Bounty Hunter Powertechs have many different skills that they can use for tanking and for DPS. I will be listing all of the skills available and discribe what each of these skills do.
| Armor Proficiency: Heavy | Able to equip heavy combat armor.
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| Armor Proficiency: Medium | Able to equip medium-weight armor. | ||||
| Explosive Round | 3 AP | 30m | Fires a heavy round that deals (LvlRankDmgAmnt * 0.12 + SpellPower * 1.33) - (LvlRankDmgAmnt * 0.126 + SpellPower * 1.23) kinetic damage to the primary target and (LvlRankDmgAmnt * 0.015 + SpellPower * 0.17) - (LvlRankDmgAmnt * 0.019 + SpellPower * 0.17) kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground. | ||
| Fortification | 30m | 6 secs | Increases the target's Endurance by 5% for 60 minutes. If the target is a party member, all other party members are also affected. | ||
| Hammer Shot | 30m | Fires a series of hammering shots that deals weapon damage to the target. | |||
| Holoconference | 0.5 secs | Establish a holoconference with your groupmates. Can only be used when one of your groupmate has initiated a conversation you are eligible to join. Does not work in phases. | |||
| Quick Travel | Takes you to a discovered bind point of your choosing. Not usable in combat. | ||||
| Weapon Proficiency: Blaster Rifle | Able to equip blaster rifles, carbines, and repeaters. | ||||
| Stockstrike | 2 AP | 4m | 9 secs | Strikes the target with the butt of the rifle, dealing (LvlRankDmgAmnt * 0.17 + SpellPower * 1.82) - (LvlRankDmgAmnt * 0.194 + SpellPower * 1.82) kinetic damage. | |
| Full Auto | 2 AP | 30m | 15 secs | Fires a continuous stream of bolts that deals (LvlRankDmgAmnt * 0.105 + WeaponDamage * 1.05) weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. | |
| Plasma Cell | Loads your rifle with a plasma powercell, giving all of your rifle attacks a 10% chance to deal ((LvlRankDmgAmnt * 0.034 + SpellPower * 0.34) * 3) additional elemental damage over 6 seconds. Only one cell can be active at a time. | ||||
| Sticky Grenade | 2 AP | 30m | 15 secs | Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals (LvlRankDmgAmnt * 0.141 + SpellPower * 1.61) - (LvlRankDmgAmnt * 0.181 + SpellPower * 1.61) kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. | |
| High Impact Bolt | 2 AP | 30m | 15 secs | Fires a very powerful round at the target, dealing (LvlRankDmgAmnt * 0.19 + WeaponDamage * 1.9) weapon damage. Only usable against incapacitated targets and targets suffering from periodic damage. | |
| Pulse Cannon | 3 AP | 18 secs | Sprays waves of ionizing energy at targets in a 10-meter cone, dealing ((LvlRankDmgAmnt * 0.096 + SpellPower * 0.96) * 3) elemental damage over the duration. | ||
| Tenacity | 120 secs | Removes all incapacitating and movement-impairing effects. | |||
| Mortar Volley | 3 AP | 30m | 60 secs | Launches a volley of mortar shells at the target area, dealing ((LvlRankDmgAmnt * 0.128 + SpellPower * 1.58) * 4) - ((LvlRankDmgAmnt * 0.188 + SpellPower * 1.58) * 4) kinetic damage to up to 5 targets within 8 meters over the duration. Standard and weak targets are knocked down by the blasts. | |
| Cryo Grenade | 1 AP | 30m | 60 secs | Hurls a cryo grenade that freezes the target, stunning it for 4 seconds. | |
| Reactive Shield | 120 secs | Reduces all damage taken by X% for 12 seconds. | |||
| Sprint | Increase movement speed by 35% while not in combat. | ||||
| No Retreat | 1200 secs | Finishes the cooldown on Cryo Grenade and restores 2% of maximum health to you and your companion every 3 seconds. Requires an active companion. Usable while in combat. Lasts 1 minute. | |||
| Speeder Piloting | Able to ride speeder bikes. | ||||
| Adrenaline Rush | 180 secs | Restores 15% of maximum health over 10 seconds. | |||
| Blitz | 4m | 45 secs | Bashes the target, dealing (LvlRankDmgAmnt * 0.315 + SpellPower * 3.25) - (LvlRankDmgAmnt * 0.335 + SpellPower * 3.25) kinetic damage to weak and standard targets or (LvlRankDmgAmnt * 0.224 + SpellPower * 2.34) - (LvlRankDmgAmnt * 0.244 + SpellPower * 2.34) kinetic damage to strong targets. Only usable on incapacitated targets. | ||
| Stealth Scan | 30m | 20 secs | Fires off probes that scan the area for stealthed opponents. The probes last for 10 seconds. | ||
| Reserve Powercell | 120 secs | Your next ability's energy cell cost is reduced by 100%. Effect lasts 15 seconds. | |||
| Energy Blast | 10m | 15 secs | Fires a shot that deals (LvlRankDmgAmnt * 0.093 + SpellPower * 1.13) - (LvlRankDmgAmnt * 0.133 + SpellPower * 1.13) elemental damage and generates 1 energy cell. | ||
| Fire Pulse | 1 AP | 10m | 15 secs | Emits a fiery pulse wave, dealing (LvlRankDmgAmnt * 0.129 + SpellPower * 1.59) - (LvlRankDmgAmnt * 0.189 + SpellPower * 1.59) elemental damage to the target. | |
| Gut | 2 AP | 4m | Guts the target with a knuckle-plate vibroblade, dealing (LvlRankDmgAmnt * 0.077 + SpellPower * 0.97) - (LvlRankDmgAmnt * 0.117 + SpellPower * 0.97) kinetic damage and causing the target to bleed for ((LvlRankDmgAmnt * 0.0234 + SpellPower * 0.234) * 5) internal damage over 15 seconds. | ||
| Hold the Line | 30 secs | Grants 8 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 30%. | |||
| Smoke Grenade | 60 secs | Throws a smoke grenade at your feet that releases a large cloud of smoke, causing nearby enemies to have their accuracy with ranged and melee attacks lowered by 20% for 18 seconds. | |||
| Storm | 30m | 15 secs | Storms up to a distant target, dealing (LvlRankDmgAmnt * 0.114 + SpellPower * 1.14) kinetic damage, interrupting the target's current action and immobilizing the target for 3 seconds. Cannot be used against targets in cover. | ||
| Armor Proficiency: Shield Generator | Able to equip a personal shield generator in your off-hand. | ||||
| Ion Pulse | 2 AP | 10m | Fires an ion pulse at the target, dealing (LvlRankDmgAmnt * 0.086 + SpellPower * 1.07) - (LvlRankDmgAmnt * 0.126 + SpellPower * 1.07) elemental damage. | ||
| Guard | 30m | Guards the target while it remains within 15 meters. While active, the target takes 5% less damage and generates 25% less threat. In addition, 50% of all incoming damage from enemy players is transferred back to you. Requires Ion Cell. | |||
| Ion Cell | Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. | ||||
| Neural Jolt | 30m | 15 secs | Shocks the target at long range, taunting it to attack. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds. | ||
| Riot Strike | 1 AP | 4m | 8 secs | Interrupts the target's current action and prevents that ability from being used for the next 4 seconds. | |
| High Energy Cell | Loads your rifle with a high-energy powercell. While active, all internal and elemental damage dealt is increased by X%. Only one cell can be active at a time. | ||||
| Harpoon | 30m | 45 secs | Fires a harpoon line that pulls the target to your location and generates a high amount of threat. Cannot be used on targets in cover. | ||
| Explosive Surge | 3 AP | Emits an explosive surge, dealing (LvlRankDmgAmnt * 0.051 + SpellPower * 0.71) - (LvlRankDmgAmnt * 0.091 + SpellPower * 0.71) elemental damage to up to 5 enemies within 5 meters. | |||
| Sonic Round | 30m | 45 secs | Fires a sonic round that taunts your target and all nearby targets to attack for 6 seconds. Enemy players have their damage reduced for 6 seconds unless they attack you. | ||
| Neural Surge | 1 AP | 45 secs | Stuns up to 5 enemies within 8 meters for 2.5 seconds. | ||
| Battle Focus | 120 secs | Increases ranged and tech critical hit chance by 25% for 15 seconds. |
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