demolish deals 20% more damage on initial hit. Additionally, under Polarity Shift, Demolish resets the cooldown of Force Leech, and causes the next Force Leech to activate instantly. Madness Sorcerer |
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Equip: Lightning Strike and Overloaded Strike has a 100% chance and Force Lightning has a 50% chance to cause Creeping Terror to tick an additional time whenever they deal damage. Madness Sorcerer |
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Equip: When Force Lightning generates 4 stacks of Wrath, you gain Wrath Rush, allowing your next 3 Volt Rushes to deal 25% more damage and cost 50% less Force. Volt Rush consumes all stacks of Wrath. Madness Sorcerer |
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Sith Warrior 
Juggernaut

Juggernaut – All Disciplines
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Equip: The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. Juggernaut |
Crafted |
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Equip: Activating Saber Ward finishes the cooldown of Force Push. Juggernaut |
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Equip: Saber Throw lowers the targets accuracy by 70% for 6 seconds. Juggernaut |
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Juggernaut – Immortal
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Equip: Retaliation consumes Aegis Assault damage reduction and grants Retaliating Defense, increasing damage reduction by 5% for 20 seconds. Immortal Juggernaut |
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Equip: Using Backhand while Invincible is active extends the duration of Invincible by 5 seconds. Immortal Juggernaut |
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Equip: Crushing Blow generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. Immortal Juggernaut |
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Juggernaut – Vengeance
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Equip: Hew triggers a Retaliation that does 30% more damage. Vengeance Juggernaut |
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Equip: When a bleed tick critically hits, it reduces the cooldown of Vengeful Slam by one second. Vengeance Juggernaut |
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Equip: Ravage refreshes the duration of Force Scream, Impale and Shatter’s bleeds on the target and ticks their damage. Vengeance Juggernaut |
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Juggernaut – Rage
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Equip: Activating Force Push on a target affected by Force Crush grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. Rage Juggernaut |
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Equip: Retaliation refunds one rage and finishes the cooldown of Furious Strike. Rage Juggernaut |
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Equip: Force Crush builds a Furious Power ability charge. Rage Juggernaut |
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Marauder

Marauder – All Disciplines
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Equip: Activating Predation finishes the cooldown of Force Camouflage. Marauder |
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Equip: Force Camouflage generates 2 rage per second. Marauder |
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Equip: Taking damage while Cloak of Pain is active reduces the cooldown of Undying Rage by 5 seconds per hit. Cannot occur more than once every 2 seconds. Marauder |
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Marauder – Annihilation
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Equip: When Annihilate deals damage to an enemy affected by Force Rend, triggers a burst of damage to up to 8 targets around. Annihilation Marauder |
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Equip: Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate. Annihilation Marauder |
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Equip: Rupture deals 10% more damage. Vicious Slash, Vicious Throw, and Dual Saber Throw refresh the duration of your Rupture’s bleed effect and tick its damage. Annihilation Marauder |
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Equip: Ravage deals 5% more damage for each bleed stacked on the target, up to 25%. Annihilation Marauder |
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Marauder – Carnage
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Equip: Using Gore causes its target to bleed, dealing internal damage over 12 seconds. Carnage Marauder |
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Equip: Dealing damage with Massacre grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 25% and the rage cost of your next Massacre increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn’t Massacre, generating 1 rage per stack removed. Carnage Marauder |
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Equip: Devastating Blast is now affected by Furious Power. Carnage Marauder |
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Equip: Smash causes your next Massacre to do damage to up to 8 enemies near the primary target. Carnage Marauder |
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Marauder – Fury
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Equip: Furious Strike causes its target to bleed. Fury Marauder |
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Equip: Raging Burst and Smash detonate Force Crush, dealing Force Crush’s remaining damage to up to 8 enemies in an area around the primary target. Fury Marauder |
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Equip: Furious Strike refunds one additional rage after it hits, but refunds all its rage if you would have fallen to zero. Fury Marauder |
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Equip: Using Obliterate with Furious Power causes it to critically hit and increases your critical strike chance by 20% for 2 seconds. Fury Marauder |
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Bounty Hunter 
Mercenary

Mercenary – All Disciplines
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Equip: Rocket Out vents 20 heat and immobilizes enemies around you for 2 seconds as you leave. Mercenary |
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Equip: Jet Boost increases your movement speed by 50% for 3 seconds. For each enemy you hit with Jet Boost, the active recharge time for Rocket Out is reduced by 2 seconds. Mercenary |
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Equip: When you use an ability with an activation time with Power Surge, that ability is not put on cooldown. Mercenary |
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Mercenary – Bodyguard
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Equip: The Kolto Pods left by Kolto Bomb last a second longer and heal for an additional 5%. Bodyguard Mercenary |
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Equip: Healing Scan can be activated while moving and heals for an additional 15%. Bodyguard Mercenary |
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Equip: Progressive Scan heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. Bodyguard Mercenary |
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Mercenary – Arsenal
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Equip: Dealing damage with Blazing Bolts increases the damage of your next Priming Shot by 25%. This effect stacks up to 4 times. Arsenal Mercenary |
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Equip: Reduces the cooldown of Death From Above by 20 seconds. Death From Above deals 25% more damage to targets affected by your Tracer Missile’s Heat Signature. Arsenal Mercenary |
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Equip: Priming Shot causes its target to burn. Blazing Bolts, Heatseeker Missiles, and Tracer Missile all tick its damage. Arsenal Mercenary |
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Mercenary – Innovative Ordnance
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Equip: Sweeping Blasters and Death From Above refresh and tick your Incendiary Missile burn and Serrated Shot bleed. This effect can only occur once every 2.5 seconds. Innovative Ordnance Mercenary |
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Equip: The durations of Innovative Ordnance’s Supercharged Gas and Supercharged Burn are doubled, and their effectiveness is improved. Innovative Ordnance Mercenary |
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Equip: Exploding Thermal Detonator early with Mag Shot causes your next Power Shot to deal additional Elemental damage. Innovative Ordnance Mercenary |
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Powertech

Powertech – All Disciplines
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Equip: Rocket Punch and Flaming Fist now have a range of 10 meters. Powertech |
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Equip: Dealing damage to an enemy affected by your Neural Dart stuns them for 2 seconds and ends the taunt. Powertech |
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Powertech – Shield Tech
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Equip: Translocating a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies and places a benign presence on you. After 6 seconds, you swap back. Shield Tech Powertech |
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Equip: Oil Slick makes targets succeptible to Firestorm. For each enemy affected by Oil Slick hit with Firestorm, your damage reduction is increased by 2% and the cooldown of Oil Slick is reduced by 1.5 seconds. Shield Tech Powertech |
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Equip: Heat Screen now stacks up to 6 times and Heat Blast only consumes 3 stacks on use. Activating Energy Yield immediately generates 6 Heat Screens and finishes the cooldown of Heat Blast. Shield Tech Powertech |
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Powertech – Pyrotech
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Equip: While Explosive Fuel is active Flaming Fist, Flame Burst and Immolate do damage to all nearby targets and Searing Wave hits twice. Pyrotech Powertech |
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Equip: When Superheated Flamethrower reaches or refreshes to 2 stacks, it applies Flame Dissipation to you, lowering the cost Searing Wave by 3 heat. Stacks up to 5 times, and is consumed by Searing Wave at 5 stacks. When consumed, Flame Dissipation increases your flame attack damage by 10% for 20 seconds. Pyrotech Powertech |
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Equip: Explosive Fuel increases all Flame attacks critical chance by 100%. Pyrotech Powertech |
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Powertech – Advanced Prototype
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Equip: Dealing damage with Flame Sweep to a target affected by a pre-exploded Thermal Detonator causes it to explode, creating a large explosion that deals damage to all nearby enemies. Advanced Prototype Powertech |
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Equip: Thermal Detonator remains dormant on the target for 12 seconds, and can be detonated by Magnetic Blast, Energy Burst or Rail Shot. Depending on which is used, a different effect is applied. Magnetic Blast: Slows the target by 50% for 10 seconds. Energy Burst: The cooldown of Rocket Punch is reset and your next Rocket Punch costs no heat. Rail Shot: Your next Shoulder Cannon missile deals 20% more damage. Advanced Prototype Powertech |
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Imperial Agent 
Operative

Operative – All Disciplines
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Equip: Holotraverse gains an additional charge. Operative |
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Equip: Half of Shiv’s and Veiled Strike’s damage heals you. Operative |
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Operative – Medicine
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Equip: Resuscitation Probe becomes an instant cast and Kolto Infusion can be cast while moving. Medicine Operative |
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Equip: Surgical Probe always critically heals targets below 50% health. Medicine Operative |
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Equip: Activating Surgical Probe reduces the activation time of the next Kolto Injection by .25 seconds. At 3 stacks, Kolto Injection activates instantly and consumes all stacks. Medicine Operative |
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Equip: Kolto Waves consumes a Tactical Advantage and heals 20% more per tick. Medicine Operative |
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Operative – Lethality
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Equip: 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. Lethality Operative |
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Equip: Toxic Blast does 75% more damage. Whenever Toxic Blast critically hits, it restores 2 energy. Lethality Operative |
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Equip: Toxic Haze spreads Toxic Blast’s effect and Lethal Strike does additional damage to all nearby targets affected by Toxic Haze. Lethality Operative |
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Operative – Concealment
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Equip: Laceration damage triggers Acid Blade damage and refreshes its duration. Concealment Operative |
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Equip: When Volatile Substance triggers, it deals damage to all enemies around the primary target and spreads its effects. Concealment Operative |
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Equip: Veiled Strike automatically critically hits targets affected by your unexploded Volatile Substance and triggers it immediately. Dealing damage this way causes your next Backstab to critically hit. Concealment Operative |
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Sniper

Sniper – All Disciplines
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Equip: Hololocate increases your damage reduction by 15% for 10 seconds when you return. Sniper |
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Equip: Orbital Strike heals allies in the area whenever it ticks. Sniper |
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Equip: Enemies take 10% more damage while under Suppressive Fire. Does not affect Operation bosses. Sniper |
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Sniper – Marksmanship
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Equip: Corrosive Dart deals more damage and dealing damage with Followthrough and Penetrating Blast refreshes its bleed effect on its target and ticks its damage. Marksmanship Sniper |
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Equip: Activating Covered Escape or returning to your marker with Hololocate makes your next Ambush activate instantly and deal 30% more damage. Marksmanship Sniper |
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Equip: Penetrating Blast does splash damage to targets around the primary target and causes your next Followthrough to deal splash damage as well. Marksmanship Sniper |
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Sniper – Engineering
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Equip: When Explosive Probe’s Cluster Bombs detonate, they deal damage to all enemies around their target. Engineering Sniper |
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Equip: Series of Shots refreshes Interrogation Probe and ticks its damage every time it hits. Electrified Railgun deals 75% more damage. Engineering Sniper |
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Equip: Explosive Probe now only triggers from EMP Discharge and deals 50% more damage. Engineering Sniper |
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Sniper – Virulence
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Equip: Corrosive Grenade spreads Weakening Blast’s effect. Lethal Shot does splash damage to all targets affected by Corrosive Grenade. Virulence Sniper |
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Equip: Weakening Blast deals 50% more damage. Dealing damage with Lethal Shot causes the target to take poison damage over 18 seconds. Virulence Sniper |
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Equip: Weakening Blast finishes off all your directly applies poison effects on the target at once, dealing all their remaining damage. While the target is affected by Weakening Blast, Cull converts your lingering poison effects on the target into the original poison effects. Weakening Blast’s cooldown is increased by 6 seconds. Virulence Sniper |
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Jedi Consular 
Shadow

Shadow – All Disciplines
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Equip: Force Potency increases your Force regeneration greatly for a short time. Shadow |
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Equip: Resilience also applies to any ally you are guarding. Shadow |
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Equip: Shadow Stride gains 2 charges. Shadow |
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Equip: Shadow Strike and Low Slash inflict trauma for 15 seconds, reducing all healing the target receives by 20%. Shadow |
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Equip: Force Cloak has 2 charges. Shadow |
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Shadow – Kinetic Combat
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Equip: Slow Time generates Redirected Retribution stacks for every enemy it hits, increasing your shield absorption by 2% per stack for 5 seconds. Kinetic Combat Shadow |
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Equip: Using Resilience while Kinetic Ward is active consumes it, but extends the duration of Resilience by a quarter of a second for each Kinetic Ward stack consumed. Kinetic Combat Shadow |
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Equip: Kinetic Ward gains 5 additional charges, and parrying, deflecting, or resisting an attack while it is active increases defense chance by 1%. This effect stacks up to 3 times and lasts for 20 seconds or until Kinetic Ward is reactivated. Kinetic Combat Shadow |
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Shadow – Infiltration
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Equip: The critical hit chance of Vaulting Slash is increased by 50% per Clairvoyance stack. Critically hitting with Clairvoyant Strike reduces the cooldown of of Vaulting Slash by 1.5 seconds. Infiltration Shadow |
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Equip: Gaining a stack of Clairvoyance causes your next Force Breach to arc to multiple targets. Infiltration Shadow |
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Equip: Psychokinetic Blast crushes its target, causing kinetic damage over 6 seconds. Infiltration Shadow |
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Shadow – Serenity
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Equip: Increases the critical chance of Serenity Strike by 25%. Critically hitting with Serenity Strike resets its cooldown and grants Balancing Blade, increasing the critical chance of Serenity Strike by an additional 25% for the next 6 seconds. Balancing Blade stacks up to 3 times and is removed after Serenity Strike deals damage at 3 stacks. Hatred Assassin |
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Equip: Force In Balance does 30% more damage to slowed targets and finishes the cooldown of Cleaving Cut. Hatred Assassin |
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Equip: Sever Force has a 100% chance to tick an additional time when you deal damage with Spinning Strike and a 50% chance to tick an additional time when you deal damage with a melee attack. Hatred Assassin |
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Sage

Sage – All Disciplines
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Equip: Rescue now heals you and the target and makes your next Rejuvenate free. Sage |
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Equip: Returning to your Phase Walk marker causes a force explosion around you, dealing damage to any enemies around. Sage |
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Equip: Vindicate lowers the cooldown of Restoration by 3 seconds. Sage |
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Equip: Activating Force Mend removes Force Armor’s Force-imbalanced effect from you. Sage |
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Sage – Seer
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Equip: Salvation’s pool concludes with a burst of light Force energy, healing up to 8 allies within it. Seer Sage |
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Equip: Wandering Mend heals up to 5 targets instead of 4. Seer Sage |
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Equip: Telekinetic Blitz heals an ally within 20 meters of the damaged enemy. This healing scales up with each charge of Empowered, and Empowered charges also reduce the Force Telekinetic Blitz consumes by 30% per charge. Seer Sage |
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Sage – Telekinetics
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Equip: Telekinetic Blitz triggers Tidal Force when activated. Telekinetic Wave grants Telekinetic Flux, causing Telekinetic Blitz to arc to multiple targets for the next 10 seconds. Telekinetics Sage |
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Equip: Force Speed grants an additional Clamoring Force stack. 3 Clamoring Force stacks allow Turbulence to be activated instantly, consuming all stacks. Telekinetic Burst deals 10% more damage and Turbulence deals 20% more damage while Clamoring Force is active. Telekinetics Sage |
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Equip: Telekinetic Gust applies Stormwatch to its targets. For the next 10 seconds, whenever the target takes damage to Weaken Mind, Mind Crush, or Turbulence a force gust is called down upon the target, dealing energy damage. Telekinetics Sage |
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Equip: Mental Momentum now has a greater chance to activate on Mind Crush and Mind Crush deals more damage each time it ticks. Telekinetics Sage |
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Sage – Balance
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Equip: Vanquish deals 20% more damage on initial hit. Additionally, under Mental Alacrity, Vanquish resets the cooldown of Force Serenity and causes the next Force Serenity to activate instantly. Balance Sage |
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Equip: Disturbance has a 100% chance and Telekinetic Throw has a 50% chance to cause Sever Force to tick an additional time whenever they deal damage. Balance Sage |
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Equip: When Telekinetic Throw generates 4 stacks of Presence of Mind you gain Presence Blitz, allowing your next 3 Telekinetic Blitz to deal 25% more damage and cost 50% less Force. Telekinetic Blitz consumes all stacks of Presence of Mind. Balance Sage |
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Jedi Knight 
Guardian

Guardian – All Disciplines
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Equip: The active cooldown of Saber Ward is reduced by 2 seconds when you are attacked. This effect cannot occur more than once per second. Guardian |
Crafted |
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Equip: Activating Saber Ward finishes the cooldown of Force Push. Guardian |
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Equip: Guardian Leap gives you 2.5% damage reduction per ally near the target for 6 seconds. Guardian |
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Equip: Saber Throw lowers the targets accuracy by 70% for 6 seconds. Guardian |
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Guardian – Defense
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Equip: Riposte consumes Warding Strike damage reduction and grants Riposte Form, increasing damage reduction by 5% for 20 seconds. Defense Guardian |
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Equip: Using Hilt Bash while Warding Call is active extends the duration of Warding Call by 5 seconds. Defense Guardian |
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Equip: Guardian Slash generates stacks of Crushing Defense for every enemy it hits, granting 2.5% increased damage reduction per stack for 10 seconds. Stacks up to 8 times. Defense Guardian |
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Guardian – Vigilance
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Equip: Whirling Blade triggers a Riposte that does 30% more damage. Vigilance Guardian |
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Equip: When a burn tick critically hits, it reduces the cooldown of Vigilant Thrust by one second. Vigilance Guardian |
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Equip: Blade Barrage refreshes the duration of Blade Storm, Overhead Slash, and Plasma Brand’s burns on the target and ticks their damage. Vigilance Guardian |
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Guardian – Focus
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Equip: Activating Force Push on a target affected by Force Exhaustion grants Joiner’s Pressure, increasing your damage dealt by 20% for 10 seconds. Focus Guardian |
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Equip: Riposte refunds one focus and finishes the cooldown of Concentrated Slice. Focus Guardian |
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Equip: Force Exhaustion builds a Force Clarity ability charge. Focus Guardian |
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Sentinel

Sentinel – All Disciplines
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Equip: Activating Trancendence finishes the cooldown of Force Camouflage. Sentinel |
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Equip: Force Camouflage generates 2 rage per second. Sentinel |
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Equip: Taking damage while Rebuke is active reduces the cooldown of Guarded by the Force by 5 seconds per hit. Cannot occur more than once every 2 seconds. Sentinel |
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Sentinel – Watchman
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Equip: Refreshing Cauterize deals double damage on initial hit. Watchman Sentinel |
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Equip: When Merciless Slash deals damage to an enemy affected by Force Melt, it triggers a burst of damage to up to 8 targets around. Watchman Sentinel |
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Equip: Annihilate automatically kills standard and weak enemies with less than 30% health. Killing an enemy this way resets the cooldown of Annihilate. Annihilation Marauder |
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Equip: Cauterize deals 10% more damage. Slash, Dispatch, and Twin Saber Throw refresh the duration of your Cauterize’s burn effect and tick its damage. Watchman Sentinel |
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Equip: Blade Barrage deals 5% more damage for each burn stacked on the target, up to 25%. Watchman Sentinel |
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Sentinel – Combat
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Equip: Lance causes its target to burn, dealing elemental damage over 12 seconds. Combat Sentinel |
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Equip: Dealing damage with Blade Rush grants a stack of Hyper, up to a max of 3. For each stack, your critical hit chance increases by 25% and the focus cost of your next Blade Rush increases by 1. Hyper lasts 6 seconds and ends after dealing damage with an ability that isn’t Blade Rush, generating 1 focus per stack removed. Combat Sentinel |
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Equip: Clashing Blast is now affected by Force Clarity. Combat Sentinel |
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Equip: Force Sweep causes your next Blade Rush to do damage to up to 8 enemies near the primary target. Combat Sentinel |
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Sentinel – Concentration
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Equip: Concentrated Slice causes its target to burn. Concentration Sentinel |
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Equip: Focused Burst and Force Sweep detonate Force Exhaustion, dealing Force Exhaustion’s remaining damage to up to 8 enemies in an area around the primary target. Concentration Sentinel |
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Equip: Concentrated Slice refunds one additional focus after it hits but refunds all its focus if you have fallen to zero. Concentration Sentinel |
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Equip: Using Zealous Leap with Force Clarity causes it to critically hit and increases your critical strike chance by 20% for 2 seconds. Concentration Sentinel |
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Trooper 
Commando

Commando – All Disciplines
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Equip: Propulsion Round recharges 20 energy cells and immobilizes enemies around you for 2 seconds as you leave. Commando |
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Equip: Concussion Charge increases your movement speed by 50% for 3 seconds. For each enemy hit with Concussion Charge, the active recharge time of Propulsion Round is reduced by 2 seconds. Commando |
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Equip: When you use an ability with an activation time with Tech Override, that ability is not put on cooldown. Commando |
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Commando – Combat Medic
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Equip: The Kolto Pods left by Kolto Bomb last a second longer and heal for an additional 5%. Combat Medic Commando |
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Equip: Advanced Medical Probe can be activated while moving and heals for an additional 15%. Combat Medic Commando |
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Equip: Successive Treatment heals for an additional 5% and generates Supercharge stacks while channeled, up to 4 stacks for a completed channel. Combat Medic Commando |
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Commando – Gunnery
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Equip: Dealing damage with Boltstorm increases the damage of your next Vortex Bolt, stacking up to 4 times to 100%. Gunnery Commando |
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Equip: Reduces the cooldown of Mortar Volley by 20 seconds. Mortar Volley deals 25% more damage to targets affected by your Grav Round’s Gravity Vortex. Gunnery Commando |
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Equip: Vortex Bolt causes its target to burn. Boltstorm, Demolition Round, and Grav Round all tick its damage. Gunnery Commando |
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Commando – Assault Specialist
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Equip: Hail of Bolts and Mortar Volley refresh and tick your Incendiary Round burn and Serrated Bolt bleed. This effect can only occur once every 2.5 seconds. Assault Specialist Commando |
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Equip: The duration of Assault Specialist’s Supercharge Cell and Supercharged Burn are doubled, and their effectiveness is improved. Assault Specialist Commando |
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Equip: Exploding Assault Plastique early with Mag Bolt causes your next Charged Bolts to deal additional Elemental damage. Assault Specialist Commando |
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Vanguard

Vanguard – All Disciplines
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Equip: Stockstrike and Shockstrike now have a range of 10 meters. Vanguard |
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Equip: Dealing damage to an enemy affected by your Neural Jolt stuns them for 2 seconds and ends the taunt. Vanguard |
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Equip: Sonic Rpund heals all allies around its target. Vanguard |
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Vanguard – Shield Specialist
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Equip: Transposing a guarded target gives them a large amount of damage reduction for 6 seconds, taunts enemies, and places a benign presence on you. After 6 seconds, you swap back. Shield Specialist Vanguard |
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Equip: Riot Gas makes targets susceptible to Ion Storm. For each enemy affected by Riot Gas hit with Ion Storm, your damage reduction is increased by 2% and the cooldown of Riot Gas is reduced by 1.5 seconds. Shield Specialist Vanguard |
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Equip: Power Screen now stacks up to 6 times and Energy Blast only consumes 3 stacks on use. Activating Infused Kolto Packs immediately generates 6 Power Screens and finishes the cooldown of Energy Blast. Shield Specialist Vanguard |
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Vanguard – Plasmatech
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Equip: While Battle Focus is active Shockstrike, Ion Pulse, and Plasma Flare do damage to all nearby targets and Ion Wave hits twice. Plasmatech Vanguard |
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Equip: When Pulse Generator reaches or refreshes to 2 stacks, it applies Pulse Activation to you, lowering the cost of Ion Wave by 3 energy. Stacks up to 5 times and is consumed by Ion Wave at 5 stacks. When consumed, Pulse Activation increases your elemental damage by 10% for 20 seconds. Plasmatech Vanguard |
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Equip: Battle Focus increases all elemental and kinetic attacks critical chance by 100%. Plasmatech Vanguard |
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Vanguard – Tactics
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Equip: Dealing damage with Explosive Surge to a target affected by a pre-exploded Assault Plastique causes it to explode, creating a large explosion that deals damage to all nearby enemies. Tactics Vanguard |
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Equip: Assault Plastique remains dormant on the target for 12 seconds, and can be detonated by Tactical Surge, Cell Burst or High Impact Bolt. Depending on which is used, a different effect is applied. Tactical Surge: Slows the target by 50% for 10 seconds. Cell Burst: The cooldown of Shockstrike is reset and your next Shockstrike depletes no energy cells. High Impact Bolt: Your next Shoulder Cannon missile deals 20% more damage. Tactics Vanguard |
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Smuggler 
Scoundrel

Scoundrel – All Disciplines
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Equip: Trick Move gains an additional charge. Scoundrel |
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Equip: Half of Blaster Whip’s and Bludgeon’s damage heals you.Half of Shiv’s and Veiled Strike’s damage heals you. Scoundrel |
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Scoundrel – Sawbones
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Equip: Heartrigger Patch becomes an instant cast and Kolto Pack can be cast while moving. Sawbones Scoundrel |
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Equip: Emergency Medpac always critically heals targets below 50% health. Sawbones Scoundrel |
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Equip: Activating Emergency Medpac reduces the activation time of the next Underworld Medicine by .25 seconds. At 3 stacks, Underworld Medicine activates instantly and consumes all stacks. Sawbones Scoundrel |
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Equip: Kolto Waves consumes an Upper Hand and heals 20% more per tick. Sawbones Scoundrel |
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Scoundrel – Ruffian
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Equip: Sanguinary Shot finishes all your bleed effects on the target and deals their remaining damage immediately. Sanguinary Shot’s cooldown is extended by 9 seconds. Ruffian Scoundrel |
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Equip: Sanguinary Shot does 75% more damage. Whenever a Sanguinary Shot critically hits, it restores 2 energy. Ruffian Scoundrel |
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Equip: Bushwhack spreads Sanguinary Shot’s effect and Point Blank Shot does additional damage to all nearby targets affected by Bushwhack. Ruffian Scoundrel |
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Scoundrel – Scrapper
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Equip: Sucker Punch damage triggers Flechette Round damage and refreshes its duration. Scrapper Scoundrel |
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Equip: When Blood Boiler triggers, it deals damage to all enemies around the primary target and spreads its effects. Scrapper Scoundrel |
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Equip: Bludgeon automatically critically hits targets affected by your unexploded Blood Boiler and triggers it immediately. Dealing damage this way causes your next Back Blast to critically hit. Scrapper Scoundrel |
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Gunslinger

Gunslinger – All Disciplines
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Equip: Hideout increases your damage reduction by 15% for 10 seconds when you return. Gunslinger |
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Equip: Bombing Run heals allies in the area whenever it ticks. Gunslinger |
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Equip: Enemies take 10% more damage while under Sweeping Gunfire. Does not affect Operation bosses. Gunslinger |
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Gunslinger – Sharpshooter
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Equip: Vital Shot deals more damage and dealing damage with Trickshot and Penetrating Rounds refreshes its bleed effect on its target and ticks its damage. Sharpshooter Gunslinger |
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Equip: Activating Hightail It or returning to your marker with Hideout makes your next Aimed Shot activate instantly and deal 20% more damage. Sharpshooter Gunslinger |
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Equip: Penetrating Rounds does splash damage to targets around the primary target and causes your next Trickshot to deal splash damage as well. Sharpshooter Gunslinger |
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Gunslinger – Saboteur
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Equip: When Explosive Charge’s Contingency Charges detonate, they deal damage to all enemies around their target. Saboteur Gunslinger |
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Equip: Speed Shot refreshes Shock Charge and ticks its damage every time it hits. Blazing Speed does 75% more damage. Saboteur Gunslinger |
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Equip: Explosive Charge now only triggers from Sabotage and deals 50% more damage. Saboteur Gunslinger |
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Gunslinger – Dirty Fighting
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Equip: Shrap Bomb spreads Hemorrhaging Blast’s effect. Dirty Blast does splash damage to all targets affected by Shrap Bomb. Dirty Fighting Gunslinger |
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Equip: Hemorrhaging Blast deals 50% more damage. Dealing damage with Dirty Blast causes the target to take bleed damage over 18 seconds. Dirty Fighting Gunslinger |
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Equip: Hemorrhaging Blast finishes off all your directly applied bleed effects on the target at once, dealing all their remaining damage. While the target is affected by Hemorrhaging Blast, Wounding Shots converts your lingering bleed effects on the target into the original bleed effects. Hemorrhaging Blast’s cooldown is increased by 6 seconds. Dirty Fighting Gunslinger |
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