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Class Mirror Ability Dictionary


Mirdthestrill

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Hello everyone. I'm very new to the healer forums, but I believe that troopers can get good advice from bounty hunters, and vice versa. Repeat with Sage/Sorc, and Op/Scoundel. I'd like to compile a dictionary of mirrored abilities and their names. Unfortunately, all I have is a Combat Medic Trooper. So, I could use some info so that I can actually make this moderately useful to new players. Thanks! :)

 

Trooper/Bounty Hunter Equivalents:

 

:sy_havoc:Hammer Shot/Rapid Shots:sy_bountyhunter:

Heals target for X amount of damage

0 Ammo/0 Heat

Global Cooldown

 

:sy_havoc:Medical Probe/Rapid Scan:sy_bountyhunter:

Heals a single target for X amount of damage

2 second cast

3 ammo/25 heat

Global Cooldown

 

:sy_havoc:Advanced Medical Probe/Healing Scan:sy_bountyhunter:

Heals a single target for X amount

1.5 second cast

2 ammo/16 heat

9 second cooldown

 

:sy_havoc:Supercharged Cells/Supercharged Gas:sy_bountyhunter:

Converts 30 charges of Combat Support Cell/Cylinder to supercharge your blaster(s), venting 1 ammo/8 heat and

increasing all damage and healing dealt by 5% for 10 seconds. While active, the following abilities gain

Supercharge effects:

(Combat effects removed)

Advanced Medical Probe/Healing Scan: Cooldown reduced by 100%.

Kolto Bomb/Missile: Places a shield on all targets, reducing damage taken by 5% for 15 seconds.

Global cooldown

 

:sy_havoc:Kolto Bomb/Kolto Missile:sy_bountyhunter:

Fires a bomb/missile, healing four targets for X amount

2 ammo/16 heat

6 second cooldown

 

:sy_havoc:Trauma Probe/Kolto Shell:sy_bountyhunter:

 

Deploys a Trauma Probe/Kolto Shell on the target that has 10 charges and lasts 5 minutes.

When damaged, the Probe/Shell loses 1 charge and heals the target for X.

This effect cannot occur more than once every 3 seconds. Only one Probe/Shell can be deployed at a time.

2 ammo/16 heat

Global Cooldown

 

:sy_havoc:Bacta Injection/Emergency Scan:sy_bountyhunter:

Heals target player for X amount

0 Ammo/0 Heat

21 second cooldown

 

:sy_havoc:Fast Reload/Vent Heat:sy_bountyhunter:

Reloads 6 ammo or vents 50 heat.

 

:sy_havoc:Emergency Medical Probe/Onboard AED:sy_bountyhunter:

Revives an incapacitated ally with 25% of their total health

-----------------------------------------------------------------------------------------------------------------------

 

Info still needed:

 

The cooldown on Fast Reload

The ammo/heat cost for Emergency Medical Probe and the cooldown

Information on an ability called "Cure/Field Aid" or something like that.

Let me know if I missed anything.

 

Just post them in the format I have for everything else above if you have time, if not I'll convert them myself.

 

Thanks!

Edited by Mirdthestrill
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EDIT: This will become the new station for the Consular/Inquisitor dictionary. Thanks are due to Fenrit for most of the information seen here.

 

:sy_galaxy:= Consular

:sy_consular:= Inquisitor

 

Consular/Inquisitor Equivalents:

 

:sy_galaxy:Benevolence/Dark Heal:sy_consular:

Heals a single target for X amount.

1.5 second cast

50 force

Global Cooldown

 

:sy_galaxy:Deliverance/Dark Infusion:sy_consular:

Heals a single target for approximately 2000-2500.

3 second cast

55 force

Global Cooldown

 

:sy_galaxy:Force Armor/Static Barrier:sy_consular:

Provides a shield to absorb a moderate amount of damage. Last 30 seconds. Target is debuffed so that they aren't able to recieve another shield for 20 seconds.

65 force

4.5 second Cooldown

 

:sy_galaxy:Rejuvenation/Resurgence:sy_consular:

Initial Heal for a small amount, and an additional heal over time for 9 seconds.

30 force

6 second Cooldown

 

:sy_galaxy:Healing Trance/Innervate:sy_consular:

Channeled heal for a small amount.

40 force

9 second Cooldown

 

:sy_galaxy:Salvation/Revivication:sy_consular:

Area of Effect heal. Initial hit for 800-1000 plus another 1000-1500 over 10 seconds. Hits 8 players.

2 second cast

100 force

15 second Cooldown

 

:sy_galaxy:Conveyance/Force Bending:sy_consular:

(Fully skilled) Your Rejuvenation/Resurgence has a 100% chance to increase the effect of your next heal ability:

Benevolence/Dark Heal - Critical chance increased by 60%

Deliverance/Dark Infusion - Force cost reduced by 30%

Heal trance/Innervate - Critical chance increased by 25%

Salvation/Revivification - Force cost reduced by 30%

Subject only to cooldown on Rejuvenation/Resurgence

 

:sy_galaxy:Rescue/Extrication:sy_consular:

Lowers Target threat by moderate amount, and if friendly target, pulls player to you.

30 Force

1 minute cooldown

 

 

Not really sure if I need anything else here. Let me know if I'm missing something/have wrong info.

Edited by Mirdthestrill
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EDIT: This is now the hub for Smuggler/Imperial Agent healing mirror abilities! This is the last section...

 

:sy_blaster: = Smuggler

:sy_target: = Imperial Agent

 

Smuggler/Imperial Agent Equivalents:

 

:sy_blaster:Underworld Medicine/Kolto Injection:sy_target:

Heals Target for X Damage

Generates Upper Hand if skill points have been put into Exploratory Surgery/Generates Tactical Advantage if skill points have been put into Incisive Action

25 energy

 

:sy_blaster:Kolto Pack/Kolto Infusion:sy_target:

Heals Target for X

Consumes Upper Hand/Tactical Advantage

20 energy

 

:sy_blaster:Diagnostic Scan/Diagnostic Scan:sy_target:

Heals target for your Bonus Tech Healing over 3 seconds

0 energy

 

:sy_blaster:Slow Release Medpack/Kolto Probe:sy_target:

Heals target for X over 18 seconds. Stacks up to 2.

Has 30% chance to generate Upper Hand/Tactical Advantage if talent points spent into Medpack Mastery/Medical Engineering

15 energy

 

:sy_blaster:Emergency Medpack/Surgical Probe:sy_target:

Heals target for X Amount

Consumes Upper Hand/Tactical Advantage

Will immediately regrant Upper Hand/Tactical Advantage if skill points spent into Emergent Emergencies/Surgical Precision, and used on target under 30% health.

0 energy

 

:sy_blaster:Kolto Cloud/Recuperative Nanotech:sy_target:

Heals Target and 3 others within 10m for X over 6 Seconds

30 energy

15 second cooldown

 

:sy_blaster:Heartrigger Patch/Resuscitation Probe:sy_target:

Revives Target Player in Combat with 25% Health

0 energy

1.5 Sec Cast

5 minute cooldown

If cast in combat, will not allow any other Battle Rez for 5 minutes.

 

:sy_blaster:Cool Head/Adrenaline Probe:sy_target:

Restores 50 (66 talented) Energy over 3 seconds

2 min cooldown

 

This looks like just about everything...thanks, Kharde! I'm still missing the cooldowns for a lot of the stuff, but that looks like just about it ability wise. Once again, contact me if you spot any omissions or problems.

Edited by Mirdthestrill
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Hi Mirdthestrill!

 

Thanks for taking the time to compile this list. It's a rather useful one so we hope you don't abandon it because of the smiley limitation! Pretty sure you can find a way to format it so you don't use the emoticon in every line. :)

 

Cheers!

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Ello, I can give you the mirror names and basic descriptions, but I do not have the exact numbers... Sadly I'm at work and posting from my smart phone. Here's the Sith Inquisitor/Jedi Sage

 

Benevolence(sage)/Dark Heal (sorc)

Cast 1.5 sec

50 force

Moderate annount of healing

 

Deliverance (sage)/Dark Infusion (sorc)

Cast 3 sec

55 force

Big heal (roughly 2-2.5k non crit. Up to 5k on a solid crit)

 

Force Armor (sage)/Static Barrier (sorc)

Instant

65 force (untalented)

4.5 sec cool down (untalented)

Provides a shield to absorb a moderate amount of damage. Last 30 seconds. Target gets debuffed so they aren't able to Recieve another shield for 20 seconds. Cool down and force cost can be lowered through talents

 

Rejuvenation (sage)/Resurgence (sorc)

Instant

30 force

6 sec cool down

 

Instant heal for a small amount plus a 9 second hot

 

Healing Trance (sage)/Innervate (sorc)

Instant

40 force

9 sec cool down

Channeled heal for a Moderate amount

 

Salvation (sage)/Revivication (sorc)

2 sec cast

100 force

15 sec cool down

AoE heal. Initial hit for 0800-1000 plus another 1000-1500 over 10 seconds

 

Conveyance (sage)/Force Bending (sorc)

Fully skilled talent your resurgence/rejuvenation has a 100% chance to increase the effect of your next heal ability:

Benevolence/dark heal- force cost reduced by 50%

Deliverance/Dark Inf- cast time reduced by 1 sec

Heal trance/Innervate- crit chance increased by 25%

salvation/reviv- force cost reduced by 30%

 

The only addition I have is that if talented, the Innervate/trance Crits make your next mana tap ability free of health cost. Making the crit boost on convey/force bending very powerful

 

So'Kane <Caedas> -- Ajunta Pall -- Sith Sorc

Edited by Fenrit
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Ello, I can give you the mirror names and basic descriptions, but I do not have the exact numbers... Sadly I'm at work and posting from my smart phone. Here's the Sith Inquisitor/Jedi Sage

 

Benevolence(sage)/Dark Heal (sorc)

Cast 1.5 sec

50 force

Moderate annount of healing

 

Deliverance (sage)/Dark Infusion (sorc)

Cast 3 sec

55 force

Big heal (roughly 2-2.5k non crit. Up to 5k on a solid crit)

 

Force Armor (sage)/Static Barrier (sorc)

Instant

65 force (untalented)

4.5 sec cool down (untalented)

Provides a shield to absorb a moderate amount of damage. Last 30 seconds. Target gets debuffed so they aren't able to Recieve another shield for 20 seconds. Cool down and force cost can be lowered through talents

 

Rejuvenation (sage)/Resurgence (sorc)

Instant

30 force

6 sec cool down

 

Instant heal for a small amount plus a 9 second hot

 

Healing Trance (sage)/Innervate (sorc)

Instant

40 force

9 sec cool down

Channeled heal for a Moderate amount

 

Salvation (sage)/Revivication (sorc)

2 sec cast

100 force

15 sec cool down

AoE heal. Initial hit for 0800-1000 plus another 1000-1500 over 10 seconds

 

Conveyance (sage)/Force Bending (sorc)

Fully skilled talent your resurgence/rejuvenation has a 100% chance to increase the effect of your next heal ability:

Benevolence/dark heal- force cost reduced by 50%

Deliverance/Dark Inf- cast time reduced by 1 sec

Heal trance/Innervate- crit chance increased by 25%

salvation/reviv- force cost reduced by 30%

 

The only addition I have is that if talented, the Innervate/trance Crits make your next mana tap ability free of health cost. Making the crit boost on convey/force bending very powerful

 

So'Kane <Caedas> -- Ajunta Pall -- Sith Sorc

 

Excellent! I'll be adding these as soon as I can, and that'll make the guide almost 2/3s finished. Thanks for all the support everyone!

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Hi Mirdthestrill!

 

Thanks for taking the time to compile this list. It's a rather useful one so we hope you don't abandon it because of the smiley limitation! Pretty sure you can find a way to format it so you don't use the emoticon in every line. :)

 

Cheers!

 

Thanks for the encouragement. Mooby just below you suggested a solution, so I'll be continuing with Sage/Sorc equivalents some time today!

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Allow me to help you with Smuggler/Operative.

 

Underworld Medicine/Kolto Injection

25 Energy

Heals Target for X Damage

Generates Upper Hand if skill points have been put into Exploratory Surgery/Generates Tactical Advantage if skill points have been put into Incisive Action

 

Kolto Pack/ Kolto Infusion

20 Energy

Heals Target for X

Consumes Upper Hand/Tactical Advantage

 

Diagnostic Scan (Same name for both)

0 Energy

Heals client for your Bonus Tech Healing over 3 seconds

 

Slow Release Medpack/Kolto Probe

15 Energy

Heals target for X over 18 seconds. Stacks up to 2.

Has 30% chance to generate Upper Hand/Tactical Advantage if talent points spent into Medpack Mastery/Medical Engineering

 

Emergency Medpack/Surgical Probe

0 Energy

Heals target for X Amount

Consumes Upper Hand/Tactical Advantage

Will immediately regrant Upper Hand/Tactical Advantage if skill points spent into Emergent Emergencies/Surgical Precision, and used on target under 30% health.

 

Kolto Cloud/Recuperative Nanotech

30 Energy

Heals Target and 3 others within 10m for X over 15 Seconds

 

Cool Head/Adrenaline Probe

Restores 50 (66 talented) Energy over 3 seconds

2 min cooldown

 

 

Hope this helps! Smuggler is listed first, Operative second.

Edited by Kharde
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List of things I still need:

 

:sy_blaster:/:sy_target:

 

I know there's an ability called heartpatch or something that's a combat revive for these guys.

 

I'm pretty sure I'm missing some of the cooldowns on some of these abilities. If anyone has the information, that'd be great.

 

:sy_galaxy:/:sy_consular:

 

The only information I need now is the Cooldown on Conveyance/Force Bending.

 

And didn't consulars have some other ability that lets them pull an ally to them? Just wondering...

 

:sy_havoc:/:sy_bountyhunter:

 

I just need the info on the top level healing ability, bacta injection or something like that.

 

Thanks for all the help, everyone! I hope this guide ends up being useful.

Edited by Mirdthestrill
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Oh right! Sorry. Smuggler/IA again

 

Heartrigger Patch/Resuscitation Probe

0 energy

1.5 Sec Cast

Revives Target Player in Combat with 25% Health (As of next major content patch, unsure on health now, Scoundrel's only 38).

5 minute cooldown

If cast in combat, will not allow any other Battle Rez for 5 minutes.

 

Conveyance/Force Bending only has the cooldown on Revujenate/Resurgence, so 6 seconds if cast on cooldown.

 

For Trooper/BH

Bacta Injection/Emergency Scan

0 Ammo/Heat

Instant Cast

Heals target player for X amount

21 second cooldown

 

Sorcs/Sages have a pull as well...

Rescue/Extrication

30 Force

Instant Cast

Lowers Target threat by moderate amount, and if friendly target, pulls player to you.

1 min cooldown

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Oh right! Sorry. Smuggler/IA again

 

Heartrigger Patch/Resuscitation Probe

0 energy

1.5 Sec Cast

Revives Target Player in Combat with 25% Health (As of next major content patch, unsure on health now, Scoundrel's only 38).

5 minute cooldown

If cast in combat, will not allow any other Battle Rez for 5 minutes.

 

Conveyance/Force Bending only has the cooldown on Revujenate/Resurgence, so 6 seconds if cast on cooldown.

 

For Trooper/BH

Bacta Injection/Emergency Scan

0 Ammo/Heat

Instant Cast

Heals target player for X amount

21 second cooldown

 

Sorcs/Sages have a pull as well...

Rescue/Extrication

30 Force

Instant Cast

Lowers Target threat by moderate amount, and if friendly target, pulls player to you.

1 min cooldown

 

That does it! Thanks!

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Just noticed you don't have the Sage/Sorc battle Rez up either. Figure it should be there, so we've got both of them

 

Revival (Sage)/Reanimation (Sorc)

30 Force

Revives Target player in Combat for X% HP (Think this is gonna be 25% in upcoming patches as well.)

5 minute cooldown

If used in Combat, unable to use another Battle Rez for 5 minutes.

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Just noticed you don't have the Sage/Sorc battle Rez up either. Figure it should be there, so we've got both of them

 

Revival (Sage)/Reanimation (Sorc)

30 Force

Revives Target player in Combat for X% HP (Think this is gonna be 25% in upcoming patches as well.)

5 minute cooldown

If used in Combat, unable to use another Battle Rez for 5 minutes.

 

Oops, I did indeed forget that...

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Hey Dulfy, completely off topic, but I used your Rift guides pretty frequently, and hung out on those forums quite a bit as well.

 

Can we expect the same awesome info for SWTOR healing?

 

Of course, unfortunately SWTOR doesn't have the spec/healing variety does so I don't have alot of articles on just healing yet as I have only a sorc healer who is at 50 atm. However, I am leveling up a trooper healer and thinking of an operative healer once I am done with the commando. This will allow me to go a bit deeper into each of the 3 healing styles/comparisons/etc.

 

Currently strictly for healing I have a guide for sorc healer.

http://dulfyforce.wordpress.com/2012/01/12/sith-sorcerer-healing-guide/

Datacron guide - http://dulfyforce.wordpress.com/2012/01/30/sith-inquisitor-complete-datacron-guide/

Pvp/pve gear list for sage/sorcs - http://dulfyforce.wordpress.com/2012/01/04/sith-sorcererjedi-consular-pvppve-gear-set-list/

operation videos from my perspective: http://dulfyforce.wordpress.com/2012/01/23/operation-videos-sorc-healer-perspective/

 

Rest are bit general.

 

Sorry for going offtopic hehe :p

Edited by Iwipe
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