Game Guides Archive
Thread: Choosing an Iconic Profession Overview of the NGE Combat Classes
Hello everyone,
Thought I'd throw together a little compilation of information on the new Iconic Professions in the NGE (refered to as "classes" from here on out). Hopefully this will help new and old players to choose a class that suits their playstyle and desired sub-content.
In the following posts I will cover all 7 of theCOMBAT classes in the NGE. For each class I'll cover an overview, titles, skills progression, anddetails of abilities. Classes are listed in alphabetical order.
Of course, this information is still very tentative until the NGE has actually been released. I just thought it would be handy to have this information in one place beforehand to help players have an idea what they want to be when it does hit the Live servers.
Quick Links:
Bounty Hunter
Commando
Jedi
Medic
Officer
Smuggler
Spy
Enjoy!
Message Edited by SonGouki on 11-10-2005 11:48 PM
OVERVIEW: BOUNTY HUNTER CLASS
Skilled with Ranged and Melee weapons
Assault Armor certification
Bounty Missions for NPC's
Can throw entangling traps
Abilities:
- Special Attacks
- Critical Attacks
- AOE Attacks
- Snare Attacks
- Snare Deliverables
- DOT + Snare Deliverables
- Self Healing
BOUNTY HUNTER TITLES
Phase 1 Master = Enforcer
Phase 2 Master = Stalker
Phase 3 Master = Avenger
Phase 4 Master = Master Bounty Hunter
BOUNTY HUNTER SKILLS PROGRESSION
Phase 1: Hit Man
Bounty Hunter Fundamentals I
"Basic combat is key to the career of any hit man. Even the most crude attack can be effective against inexperienced targets."
- Assault (special attack)
- Bounty Mission Difficulty +1
- Droid Precision +5
Bounty Hunter Fundamentals II
"Learning your targets vulnerabilities can make a good hit man even better. By deliberately attacking the weak spot of an opponent, it could be possible to defeat them more easily."
- Ambush (critical attack)
- Droid Precision +5
- Droid Speed +2
Bounty Hunter Fundamentals III
"A hit man can opt to disable a target before going in for the kill. This will keep the target from running away or escaping before it can be neutralized."
- Maim (snare attack)
- Droid Precision +5
- Droid Speed +2
Bounty Hunter Fundamentals IV
"Since some targets will be stronger than others, the hit man should learn a variety of attacks as his or her skill grows."
- Relentless Assault (special attack)
- Bounty Check
- Droid Precision +5
- Droid Speed +3
Bounty Hunter Fundamentals V
"A successful hit man knows when to leave honor by the wayside and fight dirty when necessary. Exploiting an opponent's weaknesses is nothing to be ashamed of."
- Low Blow (critical attack)
- Droid Precision +5
- Droid Speed +3
Bounty Hunter Fundamentals VI
"How many hit men have failed to fulfil their contracts because the targets have escaped? Keeping your target from running is an essential skill that all hit men must learn before advancing in their careers."
- Mangle (snare attack)
- Droid Precision +5
- Droid Speed +5
Phase 2: Man Hunter
Bounty Hunter Essentials I
"The man hunter should always be training, learning better methods of attack to take down targets. However, learning to fight while wearing armor is also important, so that the target doesn't take down the man hunter."
- Merciless Assault (special attack)
- Assault Armor Movement Mitigation 30%
- Assault Armor Accuracy Mitigation 20%
- Assault Armor Rate of Fire Mitigation 10%
- Droid Precision +10
- Droid Speed +5
- Tracking Droids +1
- Tracking Droid Effectiveness +25
- Droid Tracking Speed +25
Bounty Hunter Essentials II
"By this time, the man hunter should have mastered the essential ability of disabling the target with his or her weapon of choice."
- Cripple (snare attack)
- Droid Precision +10
- Droid Speed +5
Bounty Hunter Essentials III
"No matter how dangerous the man hunter is, there is always someone that is more dangerous. Keeping your weapons training and attack skills up to date are crucial."
- Unyielding Assault (special attack)
- Droid Precision +10
- Droid Speed +5
- Tracking Droids +1
Bounty Hunter Essentials IV
"The man hunter should have at least some basic personal first aid training. It could be quite useful after a particularly brutal contract is carried out."
- Aid (self heal)
- Droid Precision +10
- Droid Speed +5
- Tracking Droid Effectiveness +15
Bounty Hunter Essentials V
"Sometimes it is more useful to throw snares and traps to disable your opponent rather than using a weapon outright. The man hunter will learn the basic use of these devices."
- Mancatcher (snare deliverable)
- Droid Precision +10
- Droid Speed +5
- Tracking Droids +1
- Droid Tracking Speed +15
Bounty Hunter Essentials VI
"Before advancing in their careers, most man hunters try to increase their fighting ability at least once more, to become as lethal in combat as possible."
- Onslaught (special attack)
- Droid Precision +10
- Droid Speed +5
Phase 3: Assassin
Bounty Hunter Expertise I
"Often, assassins receive a contract against multiple targets. In these situations it is important to learn attacks that are effective against several opponents. Also, many assassins find it easier to fight while wearing armor."
- Burn (aoe attack)
- Assault Armor Movement Mitigation 40%
- Assault Armor Accuracy Mitigation 30%
- Assault Armor Rate of Fire Mitigation 20%
- Bounty Mission Difficulty +1
- Droid Precision +10
- Droid Speed +5
- Tracking Droids +1
- Tracking Droid Effectiveness +15
Bounty Hunter Expertise II
"In addition to deployed snares, assassins are frequently trained to use traps that not only hinder targets, but also cause severe damage."
- Razor Wire (dot + snare deliverable)
- Droid Precision +10
Bounty Hunter Expertise III
"Skilled assassins never abandon their combat training, knowing exactly how valuable a critical attack can be."
- Relentless Onslaught (special attack)
- Droid Speed +10
- Tracking Droids +1
- Droid Tracking Speed +15
Bounty Hunter Expertise IV
"Understanding the dangerous nature of their profession, many assassins opt to further their personal first aid training. This allows them to bind wounds and set broken bones when they are not inflicting and breaking them."
- Mend (self heal)
- Tracking Droid Effectiveness +15
Bounty Hunter Expertise V
"Through the course of his or her career, the assassin gains more experience handling and deploying new snare type traps. Many finds these useful against more difficult contract assignments."
- Tangle Bomb (snare deliverable)
- Tracking Droids +1
Bounty Hunter Expertise VI
"Before advancing to the next phase of their profession, assassins will complete even more essential combat training."
- Merciless Onslaught (special attack)
- Droid Speed +10
Phase 4: Bounty Hunter
Bounty Hunter Mastery I
"Bounty hunters learn to become proficient at fighting while wearing armor in order to protect them from dangerous target, but still remaining effective. Training in the use of different, more dangerous deadly traps is common also."
- Spike Trap (dot + snare deliverable)
- Assault Armor Movement Mitigation 60%
- Assault Armor Accuracy Mitigation 40%
- Droid Precision +10
- Tracking Droids +1
- Tracking Droid Effectiveness +10
- Droid Tracking Speed +15
Bounty Hunter Mastery II
"As more contracts of these types come in, bounty hunters continue to train in combat techniques that are effective against multiple targets."
- Scorch (aoe attack)
Bounty Hunter Mastery III
"At this point in the bounty hunter's career, he or she has been trained to be as lethal as possible with the weapon of his or her choice."
- Unyielding Onslaught (special attack)
- Droid Speed +10
- Tracking Droids +1
Bounty Hunter Mastery IV
"Many bounty hunters learn to compliment their first aid skills with medicines and chemical enhancements, allowing them to recover from serious injury more easily."
- Rejuvenate (self heal)
- Tracking Droid Effectiveness +10
Bounty Hunter Mastery V
"The bounty hunter now is able to snare a fleeing target using and deploying the most effective kinds of traps."
- Web Bomb (snare deliverable)
- Tracking Droids +2
- Droid Tracking Speed +10
Master Bounty Hunter
"At the pinnacle of his or her career, the bounty hunter is proficient will all types of hunting equipment, including the most dangerous types of lethal traps."
- Razor Net (dot + snare deliverable)
- Bounty Mission Difficulty +1
- Droid Precision +10
- Droid Speed +10
- Tracking Droids +2
- Tracking Droid Effectiveness +10
BOUNTER HUNTER ABILITIES
Special Attacks:
"A high powered attack that causes bonus damage."
1. Assault...............damage
2. Relentless Assault....damage
3. Merciless Assault.....damage
4. Unyielding Assault....damage
5. Onslaught.............damage
6. Relentless Onslaught..damage
7. Merciless Onslaught...damage
8. Unyielding Onslaught..damage
Critical Attacks:
"A quick high powered attack that has an increased chance to cause a critical hit."
1. Ambush....crit damage
2. Low Blow..crit damage
AOE Attacks:
"A powerful flame attack that envelops multiple opponents at once in a cone of fire."
1. Burn....cone damage
2. Scorch..cone damage
Snare Attacks:
"An attack that deals good damage and snares the target."
1. Maim.....damage + snare (4s duration)
2. Mangle...damage + snare (8s duration)
3. Cripple..damage + snare (8s duration)
Snare Deliverables:
"A trap that is used to temporarily snare the target."
1. Mancatcher...snare (8s duration)
2. Tangle Bomb..snare (8s duration)
3. Web Bomb.....snare (12s duration)
DOT + Snare Deliverables:
"An attack that temporarily slows the target and causes bleeding."
1. Razor Wire..bleed dot + snare (8s duration)
2. Spike Trap..bleed dot + snare (8s duration)
3. Razor Net...bleed dot + snare (12s duration)
Self Healing:
"The bounty hunter uses their knowledge to apply first aid and recover some of their health."
1. Aid.........self heal
2. Mend........self heal
3. Rejuvenate..self heal
Other Abilities:
Bounty Check
"Allows a Bounty Hunter to accept Bounty Missions from the terminals?"
OVERVIEW: JEDI CLASS
Skilled with Melee weapons
No armor certifications, wears Jedi Robes/Cloaks
Use Lightsabers
Block ranged attacks
Tune Force Crystals and Krayt Dragon Pearls
Abilities:
- Melee Attacks
- Snare Attacks
- Offensive Buffs
- Defensive Buffs
- Defensive Stances
- Self Healing
- Force Run
- Saber Block
- Saber Throw
JEDI TITLES
Phase 1 Master = Force Sensitive
Phase 2 Master = Force Adept
Phase 3 Master = Jedi Apprentice
Phase 4 Master = Jedi
JEDI SKILLS PROGRESSION
Phase 1: Student
Force Sensitive Fundamentals I
"Understanding the basics of martial combat is the first lesson of the Force sensitive puil. The student learns to focus on the enemy and execute a deliberate strike."
- Focused Strike (melee attack)
Force Sensitive Fundamentals II
"The Force sensitive pupil learns the key principles of the Ataru fighting style, focusing primarily on strength and agility."
- Ataru Focus (offensive buff)
Force Sensitive Fundamentals III
"Proper defensive techniques are just as important as offensive techniques. Force sensitive students learn to maintain their focus and awareness during combat."
- Center of Being (defensive buff)
Force Sensitive Fundamentals IV
"Building upon the foundation of centered combat, Force sensitive students learn to focus their concentration into a strong attack."
- Centered Strike (melee attack)
Force Sensitive Fundamentals V
"Philosophies of the Makashi fighting style are introduced. The Force sensitive student learns how to make fluid motions and advances."
- Makashi Focus (offensive buff)
Force Sensitive Fundamentals VI
"The final lesson in this phase of the Force sensitive student's career involves instruction in the Shii-Cho fighting style, a simple form of combat created by Jedi Knights of the Old republic."
- Shii-Cho Strike (melee attack)
- Force Run
Phase 2: Initiate
Force Sensitive Essentials I
"Using the Force for self-defense is one of the first lessons learned by the Force sensitive initiate. Methods of manipulating the Living Force are learned in order to make the combatant more resilient to attack."
- Force Hardening (defensive buff)
Force Sensitive Essentials II
"Building upon the previous lesson, the Force sensitive initiate learns to channel the power of the Physical Force for a more effective defense."
- Force Aura (defensive buff)
Force Sensitive Essentials III
"The Force sensitive initiate begins to learn only the most basic tenets of the Vaapad fighting style. A more aggressive fighting style, focus is centered around strength and speed."
- Vaapad Focus (offensive buff)
Force Sensitive Essentials IV
"A calm mind is vital to the success of any sort of combat. The Force sensitive initiate learns the importance of relaxation and meditiation techniques."
- Meditate (self heal)
- Saber Block
Force Sensitive Essentials V
"Becoming locked with an opponent in martial combat is inevitable. It is important for the Force sensitive initiate to learn how to overpower and overcome the enemy in these situations."
- Grapple (snare attack)
- Schematic: Lightsaber Crafting Toolkit
- Schematic: Generation 1 Lightsaber
- Lightsaber Assmebly +20
- Lightsaber Experimentation +20
Force Sensitive Essentials VI
"Before advancing to the next phase of training, the Force sensitive initiate must be trained in the use of the Niman fighting style. This is a generally balanced form of combat, borrowing several varied techniques from other fighting styles."
- Niman Strike (melee attack)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Phase 3: Adept
Force Sensitive Expertise I
"Using proper fighting stances can make a big difference in combat effectiveness. By elaborating on the Shii-cho fighting style, the Force sensitive adept can dodge and parry attacks more easily."
- Shii-Cho Stance (defensive stance)
- Saber Throw
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Expertise II
"It is necessary for the Force sensitive adept to learn to use the Force to stun or otherwise inhibit a foe. Tactics such as this can frequently be used to gain the upper hand in combat."
- Force Shock (snare attack)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Expertise III
"The Force sensitive adept will learn more of the attack techniques of the Ataru fighting style, learning how to strike with strength and agility."
- Ataru Strike (melee attack)
- Schematic: Generation 2 Lightsaber
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Expertise IV
"The Force sensitive adept must understand how the Living Force affects all creatures, and should meditate on this and other important philosophies regularly."
- Focus of Life (self heal)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Expertise V
"The Force sensitive adept becomes more proficient at using the Force to overwhelm a foe in combat."
- Force Grapple (snare attack)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Expertise VI
"It is required that the Force sensitive adept master the Makashi fighting style before proceeding with further studies. This allows the adept to make quick, fluid strikes to vulnerabilities left open by an enemy."
- Makashi Strike (melee attack)
- Lightsaber Assmebly +10
- Lightsaber Experimentation +10
Phase 4: Sword Master
Force Sensitive Mastery I
"Upon further improvement to the Niman fighting style, the Force sensitive sword master is able to adopt even more defensive stances and maneuvers."
- Niman Stance (defensive stance)
- Schematic: Generation 3 Lightsaber
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Mastery II
"Although not widely taught, the Force sensitive sword master can use certain techniques of the Force to effectively disable an opponent. While it can be dangerous, it is certainly an effective strategy."
- Force Choke (snare attack)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Mastery III
"The Force sensitive sword master will learn the Djem So fighting style. This style focuses only on offensive techniques and has no defensive qualities."
- Djem So Strike (melee attack)
- Lightsaber Assmebly +10
- Lightsaber Experimentation +10
Force Sensitive Mastery IV
"The Force Sensitive sword master has learned to commune with the Living Force, and is able to harness its power for regenerative purposes."
- Force Regeneration (self heal)
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Force Sensitive Mastery V
"The defensive benefits of the Soresu fighting style emphasize quick reflexes and fast agile movement. This is one of the most important techniques for the Force sensitive sword master to learn."
- Soresu Stance (offensive buff)
- Schematic: Generation 4 Lightsaber
- Lightsaber Assmebly +5
- Lightsaber Experimentation +5
Jedi
"Before completing the final lesson, the Force sensitive sword master must fully learn the attack techniques of the Vaapad fighting style. A sword master trained to use these quick and powerful strikes is certainly someone to be reckoned with."
- Vaapad Strike (melee attack)
- Lightsaber Assmebly +10
- Lightsaber Experimentation +10
JEDI ABILITIES
Melee Attacks:
"A high powered attack that deals extra damage."
1. Focused Strike...damage
2. Centered Strike..damage
3. Shii-Cho Strike..damage
4. Niman Strike.....damage
5. Ataru Strike.....damage
6. Makashi Strike...damage
7. Djem So Strike...damage
8. Vaapad Strike....damage
Snare Attacks:
"An attack that causes damage and snares the target."
1. Grapple.........damage + snare (5s duration)
2. Force Shock.....damage (crit) + snare (8s duration)
3. Force Grapple...damage + snare (10s duration)
4. Force Choke.....damage + snare (15s duration)
Offensive Buffs:
"Increases damage of every attack while active."
1. Ataru Focus....offense +12 (30s duration)
2. Makashi Focus..offense +25 (35s duration)
3. Vaapad Focus...offense +50 (40s duration)
Defensive Buffs:
"Decreases damage taken by incoming attacks."
1. Center of Being..defense +12 (30s duration)
2. Force Hardening..defense +30 (35s duration)
3. Force Aura.......defense +50 (40s duration)
Defensive Stances:
"A defense stance that increases the chance to block or dodge incoming attacks."
1. Shii-Cho Stance..defense +80 (40s duration)
2. Niman Stance.....defense +140 (40s duration)
3. Soresu Stance....defense +200 (40s duration)
Self Healing:
"The ability to focus your mind to cause a recharge in health."
1. Meditate............self heal
2. Focus of Life.......self heal
3. Force Regeneration..self heal
Other Abilities:
Force Run (3s duration)
"Force Run Increases your run speed for a short duration."
Saber Block (20s duration)
"makes you invulnerable to ranged attacks for a brief period of time by deflecting all incoming fire away from yourself."
Saber Throw
"This attack allows a Jedi to attack from a distance by throwing his or her lightsaber."
OVERVIEW: SMUGGLER CLASS
Skilled with Ranged and Melee weapons
Recon Armor certification
Fence goods
Call in a NPC partner for backup during combat
Crowd control
Abilities:
- Special Attacks
- Delay +Snare Attacks
- DOT Attacks
- Cone Snare Attacks
- Cone Attacks
- Snare Deliverables
- Self Healing
- Call a Favor
- Fence Goods
SMUGGLER TITLES
Phase 1 Master = Fence
Phase 2 Master = Scoundrel
Phase 3 Master = Rogue
Phase 4 Master = Master Smuggler
SMUGGLER SKILLS PROGRESSION
Phase 1: Runner
Smuggler Fundamentals I
"Trouble can arise during any sort of smuggling run, and as such, the runner should have some sort of basic combat knowledge."
- Fast Draw (special attack)
Smuggler Fundamentals II
"In order to escape from authorities, the runner may find it necessary to utilize certain combat tactics to stun a pursuer."
- Jolting Blow (delay +snare attack)
Smuggler Fundamentals III
"When caught by surprise, a runner might fire a series of shots to keep an opponent at bay, and who knows, maybe one will actually land a hit."
- Panic Shot (cone snare attack)
Smuggler Fundamentals IV
"A good runner knows to keep a good blaster by his or her side, and also how to draw it quickly."
- Quick Draw (special attack)
- Call a Favor
Smuggler Fundamentals V
"Trained runners know that a well-placed shot can slow enemies that are in fast pursuit. Runners also begin to develop a network of contacts to which they can sell items."
- Stagger Shot (delay +snare attack)
- Fence Items
Smuggler Fundamentals VI
"Runners begin to learn how to control their bursts of fire, laying down an effective cover, keeping enemies at bay."
- Cover Fire (cone snare attack)
Phase 2: Transporter
Smuggler Essentials I
"???"
- Hip Shot (special attack)
- Reconnaissance Armor Movement Mitigation 10%
- Reconnaissance Armor Accuracy Mitigation 10%
- Reconnaissance Armor Rate of Fire Mitigation 30%
Smuggler Essentials II
"???"
- Concussion Shot (delay +snare attack)
Smuggler Essentials III
"???"
- Kneecap Shot (cone snare attack)
Smuggler Essentials IV
"???"
- Self Preservation (self healing)
Smuggler Essentials V
"???"
- Tripwire (snare deliverable)
Smuggler Essentials VI
"???"
- Dirty Tricks (special attack)
Phase 3: Handler
Smuggler Expertise I
"???"
- Bleed (dot attack)
- Reconnaissance Armor Movement Mitigation 20%
- Reconnaissance Armor Accuracy Mitigation 30%
- Reconnaissance Armor Rate of Fire Mitigation 40%
Smuggler Expertise II
"???"
- Combat Reflexes (cone attack)
Smuggler Expertise III
"???"
- Sudden Strike (special attack)
Smuggler Expertise IV
"???"
- Survival Instinct (self healing)
Smuggler Expertise V
"???"
- Caltrops (snare deliverable)
Smuggler Expertise VI
"???"
- Gunslinger Shot (special attack)
Phase 4: Smuggler
Smuggler Mastery I
"???"
- Artery Strike (dot attack)
- Reconnaissance Armor Accuracy Mitigation 40%
- Reconnaissance Armor Rate of Fire Mitigation 60%
Smuggler Mastery II
"???"
- Multi-Target Shot (cone attack)
Smuggler Mastery III
"???"
- Double Tap (special attack)
Smuggler Mastery IV
"???"
- Vitality (self healing)
Smuggler Mastery V
"???"
- Tendonslicer (snare deliverable)
Master Smuggler
"???"
- Fan Shot (cone attack)
SMUGGLER ABILITIES
Special Attacks:
"A quick attack that causes bonus damage."
1. Fast Draw........damage
2. Quick Draw.......damage
3. Hip Shot.........damage
4. Dirty Tricks.....damage
5. Sudden Strike....damage
6. Gunslinger Shot..damage
7. Double Tap.......damage
Delay +Snare Attacks:
"A powerful blast that stuns the target."
1. Jolting Blow.....delay +snare (3s duration)
2. Stagger Shot.....delay +snare (5s duration)
3. Concussion Shot..delay +snare (8s duration)
DOT Attacks:
"A strike to a vital area causing the target to bleed."
1. Bleed..........bleed dot
2. Artery Strike..bleed dot
Cone Snare Attacks:
"A hail of gunfire used to slow the enemies advance with an attack."
1. Panic Shot....cone damage + snare (4s duration)
2. Cover Fire....cone damage + snare (8s duration)
3. Kneecap Shot..cone damage + snare (8s duration)
Cone Attacks:
"A blaze of shots in a cone to hit multiple targets with an attack."
1. Combat Reflexes....cone damage
2. Multi-Target Shot..cone damage
3. Fan Shot...........cone damage
Snare Deliverables:
"A trap that can be used to slow down an enemy."
1. Tripwire......snare (8s duration)
2. Caltrops......snare (8s duration)
3. Tendonslicer..snare (12s duration)
Self Healing:
"Use your smuggler instincts to cure battle wounds for a heal."
1. Self Preservation..self heal
2. Survival Instinct..self heal
3. Vitality...........self heal
Other Abilities:
Fence Items
"Your connection to the shifty underworld of the Empire allows you to contact a Fence and sell items from anywhere."
Call a Favor
"Calls in a favor from a friend to help out in combat."
Message Edited by SonGouki on 11-12-2005 12:06 PM
OVERVIEW: SPY CLASS
Skilled with Ranged weapons
Battle Armor certification
Stealth and Sneaking abilities
Poisoning techniques
Stealing items from NPC's
Abilities:
- Special Attacks
- Invisibility Abilities
- Stealth Abilities
- Area DOT Traps
- Area Opponent Defense Debuff Traps
- DOT Attacks
- DOT + Snare Attacks
- Self Healing
- Steal
SPY TITLES
Phase 1 Master = Sneak
Phase 2 Master = Infiltrator
Phase 3 Master = Assassin
Phase 4 Master = Master Spy
SPY SKILLS PROGRESSION
Phase 1: Operative
Spy Fundamentals I
"The simple fact of it is, operatives are always going to run into trouble, and it is essential to learn how to eliminate that trouble."
- Eliminate (special attack)
Spy Fundamentals II
"Operatives will have many devices at their disposal. The first in which they will be trained are vision obscuring type devices, which can be handy when a hasty escape is necessary."
- Smoke Grenade (invisibility ability)
Spy Fundamentals III
"Operatives will be given basic training on how to move about without being seen. This is a difficult art to master, and it may take much practice before it can be used effectively."
- Sneak (stealth ability)
Spy Fundamentals IV
"Continuing with their combat training, operatives will learn more effective techniques that may allow them to dispose of a threat before it becomes too dangerous."
- Dispose (special attack)
Spy Fundamentals V
"Operatives will continue their training in the use of vision obscuring devices, allowing for a better chance of becoming lost to their opponents."
- Smoke Bomb (invisibility ability)
- Steal
Spy Fundamentals VI
"Always staying on top of their training, operatives must ruthlessly practice the art of stealthy movements."
- Skulk (stealth ability)
Phase 2: Asset
Spy Essentials I
"???"
- Snuff (special attack)
- Battle Armor Movement Mitigation 20%
- Battle Armor Accuracy Mitigation 20%
- Battle Armor Rate of Fire Mitigation 20%
Spy Essentials II
"???"
- Smoke Cloud (invisibility ability)
Spy Essentials III
"???"
- Shroud (stealth ability)
Spy Essentials IV
"???"
- Sly Regrowth (self healing)
Spy Essentials V
"???"
- Toxic Trap (area dot trap)
Spy Essentials VI
"???"
- Dispatch (special attack)
Phase 3: Shadow
Spy Expertise I
"???"
- Spy's Fang (dot attack)
- Battle Armor Movement Mitigation 30%
- Battle Armor Accuracy Mitigation 30%
- Battle Armor Rate of Fire Mitigation 30%
Spy Expertise II
"???"
- Noxious Deception (area dot trap)
Spy Expertise III
"???"
- Terminate (special attack)
Spy Expertise IV
"???"
- Hidden Rejuvenation (self healing)
Spy Expertise V
"???"
- Flash Bang (area opponent defense debuff trap)
Spy Expertise VI
"???"
- Execute (special attack)
Phase 4: Spy
Spy Mastery I
"???"
- Arachne's Web (dot + snare attack)
- Battle Armor Movement Mitigation 40%
- Battle Armor Accuracy Mitigation 40%
- Battle Armor Rate of Fire Mitigation 40%
Spy Mastery II
"???"
- Venomous Ploy (area dot trap)
Spy Mastery III
"???"
- Assassinate (special attack)
Spy Mastery IV
"???"
- Spy's Respite (self healing)
Spy Mastery V
"???"
- Vanish (stealth ability)
Spy Mastery VI
"???"
- Wetwork (special attack)
SPY ABILITIES
Special Attacks:
"A powerful attack that deals extra damage."
1. Eliminate....damage
2. Dispose......damage
3. Snuff........damage
4. Dispatch.....damage
5. Terminate....damage
6. Execute......damage
7. Assassinate..damage
8. Wetwork......damage
Invisibility Abilities:
"This grenade can allow the spy to escape from combat and hide from enemies."
1. Smoke Grenade..invisibility (10s duration)
2. Smoke Bomb.....invisibility (15s duration)
3. Smoke Cloud....invisibility (20s duration)
Stealth Abilities:
"This ability enables the spy to move around undetected."
1. Sneak...stealth (10s duration)
2. Skulk...stealth (15s duration)
3. Shroud..stealth (20s duration)
4. Vanish..stealth (30s duration)
Area DOT Traps:
"This trap explodes with a toxic cloud, causing poison damage to all enemies nearby."
1. Toxic Trap.........area poison dot
2. Noxious Deception..area poison dot
3. Venomous Ploy......area poison dot
Area Opponent Defense Debuff Traps:
"This trap explodes with a bright flash, stunning enemies nearby."
1. Flash Bang..defense -125 (20s duration)
DOT Attacks:
"This ability allows the spy to cause extra poison damage to the target."
1. Spy's Fang..poison dot
DOT + Snare Attacks:
"This attack applies poison damage and slows the movement speed of the target."
1. Arachne's Web..poison dot + snare (10s duration)
Self Healing:
"The spy uses his skills in first aid to recover health with a heal."
1. Sly Regrowth.........self heal
2. Hidden Rejuvenation..self heal
3. Spy's Respite........self heal
Other Abilities:
Steal
"This ability allows you to relieve a humanoid from some of their belongings."
While, I don't really want to cover them in great detail, here's some info on the non-combat NGE classes...
ENTERTAINER CLASS
NGE Entertainers gain all of the old performer skillsets throughout their skills progression.
Specifically, a NGE Master Entertainer will have all of the following skills:
- Master Entertainer
- Master Dancer
- Master Musician
- Master Image Designer
TRADER CLASS
There are four Trader specializations that you must choose between when selecting the class.
It breaks down like the following:
Munitions
Artisan:4044 + Weaponsmith:Master + Armorsmith:Master
Domestic Goods
Artisan:0444 + Tailor:Master + Chef:Master
Structures
Artisan:4044 + Architect:Master + Shipwright:Master
Engineering
Artisan:Master + Droid Engineer:Master + Weaponsmith:4404
All specializations also end up with the equivilent of Merchant:Masterskills by the time they finish the grind.
Message Edited by SonGouki on 11-12-2005 12:57 PM