Below you’ll find some starting abilities and those that can be trained later on for the Smuggler class.
Starting Abilities
|
Name |
Description |
|
Flurry of Bolts |
A flurry of bolts shot from your blaster. |
|
Take Cover |
Evasion increase against targets in your cone of cover while taking cover. |
|
Burst |
Fire three powerful blasts at your target. |
|
Flash Grenade |
Lob a flash grenade that blinds your target and all nearby targets (within 5m) for 8 seconds. Blindness ends prematurely if an affected target is damaged. Affects a maximum of 6 targets. |
|
Recuperate |
Catch your breath, recovering your Health and Energy over 15 seconds. This is only usable out of combat. |
Trainable Abilities
|
Name |
Description |
|
Barrage |
Spray a wave of bolts towards the target and those nearby dealing heavy damage over 2.5 seconds. Affects a maximum of 5 targets. |
|
Dirty Kick |
Deliver a low blow to the target, dealing light damage and stunning it for 5 seconds. Cannot be used while in cover. |
|
Headshot |
Fires a shot at the target’s head that deals heavy damage. Only works against a vulnerable (blinded/stunned) target. |
|
Underworld Medicine |
Heals a friendly target for a moderate amount. |
|
Escape |
Removes the Smuggler from any stun, fear, or movement impairing effects |
|
Cool Head |
Keep your cool and regenerate energy over the next 6 seconds. |
|
Smuggler’s Luck |
The smuggler’s critical chance is doubled for 15 seconds. |
|
Surrender |
The Smuggler pretends to surrender, thereby lowering all aggro. |
| Charm | Prvoides an increase in presence to the smuggler and group members for 30 minutes |
|
Covered Escape |
Snare close range enemies while diving into cover. |
|
Pacify |
A surprising shot that does moderate damage and prevents all actions for 4 seconds. |
|
Hustle |
Quicken your party’s pace for 15 seconds, increasing movement speed by 50% for all friendly units within 20 meters. |
Recommended read: 10 Things Every Smuggler Must Know
