Powertech Advanced Prototype Basics Guide

Advanced Prototype

When stalking dangerous prey, a selection of powerful, high-tech armaments can be a hunter’s best friend. The Advanced Prototype Powertech’s thermal detonators, gauntlet blades and magnetized bracers devastate their intended target while ensuring the Powertech remains on the bleeding edge of any engagement.

  • Role: Damage
  • Type: Burst Damage
  • Weapon: Blaster Pistol
  • Distance: Short Range
  • Mirror: Vanguard – Tactics

Advanced Prototype for New Players

  • Advanced Prototype is very mobile and very easy to jump and move around with while playing.
  • It is a short-range class as you need to occasionally be within stabbing distance, but you can use many of your abilities even if you are farther away, making it easy to hit enemies even if you are not very coordinated when it comes to making your way to your enemy.
  •  All but one of your abilities can just be used right away, you don’t need to activate them first in any way.
  • Advanced Prototype for me was not too hard to learn – it has a few more steps and things to watch for compared to Pyrotech, but wasn’t too bad!
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How to play a Advanced Prototype Powertech

You can start playing Advanced Prototype at level 1. To start playing Advanced Prototype, you will need to first create a Powertech character, which can be played by Troopers, Bounty Hunters, Smugglers or Imperial Agents.

Once you are ingame, press K on your keyboard to open the Combat Style tab, and choose Advanced Prototype from the three options. This choice is not permanent, you will be able to switch between all three options by finding a rest location like a cantina.

Updated for 7.2!

Below Level 80

Below Level 80

If you are below level 80, there are no true guides available to tell you what specific abilities you should be using, because the ideal rotation would change every level.

Instead, you can use this guide to figure out which of your abilities are attacks, which are defensive, and which are just useful.

Level 80

5 Ability Basic Rotation

Not quite ready to learn all your abilities yet? Use this quick 5-ability rotation for the Advanced Prototype until you’re ready to read and learn from a true level 80 guide.

  • Retractable Blade helps your target take more damage from the rest of your attacks via passives and does constant damage. Lasts for 18 seconds and can be refreshed by other moves so don’t spam it! Just set it once and forget it.
  • Rocket Punch does a ton of damage and can make Rail Shot available. Has a shorter range and longer cooldown than most other stuff, so remember to run in really close for it.
  • Rail Shot should only be used when it’s glowing. Glowing Rail Shot is free and will keep your Retractable Blade effect on the target so you don’t need to re-apply Retractable Blade.
  • Magnetic Blast has a chance of making Rail Shot be useable and glow, so use Magnetic Blast whenever you have nothing else left.
  • Energy Burst, your heaviest hitting ability that should only be used when it’s glowing, which happens you build up 4 Energy Lodes from Rail Shot usages. As soon as you see it glow, use it immediately!
  • Rail Shot can be made to glow every three abilities – so remember use two abilities, then use Rocket Punch or Magnetic Blast to make Rail Shot glow. 1, 2, Punch, Rail shot!

Multiple Enemies 

  • Use Deadly Onslaught to do tons of damage to up to 8 targets. It can be very expensive heat-wise, but well worth it in large packs of enemies.
  • Your next biggest area attack is Shatter Slug. Shorter range and a long-ish cooldown, think of it like your Rocket Punch for 3+ enemies.
  • Flame Sweep is spam-able, and can set you up for more Rail Shots, meaning you can build Energy Lodes  even while doing area damage! Use this when the other two are used up.

Extra Tips

  • Use Vent Heat to get heat down when you run extremely high. This may happen due to using magnetic blast too much.
  • You will run out of heat fast – so alternate in Rapid Shots instead of Magnetic Blast early on in your “1,2,3, rail shot” pattern to reduce heat.
  • Have time before the fight? Use your regeneration ability Recharge and Reload early to make Energy Burst glow and be useable early!
  • Feeling spicy? Use your Power Yield and Explosive Fuel to give yourself 4 Energy Loads immediately and make you do more damage! Remember to use this when you’re at ZERO Energy Lodes. Extra Lodes will be wasted upon hitting 4, so try to time this for right after your first Energy Burst.
  • Feeling EXTRA spicy? Use your orange Shoulder Cannon to do burst damage. It doesn’t respect the global cooldown, so keep it on a spam-able key and do it alongside everything else!

This is what your Energy Lodes look like – they are a buff that looks like a red eyeball, and you are trying to build them up to 4. Only more advanced players need to watch them – otherwise just look for Power Lode when it’s sparkling!

Level 80 Gear Recommendations
More Information:
Level 80 In-Depth Community Guides

Ready to learn more about your class, and how to play at a higher skill level? These guides by other players break down your class's abilities and your full rotation!

Guides

Attacks

  • Rapid Shots - Basic AttackLevel 1
  • Rocket Punch - AttackLevel 1
  • Flame Burst - AttackLevel 1
  • Rail Shot - AttackLevel 4
  • Flame Sweep - Area AttackLevel 7
  • Retractable Blade - AttackLevel 15
  • Deadly Onslaught - Area AttackLevel 19
  • Energy Burst - AttackLevel 35
  • Thermal Detonator - AttackLevel 47
  • Shatter Slug - Area AttackLevel 50
  • Shoulder Cannon - AttackLevel 60
  • Magnetic Blast - AttackLevel 60 REPLACES Flame Burst at Level 60+

Multiple Enemy Attack Abilities

These Advanced Prototype attacks are useful for attacking groups of enemies.

  • Flame Sweep - Area AttackLevel 7
  • Deadly Onslaught - Area AttackLevel 19
  • Shatter Slug - Area AttackLevel 50
  • Carbonize - Area StunLevel 56

Buffs

You can combine your Advanced Prototype buffs with your attacks to create powerful combinations.

  • Hunter's Boon - Passive Class BuffLevel 1
  • Vent Heat - BuffLevel 13
  • Power Yield - BuffLevel 15
  • Explosive Fuel - BuffLevel 40

Defensive & Healing Abilities

Use these abilities to help yourself stay alive. The Powertech has these defensive and healing abilities and you'll want to know where they are in a difficult fight.

  • Energy Shield - DefensiveLevel 17
  • Kolto Overload - DefensiveLevel 32

Useful Abilities

These abilities may not be directly for attacking, but they are used heavily by skilled Powertechs in combat to turn the tide of a fight.

  • Recharge and Reload - Regeneration - Regain health out of battle.Level 1
  • Determination - Stun Break - If you are stunned and can’t move, you can use this ability to unstun yourself.Level 10
  • Quell - Interrupt - Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!Level 12
  • Grapple - Pull - Pull an enemy to you. Doesn't work on stronger enemies.Level 25
  • Jet Charge - Optional Leap Level 27 Option 2/3 - Jump to a faraway enemy.Level 27
  • Sonic Missile - Detaunt - Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.Level 31
  • Terminator Droid - Optional Detection Level 43 Option 3/3 - Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.Level 43
  • Carbonize - Area Stun - Stun many enemies to keep them out of the fight temporarily.Level 56
  • Hydraulic Overrides - Optional Movement Level 68 Option 2/3 - Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.Level 68
  • Electro Dart - Optional Stun Level 68 Option 3/3 - You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.Level 68

Tree Choices

As you level up, you will be able to make choices about how you play your Advanced Prototype Powertech with the Ability Tree, which can be opened with the K key on your keyboard. If you do not choose one, a default option will be chosen for you.

You will have eight choices to make as you level up, at levels 23, 27, 39, 43, 51, 64, 68 and 73. All of these Ability Tree choices are not permanent choices and can be changed later. If you are following a Level 80 guide on how to play your Advanced Prototype Powertech, you will need to make sure to choose the same options as they have. You may not have the same choices chosen as a friend who is also playing a Advanced Prototype Powertech.

Solo 'Single Enemy' Suggestions
73
68
64
51
43
39
27
23
Solo 'Many Enemies' Suggestions
73
68
64
51
43
39
27
23
Flashpoint Suggestions
73
68
64
51
43
39
27
23
Operation Suggestions
73
68
64
51
43
39
27
23

Level 23 Choice: Retractable Blade Change

Choose from one of three ways that you want Retractable Blade to change at level 23. Your options are Retracted Refresh, Jugular, and Easy Prey.

Retractable Blade

Plunges a retractable blade into the target that deals kinetic damage and causes the target to bleed for internal damage over 18 seconds.

Retracted Refresh

When the bleed effect from Retractable Blade is refreshed, you deal additional damage to 4 targets within 5 meters.

When the bleed effect from Retractable Blade is refreshed, you deal additional damage to 4 targets within 5 meters.

Jugular

When the bleed effect from Retractable Blade is refreshed, the target takes bonus kinetic damage.

When the bleed effect from Retractable Blade is refreshed, the target takes bonus kinetic damage.

Easy Prey

When Retractable Blade ticks, you gain a stack of Easy Prey. Each stack increases the damage done by your next initial hit with Retractable Blade by 25%. Max stacks 4. This effect can only occur once every 3 seconds.

When Retractable Blade ticks, you gain a stack of Easy Prey. Each stack increases the damage done by your next initial hit with Retractable Blade by 25%. Max stacks 4. This effect can only occur once every 3 seconds.

Multi-Enemy Solo Suggestion: Retracted Refresh - Retractable Blade is refreshed pretty often - this choice is great for pulling whole rooms while leveling.

Solo Single-Strong-Enemy Suggestion: Jugular - Advanced Prototypes excel at single target burst. Taking Jugular will make your rail shot hit harder so long as you're doing it on a target with Retractable Blade. So remember to do Retractable Blade once, then refresh it with rail shots whenever you can!

Flashpoint Suggestion: Jugular - Advanced Prototypes excel at single target burst. Taking Jugular will make your rail shot hit harder so long as you're doing it on a target with Retractable Blade. So remember to do Retractable Blade once, then refresh it with rail shots whenever you can!

Operation Suggestion: Jugular - Advanced Prototypes excel at single target burst. Taking Jugular will make your rail shot hit harder so long as you're doing it on a target with Retractable Blade. So remember to do Retractable Blade once, then refresh it with rail shots whenever you can!

Level 27 Choice

Choose from one of three Powertech abilities at Level 27, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 27 choice are Manhunter, Jet Charge, and Reel and Rattle.

Manhunter

Grapple gets two charges and finishes the cooldown of Rocket Punch.

Grapple gets two charges and finishes the cooldown of Rocket Punch.

Jet Charge

Jet to a distant target dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.

Jump to a faraway enemy.

Reel and Rattle

Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch against the pulled target to deal 20% additional kinetic damage and stun the target for 3 seconds. This effect lasts for 6 seconds.

Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch against the pulled target to deal 20% additional kinetic damage and stun the target for 3 seconds. This effect lasts for 6 seconds.

General Suggestion: Jet Charge - Taking Jet Charge and adding a leap to your Powertech makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Grapple - which would generate high threat.

Level 39 Choice: Energy Burst Change

Choose from one of three ways that you want Energy Burst to change at level 39. Your options are Power Burst, Heat Zone, and Lingering Heat.

Energy Burst

Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once. Applies Energy Burn, dealing damage over 3 seconds.

Power Burst

Energy Burst grants you Power Burst, increasing the damage of Flame Burst or Thermal Detonator by 4% per Energy Lode. Max stacks grant a 16% damage increase to Flame Burst and Thermal Detonator.

Energy Burst grants you Power Burst, increasing the damage of Flame Burst or Thermal Detonator by 4% per Energy Lode. Max stacks grant a 16% damage increase to Flame Burst and Thermal Detonator.

Heat Zone

When Energy Burst deals damage to a target, it hits up to 3 additional targets with Energy Burst's initial damage within 5 meters.

When Energy Burst deals damage to a target, it hits up to 3 additional targets with Energy Burst's initial damage within 5 meters.

Lingering Heat

Energy Burst applies an additional burn dealing elemental damage over 12 seconds.

Energy Burst applies an additional burn dealing elemental damage over 12 seconds.

Solo Single-Strong-Enemy Suggestion: Power Burst - When you first get access to this choice, it only buffs the damage of your next Flame Burst. But at level 47 when you learn Thermal Detonator, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your detonator on to something with higher HP remaining - it takes a few seconds to explode. If you find your detonators exploding late often, Lingering Heat is a good choice for extra damage over time as well.

Flashpoint Suggestion: Power Burst - When you first get access to this choice, it only buffs the damage of your next Flame Burst. But at level 47 when you learn Thermal Detonator, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your detonator on to something with higher HP remaining - it takes a few seconds to explode. If you find your detonators exploding late often, Lingering Heat is a good choice for extra damage over time as well.

Operation Suggestion: Power Burst - When you first get access to this choice, it only buffs the damage of your next Flame Burst. But at level 47 when you learn Thermal Detonator, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your detonator on to something with higher HP remaining - it takes a few seconds to explode. If you find your detonators exploding late often, Lingering Heat is a good choice for extra damage over time as well.

Multi-Enemy Solo Suggestion: Heat Zone - Another choice great for those groups of 3-4 enemies you typically fight through while leveling through story.

Level 43 Choice

Choose from one of three Powertech abilities at Level 43, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 43 choice are Advanced Yield, Advanced Shielding, and Terminator Droid.

Advanced Yield

Increases the range of Flame Burst, Magnetic Blast, Shatter Slug, Deadly Onslaught, Energy Burst, and Rail Shot to 15 meters. In addition, Retractable Blade ticks decrease the cooldown of Power Yield by 1 second. This effect can occur once every 10 seconds.

Increases the range of Flame Burst, Magnetic Blast, Shatter Slug, Deadly Onslaught, Energy Burst, and Rail Shot to 15 meters. In addition, Retractable Blade ticks decrease the cooldown of Power Yield by 1 second. This effect can occur once every 10 seconds.

Advanced Shielding

When activating Energy Shield you gain Advanced Shielding, making your next Kolto Overload heal up to 45% health or your next Power Yield last for 15 seconds.

When activating Energy Shield you gain Advanced Shielding, making your next Kolto Overload heal up to 45% health or your next Power Yield last for 15 seconds.

Terminator Droid

Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.

Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.

General Suggestion: Advanced Yield - Advanced Yield increases the range on pretty much all your main attacks except for Rocket Punch, making it very easy to deal damage from mid-range on your powertech without having to stay on top of your target so much. The refreshing effect on Power Yield from Retractable Blade also makes this the best damage option for longer fights!

Level 51 Choice

Choose from one of three Powertech abilities at Level 51, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 51 choice are Pyro Shield, Gyroscopic Alignment Jets, and Iron Will.

Pyro Shield

When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

Gyroscopic Alignment Jets

You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

Iron Will

Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.

Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.

General Suggestion: Pyro Shield - Choose Pyro Shield to do some free damage to your enemy every time you get hit!

Level 64 Choice

Choose from one of three Powertech abilities at Level 64, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 64 choice are Reflective Armor, Hitman, and Suppressive Tools.

Reflective Armor

When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

Hitman

Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

Suppressive Tools

Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.

Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.

General Suggestion: Hitman - The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage.

Level 68 Choice

Choose from one of three Powertech abilities at Level 68, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 68 choice are Shield Cannon, Hydraulic Overrides, and Electro Dart.

Shield Cannon

Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.

Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.

Hydraulic Overrides

Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.

Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.

Electro Dart

Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

General Suggestion: Hydraulic Overrides - All three choices here are good, but Hydraulic Overrides should be your default to help make powertech feel a little more mobile. If extra survivability is needed, swap to Shield Cannon, and Electro Dart is a great 4 second stun if your enemies aren't immune to such effects.

Level 73 Choice

Choose from one of three Powertech abilities at Level 73, you can only have one of these options at any given time. Your options as a Advanced Prototype Powertech for the Level 73 choice are Enhanced Paralytics, Sonic Rebounder, and Efficient Suit.

Enhanced Paralytics

Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.

Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.

Sonic Rebounder

Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Efficient Suit

Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.

Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.

Operation Suggestion: Sonic Rebounder - Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Style!

Solo Single-Strong-Enemy Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

Multi-Enemy Solo Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

Flashpoint Suggestion: Efficient Suit - Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

All Abilities

All your abilities for the Advanced Prototype Powertech.

LvlIconAbility
LvL1
Recharge and ReloadRegeneration

Regenerates health and vents heat while channeling. Not usable in combat.

Regain health out of battle.

LvL1
Rapid ShotsBasic Attack 30m (long range)

Fires a quick stream of bolts, causing weapon damage.

Fires a quick stream of bolts, causing weapon damage.

LvL1
Rocket PunchAttack 4m (melee range)

Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage.

Engages the jetpack, allowing you to strike the target with a heavy punch that deals kinetic damage.

LvL1
Hunter's BoonPassive Class Buff

Increases Endurance by 5%.

Increases Endurance by 5%.

LvL1
Combustible Gas CylinderPassive

Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

Ranged weapon attacks have a 30% chance to deal additional elemental damage over 6 seconds. This effect cannot occur more than once per second.

LvL1
PowerlodeHidden Passive

Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode.

Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode.

LvL1
Power BracerHidden Passive

Increases the damage dealt by Rocket Punch, Rail Shot, Magnetic Blast, Flame Burst, Flame Sweep, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Increases the damage you deal to bleeding targets by 5% and further increases all energy and kinetic damage dealt by 2%.

Increases the damage dealt by Rocket Punch, Rail Shot, Magnetic Blast, Flame Burst, Flame Sweep, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Increases the damage you deal to bleeding targets by 5% and further increases all energy and kinetic damage dealt by 2%.

LvL1
Flame BurstAttack 10m (short range)

Fires a burst of flame at the target that deals elemental damage.

Fires a burst of flame at the target that deals elemental damage.

LvL4
Rail ShotAttack 10m (short range)

Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.

Fires a very powerful shot at the target that deals weapon damage. Only usable against incapacitated targets or targets suffering from periodic damage. Deals additional damage if dual wielding.

LvL7
Flame SweepArea Attack 5m (melee range)

Torches up to 8 targets within 5 meters for elemental damage.

Torches up to 8 targets within 5 meters for elemental damage.

LvL10
DeterminationStun Break

Purges all incapacitating and movement-impairing effects.

If you are stunned and can’t move, you can use this ability to unstun yourself.

LvL12
QuellInterrupt 4m (melee range)

Interrupts the target's current action and prevents that ability from being used for the next 4 seconds.

Every class has an interrupt ability that allows them to interrupt an enemy while they are casting. Enemy castbars that fill up from left to right are called casts and can be interrupted and the ability will be stopped, but castbars that go from right to left deal damage the entire time they are channeling. Using your interrupt in combat is very useful as it can prevent the enemy from damaging you, or sometimes even prevent them from stunning you or knocking you back!

LvL13
Vent HeatBuff

Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it.

Your next ability generates no heat, and you vent 50 heat over 3 seconds after using it.

LvL15
Retractable BladeAttack 4m (melee range)

Plunges a retractable blade into the target that deals kinetic damage and causes the target to bleed for internal damage over 18 seconds.

Plunges a retractable blade into the target that deals kinetic damage and causes the target to bleed for internal damage over 18 seconds.

LvL15
Power YieldBuff

Applies 5 stacks of Power Yield to you, each stack increases your armor by 40% and your damage done by 2% for 10 seconds. In addition, Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. This effect can occur once every 2 seconds.

Applies 5 stacks of Power Yield to you, each stack increases your armor by 40% and your damage done by 2% for 10 seconds. In addition, Energy Burst's critical hit chance is increased by 100%. Power Yield instantly builds 4 Energy Lodes and getting critically hit while under Power Yield builds an Energy Lode. This effect can occur once every 2 seconds.

LvL15
High Energy Gas CylinderPassive

Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 5%. Replaces Combustible Gas Cylinder.

Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 5%. Replaces Combustible Gas Cylinder.

LvL17
Energy ShieldDefensive

Increases damage reduction by 25% for 15 seconds.

Increases damage reduction by 25% for 15 seconds.

LvL19
Deadly OnslaughtArea Attack 10m (short range)

Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving.

Unleashes a rapid onslaught of ordnance dealing kinetic damage and elemental damage to up to 8 enemies in the targeted area while generating 30 heat over the duration of the channel. Standard and weak targets are knocked down by the blasts. Can be used while moving.

LvL23
Neural DartTaunt 30m (long range)

Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds.

Fires a neural dart that taunts the target, forcing it to attack you. Player targets deal 30% less damage when attacking anyone other than you. Effect lasts 6 seconds.

LvL23
Retracted RefreshOptional Passive Level 23 Option 1/3

When the bleed effect from Retractable Blade is refreshed, you deal additional damage to 4 targets within 5 meters.

When the bleed effect from Retractable Blade is refreshed, you deal additional damage to 4 targets within 5 meters.

Solo Many-Enemy Suggestion: Retractable Blade is refreshed pretty often - this choice is great for pulling whole rooms while leveling.

LvL23
JugularOptional Passive Level 23 Option 2/3

When the bleed effect from Retractable Blade is refreshed, the target takes bonus kinetic damage.

When the bleed effect from Retractable Blade is refreshed, the target takes bonus kinetic damage.

General Suggestion: Advanced Prototypes excel at single target burst. Taking Jugular will make your rail shot hit harder so long as you're doing it on a target with Retractable Blade. So remember to do Retractable Blade once, then refresh it with rail shots whenever you can!

LvL23
Easy PreyOptional Passive Level 23 Option 3/3

When Retractable Blade ticks, you gain a stack of Easy Prey. Each stack increases the damage done by your next initial hit with Retractable Blade by 25%. Max stacks 4. This effect can only occur once every 3 seconds.

When Retractable Blade ticks, you gain a stack of Easy Prey. Each stack increases the damage done by your next initial hit with Retractable Blade by 25%. Max stacks 4. This effect can only occur once every 3 seconds.

LvL23
Blood TrackerPassive

Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.

Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.

LvL25
GrapplePull 10-40m

Fires a grapple line that pulls the target to the Powertech and generates a high amount of threat. Targets are immobilized for 3 seconds. Cannot be used on targets in cover.

Pull an enemy to you. Doesn't work on stronger enemies.

LvL27
Close and PersonalPassive

Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.

Increases the duration of Energy Shield by 3 seconds. In addition, suffering direct damage from area attacks vents 2 heat and heals you for 2.5% of your total health. This effect cannot occur more than once every 3 seconds.

LvL27
ManhunterOptional Passive 10-30m Level 27 Option 1/3

Grapple gets two charges and finishes the cooldown of Rocket Punch.

Grapple gets two charges and finishes the cooldown of Rocket Punch.

LvL27
Jet ChargeOptional Leap Level 27 Option 2/3

Jet to a distant target dealing kinetic damage, interrupting the target's current action and immobilizing the target for 2 seconds. Cannot be used against targets in cover. Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.

Jump to a faraway enemy.

General Suggestion: Taking Jet Charge and adding a leap to your Powertech makes you 100% more mobile and this one can be re-cast right away for additional damage! This also has an added benefit of not being a passive that relies on Grapple - which would generate high threat.

LvL27
Reel and RattleOptional Passive Level 27 Option 3/3

Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch against the pulled target to deal 20% additional kinetic damage and stun the target for 3 seconds. This effect lasts for 6 seconds.

Grapple deals tech damage to pulled targets and grants Reel and Rattle, causing your next Rocket Punch against the pulled target to deal 20% additional kinetic damage and stun the target for 3 seconds. This effect lasts for 6 seconds.

LvL31
Sonic MissileDetaunt 30m (long range)

Fires a sonic missile, immediately reducing threat towards all current enemies by a moderate amount. Player targets deal 30% less damage for 6 seconds when attacking anyone other than you.

Your detaunt ability will cause enemies to lose interest in your character, at least for a short time. This is most useful if you're getting attacked during group fights when your tank is supposed to be taking the damage, or when your companion is set to tank.

LvL32
Kolto OverloadDefensive

Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered.

Applies a Health Monitor that lasts up to 60 seconds, which triggers an Kolto Overload when your health is reduced to 35% or less. Once triggered, Kolto Overload rapidly heals you up to 35% of your max health for 8 seconds but will not exceed 35% of your max health. Does not go on cooldown until Health Monitor is triggered.

LvL35
Energy BurstAttack 10m (short range)

Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once. Applies Energy Burn, dealing damage over 3 seconds.

Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once. Applies Energy Burn, dealing damage over 3 seconds.

LvL35
Energy BurnHidden Passive

Energy Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates one stack.

Energy Burst causes the target to burn for elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed generates one stack.

LvL35
Sonic DefenseHidden Passive

Activating Sonic Missile increases your defense chance by 30% for 6 seconds.

Activating Sonic Missile increases your defense chance by 30% for 6 seconds.

LvL35
Prototype ArmorPassive

Taking critical damage grants Prototype Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. In addition, activating Sonic Missile increases your defense chance by 30% for 6 seconds.

Taking critical damage grants Prototype Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times. In addition, activating Sonic Missile increases your defense chance by 30% for 6 seconds.

LvL39
Power BurstOptional Passive Level 39 Option 1/3

Energy Burst grants you Power Burst, increasing the damage of Flame Burst or Thermal Detonator by 4% per Energy Lode. Max stacks grant a 16% damage increase to Flame Burst and Thermal Detonator.

Energy Burst grants you Power Burst, increasing the damage of Flame Burst or Thermal Detonator by 4% per Energy Lode. Max stacks grant a 16% damage increase to Flame Burst and Thermal Detonator.

General Suggestion: When you first get access to this choice, it only buffs the damage of your next Flame Burst. But at level 47 when you learn Thermal Detonator, it turns into a huge source of extra burst damage! If your first target is almost dead it's recommended to throw your detonator on to something with higher HP remaining - it takes a few seconds to explode. If you find your detonators exploding late often, Lingering Heat is a good choice for extra damage over time as well.

LvL39
Heat ZoneOptional Passive Level 39 Option 2/3

When Energy Burst deals damage to a target, it hits up to 3 additional targets with Energy Burst's initial damage within 5 meters.

When Energy Burst deals damage to a target, it hits up to 3 additional targets with Energy Burst's initial damage within 5 meters.

Solo Many-Enemy Suggestion: Another choice great for those groups of 3-4 enemies you typically fight through while leveling through story.

LvL39
Lingering HeatOptional Passive Level 39 Option 3/3

Energy Burst applies an additional burn dealing elemental damage over 12 seconds.

Energy Burst applies an additional burn dealing elemental damage over 12 seconds.

LvL39
Serrated BladesPassive

Increases the damage dealt by Retractable Blade's bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.

Increases the damage dealt by Retractable Blade's bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.

LvL40
Explosive FuelBuff

Increases ranged and tech critical hit chance by 25% for 15 seconds.

Increases ranged and tech critical hit chance by 25% for 15 seconds.

LvL43
PuncturePassive

Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage.

Rail Shot ignores 60% of the target's armor and Rocket Punch or Flaming Fist deals 10% more damage.

LvL43
Prototype RailPassive

Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 6 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present. Increases the damage dealt by Retractable Blade's bleed effect by 5% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.

Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 6 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present. Increases the damage dealt by Retractable Blade's bleed effect by 5% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.

LvL43
Advanced YieldOptional Passive Level 43 Option 1/3

Increases the range of Flame Burst, Magnetic Blast, Shatter Slug, Deadly Onslaught, Energy Burst, and Rail Shot to 15 meters. In addition, Retractable Blade ticks decrease the cooldown of Power Yield by 1 second. This effect can occur once every 10 seconds.

Increases the range of Flame Burst, Magnetic Blast, Shatter Slug, Deadly Onslaught, Energy Burst, and Rail Shot to 15 meters. In addition, Retractable Blade ticks decrease the cooldown of Power Yield by 1 second. This effect can occur once every 10 seconds.

General Suggestion: Advanced Yield increases the range on pretty much all your main attacks except for Rocket Punch, making it very easy to deal damage from mid-range on your powertech without having to stay on top of your target so much. The refreshing effect on Power Yield from Retractable Blade also makes this the best damage option for longer fights!

LvL43
Advanced ShieldingOptional Passive Level 43 Option 2/3

When activating Energy Shield you gain Advanced Shielding, making your next Kolto Overload heal up to 45% health or your next Power Yield last for 15 seconds.

When activating Energy Shield you gain Advanced Shielding, making your next Kolto Overload heal up to 45% health or your next Power Yield last for 15 seconds.

LvL43
Terminator DroidOptional Detection 30m (long range) Level 43 Option 3/3

Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.

Fires off a Terminator Droid to scan the area for 15 seconds, revealing stealthed opponents and immobilizing them for 3 seconds. In addition, all enemies inside the field of the Terminator Droid have their accuracy reduced by 20% and are slowed by 30%.

LvL47
Thermal DetonatorAttack 30m (long range)

Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.

LvL50
Shatter SlugArea Attack 10m (short range)

Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target.

Fires a high impact slug that instantly explodes on contact with the target, spraying the area with shrapnel shards that deal kinetic damage to up to 8 enemies within 8 meters of the initial target.

LvL51
Prototype Missile SilosPassive

Reduces the cooldown of Deadly Onslaught by 5 seconds. In addition, Shatter Slug deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.

Reduces the cooldown of Deadly Onslaught by 5 seconds. In addition, Shatter Slug deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.

LvL51
Pyro ShieldOptional Passive Level 51 Option 1/3

When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

When activated, your Energy Shield ignites in a blaze, scorching attackers for elemental damage when they deal direct damage to you. This effect cannot occur more than once each second.

General Suggestion: Choose Pyro Shield to do some free damage to your enemy every time you get hit!

LvL51
Gyroscopic Alignment JetsOptional Passive Level 51 Option 2/3

You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

You vent 20 heat when stunned, immobilized, knocked down, or otherwise incapacitated. Additionally, when this happens your next tech ability used within 15 seconds deals 10% more damage or healing.

LvL51
Iron WillOptional Passive Level 51 Option 3/3

Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.

Reduces the cooldown of Determination by 30 seconds and the cooldown of Vent Heat by 15 seconds.

LvL56
CarbonizeArea Stun 8m (short range)

Encases up to 8 enemies within 8 meters in carbonite, dealing internal damage and stunning them for 2.5 seconds.

Stun many enemies to keep them out of the fight temporarily.

LvL60
Shoulder CannonAttack 20m

Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.

Deploys a shoulder cannon that gradually loads 4 missiles over time. Once loaded, the shoulder cannon can be triggered again to fire against an enemy target within 20 meters, launching 1 missile that deals kinetic damage. A missile can be launched up to once per 1.5 seconds. Loading and launching the shoulder cannon does not respect the global cooldown and can be done while controlled. Once all missiles have been loaded, depleting all missiles puts the shoulder cannon on cooldown for 1.5 minutes.

LvL60
Magnetic BlastAttack 10m (short range)

Fires a blast of electromagnetized energy at the target, dealing energy damage. Replaces Flame Burst.

Fires a blast of electromagnetized energy at the target, dealing energy damage. Replaces Flame Burst.

LvL60
Energy RebounderPassive

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which lasts up to 6 seconds and absorbs damage. This effect cannot occur more than once every 10 seconds.

LvL64
Reflective ArmorOptional Passive Level 64 Option 1/3

When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

When Close and Personal is triggered, it will also deal elemental damage to the attacker if the attacker is within 10 meters.

LvL64
HitmanOptional Passive Level 64 Option 2/3

Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

Reduces the cooldown of Quell by 2 seconds. Additionally, all area effect damage is reduced by 60% for 15 seconds after Sonic Missile is activated.

General Suggestion: The reduced damage from area attacks makes this very useful for staying alive in any content with area-wide damage (which is almost all). Combined with a reduced interrupt cooldown, and this choice makes any fight with mechanics a little easier to survive! If you feel you don't need the damage reduction, Reflective Armor is a good option for some free damage.

LvL64
Suppressive ToolsOptional Passive Level 64 Option 3/3

Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.

Magnetic Blast, Flame Burst, and Flame Sweep reduce the movement speed of affected targets by 25% for 3 seconds. Additionally, Neural Dart slows the target by 50% for 6 seconds.

LvL68
Prototype Particle AcceleratorPassive

Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.

Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.

LvL68
Shield CannonOptional Passive Level 68 Option 1/3

Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.

Damaging a target with your Shoulder Cannon missiles heals you for 3% of your total health.

LvL68
Hydraulic OverridesOptional Movement Level 68 Option 2/3

Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.

Grants 10 seconds of immunity from all movement-impairing effects, knockdowns and physics and increases movement speed by 75%.

General Suggestion: All three choices here are good, but Hydraulic Overrides should be your default to help make powertech feel a little more mobile. If extra survivability is needed, swap to Shield Cannon, and Electro Dart is a great 4 second stun if your enemies aren't immune to such effects.

LvL68
Electro DartOptional Stun 10m (short range) Level 68 Option 3/3

Fires an electro dart, dealing energy damage and stunning the target for 4 seconds.

You can use your short stun on weaker enemies to stop them from running around, from casting abilities, to stop them from damaging you, or just to keep them out of the fight in general.

LvL73
Infrared SensorsPassive

Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.

Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.

LvL73
Power LoadersPassive

Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical strike chance of Rocket Punch and Thermal Detonator by 5%. Increases ranged and tech critical chance by 2% and reduces the cooldown of Vent Heat by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.

Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical strike chance of Rocket Punch and Thermal Detonator by 5%. Increases ranged and tech critical chance by 2% and reduces the cooldown of Vent Heat by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.

LvL73
Enhanced ParalyticsOptional Passive Level 73 Option 1/3

Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.

Increases the stun durations of Electro Dart by 1 second and Carbonize by 0.5 seconds.

LvL73
Sonic RebounderOptional Passive Level 73 Option 2/3

Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Sonic Missile protects all friendly targets in its area of impact, excluding you, granting Sonic Rebounder, which reflects the next direct, single-target attack back at the attacker.

Operation Suggestion: Sonic Rebounder is incredibly powerful in group content - when you use your detaunt, everyone nearby except you will get a protective shield that bounces damage back at the enemy! This is a fan-favorite ability for the Powertech Style!

LvL73
Efficient SuitOptional Passive Level 73 Option 3/3

Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.

Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge most stun effects when activated. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.

Solo Single-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

Solo Many-Enemy Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

Flashpoint Suggestion: Choose Efficient Suit to let you use Kolto Overload when you are stunned, and make your Shoulder Cannon and Grapple reach farther!

LvL78
Critical VentilationHidden Passive

Increases ranged and tech critical chance by 2% and reduces the cooldown of Vent heat by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.

Increases ranged and tech critical chance by 2% and reduces the cooldown of Vent heat by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.

LvL78
Prototype Weapon SystemsPassive

Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15%. Additionally, when Thermal Detonator damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.

Increases the critical strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 15%. Additionally, when Thermal Detonator damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.

Milestones

  • At Level 15 you will get your first exclusive ability only the Advanced Prototype Powertech has, it will be called Retractable Blade.
  • At Level 23 you will get to choose a way to change how Retractable Blade works from three different options. This is your first Ability Tree choice, and you can make it by pressing K on your keyboard and selecting an option from the Advanced Prototype Ability Tree on the right.
  • At Level 27 you will get your second choice between three options in your Ability Tree. These options may be useable abilities you can click, or they can be passive abilities which give you a boost to your existing abilities.
  • At Level 47 you will get your second exclusive ability only the Advanced Prototype Powertech gets, it will be called Energy Burst.
  • At Level 39 you will get to choose a way to change how Energy Burst works from three different options in your Ability Tree.
  • At Level 47 and 60 you will get your last two exclusive abilities only the Advanced Prototype Powertech has, Thermal Detonator and Magnetic Blast.
  • At Level 73, you will get to make an important choice between three major abilities. This is a big choice all players need to make for their character.
  • At Level 43, 51, 64, 68 you will get to make additional choices for your Powertech.
  • All of these Ability Tree choices are not permanent. You can change them any time you are not in combat and are not in a queue for Flashpoints, Operations or PvP.

Thank you...

One:

Thank you to these players who have submitted cool screenshots of their Imperial Agent characters:

@saoirse_ie (Main Image & Operative), @MagSulDeruyter (Marksmanship), @MagSulDeruyter (Virulence), @kivurikardok (Operative), @Darth_Amarth (Medicine), @JacksonM95 (Engineering), @BeardMan_Roy (Sniper), @M3KON_ (Combat), @M3KON_ (Armor & Weapons), @loreleif, Swtorista (Concealment), Swtorista (Lethality), Swtorista (companions)

Thank you to these players who have submitted cool screenshots of their Trooper characters:

@Failtasmagoria (Main Image), @ravendas2_0 (blue armor red hair), Pathrik I think (aqua glow), @OurManOnEarth (Species), @agentcupholder (Gunnery), @phyreblade (Combat Medic), @agentcupholder (Story), @PanagiotisLial1 (Commando), @DBSaitre (Assault Specialist), @tomlewookie (Plasmatech), @Caelvin_Dulany (Vanguard), Swtorista (Shield Specialist), @tomlewookie (Armor & Weapons), @adsinmalgusland (Combat), @phyreblade (Companions)

Thank you to these players who have submitted cool screenshots of their Smuggler characters:

@AlexDGeslin (Gunslinger), @rebelrealcanon (Ruffian), @Kayeri (Scoundrel & Main Image), @adsinmalgusland (Story), @phyreblade (Sawbones), @Nathswtor (Saboteur), @PequeClonSW (Dirty Fighting), @MagSulDeruyter (Scrapper), @WardenVakarian (Species), @gh0uldude (Combat), @gh0uldude (Armor & Weapons), Swtorista (Sharpshooter), @MagSulDeruyter (Nar Shaddaa), Swtorista (Companions)

Thank you to these players who have submitted cool screenshots of their Bounty Hunter characters:

@M3KON_ (Main Image), @adsinmalgusland (Species), @ShintarCommando (Advanced Prototype), @rebelrealcanon (Combat), @Kayeri (Powertech), @DHGamerMR (Armor & Weapons), @JamieD1138 (Innovative Ordnance), @phyreblade (Bodyguard), @SkyKard (Shield Tech), @GatoHacker (Story),  @Nyethux (Purotech), Swtorista (Arsenal), Swtorista (Mercenary), Swtorista (Companions)

Thank you to these players who helped look over the summaries for their favorite tech disciplines:

@Eksys, @ASadiablo, @CT7056, PatrikOfHavoc, Daghdha, Aflixion Starr, @TodayinTor, @DumaarShay, @BinaryNine, @Duccisan, @gh0uldude, @Kagetheorc, @Encurez, @zer0_pe,

Thank you to Zahk for writing the initial round of 5-button rotations, Merlyn for providing first-look feedback, and Mark Biggs for giving a final lookover of the rotations.

  And finally thank you to Zahk who helped type up all the 1,000+ abilities in the game for each class so we could make the summaries and the basic class guides for each discipline, and helped with testing and formatting for this page!

Learn Your Class
Combat StyleDisciplineRoleDisciplineCombat Style
SentinelWatchman DOT DamageAnnihilationMarauder
Combat Burst DamageCarnage
Concentration Burst DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DOT (AOE) DamageVengeance
Focus Burst DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration Burst DamageDeception
Serenity DOT DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics Burst DamageLightning
Balance DOT DamageMadness
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DOT DamagePyrotech
Tactics
Burst DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery Burst DamageArsenal
Assault Specialist DOT DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper Burst DamageConcealment
Ruffian DOT DamageLethality
GunslingerSharpshooter Burst DamageMarksmanshipSniper
Saboteur DOT DamageEngineering
Dirty Fighting DOT DamageVirulence
Learn Your Mirror
Combat StyleDisciplineRoleDisciplineCombat Style
VanguardShield SpecialistTankShield
Tech
Powertech
Plasmatech DamagePyrotech
Tactics
DamageAdvanced Prototype
CommandoCombat Medic HealerBodyguardMercenary
Gunnery DamageArsenal
Assault Specialist DamageInnovative Ordnance
ScoundrelSawbones HealerMedicineOperative
Scrapper DamageConcealment
Ruffian DamageLethality
GunslingerSharpshooter DamageMarksmanshipSniper
Saboteur DamageEngineering
Dirty Fighting DamageVirulence
SentinelWatchman DamageAnnihilationMarauder
Combat DamageCarnage
Concentration DamageFury
GuardianDefenseTankImmortalJuggernaut
Vigilance DamageVengeance
Focus DamageRage
ShadowKinetic CombatTankDarkness
Assassin
Infiltration DamageDeception
Serenity DamageHatred
SageSeer HealerCorruptionSorcerer
Telekinetics DamageLightning
Balance DamageMadness