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Jabbithole has been updated for WildStar Reloaded. Weekly updates shall resume as usual. Thanks for the patience!

# Warrior LAS

48 ability points left [reset]

55
AMP points

left

[reset]

left

[reset]

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%.

Kinetic Drive

Cost: 4 AMP points

Build 45 Kinetic Energy every 0.25s while Sprinting in combat.

Bust Out

Cost: 4 AMP points

Performing a CC Break restores 70 health. Can only occur every 30s.

Unyielding

Cost: 4 AMP points

You can no longer be Dazed.

Shock Absorber

Cost: 4 AMP points

Activating your Innate Ability grants 2 Interrupt Armor for 8s.

Speed Burst

Cost: 4 AMP points

Dashing grants a Swiftness for 4s.

Swiftness: Increases Movement Speed by 7.5%. Stacks 2 times.

Swiftness: Increases Movement Speed by 7.5%. Stacks 2 times.

No Escape

Cost: 6 AMP points

While within 10m of an enemy player below 50% Health, gain a Swiftness for 7s. Can only be triggered on the same player every 10s.

Swiftness: Increases Movement Speed by 35%.

Swiftness: Increases Movement Speed by 35%.

Power Link

Cost: 2 AMP points

Unlocks the Power Link ability.

Can't Stop, Won't Stop

Cost: 6 AMP points

Reduces Kinetic Energy decay and Kinetic Drain effects by 20%.

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%.

Full Force

Cost: 4 AMP points

Landing a hit grants a Threaten for 3s.

Threaten: Increases Threat Generation by 25%. Can only occur every 5s.

Threaten: Increases Threat Generation by 25%. Can only occur every 5s.

Reserve Power

Cost: 4 AMP points

Convert 20% of incoming healing to shield healing instead. Shield overheals from this effect are converted back to health.

Full Defense

Cost: 4 AMP points

While above 500 Kinetic Energy gain a Defense.

Defense: Increases Deflect Chance by 5% and Glance Mitigation by 5%.

Defense: Increases Deflect Chance by 5% and Glance Mitigation by 5%.

MKII Battle Suit

Cost: 4 AMP points

When taking damage you have a 25% chance to restore 27 health. Can occur every 3s.

Kinetic Buffer

Cost: 4 AMP points

While above 500 Kinetic Energy gain a Defense.

Defense: Reduces Damage Taken by 6%.

Defense: Reduces Damage Taken by 6%.

Fortify

Cost: 6 AMP points

While Shields are active gain a Defense.

Shield 1%- 24%: Reduces Damage Taken by 6%.

Shield 25%-49%: Reduces Damage Taken by 12%.

Shield 50%-100%: Reduces Damage Taken by 18%.

Shield 1%- 24%: Reduces Damage Taken by 6%.

Shield 25%-49%: Reduces Damage Taken by 12%.

Shield 50%-100%: Reduces Damage Taken by 18%.

Bolstering Strike

Cost: 2 AMP points

Unlocks the Bolstering Strike ability.

To the Pain

Cost: 6 AMP points

Damage that would kill you restores 50% of your Max Health instead, and then drains 2.5% of your Max Health every 1s for 10s. Can only occur every 120s.

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%.

Bloodlust

Cost: 4 AMP points

Landing a Critical Hit against a foe below 15% health deals an additional 58 physical damage.

Berserker

Cost: 4 AMP points

Using your Innate Ability grants an Empower for 8s.

Empower: Increase Damage Dealt by 10% and Damage Taken by 5%.

Empower: Increase Damage Dealt by 10% and Damage Taken by 5%.

Radiate

Cost: 4 AMP points

When you reach maximum Kinetic Energy you deal 10 technology damage to all foes within 8m every 2s for 6s.

Power Hitter

Cost: 4 AMP points

Landing a Critical Hit grants an Empower for 10s.

Empower: Increases Critical Hit Severity by 5%. Stacks 4 times.

Empower: Increases Critical Hit Severity by 5%. Stacks 4 times.

Laceration

Cost: 4 AMP points

Landing a hit while above 250 Kinetic Energy has a 25% chance to deal 15 physical damage every 2s for 8s.

Armor Shred

Cost: 6 AMP points

Landing a direct Multi-Hit grants an Empower for 8s. Can only occur once every 1s.

Empower: Increases Armor Pierce by 2.5% per stack. Stacks 3 times.

Empower: Increases Armor Pierce by 2.5% per stack. Stacks 3 times.

Tremor

Cost: 2 AMP points

Unlocks the Tremor ability.

Kinetic Fury

Cost: 6 AMP points

While above 500 Kinetic Energy gain an Empower. Empower: Increases damage dealt by 6%.

While above 750 Kinetic Energy you gain an Empower. Empower: Increases damage dealt by 8%.

While above 750 Kinetic Energy you gain an Empower. Empower: Increases damage dealt 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%.

Energy Banks

Cost: 4 AMP points

While above 50% shields, restore 13 health every 1s.

Kinetic Amplifier

Cost: 4 AMP points

Building Kinetic Energy grants you an Empower and a Defense for 5s. Can only occur every 1s.

Empower: Increases Multi-Hit Chance by 5%.

Defense: Increases Glance Chance by 5%.

Empower: Increases Multi-Hit Chance by 5%.

Defense: Increases Glance Chance by 5%.

Kinetic Burst

Cost: 4 AMP points

Your attacks that build Kinetic Energy will build an additional 200 Kinetic Energy. Can only occur every 4s.

Stance Dancer

Cost: 4 AMP points

Switching Stances no longer drains your Kinetic Energy.

Fury

Cost: 6 AMP points

Taking direct damage grants an Empower for 10s.

Empower: Increases damage dealt by 2%. Stacks 5 times.

Empower: Increases damage dealt by 2%. Stacks 5 times.

Overwhelming Presence

Cost: 6 AMP points

Landing a Critical Hit grants an Empower for 10s.

Empower: Increases Vigor by 2.5% per stack. Stacks 3 times.

Empower: Increases Vigor by 2.5% per stack. Stacks 3 times.

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%.

Cheap Shot

Cost: 4 AMP points

Landing a direct hit against Blind, Tethered, or Knocked Down foes deals 16 physical damage. Can only occur every 2s.

Cornered

Cost: 4 AMP points

Dropping below 30% health grants an Empower for 10s.

Empower: Increases Damage Dealt by 9.5%.

Empower: Increases Damage Dealt by 9.5%.

Festering Blade

Cost: 4 AMP points

Landing a hit applies Snare for 5s.

Snare: Reduces Movement Speed by 8%. Stacks 3 times.

Snare: Reduces Movement Speed by 8%. Stacks 3 times.

Killing Spree

Cost: 4 AMP points

Killing a foe restores 61 health. Can only occur every 1s.

Recklessness

Cost: 6 AMP points

While within 10m of a hostile player gain an Empower for 8s. Can only be triggered by the same player every 10s.

Empower: Increases Assault Power by 7% of your current maximum. Stacks 3 times.

Empower: Increases Assault Power by 7% of your current maximum. Stacks 3 times.

Sunder

Cost: 6 AMP points

Landing a Critical Hit on a player applies an Expose for 5s.

Expose: Reduces PvP Defense by 6.5%.

Expose: Reduces PvP Defense by 6.5%.

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%.

Impenetrable

Cost: 4 AMP points

Activating your Innate Ability restores 12.5% of your Max Shields every 1s for 8s.

Anti-Magic Armor

Cost: 4 AMP points

Taking magic damage grants a 30% chance to apply Snare to your attacker.

Snare: Reduces Movement Speed by 15% for 5s.

Snare: Reduces Movement Speed by 15% for 5s.

Health Sponge

Cost: 4 AMP points

Increase Max Health by 12%.

Fortitude

Cost: 4 AMP points

Increases incoming healing by 10%.

When within 10m of an enemy in combat, gain a Beacon for 10s. Can only be triggered by the same enemy every 10s.

Beacon: Increases incoming healing by 2% per stack. Stacks 5 times.

When within 10m of an enemy in combat, gain a Beacon for 10s. Can only be triggered by the same enemy every 10s.

Beacon: Increases incoming healing by 2% per stack. Stacks 5 times.

Indomitable

Cost: 6 AMP points

Taking damage grants a Defense for 5s. Can only occur every 1s.

Defense: Increases Armor by 2.5%. Stacks 5 times.

Defense: Increases Armor by 2.5%. Stacks 5 times.

Bring It

Cost: 6 AMP points

Taking damage grants 1 stack of Bring It. Reaching 10 stacks of Bring It restores 51 health.