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Medic 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%.
Shield Protocol
Cost: 4 AMP points
When dropping below 30% health your Shield Mitigation is increased by 15% for 8s, and you restore 102 shield. Can only occur every 60s.
Solid State
Cost: 4 AMP points
Using Protection Probes grants 1 Interrupt Armor to allies for 3s.
Concerted Effort
Cost: 4 AMP points
When your casting is interrupted your active cooldowns are reduced by 1s.
Regenerator
Cost: 4 AMP points
Restores 26 health every 3s while in combat.
Quick Dodge
Cost: 4 AMP points
Performing a CC Break restores 154 shield and 1 Dash Token. Can only occur every 30s.
Health Probes
Cost: 6 AMP points
Taking a Critical Hit grants a 20% chance to create a Health Probe lasting 15s. 3 Health Probes can be active at once.

The first injured ally that walks into the Health Probe receives 118 health.
Protection Probes
Cost: 2 AMP points
Unlocks the Protection Probes ability.
Amorphous Barrier
Cost: 6 AMP points
Taking damage grants a Defense against that damage type for 5s. Can only occur every 5s.

Physical Barrier: Increases Physical Mitigation by 13.6%.
Magic Barrier: Increases Magic Mitigation by 13.6%.
Technology Barrier: Increases Technology Mitigation by 13.6%.
Focus Recovery I
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power I
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost I
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Focus Recovery II
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power II
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost II
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Focus Recovery III
Cost: 1 AMP point
Increases Focus Recovery Rate by 0.1% per second.
Support Power III
Cost: 1 AMP point
Increases Support Power by 2.5% of your current maximum.
Focus Cost III
Cost: 1 AMP point
Reduces Focus cost of spells by 5%.
Transfusion
Cost: 4 AMP points
While you have more than 30% health, you will automatically grant a Transfusion to a party member within 15m who has less than 80% health. Can only occur every 2s.

Transfusion: Sacrifice 7 health to restore 22 health to your ally every 1s.
Protective Surge
Cost: 4 AMP points
Landing a direct heal on yourself or an ally under the effects of your Mending Probes or Protection Probes also restores 52 shield. Can only occur once every 4s per target.
Reboot
Cost: 4 AMP points
Landing a direct Shield heal on an ally with shields below 30% restores an additional 120 shield.
Armor Coating
Cost: 4 AMP points
Landing a Multi-Heal on an ally grants a Defense for 6s. Can only occur every 2s.

Defense: Reduces Damage Taken by 10%.
Emergency
Cost: 4 AMP points
When an ally within 15m of you takes damage that puts them below 30% health, restore 41 health to them. Can only occur every 1s per ally.
Running on Empty
Cost: 6 AMP points
While at 0 Actuators, your Shield Surge, Crisis Wave, and Rejuvenator have no Actuator cost. Shield Surge and Crisis Wave have a 5s cooldown instead.
Rejuvenator
Cost: 2 AMP points
Unlocks the Rejuvenator ability.
Hypercharge
Cost: 6 AMP points
Using Energize restores 113 shield to 5 allies within 15m.

In addition, your direct Shield heals grant an immunity to Overload for 3s.
Armor Pierce I
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power I
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough I
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Armor Pierce II
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power II
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough II
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Armor Pierce III
Cost: 1 AMP point
Increases Armor Pierce by 2%.
Assault Power III
Cost: 1 AMP point
Increases Assault Power by 2.5% of your current maximum.
Strikethrough III
Cost: 1 AMP point
Increases Strikethrough Chance by 1%.
Critical Priority
Cost: 4 AMP points
Dealing damage to foes applies Critical Priority: Whenever you or your party members land a Multi-Hit on this foe, grant an Empower for 8s.

Empower: Increases Critical Hit Chance by 6%.
In Flux
Cost: 4 AMP points
While between 1 and 3 Actuators gain an Empower.

Empower: Increases Assault Power by 8% of your current maximum.
Victory Spark
Cost: 4 AMP points
Killing a foe builds 1 Actuator. Can only occur every 5s.
Core Damage
Cost: 4 AMP points
Consuming an Actuator grants an Empower for 5s.

Empower: Increases Damage Dealt by 1.5%. Stacks 4 times.
Recycler
Cost: 4 AMP points
Landing a Multi-Hit with Gamma Rays or Quantum Cascade builds 1 Actuator. Can only occur every 2s.
Danger Zone
Cost: 6 AMP points
While within 8m of a foe gain an Empower for 8s. Can only be triggered by the same foe every 15s.

Empower: Increases Assault Power by 10% of your current maximum.
Annihilation
Cost: 2 AMP points
Unlocks the Annihilation ability.
Chemical Burn
Cost: 6 AMP points
Landing a Multi-Hit deals an additional 27 technology damage every 1s for 4s.
Critical Hit I
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity I
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit II
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity II
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Critical Hit III
Cost: 1 AMP point
Increases Critical Hit Chance by 2%.
Critical Hit Severity III
Cost: 1 AMP point
Increases Critical Hit Severity by 4%.
Scalpel! Forceps!
Cost: 4 AMP points
Landing a heal grants Scalpel. Landing an attack grants Forceps. Both buffs grant an Empower for 6s.

Scalpel: Increases Assault Power by 5% of your current maximum.
Forceps: Increases Support Power by 5% of your current maximum.
Null Zone
Cost: 4 AMP points
Applies a Weaken to foes within 8m.

Weaken: Reduces Assault Power by 7.5% of their current maximum.
Surgical
Cost: 4 AMP points
While standing inside Field Probes gain an Empower and a Bastion.

Empower: Increases Damage Dealt by 6%.
Bastion: Increases outgoing healing by 6%.
Renewable Probes
Cost: 4 AMP points
Upon detonating Devastator Probes or Mending Probes, reset the respective ability's cooldown.
Power Cadence
Cost: 6 AMP points
While in combat build 1 Actuator every 8s.
Power Converter
Cost: 6 AMP points
If your Assault Power is greater than your Support Power: Reduces Assault Power by 5% and increases Support Power by 20%.

If your Support Power is greater than your Assault Power: Reduces Support Power by 5% and increases Assault Power by 20%.

Only applies while in combat.
Lifesteal I
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power I
Cost: 1 AMP point
Increases PvP Power by 1%.
Lifesteal II
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power II
Cost: 1 AMP point
Increases PvP Power by 1%.
Lifesteal III
Cost: 1 AMP point
Increases Lifesteal by 2%.
PvP Power III
Cost: 1 AMP point
Increases PvP Power by 1%.
Weakness into Strength
Cost: 4 AMP points
Atomize also becomes usable when a foe Deflects one of your attacks.
Entrapment
Cost: 4 AMP points
Dealing damage to foes that are Snared or Rooted causes them to take an additional 11 technology damage.
Antigen Isolation
Cost: 4 AMP points
Killing a player grants an Empower for 15s.

Empower: Increases damage dealt by 3%. Stacks 5 times.
Stay With Me
Cost: 4 AMP points
While below 30% health gain an Empower.

Empower: Increases Assault Power by 10% of your current maximum.
Meltdown
Cost: 6 AMP points
Using Energize causes you to deal 63 technology damage to 5 foes within 10m and apply an Overload for 4s.

Overload: Shield temporarily deactivated.
Energy Pulse
Cost: 6 AMP points
When dropping below 30% health deal 55 technology damage every 2s to 5 foes within 8m.
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%.
Attrition
Cost: 4 AMP points
While remaining in combat for 60s you restore 20 focus every 1s for 10s. This will continue to apply every 60s you remain in combat.
Emergency Extraction
Cost: 4 AMP points
Using Extricate will break allies free from all CC effects.
Invigorating Shields
Cost: 4 AMP points
Landing a direct Shield Heal grants a Defense to the target for 4s.

Defense: When your Shields are depleted, restore 52 health.
Defense Mechanism
Cost: 4 AMP points
Taking a Critical Hit reduces the cooldown of Barrier, Flash, Urgency, and Calm by 2s. Can only occur every 4s.
Acerbic Injection
Cost: 6 AMP points
When dropping below 30% health you become Rooted and restore 432 health every 1s for 2s. Can only occur every 120s.

Root: Prevents movement.
Debilitative Armor
Cost: 6 AMP points
Taking damage from a player causes you to apply an Expose to your attacker for 5s.

Expose: Reduces PvP Power by 6%.