Consolidated Class Abilities List | 01.06.2010 , 04:57 PM
Game Mechanics and Consolidated Abilities List
Updated with information from Multi Player Demo 8-8-2010
Caveats: The Dev’s have repeatedly stated that what we have seen are still placeholders. The game is still in flux. My guess is they can give you a basic “feel” for the class, but that’s about it.
This information represents snapshots of the game at several different moments in time.
Notation
The first number listed is the ability’s range in meters (unless the ability is self only).
X-Ym = X meters minimum range, Y meters maximum range
AoE = Area of Effect
PBAoE = Point Blank (Character Centered) Area of Effect
OOC = Out of Combat
CD = Cool Down time for an ability in seconds. The CD starts once an ability is activated.
GCD = Global cool down timer = 1.5 sec
DoT = Damage over Time
dmg = damage
CC = unknown Crowd Control
Channel = An ability the character executes exclusively over a period of time. Interruption cancels the ability.
Notes
Damage:
Damage seems to fall into bins on a linear scale (the exception is Force Choke)
Damage bins from smallest to largest = low(.5x-1x), moderate(1x-2x), high(2x-3x), v. high(3x-4x), extreme(4x+)
Damage also seems to scale ~ linearly with characters level
For rank 1 abilities, x~30
A level 30 SW's Force Choke does ~ 3.3 times at much damage a level 8 SW's the Force Choke.
Notes on Channels:
It appears Force Choke can be resisted which shortens its duration
If appears the SI can cancel Lightning Drain into other abilities
Ability Progression:
The number of abilities as shown by unique icons is consistent with characters receiving 3-4 abilities at level 1, and then 1 ability every even level for the SI and SW.
Types of Crowd Control
Sleep = opponent cannot act, breaks on damage
Stun = opponent cannot act, does not break on damage
Root = prevents opponent from moving
Knock Down (KD) = opponent is knocked to the ground and cannot act until they get up
Pull in= opponent is pulled to character
Flying = A Bounty Hunter can use his jet pack to fly with certain abilities. This puts him out of the range of short range attacks.
Ability Pacing Mechanics
Action Points (AP) are used for the Sith Warrior (Called Rage) and the Jedi Knight
Maximum number of AP = 12
AP pool drains at 1 point/5 sec OOC
Some abilities build AP (positive AP numbers)
Some abilities cost AP (negative AP numbers)
Energy (E) is used by Smugglers and Imperial Agents
A pool that regenerates at a fixed rate
Size of energy pool = 100
Regeneration rate = ~ 3 energy/.5 sec in combat
Regeneration rate = ~ 5 energy/.5 sec OOC
Some abilities restore Energy when used
Force Points (FP) are used by Sith Inquisitors and Jedi Consulars
The size of the pool may increase with level. A level 30 Sith Inquisitor had ~600 FP
FP regenerate in combat, but at a slower rate than energy does
Some abilities recharge FP (positive FP numbers)
Some abilities cost FP (negative FP numbers)
Note: The FP for the JC in the multi player demo looked more like an energy system than a mana system. The pool was ~ 100, the regen rate was 5-6% per sec. The pool supported 2-3 major abilities before being depleted. This was significantly different than the SI in the E3 solo quest demo. There, the SI had a large slowly regenerating pool.
Heat (H) is used by Bounty Hunters
Heat sounds like it’s mostly an energy system. You have a pool (Heat Capacity/Energy) that starts out full (Heat Capacity/Energy). The pool regenerates in combat (Heat Capacity/Energy). Ability usage eats up your (Heat Capacity/Energy). So what’s different? Potentially:
1) Heat Capacity in Mass Effect regenerated faster when your weapon was hotter (the hotter your weapon was, the more rapidly it cooled down). This actually favors running your systems hot for DPS.
2) There is a specific in combat ability (Vent Heat) on a 1 min timer that regenerates a significant amount of heat capacity.
These are the Bounty Hunter level 6 abilities
Missile Shot - AoE damage + KD/High Heat
Flame Thrower - AoE DoT + Stun/High Heat
Rapid Shot - Normal Blaster Fire/Low Heat
Electro Dart - 8 sec sleep/Low Heat
Rail Shot - Finisher like Heat Shot, requires incapacitated opponent/Low Heat
Vent Heat - timer based ability (1min) that restores heat capacity/Purges Heat
Recharge and Reload OOC heal
At low levels, the new system should favor firing off damage + CC ability (missile shot or Flame Thrower) followed by a finisher. At that point you evade and harass the enemy while your system heat discharges and repeat. Vent Heat acts to enhance both your capacity for emergency escapes and your finishing power.
Ammo (A) is used by Troopers
Basic attack does not consume ammo (Unlimited blaster ammunition)
Special munitions attacks like Grenade consume Ammo
Ammo pool = 12
6 Ammo can be refilled every 9 sec with Fast Reload in combat or by your Channeled self heal
Damage Types (so far):
Kinetic
Fire
Energy
Universal abilities
OOC Heal [15s channel self heal/OOC only/60s CD], All classes get an OOC heal, channel heal that heals self and companion, restores pacing mechanics to full except AP]
Revive [10m/5s cast time/Revives a fallen Player or Companion/Common to all classes, unknown if restricted to Out of Combat usage]
Stimpack [restored ~ 25% of health in demo/ stack of 5?/does not activate GCD/30s CD]
OOC Single Target Revive for Companion Characters and PC's (This was seen for the SI, it may not be universal)
Summon Companion Character
Call Shuttle [Home Point Recall/10s cast time/30min CD]
Abilities by Class
Trooper: Ranged Tank/ Ranged DPS
ACs: Heavy Weapons (Very Heavy Armor-Heavy Weapons)/”Super Soldier”(?)
Main Stats: Agility, Endurance, and Cunning.
Fast Reload [Self/Restores 6 Ammo/9 sec cd]
Hammer Shot [30m/multi-hit/moderate dmg]
Rifle Grenade [30m/5m AoE/high dmg/knock back + 2s knock down/4 sec cd/-4 Ammo]
Full Auto [30m/up to 8s channel/moderate dmg for up to 8 sec/stun during channel/-? Ammo per sec channel]
Stock Strike [4m/low dmg/5s knock down/30s CD]
Firebomb [5-30m/AoE/5s moderate DoT/5s stun/?s CD/0 Ammo]
Sticky grenade [5-30m/AoE/3s delay/very high dmg vs target, moderate dmg vs others/3s panic on target followed by 2s AoE knock down/?s CD/-?Ammo]
Carbonite grenade [?-?m/AoE?/dmg?/?s Freeze on target (does not break on damage)/?s CD/-?Ammo]
Weapon Buffs [self/at least 3 different buffs, one at a time? color coded red green blue, blue may augment damage/?s CD/-?Ammo]
Personal Shield? [self/gold colored cylinder surrounds Trooper momentarily, it appears to be a damage shield/?s CD/-?Ammo]
Unnamed Abilities:
Battlefield command buffs enhance companions and party members making parties stronger and more flexible.
Ability to call in air strikes.
Bounty Hunter: Ranged Tank/Ranged DPS
ACs:?
Rapid Shot [30?m/multi hit/4-5 blaster shots low? dmg/Low H]
Rapid Fire with two pistols [30?m/channel?/?dmg DoT?/?s CD/?H]
Rail Shot [30?m/Finisher like Head Shot, requires incapacitated opponent/?s CD/Low H]
Wrist Rocket [30?m/5m AoE/moderate? damage + KD/15 sec CD/60 H]
Rocket that fires from backpack [30?m/?m AoE?/?dmg ?s KD?/?s CD/?H]
Death From Above [?m/AoE?/4s flying/v. high? dmg v target moderate? dmg v. others?/?s CD/? H]
Electro Dart [25?m/8 sec sleep/Low H]
Flame Thrower [10?m/ cone AoE/ moderate? DoT + stun (channel duration + 3 sec)/7s channel/15s CD/25 H]
Carbonite Spray [10?m/cone?/dmg? freezes/stuns target ?s/?s CD/?H]
Cable Grapple [30?m (>20)/pull in + ?s KD/?s CD/?H]
Rocket assisted charging strike [30?m/?dmg + ?s KD/?s CD/?H]
Vent Heat [self/Purges all heat/60 sec CD]
Sith Warrior: Melee Tank/Melee DPS
ACs: Juggernaut (Tank)/Marauder(DPS)
Force Charge [10m-30m/low? dmg/immobilize target for?s interrupts target/15s CD/does not go on GDC/+3 AP]
Assault [4m/3 hit/moderate? dmg/+2 AP]
Force Choke [15m/6s channel/high (see notes) dmg DoT/stun/30s CD/+1AP per sec]
Viscious Slash [4m/high? dmg/-3 AP]
Smash [5m PBAoE up to 3 targets/moderate dmg/5s stun/15s CD/-6 AP]
Impale [4m/extreme dmg/3s KD/-8 AP]
Saber Throw [15?m/3s animation/? dmd/?AP]
Force Push [15?m/KB? and KD ? sec/? dmg/?AP]
Rising Strike [4m/?m AoE? or ?m cone?/? dmg AoE KB and ?s KD/?s CD/?AP]
Passive Blaster/Melee attack deflection: Appears to work against default attacks
Unnamed abilities
Oblique strike + overhead kick
Multi-hit overhead strike (Dual wield)
Oblique kick + oblique slash (Dual wield)
Cross Slash (Dual wield)
Imperial Agent: Ranged DPS/Support/Cover Class/Stealth
ACs:?
Rifle Shot [30m/2-hit/2 shots cause medium damage]
Sleep Dart [30?m/?s sleep/?s CD]
Toxic Dart [30?m/? dmg DoT/no aggro until target drops to 50% health]
Shiv [4m/Moderate?/High? damage strike followed by small DoT/-40E]
Portable Cover [?m/creates cover point]
Show Cover Locations [Toggle/Shows cover location in world]
Take Cover [evasion buff~ 50?% reduction in enemy hit rate/ requires cover point/0? energy]
Snipe [30m/Shoots target with sniper rifle for high? dmg/1s Channel/cover only/-40E]
Laze Target [debuff/enhances damage on target/cover only/+E?]
Exploding Probe [buff/adds ? dmg to sniper shot/?s KD/?E]
Orbital Bombardment [?-?m/?m AoE/? dmg/?s knock down]
Stealth Belt [buff/increases stealth rating]
Unnamed IA abilities
Drone that scans with green light, possibly a healing ability
Sith Inquisitor: CC/Melee + Mid Range DPS/Support
ACs: Ranged/Melee-Ranged Hybrid
Saber Strike [4m/3 hit/dmg appears to be strongly related to weapon dmg]
Shock [15m/high energy dmg/6s CD/-60 FP]
Lightning Drain [15m/3s channel/very high dmg DoT/stun vs weak enemies or 50% movement slow vs. strong enemies during channel/15s CD]
Back Lash [buff/15 sec 50% dmg resistance/120s CD/-60FP]
Whirlwind [15m/15s sleep 1 target + ? dmg ?m AoE DoT up to 6 targets/120s CD/-50 FP]
Electrocute [15m/moderate dmg/6s stun/30s CD/-90 FP]
Discharge [15m/moderate dmg/4s root/requires charged saber, consumes charge/double saber only/20s CD/-90FP]
Overload [10m PBAoE/up to 5 targets/low? dmg/4s knockdown/12s CD/-120 FP]
Lightning Hold [15?m/8s? sleep/short CD/?30 FP]
Vicious Saber [buff (30?sec)/charges saber/melee attacks do high dmg vs incapacitated targets/double saber only/-30FP]
Force Storm [15?m/?m AoR/?dmg ?DoT ?s?stun/?s CD/?FP]
Lighting Push [15?m/2? sec cast time/?dmg large ?m KB ?s KD/?s CD/?FP]
Dark Gift [30m/heal/2?s cast time/moderate hp restored/-60 FP]
Passive Blaster/Melee attack deflection: Appears to work against default attacks
Unnamed SI abilities
Melee attack with a FP cost between 50 and 90 FP
Melee attack with a FP cost of 120+ FP
Smuggler: Range DPS/Support/Cover/Stealth (Scoundrel AC)
AC’s: Scoundrel (Stealth-Support)/Gunslinger (DPS-Persuade)
Flurry of bolts [30m/multi-hit/low? dmg/0?E]
Burst [30m/3 hits/moderate dmg /In cover becomes Flash Grenade/30 E]
Dirty Kick [4m/low dmg/5 s stun/12s CD/cannot be used in cover?/25 E]
Headshot [30m/high dmg/incapacitated targets only/12s CD/0 E]
Portable Cover [?m/creates cover point]
Show Cover Locations [Toggle/Shows cover location in world]
Take Cover [evasion buff~ 50?% reduction in enemy hit rate/requires cover point/0 E]
Flash Grenade [30m/5m AoE/6s sleep on up to 5 targets/20s CD/cover only/30 E]
Thermal Detonator [30?m/5?m AoE/?dmg ?KB ?s KD/?s CD/cover only?/?E]
Charged burst [30m/3 hits/moderate dmg/2s KD/only from cover/45 E]
Barrage [30m cone?/up to 6 targets/2.5s channel/moderate dmg/12s CD/cover only/0 E]
Stealth Belt (for Scoundrel AC) [buff/increases stealth rating]
Heal (Scoundrel) [30?m/2?s cast time/heals moderate? dmg/?s CD/?E]
Unnamed abilities
Blaster Shotgun (For Scoundrel AC, could be item, ability, or a mixture)
Jedi Knight: Melee Tank/Melee DPS
ACs: Tank/DPS
Force Leap [10?-30?m/low? dmg/?s KD/?6s CD/+3?AP]
Force Push [15?m/? dmg/KB? ?s KD/?AP]
Master Strike [4?m/3? hit/? dmg/2nd hit ?s stun/-?AP]
Saber Throw [?m/3s animation/? dmg/?AP]
Slash [4m/multi-hit/? dmg/+2 AP]
Leaping Overhead [4m/?dmg chance of ?s KD/?s CD/?AP]
Spinning Slash [4?m/2 hit/?dmg/?s CD?/?AP]
Charging Slash [?m/2?s use time/appears to be a follow up to Master Strike, perhaps a finisher for incapacitated targets/?s CD/?AP]
Hilt Strike [4?m/?dmg appears to be an interrupt/?s CD/?AP]
Passive Blaster/Melee attack deflection: Appears to work against default attacks
Unnamed JK abilities
Oblique Leaping Overhead Attack
Jedi Consular
ACs: Support+Healing/CC
Mind Maze [?20m/ no aggro from surrounding targets/?s sleep/?35]
Force Push [15m/moderate dmg/3s KD/15sCD/-30 FP]
Force Pull [?15m/pull in/?FP]
Force Slam [15m/moderate dmg/?s stun/8?s CD/-60 FP]
Force Repulse [?10m PBAoE/up to ? targets/? dmg/?s KD/?s CD/?FP]
Blade Dance [4?m/?m PBAoE/?s channel?/? dmg may act as interrupt/?FP]
Benevolence [30m/heal/2s cast time/moderate health restored/-45 FP]
Flying Oblique Slash [4?m/?dmg appears to be interrupt/?s CD/?FP]
Low thrust [4m/Appears to do moderate damage/?20s CD/+30 FP]
Clear Casting Self Buff?
Passive Blaster/Melee attack deflection: Appears to work against default attacks
Unnamed JC abilities
High Kick to Low Saber Sweep - Moderate to High damage attack
Low horizontal Swing - Appears to do low damage, applies status to JC and opponent
Deflections ability that limited to walking speed (Single Saber)