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SWTOR Skills and Skill Tree Guide – Character Progression


Skill Trees in Star Wars The Old Republic dictate the character progression and allow the players to mold their character’s skills as per their play-style.

For each advance class in Star Wars: The Old Republic, there are three skill trees available. One being specific to all the member of the main class while two specializations are unique to each advanced class.

Following guide is about the skills of these advanced classes so that you know how to customize the trees best suited for your different characters.

For more help on Star Wars: The Old Republic, read our Datacrons Guide and Crash Fixes.

Table of Contents

Bounty Hunter – Mercenary

Bounty Hunter – Powertech

Sith Warrior – Juggernaut

Sith Warrior – Marauder

Imperial Agent – Operatives

Imperial Agent – Sniper

Jedi Consular – Sage

Jedi Consular – Shadow

Jedi Knight – Sentinel

Jedi Knight – Guardian

Smuggler – Gunslinger

Smuggler – Scoundrel

Trooper – Commando

Trooper – Vanguard

Sith Inquisitor – Sorcerer

Sith Inquisitor – Assassin

Bounty Hunter – Mercenary

When it comes to destroying your opponent and offensive gameplay, mercenaries are well suited for the job. They have the ability to wield double blasters at a time which makes the destruction tasks relatively easier for the user.

Firebug Skill Tree

  • Advanced Targeting – Increases your ranged and tech accuracy by 1% up to 3 ranks.
  • Afterburners – Jet Boost impulse pushes enemies further (20%) and the col down time is also reduced by 2 seconds.
  • Combustion – It will increase your duration of Combustion Gas Cylicder burn by 1 second and the burn proc chance by 2%.
  • Endurance – The endurance is increased by 1%.
  • Energy Surge – The duration of energy shield is increased by 2 secs and the cooldown time is reduced by 5 secs.
  • Fanned Flames – Increases the damage of fire damage over time effects by 5%.
  • Hear Discharge – Missile blast will have a 50% chance to emit 8 heat.
  • Infrared Detection – Stealth detection level is increased.
  • Incendiary Missile – Inflicts fire damage to the enemies upto 30m and then the damage continues after every 3 seconds for 15 secs.
  • Improved Rocket Punch – The damage is increased by 2% and the cool time is reduced by 1.5%.
  • Kolto Shield – There will be a 50% chance to regenerate 6% health after ever 9 seconds when you are in critical situation.
  • Molten Fury – Rapid and Rail shots inflict 3% more damage to the burning targets.
  • Prototype Heat Bypass – In a critical situation, you will have 10% chance to vent 8 heat. The chance for this effect is once after every three seconds.
  • Prototype Heat Dampeners – When you are stunned, you will have 50% chance to vent 8 heat after every 8 seconds.
  • Prototype Particle Accelerator – Incendiary shot has 30% chance to complete the rail and remove its heat cost. Can happen after every 10 seconds.

Arsenal Skill Tree

  • Auto Loaders – The damage of powershot and tracer missiles in increased by 2%.
  • Barrage – Powershot and tracer has a 20% chance to complete the cool-down riddle and the next one will take 8 less heat.
  • Energy Pulse – The cooldown of energy shield is reduced by 10 seconds and gives you 50% chance to remove immobilizing and move hindering affects when you activate Energy Shield.
  • Kolto Vents – On venting heat, you get 7% health regain over the duration of 10 seconds.
  • Light ’em Up – You get two heat signatures instead of one to a target.
  • Heatseeker Missiles – The damage is increased by 3% per heat signature and you can fire several missiles at a target.
  • Integrated Systems – Received healing is increased by 1% and healing done is also increased by 1%.
  • Killshot – The crit chance of rail is increased by 10%
  • Pinning Fire – Your Riddler will have a 50% chance to slow down the target’s movement by 50% for 6 seconds.
  • Missile Barrage – The critical bonus damage of missile, trace blast, tracer missile and heatseeker missiles increases by 15%.
  • Power Barrier – Powershot has a probability of 33% to give a barrier that reduces damage taken by 2% which stacks up to 5 times.
  • Quick Draw – The Rail Shot cool down time is decreased by 1 second and the damage inflicted increases by 2%.
  • Radiation Burns – Missile Blast will have the 50% chance to burnt the target receiving 27 elemental damage for 12 seconds.
  • Riddle Channeled – You can fire both blaster at a faster rate for 3 seconds inflicting 165-197 damage every second.
  • Stabilizers – There is a decrease in push back for powershot, concussion missiles, tracer missile and unload by 35%.
  • Terminal Velocity – During the time when high speed gas cylinder is in work, your attacks will have 5% more power.
  • Tracer Lock – You can launch tracer missiles from your charger, charged for 6 seconds for 15% more damage.

Bodyguard Skill Tree

  • Critical Triage – Healing scan critical element has a 33% chance to reduce the heat cost of the next lesser healing scan by 16.
  • Cure Mind – It can remove mental effects.
  • Emergency scan – Friendly target can be healed instantly for 372 – 393
  • Empowered Scans – Lesser healing and scan and healing scan are increased by 2%
  • Energy Overrides – The push back on energy activation is reduced by 25% and you become immune to the interrupts.
  • Improved Vents – Vent heat vents more 8% heat.
  • Kolto Missile – 3 Allies in the 8 meter area are healed for 128-145.
  • Kolto Shell – You can create a shell that will guard for 5 minutes. The effect will occur once after every 3 seconds.
  • Med Tech – Your activation time for lesser healing scan is lowered by 0,25 seconds.
  • Proptotype Kolto Gas – When Kolto gas cylinder is active, your healing is increased by 1%.
  • Proactive Medicine – The healing scan gets 50% chance to get a heal over time after every 3 seconds for the duration of 9 secs in total.
  • Reactive Armor – Proactive medicine will render you 10% extra armor.
  • Savvy – Damage and healing effects are increased by 2%.
  • Trained Field Medic – Your aim is improved by 3%.
  • Trauma Scans – The Critical chance of all scans is increased by 2%.
  • Warden Passive – Critical healing bonus on all the heals is increased by 5%.

Bounty Hunter – Powertech

Powertechs are protected by the heavy armor and have the ability to use flamethrowers. Having a strong defense, they can acquire the skills of a pyrotech. They have skills to draw enemy fire and resist any attack using the shields.

Firebug Skill Tree

  • Advance Targeting – Ranged and Tech accuracy is increased by 1%.
  • Combustion – The duration of Combustion Gas Cylinder burn is increased by 1 second and increases proc chance by 2%.
  • Endurance – Increases endurance by 1%.
  • Energy Surge – Energy shield duration is increased by 2 seconds and the cool down is reduced by 5 seconds.
  • Fanned Flames – Fired damage over time effects are increased by 5%.
  • Infrared Detection – Stealth Detection level is increased.
  • Incendiary Missile – Elemental fire damage is extended up to 30m. Burn damage is inflicted every 3 seconds for 15 seconds.
  • Improved Rocket Punch – The Rocket punch damage is increased by 2% and its cooldown by 1.5 secs.
  • Kolto Shield – With the chance of 50%, your regeneration increases by 6% over 9 second duration when you are victimized by critical.
  • Molten Fury – Rapid and Rail shots inflict 3% more damage to the burning targets.
  • Prototype Heat Bypass – In a critical situation, you will have 10% chance to vent 8 heat. The chance for this effect is once after every three seconds.
  • Prototype Heat Dampers – When you are stunned, you will have 50% chance to vent 8 heat. The effect lasts only for 8 seconds.
  • Prototype Particle Accelerator – Incendiary shot has 30% chance to complete the rail and remove its heat cost. Can happen after every 10 seconds.
  • Powered Blasters – Ranged critical chance is increased by 3%.
  • PyroTech – Explosive dart, Incendiary missile and rail critical strike bonus damage is increased.
  • Rapid Venting – Cool down time of vent is reduced for 10 seconds.
  • Tenacity – The detonator charged towards the target detonates after a few seconds which creates chaos among the weak enemies in the enemy ranks. There is a 15 sec cool down time.

Shieldtech Skill Tree

  • Carbonite Shield – Shield that reduces the damage by 40%.
  • Combust Passive – Flamethrower combustion is lowered by 3%
  • Empowered Armor – Melee defense and range is increased by 2%
  • Empowered Tech – Block chance is increased by 2%.
  • Flame Shield – There is a 10% chance of increment of your next critical rail when block occurs.
  • Shot or Flame Sweep – The effect (33%) lasts for 10 seconds.
  • Flame Surge – Critical strike bonus of rail shot and lame sweep is increased by 15%.
  • Hastened Defense – Cool down time of Kolto Overlord and Carbonite shield by 10 seconds.
  • Improved Shield Generator – The armor is increased by 4%.
  • Intimidation – Damage done by all flame elemental attacks by 3%.
  • Ion Overload – There is a chance to deal more shock damage over 6 seconds when ion gas cylinder deals shock damage.
  • Ion Screen – The damage is further reduced by 1% when ion gas cylinder is active.
  • Jet Charge – Can jump to a distant target but the enemies under cover stay safe.
  • Jet Speed – Jet charge has a 50% chance to increase the movement speed by 30% for 4 seconds.
  • Kolto Overlord – Maximum health is increased by 30% for 20 seconds only.
  • Neural Overlord – The ion gas cylinder lowers damage lowers the movement of the affected by 50% for 2 seconds.
  • Rail Loaders – The rail shot damage is increased by 3%.
  • Resolve – Aim is improved by 3%.
  • Super Charged Ion Gas – The ion shock damage is increased by 25%.

Advance Prototype Skill Tree

  • Charged Gauntlet – There is a 25% chance that your Gaunlet attacks will make your next Rail auto-crit.
  • Flame Barrage – Rocket punch of Flame burst (10%) and Immolate (33%)can go free of cost within 15 seconds.
  • Hydraulic Overrides – You become immune to slow movement, knockbacks and the related ballistic events and the movement is increased by 30%.
  • Kolto Vents – On venting heat, you get 7% health regain over the duration of 10 seconds.
  • Meltdown – Your Immolate and Retractable blade have a 20% chance to make the next flamethrower shot faster 2 times.
  • Immolate – You can ignite already burning target by throwing more fuel. The explosion can also inflict damage to nearby enemies.
  • Improved Grapple – Grapple cool down time is reduced by 5 seconds.
  • Iron Fist – The damage by Rocket Punch and Retractable blade is increased by 3%.
  • Prototype Blade Vents – The retractable blade bleed damage has 5% chance for venting 8 heat.
  • Prototype Burn Enhancers – The critical chance of all fire effects is increased by 5%.
  • Prototype Cylinder Ventilation – The is a 33% chance to vent 8 heat when your your high velocity cylinder is active for 6 seconds.
  • Prototype Electro Surge – The stun duration of electro dart is increased by 0.5 seconds and the cool dowm time is reduced by 5 seconds.
  • Prototype Power Cycler – The damage of your next area effect (35% chance) is increased by 20%.
  • Prototype Weapon Systems – The rocket punch, immolate and flame burst critical strike damage is increased by 10%.
  • Puncture – Rail shot will ignore 20% of the target’s armor and you will have a 3% increase in critical chance.
  • Retactable Blade – The blade when pierces through the enemy, the damage dealt is 121-147 and the target bleeds for 162 internal damage for 15 seconds.
  • Sonic Disruptor – The neural dart has a 50% chance to hit the target and increases the taunt duration by 1 second.
  • Stabilized Armor – The stunned damage is reduced by 10%.

Go to next page for the remaining Skill Trees.

Sith Warrior – Juggernaut

He is made to receive maximum damage. He can be used effectively to inflict more damage than the usual depending upon the skills you choose. They can wield only one light saber at a time.

Rage Skill Tree

  • Berserk – You will generate 5 rage for the coming 6 seconds.
  • Brutality – Critical strike chance of vicious strike is increased by 7.5%.
  • Dark Resonance – Critical strike damage of all force attacks is increased by 10%.
  • Dominate – There is a 50% chance that your force charge and obliterate will end into a critical hit within next 15 seconds.
  • Endless Rage – When attacked in Shi-sho form, generates 1 rage and the effect lasts for 6 seconds.
  • Force Alacrity – The cool down of all force abilities is is reduced when you are in shii-cho form by 1.5 seconds.
  • Force Charge – Can jump to a distant target inflicting, 102-119 damage with the main weapon which will immobilize the target for 2 seconds. Won’t work on the targets in cover.
  • Force Choke – On chocking the target, deals 119 damage every second and the rage builds at the rate of per second.
  • Force Crush – The target is slowed down progressively for almost 5 secs and the damage rate is 100/sec. The completion of the move will end with an additional 266 kinetic damage.
  • Gravity – The rage cost is reduced of all slow-moving effects by 1.
  • Interceded – You leap towards a friendly target and reduce the damage taken by 20% for 6 seconds.
  • Interceptor – After the use of Obliterate, the movement is speed is increased by 20%.
  • Malice – The critical strike chance of your force attacks is increased by 2%.
  • Obliterate – You will inflict some damage when you jump onto a target.
  • Payback – You can have 10% of you maximum life recovery with 50% chance.
  • Ravage – Performs multiple light saber attacks dealing 402-451 weapon damage over 3 seconds.
  • Ravager – The cool down of Ravage and force choke is reduced by 1.5 seconds.
  • Relentless – 1 more rage is granted to the Berserk
  • Saber Buffet – The saber throw cool down is reduced by 2.5secs and the damage dealt by 5%.
  • Saber Strength – The damage inflicted by Vicious Slash and obliterate is increased by 3%.
  • Saber Throw – You can throw the light saber towards a distant target inflicting 280-362 damage with additional 3 rage build.
  • Savage Kick – When you kick the target, it will deal 560-580 kinetic damage to the normal targets. You can use them either on slowed or stationary targets.
  • Shii-cho Mastey – You can damage the target armor more by 10%
  • Shockwave – After using the Force Choke or Force crush, shockwave can increase the damage caused by the next smash-up to 12.5%.
  • Smash – Damages 5 enemies within 5 meter area range inflicting 163-183 kinetic damage. The weak and standard enemies nearby are stunned.
  • Stagger – The force charge immobilize ability is increased by 0.5 seconds.
  • Unbreakable Rage – Ravage goes uninterrupted.
  • Unleash – You are free from all movement hindering and incapacitating effects.
  • Vicious Slash – The damage caused is 187-214 by this slash.

Vengeance Skill Tree

  • Accuracy – The accuracy of melee and force attacks is increased by 1%.
  • Deafening Defense – The damage taken is reduced by 2% and the cool down time of intimidating roar is reduced by almost 8 secs.
  • Deadly Reprisal – While Shien form is active, it generates 1 additional rage during area effect damage..
  • Decimate – The damage take by smash is reduced by 10% and the cool down is reduced by 1 second.
  • Disruption – Interrupts the target’s ongoing ability and prevents to be used for the next 4 seconds.
  • Draining Scream – There is a 50% chance that the force scream will cause 51 damage for the next 6 seconds.
  • Dreadnaught – Total strength is increased by 3%.
  • Eviscerate – Impale 50% chance to bleed the target for 96 internal damage for 6 secs.
  • Force Push – Inflicts 231-273 damage and pushes the target back a lot. The target is also knocked down for 2 seconds.
  • Impale – The target is impaled for 418-457 weapon damage.
  • Improved Sundering Assault – The chance of Sundering assault to execute one extra sack of sunder armor is 50%.
  • Intercede – While getting near the friendly target, the damage inflicted the friendly is reduced by 20% for 6 seconds.
  • Intimidating Roar – Paralyzes all the nearby enemies for 6 seconds. Droids don’t have any effect.
  • Pommel Strike – The target gets a bash receiving 629-651 kinectic damage to normal targets while the strong targets receive 459-481 kinetic damage. You can use it only on incapacitated targets.
  • Pooled Hatred – You gain 5% bonus with your next melee ability (costs you rage) when your movement is impaired. This effect can stack up 5 times and lasts for 10 seconds.
  • Rampage – Impale and Shatter gets 10% chance to finish the cool down on Ravage. But the effect cannot take place more than once in every 15 secs.
  • Ruin – Smash won’t spend any rage.
  • Saber Ward – The melee and ranged defenses can be increased by 50% which also reduce the damage taken by the force and the tech attacks by 25%. The effect lasts for 12 seconds.
  • Savagery – There is a 50% or so chance that Impale and Shatter will increase crit chance of force scream and vicious throw by 60% for 9 seconds.
  • Shatter – The force flows through your light saber and you can crush the target under its weight with 2 internal damage. There is can be an additional 653 internal damage with target already under the effect of Sundering Assault.
  • Shien Form – All damage dealt is increased by 6%. All cost rage consuming attacks 1 rage. You will also get 1 rage when attacked.
  • Single Saber Mastery – The melee damage is increased by 2% while you are in Shien form and Shii- cho form.
  • Strangulate – The puchback due to channeling the force choke is reduced by 50%.
  • Unstopable – Force charge will reduce the damage taken by 20% and the nullified movement effect for four seconds.
  • Unyielding – You get 2 rage on being stunned, slept or knocked down.
  • Vengeance – The cool down of impale is reduced by 2 secs, Force Scream gets a 1 second cool down reduction.

Immortal Skill Tree

  • Backhand – The target receives 239-273 damage which stuns it for 4 seconds.
  • Blade Barricade – Melee and ranged defenses are increased by 2% for 6 seconds.
  • Call on the Force – The force can help you and your mate by eliminating the cool down for Saber ward and restoration of 2% of your maximum health every 3 seconds.
  • Crash – Force charge can stun the target for 2 seconds.
  • Crushing Blow – The massive blow inflicts 407-445 weapon damage and gets 3 stacks of armor damage for 15 seconds.
  • Dark Blood – The endure pain span is increased by 2.5 seconds. The elemental and internal damage is increased by 2%.
  • Echoing Scream – The damage dealt by the force scream increases by 5%.
  • Endure Pain – There is a temporary increase in health for 10 seconds. The health is lost when the effect ends.
  • Enranged Sunder – Sundering Assault has almost 50% chance to get 1 additional rage.
  • Force Grip – The need of force choke to be channeled is not needed for over 3 seconds.
  • Guard Stance – While you are in Soresu form, the melee and ranged defense is increased by 2%.
  • Heavy Handed – The damage dealt by backhand,smash and sweeping is reduced by 5%.
  • Intimidation – The cost of chilling scream and backhand is reduced by 1.
  • Invincible – The damage is reduced by 60% for 9 seconds.
  • Lash Out – While the Soresu form is active, the rage cost of Retaliation is decreased by 1.
  • Quake – Smash has 50% chance to lower the accuracy of the suffering targets by 5% for the duration of 18 seconds.
  • Retaliation – retaliate against the target for 123 – 143 weapon damage. You can use it only after a successful melee or ranged defense.
  • Revenge – By Parrying, deflecting or shielding or resisting an attack has an almost 25% chance to grant revenge, reducing the rage of the upcoming force scream or smash by 1. The effect lasts for 10 seconds.
  • Shield Specialization – The shield chance is increased by 2%.
  • Sonic Barrier – Force Scream has 50% chance to grant Sonic barrier absorbing some damage.
  • Sweeping Fury – The frequency at which Soresu regenerates rage is increased by 1 seconds. Sweeping slash and vicious slash have 33.3% chance to reduce the cool down by 1 second.
  • Sweeping Slash – 5 enemies can get slashed for 171- 186 damage each.
  • Taunt – The warrior is forced to attack for 6 seconds. Player target deals 30% lesser damage when attacking anyone other than you. The effect lasts for 6 seconds.
  • Threatening Scream – Taunts all enemies within 15 meter range. The effects are same as that of taunt ability.
  • Thrown Gaunlet – The cool down time of the force and threatening scream is reduced by almost 7 seconds.
  • Unleash – You get unleashed from all the incapacitating and movement impairing effects.
  • Unleashed – The cool down of unleash is reduced by 15 seconds.

Sith Warrior – Marauder

Coming Soon!

Go to next page for remaining Skill Trees.

Imperial Agent – Operatives

Operatives are more or less all round type specialization. They can fight well and can be good healers however. They can adapt themselves in any environment. A descent class for the beginners to go with.

  • Advanced Recon – The cool down of adrenaline is completely immediately. 2% of the maximum health is restored for 3 seconds.
  • Armor Proficiency – You will be able to equip medium weight armor.
  • Carbine Burst – You can fire a short burst that hits up to 5 targets in 10 meter range inflicting 104-120 damage each. It needs tactical advantage to work.
  • Coordination – The friendly target critical hit chance is increased by 5%. Other party members will also be affected with the effect.
  • Crounch Instant – You will either crouch or if you are behind some object, you will take cover.
  • Explosive Probe – Places and explosive on a target that will explode when the target is hit inflicting 143-153 damage. Weak targets receive additional 20 elemental damage for 3 seconds. You can use this skill only when your are in cover.
  • Headshot – The incapacitated targets get a well placed shot inflicting damage ranging from 340-498.
  • Fragmentation Grenade – The grenade thrown causes 81-98 kinect damage to 5 enemies in 8 meter radius. The weak and primary targets are knocked down by this.
  • Overload Shot – The target is blasted for 2 weapon damage.
  • Recuperate – Your health and energy is recovered for 15 seconds.
  • Rifle Shot – The target receives a rifle shot for 48-62 damage.
  • Slice Droid – You can hack a droid for 60 seconds and then slice it.
  • Sneak – In stealth mode, your stealth is increased by 15 for 8 seconds.
  • Snipe – The shot target receives 2 weapons damage.
  • Speeder piloting – You will be able to ride speeder bites.
  • Sprint – The movement speed is increased by 25% while you are not in combat.
  • Stealth – The stealth generator is activated which makes it difficult for the enemy to spot you.
  • Stim Boost – Your tactical advantage recovers 3 energy every 3 seconds for 45 seconds.
  • Tactical Advantage – When you defeat an opponent or activate shiv or may be hidden strike, you get tactical advantage which increases all the damage by 2% and the executions are available for 10 seconds.
  • Weapon Proficiency – You will be able to equip weapons like blaster rifles, carbines and repeaters or specialized knives.

Lethality Skill Tree

  • Adhesive Corrosive – Corrosive grenade gets a 50% chance to reduce the movement speed of all the targets (30%) for the period of 6 seconds.
  • Backstab – While you are behind the target, you will have a chance to inflict 98-101 kinect damage.
  • Combat Stims – The stim boost restores 5 energy and reduces the cool down of stim boost by 5 seconds.
  • Corrosive Grenade – The grenade inflicts 48 internal damage for 6 seconds. Three targets can receive the effect.
  • Corrosive Rounds – The active poison is refilled by the weakening blast on the targets having health below 30%.
  • Corrosive Microbes – The corrosive dart has a 10% probability to tick twice.
  • Counterstrike – Countermeasure gets a 50% probability to remove all the movement hindering effects on activation.
  • Cull – Your tactical advantage allows you to fire a stream of corrosive shots and for each shot, the target is culled for extra 20 damage. Tactical advantage is consumed in the process.
  • Cut Down – The damage dealt by Overload shot is increased and the carbine burst with cull gets an increment too by 3%.
  • Deadly Directive – The alacrity is increased by 2%.
  • Devouring Microbes – The damage due to poison effects is increased by 5% on the targets having health below 30%.
  • Escape Plan – The cool down of shield probe is reduced by 7.5 seconds and that of infiltrate by 30 seconds.
  • Eviscerate – You can throw a powerful knife to cause 408-429 damage to an incapacitated target.
  • Flash Powder – The targets’ accuracy is reduced by 10% percent for 8 seconds.
  • Hidden Strike – You can get out of stealth to stab a target for 2 energy damage.
  • Improvise – Critical poison damage has 50% chance to make your next snipe shot without any cost.
  • Lethal Dose – Critical hit chance of all the periodic effects is increased by 4%.
  • Lethal Injectors – The duration of corrosive darts is increased by 3 seconds.
  • Lethal Purpose – The cool down time of adrenaline probe is reduced by 15 seconds. The critical hits with poison effects also restore 1 energy.
  • Lethality – The tech and ranged critical chance is increased by 2%.
  • License to Kill – The energy cost of Cull is reduced by 3.
  • Razor Edge – The damage dealt by Shive is increased by 5%.
  • Sever Tendon – The targets movement speed is slowed by 50% for 12 seconds and deals 2 kinect damage.
  • Shiv – The target is stabbed for 2 kinect damage.
  • Skirmisher – The damage dealt by overload shot is increased by 15%.
  • Vanish – The cool down time of evasion is reduced by 8 seconds and that of escape by 15 seconds.
  • Weakening Blast – The effect lasts for 6 seconds and deals 180 damage with an additional 30% damage from the next 10 poison effects.

Concealment Skill Tree

  • Acid Blade – Your instrument is coated with acid and your next hidden strike or backstab causes additional 160 internal damage for 9 seconds time period. The armor penetration is increased by 50% for 3 seconds.
  • Advance Cloaking – The cool down of the cloaking screen is reduced by 30 seconds. Activation of cloaking screen increases the movement speed by 25% for 6 seconds.
  • Avoidance Training – Evasion removes all the hostile removeable effects when used.
  • Cloaking Screen – Your stealth generator is overloaded through which can enter the stealth mode immediately. It lasts for 10 seconds.
  • Collateral Strike – Laceration will execute (10% chance) a collateral strike causing 50 extra kinect damage. It will occur once in 10 seconds.
  • Concealed Attacks – The critical hit chance by backstab is increased by 8%.
  • Countermeasures – On activation, the threat level is reduced to moderate instantaneously.
  • Distraction – The current target attack is interrupted which cannot be used for further 4 seconds.
  • Culling – The damage done to poisoned target is increased by 3%.
  • Energy Screen – Dodging or resisting an attack increases 1 energy. Cloacking screen does not reduce healing dealt and received.
  • Escape – You get free of all the movement hindering and incapacitating effects.
  • Evasion – Your chance to dodge the melee and ranged attacks is increased by 100% for the duration of 3 seconds.
  • Flash Bang – 5 targets can be stunned for 5 seconds within an area of 8 meters.
  • Imperial Brew – The damage dealt by the corrosive dart is increased by 6% and that of acid blade by 3%.
  • Inclement Conditioning – The total endurance is increased by 2%.
  • Infiltrate – You and your party can be cloaked within 10 meters range temporarily.
  • Infiltrator – The movement speed is increased 5% and the effective stealth by 1.
  • Jarring Strike – There is a 33% chance that a hidden strike will knock flat the target on the face for three seconds.
  • Laceration – The tactical damage is activated which lacerate the target for 100 damage.
  • Meticulously Kept Blades – The energy recovered by every tick of Stim boost is increased by 0.5 The critical damage dealt by Backstab, Sever Tendon, Hidden Strike and Acid Blade is increased by 10%.
  • Pin Down – The sever tendon has 50% chance that it will immobilize the target for 2 seconds.
  • Revitalizers – Stim Boost additionally grants revitilizers which restores 2% of total health every 3 seconds.
  • Scouting – The stealth detection is increased by 1 defense.
  • Shield Probe – The probe can absorb medium amount of damage on circling the agent for 15 seconds.
  • Sleep Dart – The target goes to sleep for 60 seconds. You can use it on targets only from stealth and on those which are not fighting. You can target only one enemy at a time and it won’t effect the droids.
  • Slice – The Sever tendon roots target for 2 seconds.
  • Surgical Strikes – The damage dealt by Shiv, Overload shot and Backstab is increased by 2%.
  • Survival Training – All healing done is increased by 1% and the received healing is increased by 3%.
  • Tactical Opportunity – The collateral strike gets a 50% chance to give back the tactical advantage upon hitting the poisoned target.
  • Waylay – the backstab attack won’t cost you any energy.

Medic Skill Tree

  • Accomplished Doctor – The critical healing bonus of Kolto injection, kolto infusion and recuperative nanotech is increased by 10%.
  • Adrenaline Probe – The summoned droid recovers your 50 energy in 3 seconds.
  • Advanced Toxin Removal – Mental status ailments are removed and you have small healing effect after the scan.
  • Chem-Resistant Inlays – All damage taken is reduced by 2%.
  • Diagnostic Scan – The friendly target is healed for 30 for 3 seconds.
  • Emdorphin Rush – 8 Additional energy is restored by Arenaline prove.
  • Evasive Imperative – The movement speed is increased by 10%.
  • Imperial Education – Total cunning is increased by 3%.
  • Incisive Action – The activation time of kolto injection is reduced by 0.25 seconds and it gets 50% chance to activate the tactical advantage.
  • Kolto Infusion – The tactical advantage is activated to heal from 73-93.
  • Kolto Injection – A friend target is healed in range 85-106.
  • Kolto Probe – A droid is summoned that will heal the friendly target by 30 in 6 seconds.
  • Med Shield – All received healing is increased by 8% while your shield prove is active.
  • Medical Consult Passive – All healing dealt is increased by 1% and it’s 2% when tactical advantage is activated.
  • Medical Doctor – Reduces the cool down of revive by 100%.
  • Medical Engineering – Every tick of kolto probe gets a 15% chance to grant the tactical advantage.
  • Medical Therapy – The healing dealt by periodic effects is increased by 5% and the surgical probe by 3%.
  • Patient Studies – The diagnostic scan criticals restore energy by 1.
  • Precision Instruments – The energy cost of corrosive dart, debilitate and sever tendon is reduced by 2.
  • Prognosis Critical – The critical chance of Diagnostic scan is increased by 12%.
  • Reactive Healing – Critical direct gets 2% energy heal.
  • Recuperative Nanotech – 4 allies are healed within 10 meters for 200 in 6 second duration.
  • Resuscitation Probe – A droid is summoned that revives an incapacitated ally. All the allies then are unable to receive or target an in-combat revival for the next 5 minutes.
  • Sedatives – When the effect of sleep darts goes off, the sedatives reduce all damage dealt by 25% for the next 10 seconds.
  • Surgical Precision – Healing by surgical probe is increased by 15%. And surgical probe will immediately re grant the tactical advantage if the enemy is below 30% of max health.
  • Surgical Probe – Your tactical advantage is used to call a probe that instantly heals the target for 126.
  • Surgical Steadiness – The push back while activating the healing abilities is reduced by 35% and the threat generated by heals is also reduced by 5%.
  • Tox Screen – Toxic scan removes negative mental effects and the target is healed for 10.

Imperial Agent – Sniper

Coming Soon!

Go to next page for the remaining Skill Trees.

Jedi Consular – Sage

Sage are the icons of the light side. They have the ability to manipulate the bright side of the force to control the surrounding, executing different moves or helping the fellows.

Balance Skill Tree

  • Assertion – The duration of mind crush is increased by 3 seconds.
  • Containment – It makes force lift instant cast. At the end, the target may get stunned for 2 seconds.
  • Critical Kinesis – The critical chance of telekinetic throw and disturbance is increased by 5%.
  • Drain Thoughts – The damage inflicted by the weaken mind is increased by almost 8%.
  • Empowered Throw – The damage dealt by telekinetic throw is increased by 4%.
  • Focused Insight – Your periodic damaging abilities that hit critically restore 0.5% of your total health.
  • Force In Balance – Inflicts 20 internal damage in the 8 meter radius up to 3 targets and you get healed 5 per target.
  • Force Suppression – The damage due to your upcoming 10 damage periodic abilities is increased by 20%. It’s effect lasts for 20 seconds.
  • Jedi Resistance – Damage taken is reduced by 1%.
  • Mind Ward – Damage taken by all periodic effects is reduced by 7.5%.
  • Mental Sacrring – The critical damage bonus if the force in balance and the periodic damage abilities is increased by 10%.
  • Pinning Resolve – The force stun cool down is reduced by 5 seconds and your force lift also affects the standard or weak enemies.
  • Presence of Mind – When telekinetic throw hits, there is a 30% chance that your next force attack will be instant and will 20% more damage.
  • Psychic Absorption – The health restored by force in balance and focused insight is increased by 10%.
  • Psychic Barrier – The pushback due to mind crush and telekinetic throw is deceased by 25%. When the damage occurs, you get 5% chance to recover 3% of your health.
  • Sever Force – Weakens the target for the 3 seconds by making it static. The target deals 75 internal damage for almost 5 seconds.
  • Telekinetic Balance – Telekinetic throw no longer has a cool down.
  • Upheaval – On activation of the project, you get 3% chance to direct more chunk and debris towards the target which will cause moderate damage.
  • Will of the Jedi – The will power is increased by 3%.

Telekinetics Skill Tree

  • Blockout – The cool down of force lift is lowered by 7 seconds and the lockout duration of mind snap is increased by 3 seconds.
  • Clamoring force – The damage dealt by disturbance, mind crush, telekinetic wave and turbulence is increased by 2%.
  • Concentration – The push back due to turbulence, telekinetic wave and mind crush is reduced by 35%. Also the is a 6% chance to increase your force regeneration rate by 10% for 10 seconds.
  • Disturb Mind – The time window of weaken mind is increased by 3 seconds.
  • Force Wake – There is a 10% chance that the force wave will immobilize the targets for 5 seconds.
  • Inner Strength – The cost of force attacks and healing abilities is reduced by 3%.
  • Mental Alacrity – It gives you 20% alacrity for 30 seconds.
  • Mental Longevity – Total force is increased by 50.
  • Mind’s Eye – The maximum range of telekinetic wave, turbulence and disturbance by 5 meters.
  • Psychic Projection – Weaken mind critical hits get a 15% chance to give psychic projection to male your next telekinetic throw double as fast.
  • Reverberation – The critical damage bonus of your weaken mind, telekinetic wave and turbulence by 10%.
  • Tidal Force – With a 30% chance of force back and 9% that of tidal force, cool down of telekinetic wave is finished which makes the next cast instant.
  • Telekinetic Defense – The amount absorbed by force armor is increased by 10%.
  • Telekinetic Momentum – Disturbance and telekinetic wave get a 30% chance to inflict 30% more damage.
  • Telekinetic Wave – 5 targets with 8 meter radius deal 50 kinetic damage with the wave.
  • Turbulence – Inflict 219 damage to one target. It automatically targets the enemy already affected by your weaken mind.

Seer Skill Tree

  • Clairvoyance – Your healing bonus is increased by 2% and the chance to hit with every ability is also increased by 1%.
  • Confound – Targets hit by your weaken mind skill will be slowed by 10%.
  • Conveyance – With a 30% chance, the effect of your next healing ability is increased.
  • Egress – The movement speed of the target is increased by 10% for 3 seconds.
  • Foresight – The pushback (while activating healing abilities) is reduced by 25% and threat generated on using these abilities is reduced by 5%.
  • Force Shelter – rejuvenate time window is increased by 3 seconds. It also has 15% chance to increase your armor rating by 10%.
  • Healing Trance – The target is healed over the course of 3 seconds.
  • Immutable Force – The activation time of deliverance is reduced by 0.25 seconds.
  • Mend Wounds – You get 15 cut on the restoration of force. It also remove negative physical effects and heals the target for 30.
  • Pain Barrier – All healing received is increased by 4%.
  • Penetrating Light – The force critical chance is increased by 1%/
  • Preservation – Force cost of force armor is reduced by 15 and it also reduces the cool down the armor by 1.5 seconds.
  • Resplendence – The cool down of revitalize is reduced by 2 minutes. Your next noble sacrifice can also go free.
  • Psychic Suffusion – The damage and effect of area effect abilities in increased by 5%.
  • Rejuvenate – The target gets immediate heal of 130 then there is further increment of 30 over 6 seconds.
  • Resplendence – With a 10% chance, the next noble sacrifice is activated without degenerating force and without spending any health.
  • Salvation – Within the radius of 8 meters, all allies are healed. If the targets stay in the area, they get extra 200 healing over 12 seconds duration.
  • Serenity – Force critical hit chance is increased by 1% and all the damage taken is reduced by 1%.
  • Valiance – The health spent by the noble sacrifice is reduced by 1%.
  • Valiance – The health spent by the noble sacrifice is reduced by 1%.
  • Wisdom – Total presence is increased by 3% and the healing done is increased by 1%.

Jedi Consular – Shadow

They wield double light sabers and are relatively more fighting type than the other specialization in the same class.

Balance Skill Tree

  • Mind crush duration is increased by 3 seconds.
  • Containment – It makes force lift instant cast. At the end, the target may get stunned for 2 seconds.
  • Critical Kinesis – The critical chance of telekinetic throw and disturbance is increased by 5%.
  • Drain Thoughts – The damage inflicted by the weaken mind is increased by almost 8%.
  • Empowered Throw – The damage dealt by telekinetic throw is increased by 4%.
  • Focused Insight – Your periodic damaging abilities that hit critically restore 0.5% of your total health.
  • Force In Balance – Inflicts 20 internal damage in the 8 meter radius up to 3 targets and you get healed 5 per target.
  • Force Suppression – The damage due to your upcoming 10 damage periodic abilities is increased by 20%. It’s effect lasts for 20 seconds.
  • Jedi Resistance – Damage taken is reduced by 1%.
  • Mind Ward – Damage taken by all periodic effects is reduced by 7.5%.
  • Mental Sacrring – The critical damage bonus if the force in balance and the periodic damage abilities is increased by 10%.
  • Pinning Resolve – The force stun cool down is reduced by 5 seconds and your force lift also affects the standard or weak enemies.
  • Presence of Mind – When telekinetic throw hits, there is a 30% chance that your next force attack will be instant and will 20% more damage.
  • Psychic Absorption – The health restored by force in balance and focused insight is increased by 10%.
  • Psychic Barrier – The pushback due to mind crush and telekinetic throw is deceased by 25%. When the damage occurs, you get 5% chance to recover 3% of your health.
  • Sever Force – Weakens the target for the 3 seconds by making it static. The target deals 75 internal damage for almost 5 seconds.
  • Telekinetic Balance – Telekinetic throw no longer has a cool down.
  • Upheaval – On activation of the project, you get 3% chance to direct additional chunk and debris towards the target which will cause moderate damage.
  • Will of the Jedi – The will power is increased by 3%.

Infiltration Skill Tree

  • Celerity – The cooldown of mind snap is lowered by 1 seconds nad that of force of will by 15 seconds.
  • Circling shadows – The critical damage inflicted by critical strike is increased by 15%. There is also a 5% chance that the cost of your next project will be decreased by 25%. It can stack up to two times.
  • Clairvoyant Strike – Cause 230 weapon damage for each hit (hits twice). The damage dealt by the next project is increased by 15%.
  • Deep Impact – The critical damage inflicted by force breach effects and that of project is increased by 10%.
  • Exit Strategy – When the shadow technique causes some damage, you have 6% chance that the damage dealt by you next shadow technique’s force breach is increased by 6%.
  • Fade – The cool down of blackout and is reduced by 8 seconds and cloak gets a cool down reduction of 30 seconds.
  • Infiltration Tactics – Direct damage gets 30% chance to grant find weakness, which results in your next Shadow strike to ignore almost half of the armor and usage of half of the force.
  • Kinetic Field – The damage taken by area effects is reduced by 15%.
  • Low Slash – On low slashing the target, it deals 100 damage and makes the target incapacitate for 4 seconds. The effect requires a double bladed light saber.
  • Masked Assault – You can use blackout out of the stealth mode which will grant you 6 seconds of Shadow’s Respite which restores 3 force. Force cloak does not reduces the healing done and received.
  • Misdirection – The effective stealth level is increased by 1 and movement speed by 5%.
  • Profundity – When your shadow technique hits, you will have 5% chance ti recover 10 force. The effect cannot occur more than once in every 10 seconds.
  • Security Breach – The cool down time of force breach by 2 seconds.
  • Shadow’s Respite – While you are in stealth mode and even till the 10 seconds of the stealth mode, there is 10% increment in damage and 50% increment force regeneration.
  • Shadow Technique – Your attacks have 25% chance to deal 50 internal damage. The effect cannot take place more than every 2 seconds. You need a double-bladed light saber for this.
  • Shadowy Veil – Your armor rating is increased by 15% while shadow technique or force technique is being used.
  • Situational Awareness – The cool down of cloud mind is lowered by 5 seconds and that of battle readiness by 15 seconds.
  • Subduing Techniques – The duration of force slow is increased and the cool down is reduced by 3 seconds. The total force is increased by 10.

Kinectic Combat Skill Tree

  • Applied Force – The damage dealt by double strike, whirling blow and clairvoyant strike by 3%.
  • Bombardment – The damage and threat dealt by project is increased by 15%.
  • Double-bladed Saber – On shielding, parrying or deflecting an attack, you get to recover 1% of your total force. The effect cannot last more than 1 second. Your melee and ranged defenses are also increased by 2%.
  • Elusiveness – The cool down of the force speed is reduced by 5 seconds and the resilience is reduced by 8 seconds.
  • Expertise – The damage dealt by techniques is increased by 3%.
  • Force Break – The damage dealt by combat technique’s force breach is increased by 5% and the slow time is increased by 10%.
  • Force Pull – You can draw targets towards yourself using the force.
  • Harnessed Shadows – Using the harnessed shadows, your next telekinetic throw goes uninterrupted and lacks the pushback. With each stack (up to 3), the damage due to your telekinetic throw by 25%.
  • Impact Control – The shield absorption is increased by 2% and with battle readiness and combat technique, you can instantaneously heal 3% of your maximum health.
  • Kinetic Ward – Your shield chance is increased by 15% for 6 seconds. With each shield, you loose 1 charge.
  • Mental Fortitude – The total endurance is increased by 1%.
  • Mind Over Matter – The force speed nullifies all movement hindering effects and you get 2 seconds increment in resilience.
  • Nerve Wracking – Targets under the effect of your spinning kick or force stun take 3% more damage.
  • One With the Force – Your force regenerate rate is increased by 10%.
  • Particle Acceleration – Double strike and whirling blow gets a 50% chance to make the next project a critical hit. The reset time for project will be removed if the critical hit executes.
  • Rapid Recovery – The probability of your combat technique effect is increased by 2%.
  • Shadowsight – Your stealth detection level (by 1) and defenses are increased by 1%.
  • Slow Time – The time is slowed affecting up to 5 targets. Generates high level of threat but deals 213 kinetic damage.
  • Spinning Kick – The target is stunned for 3 seconds and inflicts some kinetic damage.
  • Stasis – Your armor is increased by 10% and it allows you to use spinning kick while you are out of the stealth mode.
  • Technique Mastery – The effect of techniques is improved like the force technique and the combat technique.

Go to next page for the remaining Skill Trees.

Jedi Knight – Sentinel

They can wield double light sabers and specialized in the melee combat.

Focus Skill Tree

  • Agility Training – After you use zealous leap, your movement speed is increased by 20% for 5 seconds.
  • Felling Blow – Force leap and zealous leap gets a 50% chance to make your next move used a critical hit within 15 seconds time.
  • Focused Resonance – The critical strike damage by all force attacks is increased by 10%.
  • Force Exhaustion – The target is slowed down gradually receiving kinetic damage which ends in a powerful blow.
  • Gravity – The focus cost of all movement-speed effects is reduced by 1.
  • Inner Focus – Combat focus gets you instant 1 more focus.
  • Insight – Critical strike chance of your force attacks is increased by 2%.
  • Meter Focus – The cool down of master strike is reduced by 1.5 seconds and that of force stasis by 5 seconds.
  • Pulse – The pushback suffered is reduced.
  • Saber Strength – The damage dealt by Slash and Zealous Leap is increased by 3%.
  • Second Wind – Resolve gets a 50% chance to heal for 10% of the target’s armor.
  • Shii-cho Master – 10% of the target armor can be ignored.
  • Singularity – The damage of your next force sweep is increased by 12.5%. Can be stacked up to 4 times.
  • Stagger – The duration of force leap’s immobilize effect is increased by 0.5 secs.
  • Sundering Throw – The cool down of saber throw is is lowered by 2.5 seconds. It also apply 1 stack of sunder armor to the target.
  • Swift Slash – The critical strike chance of slash is increased by 8%.
  • Uwavering Focus – The master strike goes uninterrupted.
  • Visionary – You generate 1 focus when you are attacked in Shii- Cho form. It will occur once in every 6 seconds.
  • Zealous Leap – Leaps to a target and strike for some damage.
  • Zephyr – The cool down time for all the abilities in shii-cho form is reduced by 2 seconds almost.

Watchman Skill Tree

  • Recompense – Whenever you use Riposte, cool down of rebuke is reduced by 3 seconds.
  • Quick Recovery – The focus for force sweep and cyclone slash is reduced by 1 and it also reduces the cool down of the force sweep by 2 seconds.
  • Focused Slash – There is a 33% chance that dispatch,blade rush, merciless stash and slash will recover 1 focus when they are used.
  • Juyo Mastery – There is 1% more chance that your burn effects will critically hit stack of Juyo form.
  • Inflammation – Cauterize gets 50% chance to reduce target’s movement by 30%.
  • Merciless Zeal – Critical burn effects hits heal 1% of your maximum health.
  • Searing Saber – The critical strike damage of your burn effects is increased by 15%.
  • Overload Saber – Your Light saber gets charged with deadly energy making your melee attacks to burn the enemy for X elemental damage for 6 seconds.
  • Blurred Speed – The cool down of the force leap is reduced by 2 seconds almost.
  • Valor – When abilities using the focus are used, there is an increment in centering by 1 while cool down of valorous call is also reduced by 15 seconds time.
  • Watchguard – The cool down of pacify is reduced by 8 seconds and that of force kick is reduced by 1 second.
  • Repelling Blows – The direct damage dealt by cauterize is increased by 30%.
  • Close Quarters – The minimum range of force leap is reduced by 5 meters.
  • Focused Pursuit – Your movement speed is increased by 15% while your transcendence is active.
  • Mind Sear – Slash has 11% chance and merciless slash has 22% chance to finish the cool down of cauterised. The effect cannot take place more than once 6 seconds.
  • Force Fade – When Force Camouflage is active, all damage taken is reduced by 50%.
  • Burning – Burning effects get 15% chance to generate 1 focus when dealing damage.
  • Plasma Blades – The damage inflicted by your burn effects is increased by 2%.
  • Merciless Slash – You need two light sabers for this slash. Strike on target inflicts X weapon damage. Each execution gives you merciless for 15 seconds.

Combat Skill Tree

  • Jedi Crusader – Rebuke will generate 1 focus with 50% possibility while causing damage to any attacker.
  • Dual Wield Mastery – The damage dealt by offhand light sabers is increased by 12%.
  • Defensive Forms – 1 centering accumulates on being attacked. Your light saber forms like shi-cho and ataru forms are also increased.
  • Steadfast – Melee and force accuracy is increased by 1%.
  • Defensive Roll – The damage taken from area effects is reduced by 15%.
  • Focused Leap – Force leap gets a 50% chance to generate 1 additional focus.
  • Temperance – When you defeat opponents, the centering built is increased by 1.
  • Ataru Form – In the active acrobatic light saber form which increases the accuracy by 3%. You also get a 20% chance to trigger a second strike that may deal X energy damage.
  • Combat Trance – From Ataru forms hits, you get combat trance for 6 seconds time duration. At the end of the effect, you get 1 focus.
  • Immaculate Force – While your combat trance is active, the critical strike chance of blade storm is increased by 50%.
  • Righteous Zeal – The cool down of zealous strike is reduced by 2 seconds.
  • Displacement – With a 50% chance, crippling throw can immobilize the target for 3 seconds. Also increases the range to pacify by 3 meters.
  • Fleetfooted – With a 50% chance, force camouflage can break all movement hindering effects.
  • Precision Slash – The target is slashed and you get precision for 6 seconds. This increases armor penetration by 100%. You need two lightsabers for it.
  • Swift Blades – Blades storm’s cool down is reduced by almost 2 seconds and focus cost is reduced by 1.
  • Debilitation – Master strike gets a 50% chance to immobilize the target.
  • Saber Storm – The critical strike damage bonus of ataru form, blade form and blade rush is increased by 10%.
  • Blade Rush – After the double wield strike, ataru form strike is triggered for 6 seconds.

Jedi Knight – Guardian

Coming Soon!

Go to next page for the remaining Skill Trees.

Smuggler – Gunslinger

The name says it all. They can wield double guns and are specialized in ranged combat just like the cowboys.

Dirty Fighting

  • Black Market Equipment – Critical hit chance of all the periodic effects is increased by 4%.
  • Black Market Mods – The alacrity is increased by 2%.
  • Bombastic – The damage dealt by thermal grenade and sharp bomb is increased by 5%.
  • Cheap Shots – The damage inflicted by quick shot,wondering shot and speed shot is increased by 3%.
  • Cold Blooded – Damage from bleed effects is increased by 25% on the targets having health less than 30%.
  • Feelin’ Woozy – The movement speed of all targets is reduced by 30% for 6 seconds with a 50% chance.
  • Dirty Escape – On activation of dirty kick, the cool down of dirty kick is reduced by 8 seconds and the movement speed is increased by is increased by 15%.
  • Dirty Trickster – With a 50% chance, all the movement impairing effects are are removed.
  • Fighting Spirit – The cool down of coolhead is reduced by 15 seconds. Also the critical hits with bleed deals 1 more damage.
  • Heightened Evasion – The cool down time of dodge is reduced by 30 seconds. Player also gets a 30% chance to grant speed boost.
  • Hemorrhaging Blat – Causes 378 weapon damage and the target receives additional 30% damage from the upcoming 10 bleed effects. The effect lasts for 9 seconds.
  • Holdout Defense – The damage dealt by blaster whip is increased by 5%.
  • Hold Your Ground – The defenses screen cool down is reduced by almost 8 seconds and that of pulse detonator by 5 seconds.
  • Mortal Wound – The vital shot has a 15% chance to tick twice when the damage is done.
  • Open Wound – Duration of vital shot increases by 3 seconds.
  • No Holds Barred – Ranged and tech critical chance is increased by 2%.
  • Quick Gateway – The cool down of dodge is reduced by 8 seconds and that of escape by 15 seconds.
  • Reopen Wounds – The critical chance of wounding shots and speed shots is increased by 2%.
  • Sharp Bomb – It swings a sharp bomb that causes 8 internal damage up to 3 targets in 5 meters range.
  • Wounding Shots – With a stream of bolts, it deals 78 weapon damage. There is then additional 25 internal damage for each bleed effects shot by each wave.

Saboteur Skill Tree

  • Arsonist – The critical damage dealt by all area effects is increased by 15%.
  • Blazing Speed – There is a 10% chance the speed shot will burn the target for 15 damage over 3 seconds.
  • Bravado – Your maximum energy is increased by 5.
  • Cool Under Pressure – Cool head will restore 3% of your total health in 3 seconds.
  • Contingency Charges – The charges dropped on the target explode to inflict 37 kinetic damage to the target.
  • Dealer’s Discount – The energy cost of Sabotage charge, shock charge and incendiary grenade by 2.
  • Hot Pursuit – There is a 6% chance that you on exiting the cover will be able to use charged burst in any situation.
  • Hotwired Defenses – The damage taken by defense screen is increased by 15%.
  • Incendiary Grenade – The effect causes 327 elemental damage in 6 seconds up to 3 targets within 5 meters.
  • Independent Anarchy – The damage done by sabotage charge and all area effects is increased by 5%.
  • Insurrection – The number of contingency charges dropped by the sabotage charge is increased by 1. When the contingency charge detonate you harness 5 energy.
  • Overload Charges – It overloads the effect of nearby shock charges inflicting some kinetic damage. It also resets the cool down for cool head, sabotage charge, incendiary grenade and defense screen.
  • Pandemonium – The pulse detonator has a 15% chance of making the next charged burst activate instantly.
  • Riot Screen – All damage taken when you’re in cover is reduced by 3% and the cool down of scrambling field is also reduced by 15 seconds.
  • Sabotage – The target receives active shock dealing 135 kinetic damage to the target. The cool down to defense screen and cool head is also finished.
  • Saboteur’s Utility Belt – The cool down of flash grenade by 8 seconds and that of thermal grenade by 2 seconds.
  • Sapping Charge – Shock target can reduce the target’s movement by 15%.
  • Shock Charge – The damage dealt by the effect is 30 over 6 seconds.
  • Seize Moment – After activation sabotage, the upcoming sabotage or incendiary grenade activated costs 50% less energy.
  • Streetwise – Cunning skill is increased by 3%.
  • Stun Bomb – Targets hit by the flash grenade will be stunned for 2 seconds.
  • Underworld Hardships – Total Endurance is increased by 2%.

Smuggler – Scoundrel

They are quite effective in stealth and can play the role of medics for the teammates.

Dirty Fighting Skill Tree

  • Black Market Equipment – Critical hit chance of all the periodic effects is increased by 4%.
  • Black Market Mods – The alacrity is increased by 2%.
  • Bombastic – The damage dealt by thermal grenade and sharp bomb is increased by 5%.
  • Cheap Shots – The damage inflicted by quick shot,wondering shot and speed shot is increased by 3%.
  • Cold Blooded – Damage from bleed effects is increased by 25% on the targets having health less than 30%.
  • Feelin’ Woozy – The movement speed of all targets is reduced by 30% for 6 seconds with a 50% chance.
  • Dirty Escape – On activation of dirty kick, the cool down of dirty kick is reduced by 8 seconds and the movement speed is increased by is increased by 15%.
  • Dirty Trickster – With a 50% chance, all the movement impairing effects are are removed.
  • Fighting Spirit – The cool down of cool head is reduced by 15 seconds. Also the critical hits with bleed deals 1 more damage.
  • Heightened Evasion – The cool down time of dodge is reduced by 30 seconds. Player also gets a 30% chance to grant speed boost.
  • Hemorrhaging Blat – Causes 378 weapon damage and the target receives additional 30% damage from the upcoming 10 bleed effects. The effect lasts for 9 seconds.
  • Holdout Defense – The damage dealt by blaster whip is increased by 5%.
  • Hold Your Ground – The defenses screen cool down is reduced by almost 8 seconds and that of pulse detonator by 5 seconds.
  • Mortal Wound – The vital shot has a 15% chance to tick twice when the damage is done.
  • Open Wound – Duration of vital shot increases by 3 seconds.
  • No Holds Barred – Ranged and tech critical chance is increased by 2%.
  • Quick Gateway – The cool down of dodge is reduced by 8 seconds and that of escape by 15 seconds.
  • Reopen Wounds – The critical chance of wounding shots and speed shots is increased by 2%.
  • Sharp Bomb – It swings a sharp bomb that causes 8 internal damage up to 3 targets in 5 meters range.
  • Wounding Shots – With a stream of bolts, it deals 78 weapon damage. There is then additional 25 internal damage for each bleed effects shot by each wave.

Sawbones Skill Tree

  • Accomplished Snowbones – The critical healing bonus of underworld medicine is increased and that of kolto pack and kolto cloud by 5%.
  • Amnesty – If you dodge, it will heal you and increase your armor by 10%.
  • Anatomy Lessons – The energy cost of vital shot, tendon blast and dirty kick by 2.
  • Beside Manner – Total cunning is increased by 2%.
  • Emergent Emergencies – The healing received via emergency medpac is increased by 15% and you get the upper hand when the target is below 30% of maximum health.
  • Emergency Medpac – Uses the upper hand to heal target by 144. You should have the upper hand for this.
  • Field Medicine – Pushback from healing abilities is reduced by 70% and threat from healing abilities is reduced by 5%.
  • Healing Hand – All healing dealt is increased by 1%. You will get it 2% if you have upper hand activated.
  • Homegrown Pharmacology – Healing effect by periodic effects is increased by 5%. Medpac increases 3%.
  • Keep Cool – Cool head will let you restore 8 energy instantly.
  • Kolto Cloud – Up to 4 allies can be healed for 250 in 10 meters range over 6 seconds.
  • Medpac Mastery – Each tick of slow release Medpac will grant you upper hand with 10% chance.
  • Med Screen – When the defense screen is active, all healing is increased by 8%.
  • Patient Studies – Diagnostic Scan critical hits restore 1 energy.
  • Prognosis – Critical chance of diagnostic scan is increased by 12%.
  • Pysch Meds – Negative mental effects are removed and the target is healed for 30.
  • Scar Tissue – All damage taken is reduced by 2%.
  • Scramble – The movement speed is increased by 10% when dodge is active.
  • Sedatives – After the tranquilizer effect is gone, the sedatives reduce the damage dealt by 25% for the next 10 seconds.
  • Slow-Release Medpac – The target heals for 30 seconds over 5 seconds.
  • Smuggled Technology – The pushback is reduced by 35% and threat generated by the heals is reduced by 5%.

Scrapper Skill Tree

  • Brawler’s Grit – Total endurance is increased by 2%.
  • Browbeater – The damage done by vital shot is increased by 6% and fl├ęchette round does 3% more damage.
  • Element of Surprise – The critical hit chance of Black Blast and shoot first is increased by 8%.
  • Fight or Flight – When you dodge or resist an attack, 1 energy is restored and there is no effect of disappearing effect on healing done or received.
  • Flechette Round – Your shoot first round and or back blast cause 6 more damage over 3 seconds and armor penetration is increased for 6 seconds.
  • Flee the Scene – The cool down of disappearing effect is reduced by 30 seconds and the movement is increased by 25% for 6 seconds on the activation of disappearing effect.
  • Flying Fists – With a chance of 15%, sucker punch can trigger flying fists causing 50 kinetic damage. Standard and weak targets are stunned by its effects.
  • K.O. – There is a 50% chance that shoot first will knock flat the target on its face for 3 seconds.
  • Round Two – With a 10%, flying fists can grant upper hand again immediately after hitting the bleeding target.
  • Sawed Off – The energy cost of both Back Blast (10) and fl├ęchette (2) is reduced.
  • Scrappy – The damage done by Blaster whip, back blast and quick shot is increased by 2%.
  • Shift Eyed – The stealth detection level is increased by 1 and the defense is increased by 1%.
  • Shock – Vital shot inflicts direct damage.
  • Sneaky – Movement speed is increased by 5% and the effective stealth level is increased by 1.
  • Stopping Power – Tendon blast can immobilize the target with 20% chance.
  • Sucker Punch – By consuming upper hand, the target takes 38 kinetic damage.
  • Surprise Comeback – You get 2% of your total health restored for 2 seconds.
  • Survivor’s Scar – All healing done (1%) and received (3%) is increased.
  • Swift Kick – The cool down of dirty kick is reduced by 10 seconds.
  • Turn the Tables – The damage caused by bleeding targets is increased by 3%.
  • Underdog – The energy recovered by pugnacity is increased a bit and the critical damage caused by scatter gun (10%) is also increased.

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Trooper – Commando

Guns and ammo are the primary tools of a commando. If you want to sprinkle the battlefield with plenty of fire power, then this is the class for you.

Assault Specialist Skill Tree

  • Adrenaline Fueled – The critical hits with a 6% chance can reduce active cool down on adrenaline rush and reserve powercell by 3 seconds.
  • Assault Plastic – Throws a plastic to the target which on explosion can stun the weak targets and causes 304 kinetic damage.
  • Assault Trooper – The critical bonus damage of high impact bolt, plasma cell, assault plastique and incendiary round is increased by 15%.
  • Burnout – Tech critical chance is increased by 1% and the damage done by periodic elemental effects is also increased by 10% on the target having health below 30%.
  • Chain Reaction – Will recharge your energy cell when you use a critical hit with tech attack.
  • Degauss – Reactive shield with a probability of 50% can reduce all the movement hindering effects on activation.
  • High Friction Bolts – High impact bolts can ignore 15% of the target’s armor. And if hits a burning target then there is a 10% chance that you will generate 1 energy cell and renew the duration of your plasma cell’s burn effect.
  • Incendiary Round – Target receives 60 elemental damage with incendiary projectile and there is some additional damage for 12 secs duration.
  • Ionic Accelerator – Charged bolt (6% chance) and Full Auto (3% chance) to finish the cool down for high impact bolt and probably make the next bolt shot free.
  • Night Vision – Stealth detection is increased by 1 along with melee and ranged defense increased by 1%. The cool down of stealth scan is reduced by 2.5 seconds.
  • Parallactic Combat Stims – With a 6% chance, 1 energy cell is recharged while you are stunned, knocked down or immobilized.
  • Rapid Recharge – Cool down of recharge cells is reduced by 15 seconds.
  • Rain of fire – Charged bolts, high impact bolts and related bolts cause 3% more damage.
  • Reflexive Shield – On taking damage, you have 50% chance to reduce the active cool down of reactive shield by 2 seconds.
  • Soldier’s Endurance – Endurance is increased by 2%.
  • Sticky Grenade – The grenade on detonation causes splash damage.
  • Superheated Plasma – The damage inflicted by plasma cell is increased 10%.
  • Sweltering Heat – There is a 3% chance that when effects of plasma cells is applied, the target speed will be hindered by 50% for 6 seconds duration.
  • Target Lock – Ranged and Tech accuracy is increased by 1%.
  • Weapon Calibrations – Alacrity is increased by 2%

Gunnery Skill Tree

  • Healing received and done is increased by 1%.
  • Cell Charger – When armor piercing effect is active, full auto and critical hits have 10% chance to generate 1 energy cell for you.
  • Charged Barrel – Charged rounds increased the damage of the next hammer shot by 10% for for certain time window.
  • Charged Barrier – There is a 3% chance that charged bolts and gray rounds build a barrier that reduced the damage by 2% for 1 second.
  • Concussive Force – Stockstrike gets 4% chance to throw targets several meters away. Concussive force adds some additional distance.
  • Cover Fire – With a 6% chance full auto can slow down the target by 50%.
  • Curtain of Fire – Charged Bolts and Gray round has 3% chance to eliminate the cool down of full auto and the damage caused by the next full auto is increased by 25%.
  • Deadly Cannon – Critical damage of full auto and demolition is increased by 15%.
  • Deadly Round – Causes 236-250 kinetic damage. Each gravity vortex increases it by 5%.
  • Gray Round – A gravity vortex projectile is created causing some kinetic damage.
  • Gravity Surge – Gray round gets an additional gravity vortex.
  • Havoc Rounds – The damage received by charged bolts in increased by 3%. Healing done by kolta bomb is also increased by 2%.
  • Heavy Trooper – Endurance is increased by 1% and the healing received by 3%.
  • Ironsights – Aim is increased by 3%.
  • Kolto Recharge – 7% of your maximum health is restored in 10 seconds.
  • Muzzle Fluting – Cost of charged bolts and gray rounds is reduced by 1.
  • Rotary Cannon – The damage taken by full auto is increased by 33%.
  • Reserve Round – Cool down of concussive round is increased by 8 seconds and that of powercell is reduced by 15 seconds.
  • Special Munitions – The effect of your cells used is increased.
  • Support Cell – Critical hit chance is increased by 3%.
  • Steadied Aim – The pushback for charged bolts, concussive rounds and gray round is reduced by 25%.
  • Tenacious Defense – Cool down of concussion charge is reduced by 5 seconds while that of tenacity is reduced by 15 seconds.

Combat Medic Skill Tree

  • Armor Screen – Preventative medicine will give you 10% armor on activation
  • Bacta Infusion – A friend is instantly healed (246-279)
  • Call Capacitor – 3% more cells are charged instantly.
  • Combat Shield – The pushback effect for the abilities is reduced by 30% and you get the immunity from interrupts.
  • Efficient Conversions – The cost of concussive charge, concussive round and cyro grenade is reduced by 1.
  • Field Medicine – Healing by medical probes is increased by 3% and 3 charges of combat support cell are also filled.
  • Field Training – Ranged and tech critical chance is increased by 2%.
  • Field Triage – Advance Medical probe gets 2% chance to reduce the cost of medical probe by 2.
  • First Responder – With a 5% chance, to increase the alacrity by 5% for 1 second.
  • Kolto Bomb – 3 targets within 8 meters range are healed (56) on explosion.
  • Kolto Residue – Kolto bomb’s healing is increased by 5% for 5 seconds.
  • Med Zone – All healing received is increased by 10% during the activation reactive shield.
  • Potent Medicine – Critical bonus of healing effects is increased by 3%.
  • Pretnetive Medicine – If advanced medical probe applies preventive medicine to the target then there is more 5 healing over 1 second.
  • Psych Aid – Cost of field aid is deduced by 1. Negative mental effects are removed.
  • Quick Thinking – The cooldown of medical probe is reduced by 0.25 seconds while that of advance medical probe is reduced by 2 seconds almost.
  • Steady Hands – The pushback for healing abilities is decreased by 35% and threat generated is reduced by 5%.
  • Supercharge Cells – 30 charges of combat support cells are consumed to supercharge the blaster. This restores 2 energy cells and the damage caused is increased is increased by 10%.
  • Trauma Probe – When the target is damaged, trauma probe is applied with 10 charges for 5 minutes time.

Trooper – Vanguard

Vanguards are also like the all-round players having a range of skills. Defense is their strongest point.

Assault Specialist Skill Tree

  • Adrenaline Fueled – The critical hits with a 6% chance can reduce active cool down on adrenaline rush and reserve powercell by 3 seconds.
  • Assault Plastic – Throws a plastic to the target which on explosion can stun the weak targets and causes 304 kinetic damage.
  • Assault Trooper – The critical bonus damage of high impact bolt, plasma cell, assault plastique and incendiary round is increased by 15%.
  • Burnout – Tech critical chance is increased by 1% and the damage done by periodic elemental effects is also increased by 10% on the target having health below 30%.
  • Chain Reaction – Will recharge your energy cell when you use a critical hit with tech attack.
  • Degauss – Reactive shield with a probability of 50% can reduce all the movement hindering effects on activation.
  • High Friction Bolts – High impact bolts can ignore 15% of the target’s armor. And if hits a burning target then there is a 10% chance that you will generate 1 energy cell and renew the duration of your plasma cell’s burn effect.
  • Incendiary Round – Target receives 60 elemental damage with incendiary projectile and there is some additional damage for 12 secs duration.
  • Ionic Accelerator – Charged bolt (6% chance) and Full Auto (3% chance) to finish the cool down for high impact bolt and probably make the next bolt shot free.
  • Night Vision – Stealth detection is increased by 1 along with melee and ranged defense increased by 1%. The cool down of stealth scan is reduced by 2.5 seconds.
  • Parallactic Combat Stims – With a 6% chance, 1 energy cell is recharged while you are stunned, knocked down or immobilized.
  • Rapid Recharge – Cool down of recharge cells is reduced by 15 seconds.
  • Rain of fire – Charged bolts, high impact bolts and related bolts cause 3% additional damage.
  • Reflexive Shield – On taking damage, you have 50% chance to reduce the active cool down of reactive shield by 2 seconds.
  • Soldier’s Endurance – Endurance is increased by 2%.
  • Sticky Grenade – The grenade on detonation causes splash damage.
  • Superheated Plasma – The damage inflicted by plasma cell is increased 10%.
  • Sweltering Heat – There is a 3% chance that when effects of plasma cells is applied, the target speed will be hindered by 50% for 6 seconds duration.
  • Target Lock – Ranged and Tech accuracy is increased by 1%.
  • Weapon Calibrations – Alacrity is increased by 2%

Tactics Skill Tree

  • Battering Ram – With 3% and 5% chances , ion pulse and fire pulse can make the next strike force free.
  • Battlefield Training – Movement speed is increased by 8% when the energy cell is active.
  • Blaster Augs – The effects of the active cells are increased.
  • Cell Generator – During the activation period of energy cell, you get almost 8% chance to generate 1 energy cell in every 6 seconds.
  • Combat Tactics – There is a 6% chance that your next high impact bolt is an automatic critical hit by Stockstrike and Gut.
  • Containment Tactics – Cool down of cyro grenade is reduced by 5 seconds.
  • Demolition – Critical hit chance of elemental attacks is increased by 3%.
  • Fire Pulse – Target receives 259 elemental damage.
  • Focused Impact – High impact bolt gets 20% penetration through enemy armor.
  • Frontline Defense – Cool down of riot strike is increased by 5 seconds.
  • Frontline Offense – The damage done by Ion pulse and gut is increased by 3%.
  • Gut – It’s responsible for additional bleed damage for 6 seconds.
  • Havoc Training – The critical strike damage bonus of ion pulse and fire pulse in increased by 10%.
  • Hold the Line – Movement in increased by 30% and you get the immunity against the movement hindering effects for 3 seconds.
  • Kolto Range – When recharge cells are activated, 7% of health is recharged over 10 seconds time.
  • Power Armor – Damage taken is reduced by 2%.
  • Pulse Generator – With a 5% chance, you ion pulse and explosive surge grant pulse generator which increases the damage dealt by your next pulse cannon by 3%.
  • Rapid Surges – Cool down of surges reduced by 2 seconds. The chance for a critical hit is increased by 6%.
  • Serrated Blades – The damage caused by gut’s bleed effect is increased by 5%.
  • Shock Absorbers – You take 10% lesser damage while you are stunned.
  • Tactical Tools – Cool down of pulse cannon is reduced by 2 seconds almost and that of harpoon by 5 seconds.

Shield Specialist Skill Tree

  • Adrenaline Rush – There is a 30% increment of max health for 15 seconds which returns to normal after the usage.
  • Brutal Impact – The damage of high impact bolt is increased by 3%
  • Ceramic Plating – Absorption is increased by 3% and the cool down of adrenaline rush is increased by 30 seconds.
  • Charge – With a 50% chance, there can be 30% increase for 4 seconds.
  • Counterattack – Shield chance is increased by 2%.
  • Defensive Measures – Harpoon with a 3% chance can make target static for 3 seconds.
  • Energy Blast – Inflicts 350 elemental damage and produces 1 energy cell.
  • Intimidation – The damage done by elemental attacks is increased by 2%.
  • Ion Overload – Stockstrike has 5% chance to stimulate the ion cell. ion can harness some energy on receiving damage.
  • Ion Shield – Damage reduction is increased further by 3% during the activation of ion cell.
  • Neural Overload – Movement speed of the target is lowered by 50% for 6 seconds by the ion cell.
  • Rebraced Armor – Armor rating is increased by 8%.
  • Smoke Grenade – The accuracy of enemies i reduced by 20% for 6 seconds.
  • Shield Cycler – 1 energy cell can be generated with a 3% chance.
  • Static shield – Blocking gives 10% chance that your upcoming surge may cause a critical hit.
  • Steely Resolve – Aim is increased by 3%.
  • Storm – Causes 178 – 192 kinetic damage. Interrupts target’s current action and immobilize it for 3 seconds.

Go to next page for the remaining Skill Trees.

Sith Inquisitor – Sorcerer

Sorcerers specialize in the art of the dark side of the force. They not only use ranged attacks to inflict wrath on the enemies but also use the force to heal the allies in the battlefield.

Madness Skill Tree

  • Calcify – The critical chance and the damage dealt by Force lightning is increased by 2%.
  • Calculating Mind – Deathmark consumption restores force.
  • Chain Shock – After casting a shock effect, you get 15% chance to cast another one which causes 50% of the normal damage.
  • Claws of Decay – The critical strike damage dealt by Thrash and Raze is increased by 15%.
  • Creeping Death – The critical damage bonus of death field and the periodic damage abilities is increased by 10%.
  • Creeping Terror – The target is immobilized for 3 seconds which causes 357 internal damage over 7 seconds.
  • Death Field – The effect deals 241 internal damage and steals 30 health from 3 targets in 8 meter range.
  • Death Mark – The effect of death field is increased making your next 8 periodic damaging abilities by 20%. The effect lasts for 30 seconds.
  • Devour – The healing generated by death field and parasitism is increased by 10%.
  • Exploitive Strikes – Critical hits with force attacks enhance the melee and critical chance by 3%.
  • Fanaticism – The force cost of deathfield is reduced by 25%. It also has 50% chance to refresh Creeping terror if there is a successful hit.
  • Haunted Dreams – Activation time of whirlwind is reduced by 50%. The target may also be stunned initially.
  • Madness – Force lightning works without any cool down gap.
  • Oppressive Force – The cool down of overload and electrocute is lowered by 5 seconds. 1 enemy is also affected by the whirlwind within 8 meters.
  • Parasitism – Critical hits from your periodic damaging abilities restore 0.5% of your total health and force.
  • Sith Efficacy – The pushback due to crushing darkness and force lightning is reduced by 25%. There is also some chance to recover 1% of your total force.
  • Torment – Force cost of thrash is reduced by 1 and that of haze by 3.
  • Unearthed Knowledge – There is a 33% chance that your melee bonus damage is increased by 15% for 15 seconds.
  • Will of Sith – Total will power is increased by 3%.

Lightening Skill Tree

  • Chain Lightening – Arc of lightning deals 202 damage up to 5 meters.
  • Conduction – The force bonus damage is increased by 1% for 20 seconds time.
  • Convection – The damage dealt by crushing darkness, chain lightning, and thunder blast is increased by 2%.
  • Electric Bindings – Overload can immobilize the target for 5 seconds with 50% chance.
  • Electric Induction – Cost of force attacks is reduced by 3% along with healing.
  • Ethereality – There is a 50% chance that all the movement hindering effects are reduced and immunity is provided against these effects after certain period.
  • Exsanguinate – Duration of affliction is increased by 3 seconds.
  • Forked Lightening – On casting lightning strike or chain lightning, there is a chance that the seconds arc of lightning arc which will cause some additional damage and there won’t be any threat associated with the force.
  • Lightening Barrier – Increases the amount absorbed by static barrier by 10%.
  • Lightening Barrage – Upon activation through affliction critical hit (50% chance), your next force lightening channels and ticks twice as fast.
  • Lightening effusion – Force cost of your next next 2 force abilities is reduced by 50%.
  • Lightening Spire – The maximum range of lightning strike, thundering blast and and chain lightening is increased by 10 seconds.
  • Lightening Storm – Lightening strike and force storm has 10% and 35% chance respectively to cause the lightening storm while you are receiving damage. It eliminates the cool down of chain lightening and reduces the cast time by 100%.
  • Polarity Shift – The speed of your damaging force attacks is increased by 20% for 5 second duration.
  • Reverberating – The critical damage dealt by thunder blast, chain lightening and affliction is increased by 10%.
  • Suppression – The cool down of whirlwind is decreased by 8 seconds and the lockout duration of jolt is increased by 1 second.
  • Subversion – The pushback due to lightening strike, thundering blast and chain lightening is reduced by 35%.
  • Thundering Blast – Blast wave causes 157-167 internal damage.

Corruption Skill Tree

  • Backlash – When static barrier ends, there is 33% chance that it will bind all nearby enemies for 3 seconds.
  • Conspiring Force – The targets affected by your affliction are slowed by 10%.
  • Dark Mending – The cast time of dark infusion is reduced by almost half a second.
  • Dark Resilience – The health spent during consumption is reduced by 1%.
  • Efficacious Currents – The force cost of static barrier is decreased by 15. Also the cool down of static barrier is decreased by almost 2 seconds.
  • Empty Body – Healing received is increased by 4%.
  • Force Bending – With a 50% chance, resurgence can grant you force bending which can reduce the cast time of your dark heal, revivification and dark infusion by 30%.
  • Force Suffusion – The damage and healing of area effect abilities in increased by 5%.
  • Force Surge – Cool down of your reanimate is reduced by 1 minute.
  • Haunting Presence – Total presence is increased by 3% and all healing done is increased by 1%.
  • Innervate – Total 264 healing is done in 3 seconds time.
  • Life Surge – The critical chance of your force is increased by 1% and damage taken by 1%.
  • Lucidity – The pushback due to healing abilities is reduced by 25% and the threat generated is lowered by 5%.
  • Penetrating Darkness – Bonus healing is increased by 5% and the chance to hit with all abilities is increased by 1%.
  • Resurgence – There is a total of 225 healing in a period of 8 seconds.
  • Revivification – All allies are healed for 94 in 8 meters area. Additional healing can also be done (152) over 6 seconds.
  • Seeping Darkness – Critical chance of the periodic damage and healing abilities by 2%.

Sith Inquisitor – Assassin

Coming Soon!

Guide will be updated, stay tuned!