Bacta Infusion Range:30 m Instant Cooldown:21 secs 0/1Instantly heals a friendly target for (x) - (y).Left click to add a point | |||
Potent MedicinePassive0/3Increases the critical healing bonus of all heals by 5%Left click to add a point | Frontline MedicPassive0/2While affected by your own Trauma Probe, firing Hammer Shot at an enemy has a 50% chance to trigger your Trauma Probe. This effect cannot occur more than once every 3 seconds, but this rate limit is seperate from Trauma Probe's rate limit. This effect will not occur at full healthLeft click to add a point | ||
Armor ScreenPassive0/1Preventative Medicine now also provides 10% armor while active.Left click to add a point | Preventative MedicinePassive0/2Advanced Medical Probe has a 50% chance to apply Preventative Medicine to the target, healing for an additional (x) over 9 seconds.Left click to add a point | Trauma Probe Ammo:2 Instant 0/1Deploys a trauma probe with 10 charges that lasts 5 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for (x) - (y). This effect cannot occur more than once every 3 seconds. Only one trauma probe can be deployed at a time.Left click to add a point | Psych AidPassive0/1Field Aid now removes negative mental effects and heals the target for (x) - (y).Left click to add a point |
Treated Wound DressingsPassive0/2Reduces all damage taken by 2% while Combat Support Cell is activeLeft click to add a point | Field TriagePassive0/3Advanced Medical Probe has a 33.3% chance to reduce the cost of your next Medical Probe by 1.Left click to add a point | Med ZonePassive0/2Increases all healing received by 10% while Reactive Shield is active.Left click to add a point | |
Efficient ConversionsPassive0/1Reduces the cost of Concussion Charge, Concussion Round and Cryo Grenade by 1.Left click to add a point | Kolto ResiduePassive0/2Kolto Bomb has a 50% chance to leave Kolto Residue on affected targets, increasing all healing received by 3% for 15 seconds for allies and reducing movement speed by 50% for 3 seconds for up to 5 enemies.Left click to add a point | Kolto Bomb Ammo:2 Instant Cooldown:6 secs 0/1Lobs a Kolto Bomb at the target area, exploding on impact. Heals up to 4 allies within 8 meters of the targeted area for (x) - (y).Range: 30 mLeft click to add a point | Combat ShieldPassive0/1Reactive Shield now further decreases ability activation pushback by 30% and makes you immune to interrupts.Left click to add a point |
Field MedicinePassive0/2Increases the healing done by Medical Probe and Advanced Medical Probe by 3%. In addition, Medical Probe builds 3 charges of Combat Support Cell.Left click to add a point | Steady HandsPassive0/2Reduces the pushback suffered while activating healing abilities by 35% and reduces the threat generated by healing abilities by 5%Left click to add a point | Supercharge Cells Instant Cooldown:1.50 seconds 0/1Converts 30 charges of Combat Support Cell to Supercharge your blaster, restoring 1 energy cells and increasing all damage and healing dealt by 5% for 10 seconds. While active, the following abilities gain Supercharge effects:Charged Bolts: Cost reduced by 2. Full Auto: Cost reduced by 1. Advanced Medical Probe: Cooldown reduced by 100%. Kolto Bomb: Places a shield on all targets, reducing damage taken by 5% for 15 seconds.Left click to add a point | First ResponderPassive0/2Critical results with damage and healing abilities have a 50% chance to grant First Responder, increasing alacrity by 5% for 6 seconds.Left click to add a point |
Cell CapacitorPassive0/2Recharge Cells now immediately recharge 1 additional cell.Left click to add a point | Quick ThinkingPassive0/2Reduces the activation time of Medical Probe by 0.3 seconds and reduces the cooldown of Advanced Medical Probe by 1.5 seconds.Left click to add a point | Field TrainingPassive0/3Increases ranged and tech critical chance by 1%Left click to add a point | |
0Combat Medic (Healing) |
Demolition Round Ammo:2 Instant Cooldown:15 seconds 0/1Fires a demolition round that explodes on contact, dealing (x) - (y) kinetic damage. This damage is increases by 5% per gravity vortex on the target.Range: 30 mLeft click to add a point | |||
Curtain of FirePassive0/3Charged Bolts and Grav Round have a 15% chance to finish the cooldown on Full Auto and increase the damage dealt by the next Full Auto by 25%. This effect cannot occur more than once every 6 seconds.Left click to add a point | Reserve RoundPassive0/2Reduces the cooldown of Concussive Round by 7.5 seconds and Reserve Powercell by 15 seconds.Left click to add a point | ||
Cover FirePassive0/2Full Auto has a 50% chance to slow the targets movement speed by 70% for 2 seconds with each hit.Left click to add a point | Rotary CannonPassive0/1Increases the damage dealt by Full Auto by 33%.Left click to add a point | Gravity SurgePassive0/1Grav Round now applies an additional stack of Gravity Vortex, Charged Barrier, and Charged Barrel, if applicable.Left click to add a point | Kolto RechargePassive0/1Recharge Cells regenerates 7% of your maximum health over 10 seconds.Left click to add a point |
Tenacious DefensePassive0/2Reduces the cooldown of Concussion Charge by 2.5 seconds and Tenacity by 15 seconds.Left click to add a point | Charged BarrelPassive0/1Grav Round grants Charged Barrel, increasing the damage dealt by the next High Impact Bolt by 6% and reducing the activation time of the next Advanced Medical Probe by 20%. Stacks up to 5 times.Left click to add a point | Cell ChargerPassive0/2While Armor-piercing Cell is active, you have a 50% chance to generate 1 energy cell every 6 seconds.Left click to add a point | |
Charged BarrierPassive0/2Charged bolts and Grav Round has a 50% chance to build Charged Barrier that reduces damage taken by 1% for 15 seconds. Stacks up to 5 times.Left click to add a point | Concussive ForcePassive0/2Stockstrike has a 50% chance to immobilize the target for 4 seconds. Damage caused after 2 seconds ends the effect. In addition, Concussion Charge's Knockback effect is stronger and pushes enemies 2 meters further away.Left click to add a point | Grav Round Ammo:2 2 seconds 0/1Fires a round that creates a gravity vortex on the target, dealing (x) - (y) kinetic damage, crushes the target's armor and reducing the armor rating by 4% for 15.0 seconds. Stacks up to 5 times. Gravity vortices leave the target vulnerable to High Impact Bolt. Range 30 mLeft click to add a point | Deadly CannonPassive0/2Increases the critical bonus damage of Full Auto and Demolition Round by 15%.Left click to add a point |
Steadied AimPassive0/3Reduces the pushback suffered while activating Charged Bolts, Concussive Round, Grav Round and Full Auto by 25%.Left click to add a point | Muzzle FlutingPassive0/1Reduces the activation time of Charged Bolts and Grav Round by 0.5 seconds.Left click to add a point | Special MunitionsPassive0/1Increases the effect of your cells while they are active: Plasma Cell: Increases tech critical chance by 3%. Armor Piercing Cell: Reduces the cost of High Impact Bolt by 1. Combat Support Cell: Increases tech critical hit chance by 3%.Left click to add a point | Heavy TrooperPassive0/2Increases Endurance by 1% and all healing received by 1%.Left click to add a point |
Havoc RoundPassive0/2Increases the damage dealt by all rounds and Charged Bolts by 3% and increases the healing dealt by Kolto Bomb by 10%Left click to add a point | Advanced TechPassive0/2Increases healing received by 1% and all healing done by 1%Left click to add a point | IronsightsPassive0/3Increases Aim by 3%.Left click to add a point | |
0Gunnery (Damage) |
Assault Plastique Ammo:2 Instant Cooldown:15 secs 0/1Throws a moldable plastic explosive that sticks to the target and detonates after several seconds. Standard and Weak enemies enter a state of panic when the explosive is active. The explosion deals (x) - (y) kinetic damage when it detonates. Standard and weak targets are knocked back from the blast.Left click to add a point | |||
Adrenaline FueledPassive0/2Critical hits have a 50% chance to reduce the active cooldown on Adrenaline Rush and Reserve Powercell by 3 seconds. This effect cannot occur more than once every 1.5 seconds.Left click to add a point | BurnoutPassive0/3Increases tech critical chance by 1% and increases the damage dealt by periodic elemental effects by 10% on targets below 30% max health.Left click to add a point | ||
Reflexive ShieldPassive0/2When you take damage, you have 50% chance to reduce the active cooldown of Reactive Shield by 1.5 seconds. This effect cannot occur more than once every 1.5 seconds.Left click to add a point | Rain of FirePassive0/3Hammer Shot, Charged Bolts, High Impact Bolt, Full Auto and Hail of Bolts deal 3% additional damage to burning targets.Left click to add a point | Assault TrooperPassive0/2Increases the critical bonus damage of Plasma Cell, High Impact Bolt, Incendiary Round and Assault Plastique by 15%.Left click to add a point | |
Rapid RechargePassive0/2Reduces the cooldown of Recharge Cells by 15 seconds.Left click to add a point | Ionic AcceleratorPassive0/3While Plasma Cell is active, Charged Bolts has a 15% chance and Full Auto has a 25% chance to finish the cooldown on High Impact Bolt and make the next High Impact Bolt free. This effect cannot occur more than once every 6 seconds.Left click to add a point | ||
DegaussPassive0/2Reactive Shield has a 50% chance to remove all movement impairing effects when activated.Left click to add a point | High Friction BoltsPassive0/2High Impact Bolt ignores 15% of the target's armor. In addition, if High Impact Bolt hits a burning target, it has a 50% chance to generate 1 energy cell and refresh the duration of your Plasma Cell's burn effect if present.Left click to add a point | Incendiary Round Ammo:3 Instant 0/1Launches an incendiary projectile, setting the target ablaze for (x) - (y) elemental damage and an additional (x) elemental damage over 18 seconds.Left click to add a point | Nightvision ScopePassive0/2Increases stealth detection by 1, melee and ranged defense by 1% and reduces the cooldown of Stealth Scan by 2.5 seconds.Left click to add a point |
Superheated PlasmaPassive0/3Increases the damage dealt by Plasma Cell by 10% and increases its chance to be triggered by 2%Left click to add a point | Sweltering HeatPassive0/2Plasma Cell has a 50% chance when it applies its effects to reduce the movement speed of the target by 30% for 2.0 seconds.Left click to add a point | Parallactic Combat StimsPassive0/2You have a 50% chance to recharge 1 energy cell when stunned, immobilized, knocked down or otherwise incapacitated.Left click to add a point | |
Target LockPassive0/3Full Auto and High Impact Bolt ignore 10% of the target's armor.Left click to add a point | Weapon CalibrationsPassive0/2Increase alacrity by 2%.Left click to add a point | Soldier's EndurancePassive0/3Increases Endurance by 1%Left click to add a point | |
0Assault Specialist (Dam) |
User Submitted / Approved Builds |