Shadowlands Perks Edit
Mods at Heavy Ranged 8:
+200 Assault Rifle +200 Heavy Weapons
Laser Paint Target
This is an evade debuff. -100 Dodge Ranged for 18 seconds, recharge 30 seconds on a successful hit and 15 seconds if you miss. Comes with Heavy Ranged 2. 100% Assault Rifle attack skill, and 100% Dodge Ranged for defensive skill.
Tiny damage and a small chance to stun. By small, this hits on everage for 50-80 damage. 9% chance to stun for 4 seconds. Weapon Bash comes with Heavy Ranged 3, has 100% Assault Rifle as an attack skill and 5% Dodge Ranged as the defensive check.
Another evade debuff, this one gives -400 Dodge Ranged for 30 seconds, with a recharges of 45 seconds on a successful hit and 15 seconds if resisted. Comes with Heavy Ranged 5. 100% Assault Rifle attack skill, and 100% Dodge Ranged for defensive skill.
Damage and Fire AC debuff. Well used in conjuction with Adventurers useing Kyr'Ozch axes, as the effect of this special is -8000 Fire AC. The damage is 1513-4811, checking against Fire AC. Comes with Heavy Ranged 7. 100% Assault Rifle attack skill, and 100% Dodge Ranged for defensive skill.
Heavy Ranged is the staple for Assault Rifle soldiers. The +200 Assault Rifle is a must, although the perk specials aren't the best. The evade debuffs will only work on mobs that you don't really need them to land on, and Weapon Bash is nearly useless. The only thing I see Weapon Bash being used for is PvP versus low evade professions like Doctors to stun them while you reload after FA. Napalm Spray is decent, though.
Mods at Special Forces 10:
+200 Full Auto +180 Burst +180 Fling Shot +150 Dodge Ranged +50 Evade Close +50 Duck Explosions
This is it, probably the best heal perk soldiers get. The amount healed for scales with your First Aid skill, and has a 40 second recharge. Self only, and comes with Special Forces 1.
A great stepping-stone to landing more perks. Low damage, but debuffs -200 to all evades. 100% Full Auto attack skill, and 75% Dodge Ranged defensive. Lasts for 15 seconds, and cause the fighting target to light up with a fuzzy red aura. Has a 50 second recharge with a successful attack, and 25 seconds on a miss. Comes with Special Forces 3.
A decent damage perk. Does projectile damage. Hits for 927-1721 if you don't have Tracer running and 1551-2881 if you do. 2 minute recharge on a hit and 1 minute on a miss. 100% Burst for an attack skill, and 100% Dodge Ranged for defensive. Comes with Special Forces 6.
+200 to all damage types for 2 minutes, with a 5 minute recharge. However, you must have less than 40% of your max HP to use it, making it a "last resort" special. Comes with Special Forces 8.
A way to extend your Mirror Shields to others. The requirement to use this special is you must have a Total Mirror Shield running, and you must have recently used violence. Augmented Mirror Shield will not work. Gives you -55% reflect, but gives your target 20% reflect. Lasts for 40 seconds, with a 5 minute recharge. Comes with Special Forces 10.
A must have. Buffing all evades, and giving a nice bonus to Full Auto and Burst, makes this one of the best perklines Soldiers have. Pistol users will also enjoy the Fling Shot Bonus.
Effects at Power Up 10:
+200 Ranged Energy +50 to all damage types
Adds to all damage types for 30 seconds, with a recharge of 2 minutes. The amount boosted depends on how far you have Power Up perked, with this special giving +200 at Power Up 10. Comes with Power Up 1.
+15 damage at PU 1 +25 at PU 2 +35 at PU 3 +50 at PU 4 +65 at PU 5 +85 at PU 6 +105 at PU 7 +130 at PU 8 +180 at PU 9 +200 at PU 10
Decent Damage and a chance to remove friendly nanos from your target's NCU. Specificly, 1195-2219 Energy damage and a 14% chance to remove a Protection nanos with an NCU cost of 4 or lower and a Healing nano with an NCU cost of 4 or lower. Requires Energize to run, and has an 80 second recharge when preformed successfully and a 40 second recharge if not. 100% Ranged Energy as an attack skill, and 100% Dodge Ranged as a defensive check. Comes with Power Up 8.
Extremely low damage (139-257 Energy). Requires Energize to run, and has a 45 second recharge on a hit, and 23 seconds on a miss. 100% Ranged Energy as an attack skill, and 100% Dodge Ranged as a defensive check. Comes with Power Up 3.
Hits for 755-1401 points of Energy damage, and has a 19% chance to stun your target. Requires Energize to run, has a 50 second recharge on a hit and a 25 second recharge on a miss. 100% Ranged Energy as an attack skill, and 100% Dodge Ranged as a defensive check. Comes with Power Up 5.
A look at the database shows that Power Volley does 2845-5283 Energy damage, but the requirement to run are Energize and to have Accelerate Decaying Quarks running on your target. Thus, this special is almost never used. Also has a 24% chance to stun, a 19% chance to remove a Protection nano with an NCU cost of 15 or lower, and a 19% chance to remove a Healing nano of 15 NCU or lower. Has a 60 second recharge, which changes to 30 seconds on a miss. 100% Ranged Energy as an attack skill, and 100% Dodge Ranged as a defensive check. Comes with Power Up 10.
A staple for users of Ranged Energy. Even useing other weapons, the additional damage is excellent and the perk specials can still be used. Just don't ever expect to use Power Combo.
Effects at Colossal Health 10
Max Health +3180
Blessing of Life
A team heal that scales with the amount of perks you have in Colossal Health. Has a 50 second recharge. Comes with Colossal Health 3.
At Colossal Health 3, heals for 100. At Colossal Health 4, heals for 200. At Colossal Health 5, heals for 300. At Colossal Health 6, heals for 400. At Colossal Health 7, heals for 500. At Colossal Health 8, heals for 600. At Colossal Health 9, heals for 730. At Colossal Health 10, heals for 900.
A self Heal Over Time. Heals for 240 every 2 seconds 14 times, resulting in a total health recovery of 3360 HP. Has a 5 minute recharge, and comes with Colossah Health 5.
A lifetap causing 325-3525 points of melee damage. You are healed for 120% of the damage inflicted. Has a 60 second recharge on a successful hit and 30 seconds if resisted. Attack skill is 100% Max Health, and the defensive check is 75% nano resist. Comes with Colossal Health 9.
More health is always good, and the specials from the Colossal Health line are really useful when soloing. When fighting on Rubi-Ka, Draw Blood will often heal you for 3000 health or more. Used in conjuction with a Mirror Shield, Lifeblood will often negate all the damage you are taking.
Effects at Infantry 7:
+191 Max Health +63 Rifle +10 Fling Shot
Armor Piercing Shot
Causes damage and an AC debuff. Only does 66 damage, but debuffs your target's ACs by 2000. Has a 60 second recharge on success, and 30 seconds on failure. Attack skill is 100% Rifle, and the defensive check is 100% Dodge Ranged. Comes with Infantry 2.
Find the Flaw
A perk causing direct damage. Hits for 917-1703 points of Projectile damage. Requirements to run are having Armor Piercing Shot running on your target. Has a 45 second recharge on a hit, and 23 seconds on a miss. 100% Rifle attack skill, and 100% Dodge Ranged defensive skill. Comes with Infantry 5.
Not really useable by Soldiers. The specials require you to be using a Rifle. This is more of an Agent perkline, although PvP geared soldiers using rifles may find a use for it.
Effects at Mountaineer 5
+35 Strength +35 Stamina +215 Max Health +90 Adventuring
Encase in Stone
Roots you for 30 seconds, but you gain +7000 to all ACs as well as 10 Critical Decrease while the root is in effect. It has a 6 minute recharge. Comes with Mountaineer 3.
Removes all roots from the target, and hits for 4975-11239 points of melee damage. It requires Stoneworks to be running on the target, which is an Adventurer perk special. Locks for 3 minutes on failure, and 6 minutes on a successful hit.
Soldiers use this line to buff Strength and Stamina, but it is not widely used when perked for either PvM or PvP.
Effects at SMG Mastery 10
+200 MG/SMG +20 Burst
Very similar to the Energize special from Power Up. Lasts for 2 minutes, with a 5 minute recharge. Boosts damage output depending on how many perks you have in SMG Mastery. Comes with SMG Mastery 2.
At SMG Mastery 2: +40 to all damage types SMG Mastery 3: +60 SMG Mastery 4: +80 SMG Mastery 5: +105 SMG Mastery 6: +135 SMG Mastery 7: +165 SMG Mastery 8: +195 SMG Mastery 9: +225 SMG Mastery 10: +270
Hits your target for 551-551 points of projectile damage, and also stuns it for 2 seconds. 55 second recharge, which changes to 28 seconds if it misses. 100% SMG attack skill, and 80% Dodge Ranged defensive. Comes with SMG Mastery 5.
Requires Reinforce Slugs to be running. Deals 835-3235 projectile damage, with a 1 minute recharge on hit, and 30 seconds if it fails. 100% SMG attack skill, and 90% Dodge Ranged defensive. Comes with SMG Mastery 7.
Requires Reinforce Slugs to be running, and hits for 3271-3271 points of projectile damage. Locks for 22 seconds on failure, and 55 seconds on a hit. 100% SMG attack skill, and 90% Dodge Ranged for a defensive check. Comes with SMG Mastery 10.
If you choose to use the JPGPP/Kyr'Ozch Machine Pistol - Type 5 route, this is the perk line for you.
Effects at Shotgun Mastery 6
+75 Shotgun +21 to all damage types
This attack will deal more damage if Bloodletting (a trader perk special) is already running. Deals 248-462 points of projectile damage and a 60 point DoT if Bloodletting is not running, or a 120 point DoT if it is. Both DoTs hit 15 times, once every 2 seconds. 100% Shotgun attack skill, 100% Duck Explosives defensive. 48 second recharge if it lands successfully, 24 seconds if it doesn't.
If you decide to break way out of the mold and make a shotgun soldier, you'll probably train this. If you don't, don't train it.