dismiss Jabbithole has been updated for WildStar Reloaded. Weekly updates shall resume as usual. Thanks for the patience!
Get the client ‹‹ Jabbithole needs you!

Engineer LAS

Dash Regen I
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns I
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration I
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen II
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns II
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration II
Cost: 1 AMP point
Decreases CC Duration by 5%.
Dash Regen III
Cost: 1 AMP point
Increases Dash Regeneration by 7%.
Cooldowns III
Cost: 1 AMP point
Increases Cooldown Reduction by 5%.
CC Duration III
Cost: 1 AMP point
Decreases CC Duration by 5%.
Keep it Moving
Cost: 4 AMP points
When affected by a Root, grants 50% chance to remove the Root immediately. Can only occur every 5s.
Bust and Move
Cost: 4 AMP points
Performing a CC Break grants a Swiftness for 5s.

Swiftness: Increases Movement Speed by 11.5%.
Reflexive Actions
Cost: 4 AMP points
Taking critical damage restores 1 Dash Token. Can only occur every 10s.
Deft Restoration
Cost: 4 AMP points
Dashing restores 25 Shield Capacity. Can only occur every 10s.
Reckless Dash
Cost: 4 AMP points
Dashing generates 15 Volatility.
Hardened Resolve
Cost: 6 AMP points
While below 30% health gain a Defense and Stalwart.

Defense: Decreases damage taken by 15%.

Stalwart: Increases CC Resilience by 40%.
Repairbot
Cost: 2 AMP points
Unlocks the Repairbot Ability.
Can't Touch This
Cost: 6 AMP points
While below 50% health, Dashing grants a Freedom for 1.5s.

Freedom: Immune to CC effects.
Deflect I
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power I
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation I
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Deflect II
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power II
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation II
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Deflect III
Cost: 1 AMP point
Increases Deflect Chance by 1%.
Support Power III
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Critical Mitigation III
Cost: 1 AMP point
Increases Critical Mitigation by 4%.
Rejuvenating Rain
Cost: 4 AMP points
When you Glance an attack, restore 27 health to self and 2 allies within 5m. Can only occur every 5s.
Enmity
Cost: 4 AMP points
Landing a hit grants a Threatening for 3s. Can only occur every 5s.

Threatening: Increases Threat Generation by 25%.
Quick Restart
Cost: 4 AMP points
When you Glance an attack, gain a 48 absorb for 5s. Can only occur every 10s.
Repeat Business
Cost: 4 AMP points
Landing a direct Multi-Hit grants a Defense for 5s. Can only occur once every 1s.

Defense: Increases Glance Mitigation by 6%.
Reroute Power
Cost: 4 AMP points
Taking damage grants a 10% chance to gain a 33 absorb shield for 10s.
Boosted Armor
Cost: 6 AMP points
On Taking a Heal grants a Defense for 5s.

Defense: Increases Armor Rating by 12.5%.
Disruptive Module
Cost: 2 AMP points
Unlocks the Disruptive Module Ability.
Try and Hurt Me!
Cost: 6 AMP points
Every 1s while between 30 and 70 Volatility, gain 1 stack of Defense for 5s.

Defense: Increase Armor by 2.5% per stack. Stacks 5 times.
Critical Hit Severity I
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power I
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit I
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity II
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power II
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit II
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity III
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Assault Power III
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Critical Hit III
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Explosive Ammo
Cost: 4 AMP points
Landing a Multi-Hit deals an additional 5 technology damage to the foe and 4 foes within 6m. Can only occur every 1s.
Shrapnel Rounds
Cost: 4 AMP points
Landing a hit will deal an additional 6 damage every 2s for 6s to the target and 3 foes within 5m. Can only occur every 6s.
Extra Hurtin'
Cost: 4 AMP points
While between 30 and 70 Volatility gain an Empower.

Empower: Increases Armor Pierce by 10%.
Harmful Hits
Cost: 4 AMP points
Landing a Critical Hit grants an Empower for 5s.

Empower: Increases Multi-Hit Chance by 10%.
Volatile Armor
Cost: 4 AMP points
Eradication ExoSuit grants an Empower.

Empower: Critical Hit Chance increased by 10% for 10s.
Unstable Volatility
Cost: 6 AMP points
Landing a hit with direct damage applies 1 stack of Unstable Volatility. Reaching 3 stacks of Unstable Volatility deals 13 damage.
Target Acquisition
Cost: 2 AMP points
Unlocks the Target Acquisition Ability.
Cruisin' for a Bruisin'
Cost: 6 AMP points
While between 30 and 70 Volatility, gain an Empower.

Empower: Increases Multi-Hit Severity by 8%.
Strikethrough I
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal I
Cost: 1 AMP point
Increases Lifesteal by 2%.
Strikethrough II
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal II
Cost: 1 AMP point
Increases Lifesteal by 2%.
Strikethrough III
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Lifesteal III
Cost: 1 AMP point
Increases Lifesteal by 2%.
The Zone
Cost: 4 AMP points
While between 30 and 70 Volatility, stance swapping no longer removes Volatility.
Forceful Impact
Cost: 4 AMP points
When your direct attacks Multi-Hit, gain an Empower for 5s.

Empower: Increase Assault and Support Power by 1.5% per stack. Stacks 3 times.
Keep on Truckin'
Cost: 4 AMP points
Killing a foe restores 20 health every 1s for 3s.
Volatility Rising
Cost: 4 AMP points
While between 30 and 70 Volatility gain 5 Volatility every 1s.
Exploit Weakness
Cost: 6 AMP points
Dealing direct physical or technology damage grants an Empower based on damage type for 5s.

Physical Empower: Increases Physical Damage Dealt by 6%.

Technology Empower: Increases Technology Damage Dealt by 6%.
Razor's Edge
Cost: 6 AMP points
While between 30 and 70 Volatility, gain an Empower and a Defense.

Empower: Increases Multi-Hit Severity by 6%.

Defense: Increases Glance Mitigation by 6%.
Armor Pierce I
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power I
Cost: 1 AMP point
Increases PvP Power by 1%.
Armor Pierce II
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power II
Cost: 1 AMP point
Increases PvP Power by 1%.
Armor Pierce III
Cost: 1 AMP point
Increases Armor Pierce by 2%.
PvP Power III
Cost: 1 AMP point
Increases PvP Power by 1%.
Blast Back
Cost: 4 AMP points
While above 10 Volatility, taking critical damage causes you to deal technology damage to 5 foes within 10m. Can only occur every 1s.

10-55 Volatility: 7 damage
56-100 Volatility: 10 damage
Self-Destruct
Cost: 4 AMP points
Taking damage that kills your bot deals 52 damage to 5 foes within 10m of the bot.
Hamstring Tear
Cost: 4 AMP points
Landing a hit while Behind the target applies a Snare for 2s.

Snare: Reduces Movement Speed by 15%.
No Pain, No Pain
Cost: 4 AMP points
While Snared gain an Empower.

Empower: Increases PvP Power by 4.5%.
Disciplined Soldier
Cost: 6 AMP points
Landing a Critical Hit, gains a Beacon for 3s.

Beacon: Increases Incoming Healing by 10%.
Keep up the Pace
Cost: 6 AMP points
Landing a Hit with a physical attack grants an Empower for 2s.

Empower: Increases Damage Dealt by 5%.
PvP Defense I
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity I
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense II
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity II
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
PvP Defense III
Cost: 1 AMP point
Increases PvP Defense by 1%.
Maximum Shield Capacity III
Cost: 1 AMP point
Increases Maximum Shield Capacity by 3%.
Dirty Tricks
Cost: 4 AMP points
Landing a Taunt or Intimidate applies a Blunder for 5s.

Blunder: Adds 15% chance to be Deflected.
Turn the Tables
Cost: 4 AMP points
When CC ends restore 12 Shield every 1s for 3s.
Helpin' Hand
Cost: 4 AMP points
Taking damage grants a Beacon for 30s.

Beacon: Increases Incoming Healing by 5%. Stacks 5 times.
Defense Protocol
Cost: 4 AMP points
When your absorb is destroyed, gain a Defense for 8s.

Defense: Increases Glance Chance by 4% and Glance Mitigation by 4%.
Survival Instincts
Cost: 6 AMP points
When you Glance an attack, restore 16 health every 1s for 5s. Can only occur every 5s.
Protection by Deflection
Cost: 6 AMP points
Deflecting an attack grants you 1 Interrupt Armor for 5s. Can only occur every 5s.