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Range Combat Upgrade : Star Wars Galaxies Nerfed Info

Posted: July 24th, 2005, 10:30 am
 
tobukatay
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These docs were current as of about 4 weeks ago...There are some changes, of course, that I havent gotten yet...But these have been verified...Sorry about the format...If someone wants to take the time to reformat it correctly, have at it....These are the docs that were given to the correspondents after the Combat Summitt...

ENJOY:


Master Marksman
Lethal Shot
Ranged Accuracy +25 Ranged Defense +5
Ranged Speed +15
Pistols IV Carbines IV Rifles IV Ranged Support IV
Placed Shot Head Shot Leg Shot Overcharge Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +10
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Speed +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5 Melee Defense +5
Pistols III Carbines III Rifles III Ranged Support III
Head Shot Placed Shot Body Shot Kip Up Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Defense +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5
Pistols II Carbines II Rifles II Ranged Support II
Leg Shot Body Shot Placed Shot Dive Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Speed +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5 Melee Defense +5
Pistols I Carbines I Rifles I Ranged Support I
Body Shot Leg Shot Head Shot Roll Shot
Pistol Accuracy +10 Carbine Accuracy +10 Rifle Accuracy +10 Ranged Accuracy +5
Pistol Speed +5 Carbine Speed +5 Rifle Speed +5 Ranged Defense +5
Pistol Defense +5 Carbine Defense +5 Rifle Defense +5
Novice Marksman
Ranged Shot Knockdown Recover
Ranged Accuracy +10
Ranged Speed +5

Marksman is a novice profession, which provides basic abilities for all elite, ranged combat professions.

Abilities:
Ranged Shot - Basic ranged attack
Placed Shot - More powerful basic ranged attack
Lethal Shot - Most powerful basic ranged attack
Body Shot - Attack to target's Health Pool
Leg Shot - Attack to target's Action Pool
Head Shot - Attack to target's Mind Pool
Roll Shot - Attack while moving to kneeling
Dive Shot - Attack while moving to prone
Kip Up Shot - Attack while moving to standing
Overcharge Shot - Increased damage attack that damages weapon
Knockdown Recover - Recover from knockdown attacks to standing, kneeling or prone.


Master Pistoleer
Advanced Stopping Shot
Ranged Accuracy +20 Melee Defense +25
Ranged Speed +10 Ranged Defense +20
Pistol Grips IV Pistol Marksmanship IV Pistol Techniques IV Pistol Stances IV
Advanced Body Shot Imp. Disarming Shot Stun Recovery Improved Fan Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Speed +5 Ranged Defense +10
Pistol Grips III Pistol Marksmanship III Pistol Techniques III Pistol Stances III
Improved Pistol Whip Improved Burst Shot Intimidate Shot Improved Stopping Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Soeed +5 Ranged Defense +10
Pistol Grips II Pistol Marksmanship II Pistol Techniques II Pistol Stances II
Health Shot Disarming Shot Dizzy Recovery Fan Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Defense +10
Pistol Grips I Pistol Marksmanship I Pistol Techniques I Pistol Stances I
Pistol Whip Burst Shot Point Blank Shot Stopping Shot
Pistol Speed +5 Ranged Accuracy +10 Pistol Defense +5 Melee Defense +10
Ranged Defense +10
Novice Pistoleer
Improved Body Shot Blind Recovery
Ranged Accuracy +15 Pistol Defense +10
Pistol Speed +5 Melee Defense +5

Primary Role: Close Range Crowd Control (Attacker Control)
Secondary Role: Opponent Damage Reduction (Attacker Mods)
Offense: Weak (2)
Defense: Moderate (3)
Crowd Control: Strong (4)

The Pistoleer is a lightweight combat specialist. They move quickly around the field of battle softening up targets and reducing their effectiveness. The damage output of the Pistoleer is fairly low but given time and careful tactical control they are still able to take out targets on their own. The Pistoleer's abilities truly shine when combined with a well-organized group.
Abilities:
Health Shot - Attack that decreases Health Ability points
Improved Body Shot – Higher damage Health pool attack.
Advanced Body Shot – Highest damage Health pool attack
Stopping Shot – Stop opponent movement for a short period
Advanced Stopping Shot – Stopping Shot with longest movement delay
Fan Shot – Cone attack
Improved Fan Shot – Fan Shot with Higher Damage
Point Blank Shot – Attack with no close range penalty
Disarming Shot – Interrupts a target’s attack queue
Improved Disarming Shot – Disarming Shot with longer queue delay
Burst Shot – Attack with chance to Stun target
Improved Burst Shot – Burst Shot with higher chance to Stun
Intimidate Shot – Reduces target’s damage output
Pistol Whip – Melee attack with chance to knockdown
Improved Pistol Whip – Pistol Whip with higher chance to knockdown

Master Carbineer
Adv. Suppression Fire
Ranged Accuracy +25 Melee Defense +20
Ranged Speed +15 Ranged Defense +20
Assault Tactics IV Marksmanship IV Couterinsurgency Tactics IV Special Abilities IV
Improved Full Auto Area Improved Crippling Shot Improved SuppressionFire Stun Recovery
Carbine Speed +5 Ranged Accuracy +20 Ranged Defense +5 Carbine Defense +5
Ranged Soeed +5 Melee Defense +5
Assault Tactics III Marksmanship III Couterinsurgency Tactics III Special Abilities III
Improved Scatter Shot Advanced Leg Shot Improved Charge Shot Dizzy Recovery
Carbine Speed +10 Ranged Accuracy +15 Ranged Defense +5 Carbine Defense +5
Melee Defense +5
Assault Tactics II Marksmanship II Couterinsurgency Tactics II Special Abilities II
Full Auto Area Suppression Fire Health Shot
Carbine Speed +5 Carbine Accuracy +5 Ranged Defense +5 Carbine Defense +5
Ranged Accuracv +10 Melee Defense +5
Assault Tactics I Marksmanship I Couterinsurgency Tactics I Special Abilities I
Scatter Shot Crippling Shot Charge Shot Blind Recovery
Carbine Speed +5 Carbine Accuracy +5 Ranged Defense +5 Carbine Defense +5
Ranged Accuracy +5 Melee Defense +5
Novice Carbineer
Improved Leg Shot
Carbine Accuracy +15 Ranged Defense +10
Carbine Speed +10 Melee Defense +10

Primary Role: Medium Range Crowd Control (Position Control)
Secondary Role: Medium Range AE Damage Specialist
Offense: Strong (4)
Defense: Minimal (1)
Crowd Control: Strong (4)

The Carbineer is a medium range control specialists. He has potent abilities to keep targets at a distance and reduce their combat effectiveness. The Carbineer also has powerful area cone attacks allowing him to effectively fight groups of targets. Once an opponent is able to close with the Carbineer however he is quite vulnerable.

Abilities:
Action Shot - Attack that decreases Action Ability points
Improved Leg Shot - Higher damage Action pool attack
Advanced Leg Shot - Highest damage Action pool attack
Scatter Shot - Ranged attack that hits two random pools
Improved Scatter Shot - Scatter Shot with increased damage
Crippling Shot - Slows down target move speed
Improved Crippling Shot - Crippling Shot with higher movement speed reduction
Suppression Fire - Pushes targets in cone back
Improved Suppression Fire - Suppression Fire with increased cone area
Advanced Suppression Fire - Suppression Fire with largest cone area
Full Auto Area - AE cone attack
Improved Full Auto Area - Full Auto Area with increased damage
Charge Shot - Ranged attack with possible knockdown
Improved Charge Shot - Charge Shot with increased knockdown

Master Rifleman
Advanced Sniper Shot Advanced Startle Shot
Ranged Accuracy +30 Melee Defense +20
Ranged Speed +15 Ranged Defense +20
Sniping IV Concealment IV Counter-Sniping IV Rifle Abilities IV
Improved Sniper Shot Improved Conceal Shot Stun Recovery
Rifle Accuracy +5 Ranged Defense +15 Rifle Defense +5 Rifle Speed +10
Ranged Accuracy +20 Ranged Speed +5
Sniping III Concealment III Counter-Sniping III Rifle Abilities III
Advanced Head Shot Improve Startle Shot Improved Aim
Rifle Accuracy +5 Ranged Defense +10 Rifle Speed +10
Ranged Accuracv +15
Sniping II Concealment II Counter-Sniping II Rifle Abilities II
Mind Shot Conceal Shot Dizzy Recovery Blind Recovery
Rifle Accuracy +10 Ranged Defense +10 Rifle Defense +5 Rifle Speed +10
Ranged Accuracv +5
Sniping I Concealment I Counter-Sniping I Rifle Abilities I
Sniper Shot Cover Startle Shot Aim
Rifle Accuracy +5 Ranged Defense +10 Rifle Speed +5
Ranged Accuracv +5
Novice Rifleman
Improved Head Shot
Rifle Accuracy +20 Ranged Defense +10
Rifle Speed +10 Melee Defense +5

Primary Role: Long Range Damage Specialist
Secondary Role: Long Range Crowd Control (Position Control)
Offense: Very Strong (5)
Defense: Minimal (1)
Crowd Control: Moderate (3)

The Rifleman is the master of long distance damage. No opponent stands long against a Rifleman in his element. Rifleman have a few support abilities to help them in this role including abilities to conceal themselves and keep opponents at a distance for a short while. Once an opponent has closed the distance however the Rifleman is extremely vulnerable.

Abilities:
Mind Shot - Ranged attack that decreases Mind Ability points
Improved Head Shot - Higher damage Mind pool attack
Advanced Head Shot - Highest damage Mind pool attack
Conceal Shot - Shoot from cover without revealing self
Improved Conceal Shot - Conceal shot with increased damage
Startle Shot - Forces an opponent to move up a posture level
Improved Startle Shot - Startle Shot with increased damage
Advanced Startle Shot - Startle Shot with increased damage and short combat delay
Sniper Shot - Long setup, major damage dealing attack
Improved Sniper Shot - Sniper Shot with increased damage
Advanced Sniper Shot - Sniper Shot with increased damage and shorter setup time
Aim - Increases accuracy for short duration
Improved Aim - Aim with higher accuracy bonus and longer duration Cover - Hides the Rifleman from opponents (removes from radar)

Master Commando
Ranged Accuracy +20
Melee Accuracy +15 Melee Defense +20
Ranged Speed +15 Ranged Defense +15
Melee Speed +10
Field Tactics IV Heavy Support Tactics IV Flamethrower IV Acid Rifle Specialization IV
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Accuracy +5 Hvy Wpn Accuracy +10
Melee Defense +15 Hvy Wpn Accuracy +10 Hvy Wpn Speed +10 Hvy Wpn Speed +10
Melee Accuracy +5 Heavy Wpn Defense +10 Hvy Wpn Defense +10
Field Tactics III Heavy Support Tactics III Flamethrower III Acid Rifle Specialization III
Heavy Particle Beam Cannon
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Speed +10 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +10 Hvy Wpn Speed +5
Melee Accuracv +5
Field Tactics II Heavy Support Tactics II Flamethrower II Acid Rifle Specialization II
Heavy Acid Beam Cannon
Ranged Defense +5 Ranged Accuracy +10 Hvy Wpn Speed +5 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +5 Hvy Wpn Defense +5
Melee Accuracv +5
Field Tactics I Heavy Support Tactics I Flamethrower I Acid Rifle Specialization I
Grenades Lightning Beam Cannon Flamethrower Acid Rifle
Ranged Defense +5 Ranged Accuracy +5 Hvy Wpn Speed +5 Hvy Wpn Accuracy +5
Melee Defense +10 Hvy Wpn Accuracy +5 Hvy Wpn Defense +5 Hvy Wpn Defense +5
Melee Accuracv +5
Novice Commando
Commando Knife Launcher Pistol
Ranged Accuracy +10 Rocket Launcher
Melee Accuracy +10 Melee Defense +10
Ranged Speed +5 Ranged Defense +10
Melee Speed +5

Primary Role: Heavy Weapon Specialist Secondary Role: Medium Range Damage Specialist
Offense: Very Strong (5)
Defense: Moderate (3)
Crowd Control: Minimal (1)

The Commando is the master of Heavy Weapons. An entire line of unique heavy weapons is available in the Commando's arsenal. The Commando also receives many bonuses making them more proficient with standard weapons when combined with other profession skills. Whatever the damage dealing requirement the Commando has the answer.

Abilities:
Flame Thrower - Commando special weapon
Acid Rifle - Commando special weapon
Rocket Launcher - Commando special weapon
Launcher Pistol - Commando special weapon
Beam Rifle - Commando special weapon
Commando Knife - Commando special weapon
Grenades - Commando special weapons


Master Bounty Hunter
Advanced Fast Blast
Ranged Accuracy +15 Melee Defense +15
Ranged Speed +10 Ranged Defense +15
Investigation IV Carbine Specialization IV Pistol Specialization IV Rifle Specialization IV
Improved Spray Shot Imp. Confusion Shot Improved Eye Shot
Ranged Accuracy +5 Ranged Accuracy +5 Ranged Accuracy +5
Ranged Defense +5 Ranged Defense +5 Ranged Defense +10
Melee Defense +10 Melee Defense +10 Melee Defense +5
Investigation III Carbine Specialization III Pistol Specialization III Rifle Specialization III
Improved Fast Blast Imp- Underhand Shot Torso Shot
Ranged Speed +3 Ranged Speed +2 Ranged Speed +5
Ranged Defense +5 Ranged Defense +5 Ranged Defense +10
Melee Defense +10 Melee Defense +10 Melee Defense +5
Investigation II Carbine Specialization II Pistol Specialization II Rifle Specialization II
Spray Shot Confusion Shot Eye Shot
Ranged Accuracy +3 Ranged Accuracy +2 Ranged Accuracy +5
Ranged Defense +2 Ranged Defense +3 Ranged Defense +10
Melee Defense +5 Melee Defense +5
Investigation I Carbine Specialization I Pistol Specialization I Rifle Specialization I
Fast Blast Underhand Shot Light Lightning Cannon
Ranged Speed +3 Ranged Speed +2 Ranged Accuracy +5
Ranged Defense +2 Ranged Defense +3 Ranged Defense +10
Melee Defense +5 Melee Defense +5
Novice Bounty Hunter
Scatter Pistol
Ranged Accuracy +10 Ranged Defense +10
Ranged Speed +5 Melee Defense +10

Primary Role: One on One Combat Specialist
Secondary Role: Medium Range Tanking (Mitigation)
Offense: Strong (4)
Defense: Strong (4)
Crowd Control: Minimal (1)

The Bounty Hunter is the master of one on one combat. They specialize in hunting and destroying their targets. The Bounty Hunter's arsenal includes a fairly well rounded set of abilities covering both offensive and defensive abilities. Their only real weakness is that they really have no crowd control abilities.

Abilities:
Scatter Pistol - Bounty Hunter special weapon
Light Lightning Cannon - Bounty Hunter special weapon
Fast Blast - Multiple pool attack
Improved Fast Blast - Fast Blast with increased damage
Advanced Fast Blast - Fast Blast with highest damage
Spray Shot - Cone attack (requires automatic weapon)
Improved Spray Shot - Spray Shot with higher damage
Underhand Shot - Attack with possible knockdown
Improved Underhand Shot - Underhand Shot with higher knockdown chance
Confusion Shot - Attack with possible Stun & Dizzy
Improved Confusion Shot - Confusion Shot with higher chance to Stun & Dizzy
Eye Shot - Attack with chance to Blind
Improved Eye Shot - Eye Shot with high chance to Blind
Torso Shot - Targeted Health attack with minor bleed


Master Smuggler
Imp. Concussion Shot
Ranged Accuracy +15 Melee Defense +15
Ranged Speed +10 Ranged Defense +15
Underworld IV Slicing IV Dirty Fighting IV Spices IV
Last Ditch Stun Recovery
Ranged Accuracy +5 Unarmed Accuracy +15
Ranged Speed +5 Unarmed Speed +10
Ranged Defense +5 Melee Defense +5
Underworld III Slicing III Dirty Fighting III Spices III
Improved Panic Shot Low Blow
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Defense +5 Unarmed Speed +5
Melee Defense +5
Underworld II Slicing II Dirty Fighting II Spices II
Blind Recovery Dizzy Recovery
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Speed +5 Unarmed Speed +5
Ranged Defense +5 Melee Defense +5
Underworld I Slicing I Dirty Fighting I Spices I
Panic Shot Feign Death
Ranged Accuracy +5 Unarmed Accuracy +10
Ranged Defense +5 Unarmed Speed +5
Novice Smuggler
Needle Gun Concussion Shot
Ranged Accuracy +10 Melee Defense +10
Ranged Speed +5 Ranged Defense +10

Primary Role: Crowd Control Specialist
Secondary Hole: Medium Range Damage Dealer
Offense: Moderate (3)
Defense: Minimal (1)
Crowd Control: Very Strong (5)

All's fair in love and war is the motto most Smugglers live by. Smugglers use what is generally perceived as dirty fighting to keep their targets off balance while the Smuggler defeats them. Smugglers have very low defensive ability and only moderate offensive ability, but when combined with their unique fighting style they can comfortably hold their own.

Abilities:
Needle Gun - Smuggler special weapon~
Concussion Shot - Stops target's movement and attack for duration or until target is hit
Improved Concussion Shot - Concussion Shot with longer delay Panic Shot - Delay's target attack queue
Improved Panic Shot - Panic Shot with longer delay
Low Blow - Guaranteed knockdown plus combat ability slow
Last Ditch - High damage last chance attack (damage proportional to current health)




Master Squad Leader
Ranged Accuracy +15 Ranged Defense +20
Ranged Speed +10 Melee Defense +20
Mobility IV Strategy IV Leadership IV Tactics IV
Inspiration Imp. Point Blank Area
Ranged Defense +15 Ranged Accuracy +5
Melee Defense +15 Ranged Speed +5
Mobility III Strategy III Leadership III Tactics III
Retreat Volley Fire
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10 Ranged Speed +5
Mobility II Strategy II Leadership II Tactics II
Boost Morale Rally
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10
Mobility I Strategy I Leadership I Tactics I
Steady Aim Improved Assist Point Blank Area
Ranged Defense +10 Ranged Accuracy +5
Melee Defense +10
Novice Squad Leader
Automatic Pistol Group Message
Ranged Accuracy +10 Ranged Defense +10
Ranged Speed +5 Melee Defense +10

Primary Role: Group Enhancement Specialist
Secondary Role: Medium Range Combatant
Offense: Moderate (3)
Defense: Moderate (3)
Crowd Control: Moderate (3)

A Squad Leader's power shows through the bonuses they are able to bring to their group members. Squad Leaders have many various abilities to improve the coordination and effectiveness of their group. Even outside of a group the Squad Leader is a decent combatant, but their offensive and defensive capabilities are only average with no special abilities setting them aside.

Abilities:
Automatic Pistol - Squad Leader special weapon
Point Blank Area - AE cone attack with no close range penalties. (Requires automatic weapon)
Improved Point Blank Area - Point Blank Area with increased damage Group Message - Sends system message to all group members Steady Aim -Improves group accuracy
Volley 'Fire - Designate a called target visually, grants accuracy & damage bonus
Improved Assist - Accuracy bonus for assisting through a Squad Leader Boost Morale - Clears most negative combat states from group members Inspiration - Gives ability regeneration boost
Rally - Group defense & accuracy bonus
Retreat - Group Burst Run






Master Combat Medic
Ranged Defense +15
Melee Defense +15
Ranged Healing Distance IV Ranged Healing Speed IV Combat Medicine Crafting IV Combat Medic Support IV
Melee Defense +5 Ranged Defense +5 Ranged Defense +5
Melee Defense +5
Ranged Healing Distance III Ranged Healing Speed III Combat Medicine Crafting III Combat Medic Support III
Ranged Defense +5 Melee Defense +5 . Ranged Defense +5
Melee Defense +5
Ranged Healing Distance II Ranged Healing Speed II Combat Medicine Crafting II Combat Medic Support II
Melee Defense +5 Ranged Defense +5 Melee Defense +5
Ranged Healing Distance I Ranged Healing Speed I Combat Medicine Crafting I Combat Medic
Ranged Defense +5 Melee Defense +5 Ranged Defense +5
Novice Combat Medic
Ranged Defense +10
Melee Defense +10

Primary Role: Medical Combatant
Secondary Role: Combat Healing
Offense: Strong (4)
Defense: Weak (2)
Crowd Control: Moderate (3)

Combat Medics are the natural progression of Medics into the combat field. Their medical expertise turned to the goal of eliminating the enemy culminated in the creation of powerful medical weaponry that can quickly leave opponents crippled and powerless. They also have the ability to competently heal their allies while in the thick of battle.

Core Abilities:
Poison - Poisons targets
Disease - Diseases targets
Ranged Healing - Heal target from a distance
Area Healing - Heal a group of targets


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